JP2017196248A - Game machine - Google Patents

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JP2017196248A
JP2017196248A JP2016090865A JP2016090865A JP2017196248A JP 2017196248 A JP2017196248 A JP 2017196248A JP 2016090865 A JP2016090865 A JP 2016090865A JP 2016090865 A JP2016090865 A JP 2016090865A JP 2017196248 A JP2017196248 A JP 2017196248A
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shown
movable
image
effect
step
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昌宏 丹羽
Masahiro Niwa
昌宏 丹羽
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株式会社藤商事
Fujishoji Co Ltd
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Abstract

An object of the present invention is to provide a gaming machine capable of increasing the production effect. A left movable accessory 43b that performs a predetermined performance as the game progresses, a motor that moves the left movable accessory 43b, and a motor that moves the left movable accessory 43b to a position where the left movable accessory 43b can move (FIG. 5). (A), a liquid crystal display device 41 that displays an image as if the image P1 shown in FIG. 5B appears from the left movable accessory 43b along the outline of the left movable accessory 43b; It is characterized by having. [Selection] Figure 5

Description

  The present invention relates to a gaming machine such as a pachinko machine, an arrangement ball machine, a sparrow ball game machine, and a slot, and more particularly to a gaming machine that can increase the effect of production.

  As a conventional gaming machine such as a pachinko machine, for example, a gaming machine described in Patent Document 1 is known. This gaming machine is intended to increase the effect by displaying an effect image on the liquid crystal display device in accordance with the movement of the movable accessory when it is driven.

Japanese Patent No. 4717750

  However, since the gaming machine as described above only displays the effect image on the liquid crystal display device in accordance with the movement of the movable accessory, it looks monotonous and cannot increase the production effect. There was a problem that there was a possibility.

  In view of the above problems, an object of the present invention is to provide a gaming machine capable of increasing the effect of presentation.

  The object of the present invention is achieved by the following means. In addition, although the code | symbol in a parenthesis attaches the referential mark of embodiment mentioned later, this invention is not limited to this.

According to the gaming machine of the first aspect of the invention, a movable effect body (see the upper, left, right, and upper left movable accessories 43a to 43d shown in FIG. 2) that performs a predetermined effect as the game progresses,
Movable means (see the motor of the movable accessory device 43 shown in FIG. 2) for moving the movable effect body (see the upper, left, right, and upper left movable accessories 43a to 43d shown in FIG. 2);
The movable effector (refer to the motor of the movable accessory device 43 shown in FIG. 2) is moved to a position where the movable effector (see the left movable accessory 43b shown in FIG. 5A) can move, and then the movable effector. Predetermined images (see image P1 shown in FIG. 5B1 and image P2 shown in FIG. 6B) along the contour of the left movable accessory 43b shown in FIG. 5B and FIG. 6B Is displayed on the display means (FIG. 5B, FIG. 6 (B), as if appearing from the movable effect body (see the left movable accessory 43b shown in FIG. 5 (B), FIG. 6 (B)). a liquid crystal display device 41) shown in FIG.

According to a second aspect of the present invention, in the gaming machine according to the first aspect, the movable effect body (see the upper / left / right / upper left movable combinations 43a to 43d shown in FIG. 2) includes a plurality of lamps ( Having a decorative lamp LA shown in FIG.
The display means (see the liquid crystal display device 41 shown in FIG. 6) is moved by the movable means (see the motor of the movable accessory device 43 shown in FIG. 2) to the movable effect body (left movable accessory shown in FIG. 5 (a)). 43b) is moved to a position where it can move, and then a plurality of lamps (see the decorative lamp LA shown in FIG. 6) of the movable effect body (see the left movable accessory 43b shown in FIG. 6A) emit light. A light emitting image (see image P2 shown in FIG. 6B) is displayed along the outline of the movable effect body (see the left movable accessory 43b shown in FIG. 6B).

On the other hand, according to the invention of claim 3, a movable effect body (see the upper, left, right, and upper left movable accessories 43a to 43d shown in FIG. 2) that performs a predetermined effect as the game progresses,
Movable means (see the motor of the movable accessory device 43 shown in FIG. 2) for moving the movable effect body (see the upper, left, right, and upper left movable accessories 43a to 43d shown in FIG. 2);
The movable means (refer to the motor of the movable accessory device 43 shown in FIG. 2) is moved to a position where the movable effect body (refer to the left movable accessory 43b shown in FIG. 7 (a)) can be moved, and then further movable. When the director (see the left movable accessory 43b shown in FIGS. 7B and 8) is moved by the movable means (see the motor of the movable accessory device 43 shown in FIG. 2), the direction of movement is different. Display means (FIG. 7B) for displaying a predetermined image (image P3 shown in FIG. 7B, image P3 shown in FIG. 8A, and image P5 shown in FIG. 8B) that performs a predetermined operation in the direction. ), And the liquid crystal display device 41 shown in FIG. 8).

  According to a fourth aspect of the present invention, in the gaming machine according to the third aspect, the display means (see the liquid crystal display device 41 shown in FIG. 7B) is the movable means (movable shown in FIG. 2). After the movable effector (see the left movable accessory 43b shown in FIG. 7 (a)) is moved to a position where the movable effector (see the motor of the accessory device 43) can move, the movable effector (see FIG. 7 (b)) is further moved. When the left movable accessory 43b shown in FIG. 7 is rotated by the movable means (see the motor of the movable accessory device 43 shown in FIG. 2), a predetermined image (see FIG. 7B) that rotates in the opposite direction to the rotational movement. It is characterized in that the image P3 shown in FIG.

  On the other hand, according to the invention of claim 5, in the gaming machine according to claim 3, the display means (see the liquid crystal display device 41 shown in FIG. 8) is the movable means (movable accessory device shown in FIG. 2). 43), the movable effector (see the left movable accessory 43b shown in FIG. 7A) is moved to a position where it can move, and then the movable effector (the left movable accessory 43b shown in FIG. 8). When the reference is moved by the movable means (see the motor of the movable accessory device 43 shown in FIG. 2), a predetermined image (image P4 shown in FIG. 8A) that performs a predetermined operation from a direction opposite to the moving direction. , See image P5 shown in FIG. 8B).

  On the other hand, according to the invention of claim 6, in the gaming machine according to any one of claims 1 to 5, the display means (see the liquid crystal display device 41 shown in FIG. 9B) is the movable. The movable effector (see the left movable accessory 43b shown in FIG. 9A) is moved to a position where the movable effector (see the left movable accessory 43b shown in FIG. 9A) can move by means (see the motor of the movable accessory device 43 shown in FIG. 2), An image (see image P6 shown in FIG. 9B) showing a part of the left movable accessory 43b shown in FIG. 9B is displayed.

  According to the present invention, the production effect can be increased.

It is a perspective view which shows the external appearance of the game machine which concerns on one Embodiment of this invention. It is a front view of the game board of the gaming machine according to the embodiment. It is a block diagram which shows the control apparatus of the game machine which concerns on the same embodiment. The movable accessory according to the embodiment is moved to a movable position, then a predetermined image is displayed on the liquid crystal display device according to the embodiment, and after the display is completed, the movable accessory is returned to the origin position. It is a figure which shows a timing chart. (A)-(d) is a schematic diagram for demonstrating the content of the timing chart shown in FIG. 4 specifically, (a) shows the state which moved the left movable accessory to the movable position, (B) shows a state in which a predetermined image is displayed on the liquid crystal display device along the outline of the left movable accessory, and (c) shows the predetermined image displayed in (b) on the liquid crystal display device. The state which is not displayed is shown, (d) is a schematic diagram which shows the state which has returned the left movable accessory to the origin position. The schematic diagram at the time of producing by the method different from the production method shown in FIG.5 (b) is shown, (a) shows the state which the decoration lamp arrange | positioned at the left movable accessory lighted, (b) FIG. 6A is a schematic diagram showing a state in which a radial effect image is displayed on the liquid crystal display device along the outline of the left movable accessory from the state shown in FIG. (A)-(d) shows the production method different from FIG. 5, and is a schematic diagram for demonstrating the content of the timing chart shown in FIG. 4 specifically, (a) is movable left movable actors. (B) shows a state in which a predetermined image that performs an operation opposite to the rotational movement of the left movable accessory is displayed on the liquid crystal display device, and (c) shows (b) ) Shows a state in which the predetermined image displayed on the liquid crystal display device is not displayed, and (d) is a schematic diagram showing a state in which the left movable accessory is returned to the origin position. (A)-(b) shows the schematic diagram at the time of producing by the method different from the production method shown in FIG.7 (b), and displays an effect image on a liquid crystal display device from the position facing a left movable accessory. It is a schematic diagram which shows the state by which the effect image which moves to the opposite direction to the movement of a left movable accessory is displayed on the liquid crystal display device. (A)-(d) shows the presentation method different from FIG. 5, FIG. 7, and is a schematic diagram for demonstrating the content of the timing chart shown in FIG. 4, (a) is a left movable combination. The state in which the object is moved to a movable position is shown, (b) shows a state in which a predetermined image showing a part of the left movable accessory is displayed on the liquid crystal display device, and (c) shows (b) (D) is a schematic diagram showing a state where the left movable accessory is returned to the origin position. It is a flowchart figure explaining the main process of the main control which concerns on the same embodiment. It is a flowchart explaining the timer interruption process of the main control which concerns on the same embodiment. It is a flowchart figure explaining the special symbol process shown in FIG. FIG. 13 is a flowchart for explaining a start port check process shown in FIG. 12. (A) shows a normal symbol per hit determination table used when executing a normal symbol winning lottery, (b) shows a special symbol jackpot determination table used when executing a special symbol hit lottery, (C) is a figure which shows the special symbol small hit determination table used when performing the lottery determination of a special symbol. It is a flowchart figure explaining the main process of the presentation control which concerns on the same embodiment. It is a flowchart figure which shows the command reception process of the production control which concerns on the same embodiment. It is a flowchart figure which shows the timer interruption process of presentation control which concerns on the same embodiment.

  Hereinafter, an embodiment of a gaming machine according to the present invention will be specifically described with reference to FIGS. 1 to 17, taking a pachinko gaming machine as an example. In addition, in the following description, when showing the direction of up, down, left and right, it means up, down, left and right when viewed from the front of the figure.

<Description of appearance configuration>
First, with reference to FIG.1 and FIG.2, the external appearance structure of the pachinko game machine which concerns on this embodiment is demonstrated.

  As shown in FIG. 1, a pachinko gaming machine 1 has a rectangular front frame 3 attached to the front surface of a wooden outer frame 2 so that it can be opened and closed, and a game board storage frame (see FIG. 1) attached to the back surface of the front frame 3. (Not shown) in which the game board 4 is mounted. The game board 4 is mounted with the game area 40 shown in FIG. 2 facing the front, and a glass door frame 5 supporting transparent glass is provided on the front side of the game area 40 as shown in FIG. . The game area 40 is an area surrounded by a ball guide rail 6 (see FIG. 2) disposed on the surface of the game board 4.

  On the other hand, as shown in FIG. 1, the pachinko gaming machine 1 is provided with a front operation panel 7 below the glass door frame 5, and the front operation panel 7 is provided with an upper tray unit 8. The unit 8 is integrally formed with an upper tray 9 for storing discharged game balls. Further, the front operation panel 7 is provided with a ball lending button 11 and a prepaid card discharge button 12 (card return button 12). A push button type effect button device 13 that can change the effect by pressing when a built-in lamp (not shown) is lit is provided on the upper plate surface portion of the upper tray 9. Further, the upper tray 9 is provided with a ball removal button 14 for pulling downward the game balls stored in the upper tray 9.

  On the other hand, as shown in FIG. 1, a launch handle 15 for operating the launch unit is provided on the right end side of the front operation panel 7, and BGM (Background music) is provided on both upper side surfaces of the front frame 3. ) Or a speaker 16 that emits sound effects. A decorative lamp LA (see FIG. 6) such as an LED lamp is disposed on the peripheral frame of the front frame 3.

  On the other hand, in the game area 40 of the game board 4, as shown in FIG. 2, a liquid crystal display device 41 made up of an LCD (Liquid Crystal Display) or the like is disposed at a substantially central portion. The liquid crystal display device 41 divides the display area into three areas, left, middle, and right, and can independently display a variable display of numbers, characters, or symbols (decorative symbols). Around such a liquid crystal display device 41, there are provided a decorative top ornament 42a, a left decorative piece 42b, and a right decorative piece 42c, and on the back side of the decorative top piece 42a, the left decorative piece 42b, and the right decorative piece 42c. A movable accessory device 43 is provided.

  As shown in FIG. 2, the movable accessory device 43 includes an upper movable accessory 43 a, a left movable accessory 43 b, a right movable accessory 43 c, and an upper left movable accessory that perform predetermined performance operations as the game progresses. The object 43d, and further, a motor (not shown) such as a two-phase stepping motor for driving the upper, left, right, and upper left movable accessories 43a to 43d, respectively. The upper / left / right / upper left movable accessories 43a to 43d are provided with a decorative lamp LA (see FIG. 6) such as an LED lamp that produces an effect by decoration of light.

  On the other hand, a special symbol start port 44 is disposed directly below the liquid crystal display device 41, and a special symbol start port switch 44a (see FIG. 3) for detecting a winning ball is provided therein. The number of effective winning balls detected by the special symbol starting port switch 44a (see FIG. 3), that is, the number of reserved starting balls is displayed on the liquid crystal display device 41 (for example, four). The number of reserved balls to be started is incremented by 1 (+1) when a game ball wins the special symbol start port 44 and is detected by the special symbol start port switch 44a (see FIG. 3). When the change display of a special symbol such as a symbol (decorative symbol) is started, 1 is subtracted (-1).

  On the other hand, a special winning opening 45 is provided on the right side of the special symbol starting opening 44, and a special winning opening switch 45a (see FIG. 3) for detecting a winning ball is provided therein.

  In the upper right part of the liquid crystal display device 41 (in the vicinity of the right decoration 42c), a normal symbol start port 46 consisting of a gate is disposed, and a normal symbol start port switch 46a (for detecting the passage of a game ball) is provided therein. 3) is provided. Further, on the right side of the special winning opening 45 and the left side of the special symbol starting opening 44, general winning openings 47 are respectively arranged (one on the right side and three on the left side in the drawing), Each of them is provided with a general winning opening switch 47a (see FIG. 3) for detecting the passage of the game ball.

  Further, three 7 segments are arranged side by side in the lower right peripheral edge of the game area 40 of the game board 4, of which two 7 segments are special symbol display devices 48 and the other 7 segments are reserved. The number of balls is displayed. On the left side of the special symbol display device 48, a normal symbol display device 49 composed of two LEDs is provided. A plurality of game nails (not shown) are arranged in the game area 40 of the game board 4 and a windmill 50 as a game ball drop direction changing member is arranged.

<Description of control device>
Next, a control device that performs electronic control according to the progress of the game provided in the pachinko gaming machine 1 having the above-described external configuration will be described with reference to FIG. As shown in FIG. 3, the control device includes a main control board 60 that controls the overall game operation, a payout control board 70 that pays out a game ball based on a control command from the main control board 60, an image, It is mainly composed of a sub-control board 80 that controls light and sound. As shown in FIG. 3, the sub control board 80 includes an effect control board 90, a decorative lamp board 100, and a liquid crystal control board 120.

  The main control board 60 includes a main control CPU 600, a main control ROM 601 that stores a game program describing a series of game control procedures, and a main control RAM 602 that functions as a work area, a buffer memory, and the like. Equipped with a computer. The main control board 60 configured in this manner is connected to a payout control board 70 that controls the payout motor M to pay out game balls. Further, a special symbol starting port switch 44a for detecting a winning in the special symbol starting port 44, a normal symbol starting port switch 46a for detecting the passage of the normal symbol starting port 46, and a winning in the general winning port 47 are detected. The general winning opening switch 47a is connected to the large winning opening switch 45a that detects the winning of the big winning opening 45. Further, a special symbol display device 48 and a normal symbol display device 49 are connected to the main control board 60.

  When the main control board 60 configured as described above receives a signal from the special symbol start port switch 44a or the normal symbol start port switch 46a by the main control CPU 600, the main control board 60 generates a special gaming state advantageous to the player ( So-called “big hit”), or a special game state that is advantageous to the player (so-called “losing”), and a special symbol variation pattern, stop symbol, etc. The display content of the normal symbol is determined, and the determined information is transmitted to the special symbol display device 48 or the normal symbol display device 49. As a result, the lottery result is displayed on the special symbol display device 48 or the normal symbol display device 49. Further, the main control board 60, that is, the main control CPU 600 generates an effect control command DI_CMD including the determined information and transmits it to the effect control board 90. When the main control board 60, that is, the main control CPU 600 receives a signal from the general prize opening switch 47a and the big prize opening switch 45a, it determines how many game balls are to be paid out to the player. By transmitting a payout control command PAY_CMD including the determined information to the payout control board 70, the payout control board 70 pays out a game ball to the player.

  On the other hand, the payout control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600), and generates a payout motor signal based on the received payout control command PAY_CMD. Then, with the generated payout motor signal, the payout motor M is controlled to pay out the game ball to the player. Further, the payout control board 70 transmits a prize ball count signal indicating the payout operation of the game ball and a status signal related to the abnormality of the payout operation, and fires the game ball in response to the operation of the player. The process which transmits the firing control signal which starts or stops operation | movement of is performed.

  The effect control board 90 stores an effect control CPU 900 that executes and controls various effects upon receiving an effect control command DI_CMD from the main control board 60 (main control CPU 600), a control program that describes the effect control procedure, and the like. An effect control ROM 901 made up of a flash memory and an effect control RAM 902 that functions as a work area, a buffer memory, and the like. Further, the effect control board 90 is mounted with a sound LSI 903 for generating desired BGM and sound effects, and a sound ROM 904 in which sound data such as BGM and sound effects are stored in advance.

  The effect control board 90 configured in this way is connected to a decoration lamp board 100 on which a decoration lamp LA (see FIG. 6) such as an LED lamp that exhibits a lamp effect is mounted, and is further built in. A push button type effect button device 13 that can change the effect by pressing the player when the lamp (not shown) is turned on is connected, and a speaker 16 that emits BGM, sound effects, etc. is connected. . Furthermore, the effect control board 90 is connected with a movable accessory device 43 that performs a predetermined effect operation as the game progresses, and with a liquid crystal control board 120 that controls the liquid crystal display device 41. Needless to say, the decorative lamp substrate 100 is also equipped with decorative lamps LA (see FIG. 6) disposed on the upper, left, right, and upper left movable accessories 43a to 43d.

  Thus, the effect control board 90 configured as described above is a special symbol variation pattern based on the jackpot lottery result (whether the jackpot or lose) transmitted from the main control board 60 (main control CPU 600), the current game state, the start The effect control CPU 900 receives the effect control command DI_CMD including basic information necessary for the decorative symbols to be stopped based on the number of reserved balls and the lottery result. Then, the effect control CPU 900 determines an effect pattern corresponding to the received effect control command DI_CMD by lottery from a number of effect patterns stored in advance in the effect control ROM 901, and executes the determined effect pattern. The control signal to be instructed is temporarily stored in the effect control RAM 902.

  The effect control CPU 900 transmits a control signal related to sound to the sound LSI 903 among the control signals for instructing execution of the effect pattern stored in the effect control RAM 902. In response to this, the sound LSI 903 reads the sound data corresponding to the control signal from the sound ROM 904 and outputs it to the speaker 16. Thereby, BGM and sound effects corresponding to the determined effect pattern are emitted from the speaker 16.

  Further, the effect control CPU 900 is based on the control signals related to the up / left / right / upper left movable combinations 43a to 43d among the control signals for instructing the execution of the effect patterns stored in the effect control RAM 902. 43 motors (not shown) are driven. As a result, the upper / left / right / upper left movable accessories 43a to 43d perform an operation according to the determined effect pattern.

  Furthermore, the effect control CPU 900 transmits a control signal related to light to the decorative lamp substrate 100 among control signals for instructing execution of the effect pattern stored in the effect control RAM 902. As a result, the decorative lamp substrate 100 performs control to turn on or off the decorative lamp LA (see FIG. 6) such as an LED lamp that exhibits the lamp effect, so that the lamp effect corresponding to the determined effect pattern is obtained. Will be executed.

  Then, the effect control CPU 900 transmits the liquid crystal control command LCD_CMD related to the image to the liquid crystal control board 120 among the control signals for instructing to execute the effect pattern stored in the effect control RAM 902. As a result, the liquid crystal control board 120 controls the liquid crystal display device 41 to display an image based on the liquid crystal control command LCD_CMD, whereby an image corresponding to the determined effect pattern is displayed on the liquid crystal display device 41. The Rukoto. The liquid crystal control board 120 stores various image data for displaying an image in accordance with the contents of the effect, and further includes a VDP (Video Display Processor) that controls the overall effect output.

  By the way, the power supply to each board | substrate demonstrated above is supplied from the power supply board 130 shown in FIG. In the drawing, the power supply route is omitted.

<Explanation of movement of movable accessory and image processing to be displayed on liquid crystal display>
Here, in the control device described above, the characteristic part of the present invention is a part related to the movement of the movable accessory device 43 and the image processed by the liquid crystal control board 120. This will be specifically described with reference to FIG.

  First, when a game ball wins the special symbol start port 44 (see FIG. 2) (detected by the special symbol start port switch 44a (see FIG. 3)), the player receives the winning game ball (win ball). The main control board 60 (main control CPU 600) draws a special game state advantageous to the player (so-called “big hit”) or not to generate a special game state advantageous to the player (so-called “losing”). Done. Then, the lottery result is transmitted from the main control board 60 (main control CPU 600) to the effect control board 90 as the effect control command DI_CMD.

  The effect control board 90 receives the effect control command DI_CMD by the effect control CPU 900, and the effect control CPU 900 stores an effect pattern corresponding to the received effect control command DI_CMD in the effect control ROM 901 in advance. A lottery effect pattern is selected by lottery, and a control signal for instructing execution of the determined effect pattern is temporarily stored in the effect control RAM 902, and the determined effect pattern is liquid crystal controlled as a liquid crystal control command LCD_CMD. Transmit to the substrate 120. When this control signal is to move the left movable accessory 43b, the presentation control CPU 900 starts driving a motor (not shown) of the movable accessory device 43 at the timing T1 shown in FIG. As a result, as shown in FIG. 5A, the left movable accessory 43b moves from the position of the broken line in the direction of the solid line (see arrow Y1), and reaches the maximum movable position at timing T2 shown in FIG. It will be movable. At this time (at timing T2 shown in FIG. 4), the liquid crystal control board 120 controls the liquid crystal display device 41 to display an image based on the liquid crystal control command LCD_CMD. As a result, as shown in FIG. 5B, the liquid crystal display device 41 displays an effect image (see image P1) such as aura and light diffusion drawing along the contour of the left movable accessory 43b. It will be. In this way, the player feels that the effect image (see image P1) has appeared from the left movable combination 43b, so that the size of the left movable combination 43b can be felt larger. Since it can be a powerful production, the production effect can be increased.

  Next, at the timing T3 shown in FIG. 4, the liquid crystal control board 120 controls the liquid crystal display device 41 to finish displaying the effect image displayed on the liquid crystal display device 41 (see the image P1 in FIG. 5B). To do. As a result, the effect image (see the image P1 in FIG. 5B) is not displayed on the liquid crystal display device 41 as shown in FIG. 5C. At this time (at timing T3 shown in FIG. 4), the effect control CPU 900 starts driving a motor (not shown) of the movable accessory device 43, and as shown in FIG. 5D, the left movable accessory 43b. Is moved from the broken line position to the solid line position (see arrow Y2), and at the timing T4 shown in FIG. 4, the left movable accessory 43b starts to move to the origin position (at the timing T1 shown in FIG. 4) the left movable accessory 43b starts to move. Back to the position where you left off.

  Thus, after the left movable accessory 43b is moved to the maximum movable position in this way, an effect image (see image P1) is displayed on the liquid crystal display device 41 along the outline of the left movable accessory 43b. After the display of the effect image (see image P1) is ended, the left movable accessory 43b is returned to the origin position, so that the effect image is displayed in accordance with the movement of the movable accessory as in the conventional case. Because it is not, there is no fear of monotonous appearance. Further, by displaying the effect image (see image P1) along the outline of the left movable combination 43b on the liquid crystal display device 41, the player appears the effect image (see image P1) from the left movable combination 43b. Therefore, the size of the left movable accessory 43b can be felt larger. Therefore, according to the present embodiment, it is possible to produce a powerful performance, thereby increasing the production effect. The image displayed along the outline of the left movable accessory 43b is not limited to the effect image, and any image may be used as long as the size of the left movable accessory 43b can be felt larger. . The image displayed along the contour of the left movable accessory 43b is preferably a color different from the contour color of the left movable accessory 43b. This is because the size of the left movable accessory 43b can be felt larger.

  By the way, in the present embodiment, the effect image (see image P1) is displayed on the liquid crystal display device 41 along the outline of the left movable accessory 43b. However, the present invention is not limited to this, and the method shown in FIG. good. That is, the effect control CPU 900 moves the left movable accessory 43b to the maximum position where it can move, and then turns on the decoration lamp LA disposed on the left movable accessory 43b, as shown in FIG. . At that time, the liquid crystal control board 120 displays a radial light effect image (see image P2) on the liquid crystal display device 41 along the outline of the left movable accessory 43b as shown in FIG. 6B. To control. Thereby, since it seems that the light is diffusing from the left movable accessory 43b, it can be made more powerful production, and the production effect can be increased.

  On the other hand, the method for producing a powerful effect is not limited to the method shown in FIGS. 5 and 6, but may be the method shown in FIG. That is, when a game ball wins the special symbol start port 44 (see FIG. 2) (detected by the special symbol start port switch 44a (see FIG. 3)), the player receives the winning game ball (win ball). The main control board 60 (main control CPU 600) draws a special game state advantageous to the player (so-called “big hit”) or not to generate a special game state advantageous to the player (so-called “losing”). Done. Then, the lottery result is transmitted from the main control board 60 (main control CPU 600) to the effect control board 90 as the effect control command DI_CMD.

  The effect control board 90 receives the effect control command DI_CMD by the effect control CPU 900, and the effect control CPU 900 stores an effect pattern corresponding to the received effect control command DI_CMD in the effect control ROM 901 in advance. A lottery effect pattern is selected by lottery, and a control signal for instructing execution of the determined effect pattern is temporarily stored in the effect control RAM 902, and the determined effect pattern is liquid crystal controlled as a liquid crystal control command LCD_CMD. Transmit to the substrate 120. When this control signal is to move the left movable accessory 43b, the presentation control CPU 900 starts driving a motor (not shown) of the movable accessory device 43 at the timing T1 shown in FIG. As a result, as shown in FIG. 7A, the left movable accessory 43b moves from the position of the broken line in the direction of the solid line (see arrow Y1), and reaches the maximum movable position at the timing T2 shown in FIG. It will be movable. At this time (at timing T2 shown in FIG. 4), the effect control CPU 900 rotates the left movable accessory 43b in the direction of arrow Y3 as shown in FIG. 7B, and the liquid crystal control board 120 controls the liquid crystal control command. An image based on LCD_CMD is displayed, that is, as shown in FIG. 7B, a flame-like effect image that rotates in the opposite direction (arrow Y4 direction) to the rotation of the left movable accessory 43b (see image P3). ) Is controlled so as to be displayed. Thereby, it can be shown to a player as if the left movable combination 43b is rotating faster than an actual rotation operation, and the movement of the left movable combination 43b can be more emphasized. Therefore, it is possible to produce a powerful production, and thus the production effect can be increased.

  Next, at the timing T3 shown in FIG. 4, the effect control CPU 900 ends the rotation of the left movable accessory 43b as shown in FIG. 7C, and the liquid crystal control board 120 is displayed on the liquid crystal display device 41. The liquid crystal display device 41 is controlled to end the display of the effect image (see image P3 in FIG. 7B). At this time (at timing T3 shown in FIG. 4), the effect control CPU 900 moves the left movable accessory 43b from the broken line position to the solid line position (see arrow Y2) as shown in FIG. At the timing T4 shown in FIG. 4, the left movable accessory 43b is returned to the origin position (position at which the left movable accessory 43b starts to move at the timing T1 shown in FIG. 4).

  Even in this case, however, since the effect image is not displayed in accordance with the movement of the movable accessory as in the conventional case, there is no possibility that the image will appear monotonous. Further, by causing the liquid crystal display device 41 to display an effect image (see image P3) that rotates in the opposite direction (arrow Y4 direction) to the rotation of the left movable accessory 43b, the left movable accessory 43b is actually rotated. It can be shown to the player as if it is rotating faster than the operation, and the movement of the left movable accessory 43b can be more emphasized. Therefore, it is possible to produce a powerful production, and thus the production effect can be increased. Note that the image to be rotated is not limited to the effect image (see image P3), and any image that can be shown to the player as if the left movable accessory 43b is rotating faster than the actual rotation operation is used. A good image is acceptable.

  By the way, in this embodiment, although the liquid crystal display device 41 showed the example which displays the effect image (refer image P3) rotated in the reverse direction (arrow Y4 direction) with respect to the rotation operation of the left movable accessory 43b, However, the method is not limited to this, and a method as shown in FIG. That is, after the effect control CPU 900 moves the left movable combination 43b to the maximum position where it can move, the left movable combination 43b is moved in the direction indicated by the arrow Y5, that is, from the broken line position to the solid line position, as shown in FIG. 8B, as shown in FIG. 8B, the liquid crystal control board 120 is shown in FIG. 8 when the left movable accessory 43b is moved in the direction of the arrow Y7, that is, from the broken line position to the solid line position. As described above, the liquid crystal display device 41 is controlled so that a flame-like effect image (see image P4 and image P5) is displayed from a position (in the drawing, a right oblique position) opposite to the position of the left movable accessory 43b. That is, as shown in FIG. 8A, when the left movable accessory 43b is moved in the arrow Y5 direction, the liquid crystal display device 41 has an effect image (image) that moves in the arrow Y6 direction opposite to the arrow Y5 direction. When the left movable accessory 43b moves in the direction of the arrow Y7 as shown in FIG. 8B, the liquid crystal display device 41 displays the arrow Y7. An effect image (see image P5) that moves in the direction of arrow Y8, which is opposite to the direction, is displayed. Thereby, it can be shown to a player that it is moving faster than the actual movement of the left movable combination 43b, and the movement of the left movable combination 43b can be emphasized more. Therefore, it is possible to produce a powerful production, and thus the production effect can be increased. Note that the position where such an effect image is displayed on the liquid crystal display device 41 may be any position (up, down, left, right, diagonal, etc.) as long as it is a position facing the movable accessory. Such an image is not limited to the effect image (see images P4 and P5), and any image that can be shown to the player as if it is operating faster than the actual operation of the left movable accessory 43b. Such an image may be used.

  On the other hand, the method for producing a powerful effect is not limited to the method shown in FIGS. 5 to 8 but may be the method shown in FIG. That is, when a game ball wins the special symbol start port 44 (see FIG. 2) (detected by the special symbol start port switch 44a (see FIG. 3)), the player receives the winning game ball (win ball). The main control board 60 (main control CPU 600) draws a special game state advantageous to the player (so-called “big hit”) or not to generate a special game state advantageous to the player (so-called “losing”). Done. Then, the lottery result is transmitted from the main control board 60 (main control CPU 600) to the effect control board 90 as the effect control command DI_CMD.

  The effect control board 90 receives the effect control command DI_CMD by the effect control CPU 900, and the effect control CPU 900 stores an effect pattern corresponding to the received effect control command DI_CMD in the effect control ROM 901 in advance. A lottery effect pattern is selected by lottery, and a control signal for instructing execution of the determined effect pattern is temporarily stored in the effect control RAM 902, and the determined effect pattern is liquid crystal controlled as a liquid crystal control command LCD_CMD. Transmit to the substrate 120. When this control signal is to move the left movable accessory 43b, the presentation control CPU 900 starts driving a motor (not shown) of the movable accessory device 43 at the timing T1 shown in FIG. As a result, as shown in FIG. 9A, the left movable accessory 43b moves from the position of the broken line in the direction of the solid line (see arrow Y1), and at the timing T2 shown in FIG. It will move to the position of the solid line). At this time (at timing T2 shown in FIG. 4), the liquid crystal control board 120 displays an image based on the liquid crystal control command LCD_CMD, that is, as shown in FIG. 9B, a part of the left movable accessory 43b. That is, the liquid crystal display device 41 is controlled so as to display an image similar to the left movable accessory 43b (in the figure, the petal, see the image P6). Thereby, it is possible to show the player as if the large left movable accessory 43b that cannot be mounted due to restrictions of the game board 4 is actually mounted. Therefore, it is possible to produce a powerful production, and thus the production effect can be increased.

  Next, at the timing T3 shown in FIG. 4, the effect control CPU 900, as shown in FIG. 9C, the liquid crystal control board 120 displays the image (image P6 in FIG. 9B) displayed on the liquid crystal display device 41. The liquid crystal display device 41 is controlled to end the display of (see). At this time (at timing T3 shown in FIG. 4), the effect control CPU 900 moves the left movable accessory 43b from the broken line position to the solid line position (see arrow Y2) as shown in FIG. At the timing T4 shown in FIG. 4, the left movable accessory 43b is returned to the origin position (position at which the left movable accessory 43b starts to move at the timing T1 shown in FIG. 4).

  Even in this case, however, since the effect image is not displayed in accordance with the movement of the movable accessory as in the conventional case, there is no possibility that the image will appear monotonous. Further, a part of the left movable accessory 43b, that is, an image similar to the left movable accessory 43b (see the petal, image P6 in the drawing) is displayed on the liquid crystal display device 41. It can be shown to the player as if a large left movable accessory 43b that cannot be mounted due to restrictions is mounted. Therefore, it is possible to produce a powerful production, and thus the production effect can be increased. Although it is conceivable to display all of the movable accessory on the liquid crystal display device 41, the player cannot feel the thickness of the movable accessory, and thus the dynamic effect is not produced. It is preferable to display a part of the object on the liquid crystal display device 41.

  Next, based on the above contents, the processing contents processed by the main control board 60 and the effect control board 90 will be described more specifically with reference to FIGS.

<Description of main control board processing>
First, an outline of a program stored in the main control ROM 601 of the main control board 60 according to the characteristic part of the present invention will be described with reference to FIGS.

<Main control board: description of main processing>
First, when the pachinko gaming machine 1 is turned on, a power-on signal indicating that the power is turned on to each control board is sent from the power board 130 (see FIG. 3), and the main control CPU 600 receives the signal. (See FIG. 3) performs the main control main process shown in FIG. First, the main control CPU 600 sets itself to an interrupt disabled state (step S1), and performs initial setting of register values and the like in the main control CPU 600 (step S2).

  Subsequently, the main control CPU 600 acquires the voltage abnormality signal ALARM (not shown) output from the power supply board 130 twice, and confirms whether or not the level of the voltage abnormality signal ALARM acquired twice coincides. Then, it is stored in an internal register of the main control CPU 600 (not shown), and the level of the voltage abnormality signal ALARM is confirmed (step S3). If the level of the voltage abnormality signal ALARM is “L” level (step S4: YES), the process returns to step S3. If the level of the voltage abnormality signal ALARM is “H” level (step S4: NO), The process proceeds to step S5. That is, main control CPU 600 repeats the same processing until voltage abnormality signal ALARM changes to a normal level (that is, “H” level) (steps S3 to S4). Thus, an accurate signal can be read by acquiring the voltage abnormality signal ALARM twice.

  Next, the main control CPU 600 permits data writing to the main control RAM 602 (see FIG. 3) (step S5). Thus, by prohibiting data writing to the main control RAM 602 until the normal level (normal value) of the voltage abnormality signal ALARM is detected, the external power supply (AC voltage AC24V) supplied to the power supply substrate 130 is stabilized. It is possible to prevent a situation in which an unstable signal accesses the main control RAM 602 and rewrites data stored in the main control RAM 602 before being supplied.

  Next, the main control CPU 600 transmits an effect control command DI_CMD that causes the liquid crystal display device 41 to display a standby screen on the effect control board 90 (step S6), and determines the contents of the backup flag BFL (step S7). The backup flag BFL is data indicating whether or not the operation of the voltage monitoring process shown in FIG. 11 has been executed.

  If the backup flag BFL is in the OFF state (step S7: OFF), the voltage monitoring process operation shown in FIG. 11 to be described later is not executed, and the main control CPU 600 completes the entire area in the main control RAM 602. A clearing process is performed (step S11). On the other hand, if the backup flag BFL is in the ON state (step S7: ON), the operation of the voltage monitoring process shown in FIG. 11 described later is being executed, so the main control CPU 600 calculates the checksum value. The checksum operation for this is performed (step S8). The checksum operation is an 8-bit addition operation for the work area of the main control RAM 602.

  When the checksum value is calculated, the main control CPU 600 performs a process of comparing the calculation result with the stored value at the SUM address in the main control RAM 602 (step S9). The stored calculation result is maintained by a backup power generated by the power supply board 130 together with other data stored in the main control RAM 602.

  If the stored value at the SUM address does not match the checksum value calculated in step S8 (step S9: NO), the main control CPU 600 clears all areas in the main control RAM 602. It performs (step S11). If they match (step S9: YES), the main control CPU 600 performs a process for returning to the gaming operation at the time of power-off based on the data stored in the main control RAM 602 (step S10).

  Next, the main control CPU 600 performs setting of CTC (Counter Timer Circuit) having a function of creating a pulse output of a constant period, a function of time measurement, and the like provided therein after the processing of Step S10 and Step S11. . That is, the main control CPU 600 sets the CTC time constant register so that a timer interrupt is periodically generated every 4 ms (step S12). Next, the main control CPU 600 performs various random number counter update processing (step S14) in a state where interruption to itself is set to a prohibited state (step S13). In this various random number update processing, the initial value random number for normal symbol determination used to change the initial value of the random number for normal symbol determination used for the normal symbol success / failure lottery and the special symbol variation pattern command are determined. Update of random numbers for variation patterns used for the lottery of the above.

  After that, the main control CPU 600 returns to the interrupt permission state (step S15) and performs a process of returning to step S13.

<Main control board: Explanation of timer interrupt processing>
Next, with reference to FIG. 11, a timer interrupt program started every 4 ms by interrupting the main process described above will be described. When this timer interruption occurs, a saving process for saving the contents of the register group in the main control CPU 600 to the stack area of the main control RAM 602 is executed (step S20), and then a voltage monitoring process is executed (step S21). In this voltage monitoring process, the level of the voltage abnormality signal ALARM output from the power supply board 130 (see FIG. 3) is determined. If the voltage abnormality signal ALARM is “L” level (abnormal level), it is stored in the main control RAM 602. The stored data is backed up, that is, a checksum value of the data is calculated, and the calculated checksum value is stored in the main control RAM 602 as backup data.

  Next, when the voltage monitoring process (step S21) ends, the main control CPU 600 performs a timer subtraction process for a timer that manages the time of each gaming operation (step S22). The timer subtracted here is used to manage the opening time of the special winning opening 45 (see FIG. 2), the game effect time such as the normal symbol fluctuation time, the special symbol fluctuation time, the fraud information timer, and the like. Is.

  Subsequently, the main control CPU 600 has a special symbol start port switch 44a (see FIG. 3), a normal symbol start port switch 46a (see FIG. 3), a general winning port switch 47a (see FIG. 3), and a big prize. The ON / OFF signals of various switches including the mouth switch 45a (see FIG. 3) are input, and the ON / OFF signal level and its rising state are stored in the work area in the main control RAM 602 (step S23). This switch input process also performs a process of invalidating the standing-up state (winning invalid) when there is an illegal winning, and in order to pay out a winning ball, the above-mentioned large winning opening switch 45a and general winning opening switch 47a are used. It also counts how many game balls have won.

  Thereafter, the main control CPU 600 performs error management processing (step S24). Note that the error management process includes a determination as to whether or not an abnormality has occurred inside the device, such as supply of game balls being stopped or game balls being clogged.

  Next, the main control CPU 600 executes prize ball management processing (step S25). In this prize ball management process, a payout control command PAY_CMD for causing the payout control board 70 (see FIG. 3) to perform a payout operation is output.

  Next, the main control CPU 600 executes a random number management process for updating the random numbers related to each variable display game (step S26). This random number management process executes a process for updating a random number for determining a normal symbol used in the lottery determination, a process for updating a random number for a special symbol for determining the type of the special symbol, and the like.

  Next, the main control CPU 600 executes normal symbol processing (step S27). In this normal symbol processing, the normal symbol winning / losing lottery is executed, that is, the random number value for determination for normal symbols updated in step S26 and stored in the normal symbol determination table NPP_TBL shown in FIG. Compared with the determined determination value, the normal symbol hit determination is performed. In this normal symbol hit determination table NPP_TBL, as shown in FIG. 14A, when the gaming state is the normal state, 249 is stored as the lower limit value and 250 is stored as the upper limit value, and the gaming state is the probable change state (winning lottery In the case of a probability fluctuation state in which the probability is higher than usual, 4 is stored as the lower limit value and 250 as the upper limit value. Therefore, when the gaming state is the normal state and the random numbers for the random numbers for normal symbol determination are 249 to 250, the normal symbol is a win and the other random numbers are lost. When the gaming state is a probabilistic state and the random number value for the determination random number per normal symbol is 4 to 250, the normal symbol is a win and the other random number values are lost. Further, in the normal symbol processing, the variation pattern of the normal symbol and the stop display state of the normal symbol are determined based on the lottery result.

  Next, the main control CPU 600 executes special symbol processing (step S28). In this special symbol process, whether or not a special symbol is selected is determined, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. Details of this special symbol process will be described later.

  Next, the main control CPU 600 executes LED management processing (step S29). This LED management process is a process of generating output data to the special symbol display device 48 or the normal symbol display device 49 or outputting a control signal based on the data according to the progress of the process.

  Next, the main control CPU 600 executes a solenoid driving process for realizing the opening / closing operation of the special prize opening 45 (see FIG. 2) (step S30), returns to the interrupt permission state (step S31), and stacks the main control RAM 602. The contents of the register saved in the area are restored and the timer interrupt is finished (step S32). As a result, the process returns from the interrupt process routine to the main process (see FIG. 10).

<Explanation of special symbol processing>
Next, the special symbol process (step S28 in FIG. 11) will be described in detail with reference to FIGS. As shown in FIG. 12, in the special symbol process, first, a game ball entry (winning ball) is detected at the special symbol start port 44a (see FIG. 3) of the special symbol start port 44 (see FIG. 2). It is confirmed whether or not (step S40).

<Special symbol processing: Explanation of start opening check processing>
This process will be described in detail with reference to FIG. The main control CPU 600 confirms whether or not a game ball has entered (wins) the special symbol start port 44, that is, confirms the level of the special symbol start port switch 44a of the special symbol start port 44 (step S50). As a result, if a game ball entry (winning) is not detected (step S50: NO), the start port check process is terminated.

  On the other hand, if a game ball entry (winning) is detected (step S50: YES), the main control CPU 600 determines whether or not a predetermined number of start hold balls are stored in the start hold storage area in the main control RAM 602. Confirm (step S51). If the number of starting reserved balls is less than 4 (step 51: ≠ MAX), the number of starting reserved balls is incremented by 1 (+1) (step S52).

  Next, the main control CPU 600 stores the random number value used when stopping the fluctuation of the special symbol and the random number value for the fluctuation pattern managed in step S26 shown in FIG. Is stored in the start pending storage area. Further, the main control CPU 600 acquires a value (random number for jackpot determination) of a hardware random number (random number generated by the hardware circuit) built in the main control CPU 600, and stores the number of balls to be held for starting. The start control storage area in the main control RAM 602 is stored (step S53).

  Next, the main control CPU 600 confirms the current gaming state (whether the special symbol jackpot determination flag is set to ON, etc.) and determines whether it is in a prefetch prohibition state (step S54). If it is not in the prefetch prohibition state (step S54: NO), the main control CPU 600 determines the jackpot determination random number used in the lottery determination of the special symbol stored in the start holding storage area in the main control RAM 602 in step S53. Is acquired (step S55), and a starting opening winning random number determination table (not shown) is further acquired (step S56).

  Next, the main control CPU 600 performs a jackpot lottery using the jackpot determination random number value acquired in step S55 and the start opening winning random number determination table (not shown) acquired in step S56, and further, In step S53, using the special symbol random value stored in the start-pending storage area in the main control RAM 602, the type of jackpot (16R probable big hit, 16R non-probable big hit, etc.) is determined, and the random number for the fluctuation pattern is used. Then, the variation pattern is determined, and a special symbol start opening winning command corresponding to the variation pattern is generated (step S57).

  Next, the main control CPU 600 generates a start byte addition command for the lower byte in accordance with the generated special symbol start port winning command (step S58).

  On the other hand, the main control CPU 600 ends the process of step S58, or determines whether or not the number of the special symbol start holding balls is 4 or more in step S51 (step S51: = MAX), or is in a prefetch prohibition state. If this is the case (step S54: YES), an upper-order start hold addition command corresponding to the increased start hold ball number is generated (step S59).

  Next, the main control CPU 600 combines the start hold addition command for the lower byte generated at step S58 and the start hold addition command for the upper byte generated at step S59, and then starts the start hold addition command (effect control). Processing to transmit to the effect control board 90 (see FIG. 3) as the command DI_CMD) is performed (step S60).

  Thus, after finishing the above processing, the main control CPU 600 finishes the start port check processing.

<Explanation of special symbol processing>
Next, when finishing the process of step S40 shown in FIG. 12, the main control CPU 600 confirms whether the special symbol small hit operation flag is set to ON, that is, whether the special symbol small hit operation flag is set to 5AH. (Step S41). If 5AH is set in the special symbol small hit operation flag (step S41: ON), it is determined that the special symbol is in a small hit, and after updating the display data of the special symbol (step S47), the special symbol Finish the symbol processing.

  On the other hand, if 5AH is not set in the special symbol small hit operation flag (step S41: OFF), is the special symbol big hit operation flag set to ON, that is, whether the special symbol big hit operation flag is set to 5AH? Is confirmed (step S42). If the special symbol jackpot operation flag is set to 5AH (step S42: ON), it is determined that the special symbol is jackpot, and after updating the display data of the special symbol (step S47), the special symbol processing Finish.

  Next, the main control CPU 600 checks the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag (step S43). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600 is in a special symbol variation standby state (the special symbol variation is not performed and is in a standby state for the next variation. And a special symbol variation start process is performed (step S44). At this time, a special symbol winning / losing lottery is executed. That is, the value of the hardware random number (random number generated by the hardware circuit) built in the main control CPU 600 (random number for jackpot determination) is acquired, and the acquired jackpot determination random number value and FIG. The special symbol big hit determination table SDH_TBL shown in FIG. 14) is compared with the determination value stored in the special symbol small hit determination table SDP_TBL shown in FIG. The symbol hit determination is performed. That is, in the special symbol jackpot determination table SDH_TBL, as shown in FIG. 14B, when the gaming state is the normal state, 10001 is stored as the lower limit value and 10164 is stored as the upper limit value. In the case of a probability variation state in which the probability is higher than normal, a lower limit value of 10001 and an upper limit value of 11640 are stored. Therefore, when the gaming state is the normal state and the jackpot determination random number value is 10001 to 10164, the special symbol is a jackpot, and the other random number values are lost. When the gaming state is a probabilistic state and the jackpot determination random number value is 10001-1640, the special symbol is a jackpot, and the other random number values are lost. Further, in the special symbol small hit determination table SDP_TBL, as shown in FIG. 14C, 20001 is stored as the lower limit value and 20164 is stored as the upper limit value. Therefore, when the jackpot determination random number is 20001 to 20164, the special symbol is a small hit, and the other random numbers are lost.

  On the other hand, when the value of the special symbol operation status flag is 02H, the main control CPU 600 determines that the special symbol is changing (indicating that the special symbol is currently changing), and performs the special symbol changing process ( Step S45). In this special symbol variation processing, a special symbol variation stop command (effect control command DI_CMD) is transmitted to the effect control board 90 (see FIG. 3). As a result, the special symbol displayed on the liquid crystal display device 41 stops at the content of the special symbol stop symbol generated by the special symbol variation start process. In addition, after finishing such processing, 03H is set to the value of the special symbol operation status flag.

  On the other hand, when the value of the special symbol operation status flag is 03H, the main control CPU 600 determines that the special symbol is being confirmed (indicating that the special symbol has been changed and stopped), and the special symbol confirmation time Medium processing is performed (step S46). Note that after completing such processing, 00H is set as the value of the special symbol operation status flag.

  Thus, the main control CPU 600 updates the display data of the special symbol after completing any one of the above steps S44 to S46 (step S47), and ends the special symbol processing.

<Description of production control board processing>
Next, an outline of a program stored in the effect control ROM 901 of the effect control board 90 according to the characteristic part of the present invention will be described with reference to FIGS.

<Production control board: main processing>
First, when the pachinko gaming machine 1 is turned on, a power-on signal indicating that the power is turned on is sent from the power board 130 (see FIG. 3) to each control board. Performs the effect control main process shown in FIG. The effect control CPU 900 first initializes a register provided therein and sets the input / output direction of the input / output port. Further, the data transmitted from the output port set in the output direction is set to be serial transfer (step S100).

  After the setting, the effect control CPU 900 initializes a memory area in the effect control RAM 902 that stores the effect control command DI_CMD received from the main control board 60 (main control CPU 600) (step S101). Then, the effect control CPU 900 performs an interrupt permission setting process for the input port that receives the interrupt signal from the main control board 60 (main control CPU 600) (step S102).

  Next, the effect control CPU 900 initializes a memory area in the effect control RAM 902 used as a work area and a stack area (step S103), and issues an initialization command to the sound LSI 903 (see FIG. 3). Thereby, the sound LSI 903 initializes a register provided therein (step S104).

  Next, the effect control CPU 900 determines whether or not an abnormality has occurred in a motor (not shown) that operates the upper / left / right / upper left movable accessories 43a to 43d (see FIG. 2). ) Is checked in the memory area in the effect control RAM 902 in which the motor data is stored. When the abnormal data is stored, the effect control CPU 900 issues a command to return the motor to the origin position. As a result, the up / left / right / upper left movable accessories 43a to 43d are returned to the initial positions (step S105).

  Next, the effect control CPU 900 performs setting of a CTC (Counter Timer Circuit) having a function of creating a pulse output with a constant period and a function of time measurement provided therein. That is, the effect control CPU 900 sets the CTC time constant register so that a timer interrupt is periodically generated every 1 ms (step S106).

  After finishing the above processing, the effect control CPU 900 confirms whether or not it is the main loop update period. Specifically, the remainder when the main loop counter ML_CNT that counts in a loop from 0 to 31 is divided by 16 (that is, divided by 16) is confirmed. If the remainder is 0 (step S107: YES). The process proceeds to step S109, and if it is other than 0 (step S107: NO), a process of updating the random number value of the notice effect random number counter is performed (step S108). A method for incrementing (+1) the main loop counter ML_CNT will be described later.

  Next, the effect control CPU 900 turns on or off the decorative lamp LA (see FIG. 6) such as an LED lamp mounted on the decorative lamp substrate 100 (see FIG. 3) generated in step S111 described later. A process of writing a necessary control signal in the memory area in the effect control RAM 902 is performed (step S109).

  Subsequently, the effect control CPU 900 reads the effect control command DI_CMD received from the main control board 60 (main control CPU 600) stored in the memory area in the effect control RAM 902, and displays an effect pattern according to the contents. The lottery is selected from lots of effect patterns stored in advance in the effect control ROM 901. The determined effect pattern is stored in the memory area in the effect control RAM 902 as the liquid crystal control command LCD_CMD (step S110). Accordingly, the image P1 in FIG. 5B, the image P2 in FIG. 6B, the image P3 in FIG. 7B, the image P4 in FIG. 8A, the image P5 in FIG. 8B, and FIG. A screen as shown in the image P <b> 6 of (b) is displayed on the liquid crystal display device 41. More specifically, a liquid crystal control command LCD_CMD stored in the effect control RAM 902 is transmitted to the liquid crystal control board 120 (see FIG. 3) during timer interrupt processing shown in FIG. The content corresponding to the liquid crystal control command LCD_CMD is processed so as to be displayed on the liquid crystal display device 41. Accordingly, the image P1 in FIG. 5B, the image P2 in FIG. 6B, the image P3 in FIG. 7B, the image P4 in FIG. 8A, the image P5 in FIG. 8B, and FIG. A screen as shown in the image P <b> 6 of (b) is displayed on the liquid crystal display device 41.

  Next, the effect control CPU 900 determines the sound such as BGM or sound effect corresponding to the determined effect pattern after finishing the process of step S110, and the up / left / right / upper left movable accessory 43a-. The operation content of the motor that operates 43d and the operation content of the solenoid are determined. Then, it is also determined whether or not there is an effect that causes the player to push down the effect button device 13 (see FIG. 1) in the determined effect pattern (step S111).

  Next, the effect control CPU 900 transmits a control signal related to the determined sound to the sound LSI 903. Then, the sound LSI 903 reads BGM or sound effect according to the control signal from the sound ROM 904. Thereby, the sound LSI 903 performs a process based on the read sound data, and performs a process of outputting the sound source data to the speaker 16 (step S112).

  Next, the effect control CPU 900 generates solenoid data according to the operation content of the solenoid determined in step S111, and stores the generated solenoid data in the effect control RAM 902 (step S113).

  Next, the effect control CPU 900 accesses the sound LSI 903 to confirm whether or not any error has occurred due to noise or the like when the sound LSI 903 decodes the sound data or the like with respect to the process of step S112 (step S114). ).

  Thus, after the process of step S114 is completed, the effect control CPU 900 returns to the process of step S107 again and repeats the processes of steps S107 to S114.

<Production control board: Explanation of command reception interrupt processing>
Next, with reference to FIG. 16, a process when an effect control command DI_CMD and an interrupt signal are transmitted from the main control board 60 (main control CPU 600) during execution of such an effect control main process will be described. .

  As shown in FIG. 16, when the effect control CPU 900 receives the interrupt signal, the effect control CPU 900 executes a save process for saving the contents of each register to the stack area in the effect control RAM 902 (step S200). Thereafter, the effect control CPU 900 reads the register of the input port that has received the effect control command DI_CMD (step S201), and calculates a pointer indicating the address address of the command transmission / reception memory area in the effect control RAM 902 (step S202).

  After that, the effect control CPU 900 reads the input port register that has received the effect control command DI_CMD again (step S203), and whether or not the value read in step S201 matches the value read in step S203. Is confirmed (step S204). If they do not match (step S204: NO), the process proceeds to step S207. If they match (step S204: YES), the main control board 60 (main control CPU 600) moves to the address address corresponding to the calculated pointer. The received effect control command DI_CMD is stored (step S205). The stored effect control command DI_CMD is read out by the effect control CPU 900 during the process of step S110 shown in FIG.

  Next, the effect control CPU 900 updates the pointer indicating the address address of the command transmission / reception memory area in the effect control RAM 902 (step S206), and restores the register saved in the process of step S200 (step S207). Thereby, the process returns to the effect control main process shown in FIG.

<Production control board: Explanation of timer interrupt processing>
Next, with reference to FIG. 17, a process when a timer interrupt occurs every 1 ms set in the process of step S106 (see FIG. 15) of the effect control main process will be described.

  As shown in FIG. 17, when the timer interrupt occurs every 1 ms, the effect control CPU 900 executes a save process for saving the contents of each register to the stack area in the effect control RAM 902 (step S250). After that, the effect control CPU 900 refreshes the input / output port registers provided in the effect control CPU 900 (step S251).

  Next, the effect control CPU 900 transmits the motor data stored in the memory area in the effect control RAM 902 by serial transfer from the output port. As a result, the upper / left / right / upper left movable accessories 43a to 43d operate based on the motor data (step S252). Thereby, as shown in FIGS. 5A, 5D, 7A to 7D, FIG. 8, FIG. 9A, and FIG. It will be movable.

  Next, the effect control CPU 900 receives a signal from the effect button device 13 (step S253). When the effect button device 13 has been pressed by the player, the effect control CPU 900 determines an effect pattern that takes into account that the effect button device 13 has been pressed when performing the process of step S111 shown in FIG. It will be.

  Next, the effect control CPU 900 confirms the position of the motor based on the detection data transmitted from the motor sensor that detects the position of the motor (not shown) of the movable accessory device 43 (step S254).

  Next, the effect control CPU 900 transmits the liquid crystal control command LCD_CMD stored in the memory area in the effect control RAM 902 to the liquid crystal control board 120 (see FIG. 3) in the process of step S110 shown in FIG. 15 (step S255). As a result, the image P1 in FIG. 5B, the image P2 in FIG. 6B, the image P3 in FIG. 7B, the image P4 in FIG. 8A, and the image P4 in FIG. A screen as shown in the image P5 and the image P6 in FIG. 9B is displayed.

  Next, the production control CPU 900 operates the motor for operating the upper / left / right / upper left movable accessories 43a to 43d determined in step S111 shown in FIG. 15 based on the position of the motor confirmed in step S254. Motor data corresponding to the contents is generated and stored in the memory area in the effect control RAM 902 (step S256). The motor data stored in the memory area in the effect control RAM 902 is transmitted by serial transfer from the output port in the process of step S252 at the time of the next 1 ms timer interruption.

  Next, the effect control CPU 900 displays a decorative lamp LA (see FIG. 6) such as an LED lamp mounted on the decorative lamp substrate 100 (see FIG. 3) stored in the effect control RAM 902 in the process of step S109 shown in FIG. A control signal necessary to turn on or off each of the lamps is transmitted to the decorative lamp substrate 100 (step S257). As a result, as shown in FIG. 6, the decorative lamp LA disposed on the left movable accessory 43b is turned on.

  Next, the effect control CPU 900 increments (+1) the main loop counter ML_CNT that counts in a loop from 0 to 31 used in the process of step S107 shown in FIG. 15, and divides the incremented value by 16 (that is, 16 (Division by) is performed (step S258). Then, the effect control CPU 900 restores the register saved in the process of step S250 (step S259). Thereby, the process returns to the effect control main process shown in FIG.

  Thus, according to the present embodiment described above, it is possible to produce a powerful effect, and thus increase the effect of the effect.

  In addition, in this embodiment, although the example which performs separately the production shown in FIGS. 5-9 was shown as a method of making a powerful production, it is not restricted to this, You may mix. That is, after the state shown in FIG. 5B, the state shown in FIGS. 6A and 6B may be used, or after the state shown in FIG. 5B, The state shown in FIG. 7B may be used, and further, the state shown in FIGS. 8A and 8B may be used. Further, after the state shown in FIG. 5 (b) is obtained, the state shown in FIG. 7 (b) may be obtained, and the state shown in FIG. 9 (b) may be further obtained. As described above, the effects shown in FIGS. 5 to 9 may be combined in various ways to produce more powerful effects and increase the effects.

1 Pachinko machine 41 Liquid crystal display device (display means)
43 Movable accessory device 43a Movable accessory (movable effector)
43b Left movable object (movable production)
43c Movable right hand (movable director)
43d Upper left movable accessory (movable director)
P1-P6 images

According to the gaming machine according to the invention of claim 1, display means (see the liquid crystal display device 41 shown in FIG. 2);
A movable director (see the upper, left, right, and upper left movable accessories 43a to 43d shown in FIG. 2) that moves as the game progresses,
Movable means (see the motor of the movable accessory device 43 shown in FIG. 2) for moving the movable effect body (see the upper, left, right, and upper left movable accessories 43a to 43d shown in FIG. 2) within a predetermined range ;
Movable effect execution means (effect control CPU 900) for executing a predetermined effect using the movable effect body (see the upper, left, right, and upper left movable actors 43a to 43d shown in FIG. 2);
Said movable demonstration execution unit (performance control CPU 900), said movable means movable directing member by (motor reference movable won game apparatus 43 shown in FIG. 2) (see left movable won game 43b shown in FIG. 9 (a)) is When the movable effector (see the left movable accessory 43b shown in FIG. 9B) reaches a specific position within the predetermined range, the display means (the liquid crystal display device 41 shown in FIG. 2 ) moves within the predetermined range . The movable effect body (see the left movable accessory 43b shown in FIG. 9B) is outside the predetermined range in which the movable effect body (see the left movable accessory 43b shown in FIG. 9B) is movable. An image (see image P6 shown in FIG. 9B) is displayed, and the movable effect body (see the left movable accessory 43b shown in FIG. 9B) can be viewed larger than actual. As described above, the predetermined effect is executed .

According to the invention of claim 2, in the gaming machine according to claim 1, the image (image P6 shown in FIG. 9B) displayed on the display means (see the liquid crystal display device 41 shown in FIG. 2). Reference) is an image formed along the outline of the movable effect body (see the left movable accessory 43b shown in FIG. 9B) .

Claims (6)

  1. A movable director performing a predetermined performance as the game progresses;
    Movable means for moving the movable effector;
    Display means for displaying an image as if a predetermined image appears from the movable effector along the outline of the movable effector after the movable effector has moved to a position where the movable effector can move. A gaming machine to have.
  2. The movable effector has a plurality of lamps,
    After the display means has moved to a position where the movable effector can move, and when the plurality of lamps of the movable effector emit light, the display means displays a light emission image along the outline of the movable effector. The gaming machine according to claim 1.
  3. A movable director performing a predetermined performance as the game progresses;
    Movable means for moving the movable effector;
    After the movable effector is moved to a position where the movable effector can be moved by the movable means, when the movable effector is moved by the movable means, a predetermined image for performing a predetermined operation in a direction different from the moving direction is displayed. A gaming machine comprising display means.
  4.   After the movable means is moved to a position where the movable effector can be moved by the movable means, and further when the movable effector is rotated by the movable means, the display means performs a rotation operation in a direction opposite to the rotational movement. The gaming machine according to claim 3, wherein an image is displayed.
  5.   After the movable means is moved to a position where the movable effector can be moved by the movable means, and further when the movable effector is moved by the movable means, the display means performs a predetermined operation from a direction opposite to the moving direction. The gaming machine according to claim 3, wherein a predetermined image is displayed.
  6. The said display means displays the image which shows a part of the said movable production | presentation body, after moving to the position which the said movable production | presentation body can move by the said movable means. Gaming machine.
JP2016090865A 2016-04-28 2016-04-28 Game machine Pending JP2017196248A (en)

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Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2009000311A (en) * 2007-06-21 2009-01-08 Kyoraku Sangyo Kk Pachinko game machine, and presentation control method thereof
JP2009112659A (en) * 2007-11-08 2009-05-28 Kyoraku Sangyo Kk Game machine
JP2009153885A (en) * 2007-12-27 2009-07-16 Sankyo Co Ltd Game machine
JP2011030859A (en) * 2009-08-03 2011-02-17 Newgin Co Ltd Game machine
JP2014004023A (en) * 2012-06-21 2014-01-16 Kyoraku Sangyo Co Ltd Game machine
JP2014200341A (en) * 2013-04-02 2014-10-27 株式会社三共 Game machine
JP2014200611A (en) * 2013-04-10 2014-10-27 株式会社サンセイアールアンドディ Game machine

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2009000311A (en) * 2007-06-21 2009-01-08 Kyoraku Sangyo Kk Pachinko game machine, and presentation control method thereof
JP2009112659A (en) * 2007-11-08 2009-05-28 Kyoraku Sangyo Kk Game machine
JP2009153885A (en) * 2007-12-27 2009-07-16 Sankyo Co Ltd Game machine
JP2011030859A (en) * 2009-08-03 2011-02-17 Newgin Co Ltd Game machine
JP2014004023A (en) * 2012-06-21 2014-01-16 Kyoraku Sangyo Co Ltd Game machine
JP2014200341A (en) * 2013-04-02 2014-10-27 株式会社三共 Game machine
JP2014200611A (en) * 2013-04-10 2014-10-27 株式会社サンセイアールアンドディ Game machine

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