JP2018130309A - Game machine - Google Patents

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JP2018130309A
JP2018130309A JP2017025927A JP2017025927A JP2018130309A JP 2018130309 A JP2018130309 A JP 2018130309A JP 2017025927 A JP2017025927 A JP 2017025927A JP 2017025927 A JP2017025927 A JP 2017025927A JP 2018130309 A JP2018130309 A JP 2018130309A
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accessory
state
player
movement
gaming machine
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JP6845034B2 (en
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拓也 若園
Takuya Wakazono
拓也 若園
高橋 治
Osamu Takahashi
治 高橋
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Daikoku Denki Co Ltd
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Daikoku Denki Co Ltd
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Abstract

PROBLEM TO BE SOLVED: To include an innovative configuration to further enhance a player's motivation for participating in games.SOLUTION: Corresponding to a ready-to-win presentation and the like, a shift is made to a presentation state in which a surface shape of an accessory 35 can be changed corresponding to squeezing and the like of the accessory 35 by a player. In this way, corresponding to the ready-to-win presentation such as destroying enemies, the player can be given innovative feeling of deforming the accessory 35 including the surface shape thereof by the player. But if there is no such a display presentation, it becomes difficult to give such a feeling. Therefore, the value of the feeling can be enhanced.SELECTED DRAWING: Figure 3

Description

本発明は遊技機に関する。   The present invention relates to a gaming machine.

パチンコ遊技機等の遊技機では、大当り抽選結果を示す図柄変動等の演出時に、遊技者の操作を受付可能に構成し、その操作を受付けた場合に演出内容を変更することで、遊技者の遊技への参加意欲を高めるようにしている(例えば特許文献1参照)。   In gaming machines such as pachinko machines, the player's operation is configured to be accepted at the time of production such as symbol variation showing the big hit lottery result, and when the operation is accepted, The willingness to participate in the game is increased (see, for example, Patent Document 1).

特開2014−045929号公報JP 2014-045929 A

しかしながら、特許文献1のような遊技機は釦操作のみで参加意欲を高めようとしているので、単調になる虞があり、更に興趣を高めるため、新たな感覚を遊技者に与えることで遊技者の遊技への参加意欲を高めることが求められている。   However, since the gaming machine like Patent Document 1 is trying to increase the willingness to participate by only a button operation, there is a possibility that it becomes monotonous, and in order to further enhance the interest, by giving the player a new sense, There is a need to increase willingness to participate in games.

本発明は上記事情に鑑みてなされたもので、その目的は、遊技者の遊技への参加意欲をより高める斬新な構成を備えた遊技機を提供することにある。   The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine having a novel configuration that further increases the player's willingness to participate in the game.

請求項1の発明によれば、遊技者による加圧に応じて役物手段を変形させる第1状態に大当りを発生させるための単位遊技に応じた表示演出に応じて移行することで、敵を破壊する等の表示演出に応じて表面形状を含む役物手段を遊技者が変形させるというような斬新な感覚を遊技者に与えられる一方、そのような表示演出がない場合にはそのような感覚を与えることが困難になるため、当該感覚の価値を高めることが可能となる。   According to the first aspect of the present invention, the enemy is selected by shifting according to the display effect according to the unit game for generating the big hit in the first state in which the accessory means is deformed according to the pressurization by the player. While the player can be given a novel sensation that the player transforms the accessory means including the surface shape according to the display effect such as destruction, such a sensation when there is no such display effect. Since it becomes difficult to give the value, it is possible to increase the value of the sense.

一実施形態における遊技機を概略的に示す正面図The front view which shows the game machine in one Embodiment schematically 遊技機の電気的構成を示すブロック図Block diagram showing electrical configuration of gaming machine 遊技者が役物を把握した状態を示す図The figure which shows the state where the player grasps the feature 役物の本体を示す斜視図The perspective view which shows the main body of an accessory 役物の内部を示す斜視図The perspective view which shows the inside of an accessory 移動体ユニットの側面図Side view of mobile unit 移動体ユニットの斜視図Perspective view of mobile unit 移動体ユニットの側面図Side view of mobile unit 移動体ユニットの一部を示す平面図Plan view showing a part of the mobile unit 移動体ユニットの一部を示す分解斜視図Exploded perspective view showing a part of the mobile unit 各状態における可動体と駆動体との位置関係を概略的に示す図The figure which shows schematically the positional relationship of the movable body and drive body in each state

以下、本発明の一実施形態について図面を参照して説明する。
図1は遊技機を概略的に示す正面図である。遊技機1は、遊技盤面2に玉を発射する発射装置を構成する操作ハンドル3、上受皿4、下受皿5を有している。遊技盤面2には、普図入賞口6、普図表示部7、普図保留表示部8、液晶表示部9、第1保留表示部10、第2保留表示部11、入賞口12、第1始動口13、第2始動口14、大入賞口15が設けられている。
Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
FIG. 1 is a front view schematically showing a gaming machine. The gaming machine 1 has an operation handle 3, an upper tray 4, and a lower tray 5 that constitute a launching device that launches a ball onto the game board surface 2. On the game board surface 2, a general winning prize opening 6, a universal drawing display section 7, a universal drawing holding display section 8, a liquid crystal display section 9, a first holding display section 10, a second holding display section 11, a winning opening 12, a first A starting port 13, a second starting port 14, and a big prize opening 15 are provided.

遊技機1は、通常時は第1始動口13を狙った盤面左側に玉を打ち込む所謂左打ちを行う一方、特別状態(甘中)では第2始動口14を狙った盤面右側に玉を打ち込む所謂右打ちを行う機種である。また、液晶表示部9にて大当り図柄等の役図柄(識別情報)が揃う有効ラインは上段、中段、下段の3段である。   The gaming machine 1 normally hits the ball to the left side of the board aiming at the first starting port 13 while so-called left-handed, while in a special state (Gannaka), hits the ball to the right side of the board aiming at the second starting port 14. It is a model that performs so-called right-handed. Further, the effective lines on which the role symbols (identification information) such as jackpot symbols are arranged on the liquid crystal display unit 9 are the upper stage, the middle stage, and the lower stage.

遊技機1は以下に示すように動作する。
(1)第1始動口13は入賞率が変動しない入賞口(所謂ヘソ入賞口)であり、第2始動口14は入賞率が変動する入賞口(所謂電チュー)である。各始動口13、14への入賞(始動入賞)に応じて大当り抽選を行い、抽選結果を液晶表示部9にて行う図柄変動(単位遊技)にて報知し、その変動結果に応じて大当りとなる。図柄変動中には大当りとなるか否かを演出するためのリーチ演出(表示演出)を行う場合があり、そのリーチ演出としては例えば主人公が敵と対決する画像を表示する演出や、主人公が何らかのチャレンジを行ったりするような画像を表示する演出等がある。
The gaming machine 1 operates as shown below.
(1) The first starting port 13 is a winning port where the winning rate does not fluctuate (so-called navel winning port), and the second starting port 14 is a winning port where the winning rate fluctuates (so-called electric Chu). A big hit lottery is performed in accordance with the winnings (start winnings) at the start openings 13 and 14, and the lottery result is notified by the symbol variation (unit game) performed on the liquid crystal display unit 9, and the big hit is determined according to the variation result. Become. There may be a reach effect (display effect) for directing whether or not it will be a big hit during symbol variation. As the reach effect, for example, the protagonist displays an image that confronts the enemy, There is an effect of displaying an image for performing a challenge.

(2)図柄変動中に第2始動口14に始動入賞した場合には所定の保留上限値(例えば各4つ)まで図柄変動を累積的に保留すると共に第1始動口13に対応する第1保留表示部10及び第2始動口14に対応する第2保留表示部11に保留数を表示し、図柄変動終了後に保留している図柄変動を開始する。尚、保留している図柄変動数(保留数)が上限値である状態で始動入賞した場合、図柄変動は保留されない。また、第2保留表示部11に保留がある場合は第1保留表示部10の保留に優先して保留している図柄変動を実行する。   (2) When the start winning prize is given to the second starting port 14 during the symbol variation, the symbol variation is cumulatively retained up to a predetermined holding upper limit value (for example, four each) and the first corresponding to the first starting port 13 The number of holdings is displayed on the second holding display unit 11 corresponding to the holding display unit 10 and the second start port 14, and the symbol variation held after the symbol variation ends is started. In addition, when a start winning is made in a state where the number of symbols fluctuation (holding number) being held is the upper limit, the symbol fluctuation is not suspended. Further, when there is a hold on the second hold display unit 11, the symbol variation held on top of the hold on the first hold display unit 10 is executed.

(3)大当り抽選の当選確率(大当り確率)は1/260であり、大当りがその後確変状態(確変)となる大当り(確変大当り)となる割合である確変率は(通常状態、確変状態共に)50%である。大当りが発生すると12ラウンド(R)分だけ大入賞口15を開放する。尚、1Rの上限入賞数は10個、上限開放時間は30秒であり、上限入賞数または上限開放時間のいずれかが満たされた場合に1Rを終了する。   (3) The winning probability (hit probability) of the big hit lottery is 1/260, and the probability change rate that is the ratio of the big hit (probable change big hit) after which the big hit becomes the probability change state (probability change) is (both normal state and probability change state) 50%. When a big hit occurs, the grand prize opening 15 is opened for 12 rounds (R). The 1R upper limit winning number is 10 and the upper limit opening time is 30 seconds. When either the upper limit winning number or the upper limit opening time is satisfied, 1R is ended.

(4)確変中は大当り確率が1/50に向上すると共に、各始動口13,14への入賞率が高くなる時短状態(時短)になる。尚、確変は次回大当りまで継続するので、大当り後に大当りでも確変でもない状態である通常遊技状態(通常状態)となる大当り(通常大当り)が発生するまで継続し、その後は所定数(例えば100回)の図柄変動を行うまで時短状態となり、その後に通常状態となる。   (4) During the probability change, the big hit probability is improved to 1/50 and the win rate to each of the start ports 13 and 14 is high (short time). Since the probability change continues until the next big hit, it continues until a big hit (ordinary big hit) that becomes a normal gaming state (normal state) that is neither a big hit nor a probable change after the big hit occurs, and then a predetermined number (for example, 100 times) ) The time is shortened until the symbol variation is performed, and then the normal state is reached.

(5)第2始動口14は普図入賞口6への入賞に応じて変動する普通図柄(普図)が当りとなった場合に入賞率の高い開放状態となる。この場合、普図1回の変動時間は通常状態では30秒、時短状態では3秒となる。また、開放時間は通常状態では0.3秒、時短状態では5秒となる。即ち、時短状態では通常状態と比較して普図変動時間が短くなる一方、開放時間は長くなることで第2始動口14の入賞率が高くなる。   (5) The second starting port 14 is in an open state with a high winning rate when a normal symbol (ordinary symbol) that fluctuates in accordance with the winning at the regular winning port 6 is won. In this case, the fluctuation time of one time in the normal figure is 30 seconds in the normal state and 3 seconds in the short time state. The opening time is 0.3 seconds in the normal state and 5 seconds in the short time state. That is, in the short time state, the normal time fluctuation time becomes shorter than in the normal state, while the open time becomes longer, so that the winning rate of the second start port 14 becomes higher.

図2は遊技機1の電気的構成を示している。制御基板として、メイン制御基板16、表示制御基板17(表示演出手段)、役物制御基板18、音声制御基板19、ランプ制御基板20、払出制御基板21、発射制御基板22を有する。メイン制御基板16は、CPU16a、ROM16b、RAM16c、信号を送受信するためのインターフェースからなるI/O16d等を備えたマイクロコンピュータを含んで構成され、電源回路23から電源が供給される。   FIG. 2 shows an electrical configuration of the gaming machine 1. The control board includes a main control board 16, a display control board 17 (display effect means), an accessory control board 18, a sound control board 19, a lamp control board 20, a payout control board 21, and a launch control board 22. The main control board 16 includes a CPU 16a, a ROM 16b, a RAM 16c, a microcomputer including an I / O 16d including an interface for transmitting and receiving signals, and the power is supplied from the power supply circuit 23.

メイン制御基板16は、操作ハンドル3が操作されたことを検知するハンドル検知器24、第1始動口13及び第2始動口14への入賞を検知する始動入賞口入賞検知器25、入賞口12への入賞を検知する入賞口入賞検知器26、普図入賞口6への入賞(玉の通過)を検知する普図入賞ゲート入賞検知器27、大入賞口15への入賞を検知する大入賞口入賞検知器28から入力する信号に基づいて遊技機1を制御する。   The main control board 16 includes a handle detector 24 that detects that the operation handle 3 has been operated, a start winning port winning detector 25 that detects a winning to the first starting port 13 and the second starting port 14, and the winning port 12. A winning entrance prize detector 26 for detecting a winning in the game, a win winning prize winning detector 27 for detecting a winning (passing ball) at the ordinary figure winning slot 6, and a big prize for detecting a winning at the big prize opening 15. The gaming machine 1 is controlled based on a signal input from the mouth winning detector 28.

具体的には、遊技者が操作ハンドル3を操作(ハンドル操作)すると、その操作情報がハンドル検知器24からメイン制御基板16へ出力する。すると、メイン制御基板16は、発射制御基板22により発射装置29を駆動して遊技盤面2に玉を発射し、発射された玉が遊技盤面2を流下する。   Specifically, when the player operates the operation handle 3 (handle operation), the operation information is output from the handle detector 24 to the main control board 16. Then, the main control board 16 drives the launching device 29 by the launch control board 22 to fire a ball on the game board surface 2, and the fired ball flows down the game board surface 2.

遊技盤面2を流下する玉が普図入賞口6を通過すると、普図入賞ゲート入賞検知器27は、普図入賞口6を通過する玉を検知し、玉が通過する毎に信号をメイン制御基板16へ出力する。すると、メイン制御基板16は、乱数発生部にて発生した乱数の1つを乱数抽出部にて抽出して普図抽選を実行し、普図表示部7や普図保留表示部8のLEDを点灯または消灯させ、普図抽選において普図当選になると、ハネ開放用ソレノイド30を駆動する。   When the ball flowing down the game board surface 2 passes through the general drawing winning slot 6, the general winning gate winning detector 27 detects the ball passing through the general winning slot 6, and the main control of the signal is performed every time the ball passes. Output to the substrate 16. Then, the main control board 16 extracts one of the random numbers generated by the random number generation unit by the random number extraction unit, executes the general drawing lottery, and turns on the LEDs of the general drawing display unit 7 and the general drawing hold display unit 8. When it is turned on or off, and a win in the normal drawing is selected, the solenoid 30 for opening the honey is driven.

遊技盤面2を流下する玉が第1始動口13または第2始動口14に入賞すると、始動入賞口入賞検知器25は、各始動口13,14に入賞した玉を検知し、玉が入賞する毎に信号をメイン制御基板16へ出力する。すると、メイン制御基板16は、乱数発生部にて発生した乱数の1つを乱数抽出部にて抽出して特図抽選を実行し、液晶表示部9において図柄の変動を開始し、各保留表示部10,11のLEDを点灯または消灯させ、大当りになると、大入賞口開放用ソレノイド31を駆動する。図柄の変動や大当りが開始すると、メイン制御基板16は、音声制御基板19によりスピーカ32からの音声出力を制御すると共にランプ制御基板20によりランプ33の点灯を制御して各種演出を実行する。尚、普図抽選において使用する乱数発生部及び乱数抽出部と特図抽選において使用する乱数発生部及び乱数抽出部とは、同じであっても良いし別々であっても良い。   When the ball flowing down the game board surface 2 wins the first starting port 13 or the second starting port 14, the starting winning port winning detector 25 detects the ball that won the respective starting ports 13, 14, and the ball wins. A signal is output to the main control board 16 every time. Then, the main control board 16 extracts one of the random numbers generated by the random number generation unit by the random number extraction unit and executes a special drawing lottery, starts changing the symbols on the liquid crystal display unit 9, and displays each hold display. When the LEDs of the units 10 and 11 are turned on or off and a big hit is made, the special winning opening opening solenoid 31 is driven. When the variation or big hit of the symbol starts, the main control board 16 controls the sound output from the speaker 32 by the sound control board 19 and controls the lighting of the lamp 33 by the lamp control board 20 to execute various effects. Note that the random number generator and random number extraction unit used in the general drawing lottery and the random number generation unit and random number extraction unit used in the special drawing lottery may be the same or different.

遊技盤面2を流下する玉が入賞口12に入賞すると、入賞口入賞検知器26は、入賞口12に入賞した玉を検知し、玉が入賞する毎に信号をメイン制御基板16へ出力する。すると、払出制御基板21により払出装置34からの玉の払出を制御する。   When the ball flowing down the game board surface 2 wins the winning opening 12, the winning opening winning detector 26 detects the winning ball in the winning opening 12, and outputs a signal to the main control board 16 every time the ball wins. Then, the dispensing control board 21 controls the dispensing of the balls from the dispensing device 34.

メイン制御基板16は、遊技者による遊技の進行に応じて、遊技盤面2に発射された玉の数であるアウトを特定可能なアウト信号(パルス出力)、遊技者に付与した玉の数であるセーフを特定可能なセーフ信号(パルス出力)、第1始動口13または第2始動口14への入賞に伴って発生する図柄変動表示の開始(スタート)を特定可能なスタート信号(パルス出力)、大当りを特定可能な大当り信号(レベル出力)、確変状態を特定可能な確変信号(レベル出力)、ラウンド中であることを特定可能なラウンド信号(レベル出力)等の遊技信号を出力する。尚、アウト信号について発射された玉を回収する所謂アウトボックスから出力する等、全ての遊技信号を必ずしも遊技機1から出力しなくとも良い。   The main control board 16 is an out signal (pulse output) that can specify an out, which is the number of balls fired on the game board surface 2 in accordance with the progress of the game by the player, and the number of balls given to the player. A safe signal (pulse output) that can specify a safe, a start signal (pulse output) that can specify the start (start) of a symbol variation display that occurs in response to winning in the first start port 13 or the second start port 14, A game signal such as a big hit signal (level output) that can specify a big hit, a probability change signal (level output) that can specify a probability change state, or a round signal (level output) that can specify that a round is in progress is output. It should be noted that not all game signals need to be output from the gaming machine 1, such as output from a so-called outbox that collects the balls that have been fired for the out signal.

さて、本実施形態では、図1に示すように下受皿5の前面部には遊技者が把握可能な役物35(役物手段)が設けられている。この役物35は、液晶表示部9に表示された例えば敵を攻撃する演出が行われている場合に遊技者が握り潰すことで敵を握り潰している感覚を遊技者に付与可能である。また、役物35は所謂ジョイスティックの役目も兼ねており、役物35が前後左右に揺動したことを役物揺動センサ36(図2参照)により検出することで液晶表示部9に表示されている敵を攻撃する演出を行ったり、表示されているアイテムの選択を行ったりする場合等に利用可能である。   Now, in this embodiment, as shown in FIG. 1, the front part of the lower tray 5 is provided with an accessory 35 (an accessory means) that can be grasped by the player. For example, when an effect displayed on the liquid crystal display unit 9 is performed to attack the enemy, the player can give the player a feeling of crushing the enemy. Further, the accessory 35 also serves as a so-called joystick, and is displayed on the liquid crystal display unit 9 by detecting that the accessory 35 has swung back and forth and left and right by the accessory swing sensor 36 (see FIG. 2). It can be used when performing an effect of attacking an enemy or selecting a displayed item.

以下、役物35について説明する。
図3は遊技者が役物35を把握した状態を示している。役物35には全体を覆う透光性及び導電性を有する部材からなる装飾カバー37が被着されており、役物35の本体が隠蔽されている。この装飾カバー37は役物35の外膜となるもので、例えば演出上の敵の一部に似せたカバーである。
Hereinafter, the accessory 35 will be described.
FIG. 3 shows a state in which the player has grasped the accessory 35. The accessory 35 is covered with a decorative cover 37 made of a light-transmitting and conductive member covering the whole, and the main body of the accessory 35 is concealed. The decorative cover 37 serves as an outer film of the accessory 35 and is, for example, a cover resembling a part of an enemy in production.

図4は、装飾カバー37を取り外した役物35の本体を示している。役物35は、3個の移動体ユニット38の両端部を三角形状の連結部材39により連結することで構成されている。   FIG. 4 shows the main body of the accessory 35 with the decorative cover 37 removed. The accessory 35 is configured by connecting both ends of three moving body units 38 with a triangular connecting member 39.

図5は、図4の状態から図示上部となる一方の連結部材39と一個の移動体ユニット38とを取り外して内部を示した斜視図である。3個の移動体ユニット38と2個の連結部材39とにより役物35の中心部に移動体ユニット38と連結部39とで囲繞された空間部が形成されており、その空間部に、役物制御基板18やLED等からなる発光体40(図2参照)等が配置されてメイン制御基板16と電気的に接続されている。   FIG. 5 is a perspective view showing the inside by removing one connecting member 39 and one moving body unit 38 which are the upper part of the figure from the state of FIG. 4. A space part surrounded by the mobile body unit 38 and the connecting part 39 is formed in the central part of the accessory 35 by the three mobile body units 38 and the two connecting members 39. A light-emitting body 40 (see FIG. 2) composed of an object control board 18 and LEDs and the like are arranged and electrically connected to the main control board 16.

移動体ユニット38を構成する各部品は全体的または部分的に透光性を有しており、発光体40が発光することで透光性を有した装飾カバー37を介して役物35全体が点灯したり、点滅したりする態様が可能である。また、装飾カバー37の内側にはタッチセンサ41(図2参照)が設けられており、遊技者が役物35に触っていることを検知可能である。   Each part constituting the moving body unit 38 is wholly or partially translucent, and when the light emitting body 40 emits light, the entire accessory 35 is transmitted through the decorative cover 37 having translucency. It can be turned on or flashing. In addition, a touch sensor 41 (see FIG. 2) is provided inside the decorative cover 37, and it can be detected that the player is touching the accessory 35.

図6から図10は移動体ユニット38を示しており、図6は側面図、図7は斜視図、図8は側面図、図9は一部を示す平面図、図10は一部を示す分解斜視図である。尚、図6及び図7は移動体ユニット38の一部が押圧されている状態を示し、更に図7は構造を理解し易いように一部の部品を取り除いた態様で示している。   6 to 10 show the mobile unit 38, FIG. 6 is a side view, FIG. 7 is a perspective view, FIG. 8 is a side view, FIG. 9 is a plan view showing a part, and FIG. It is a disassembled perspective view. 6 and 7 show a state where a part of the moving body unit 38 is pressed, and FIG. 7 shows a state in which some parts are removed so that the structure can be easily understood.

図10に示すように、基台部材42に支持部材43がスペーサ44を介してねじ止めされており、基台部材42と支持部材43とが平行状態で対面している。支持部材43には3個の孔部45が等間隔で形成されており、その孔部45に可動体46が図示下方から挿入されている。   As shown in FIG. 10, a support member 43 is screwed to the base member 42 via a spacer 44, and the base member 42 and the support member 43 face each other in a parallel state. Three holes 45 are formed in the support member 43 at equal intervals, and a movable body 46 is inserted into the holes 45 from below in the figure.

可動体46は、円柱形状の軸部46aの一端部にフランジ部46bが一体形成されていると共に軸部46aに沿って4個のリブ46cがフランジ部46bの一端面と連結するように一体形成され、更にフランジ部46bの他端面に先端が半球状の押圧部46dが一体形成されて構成されている。この場合、支持部材43に形成された孔部45は4個の切欠部45aを有して形成されており、その切欠部45aに可動体46のリブ46cが位置することで当該可動体46が回り止めされている。また、フランジ部46bが支持部材43に当接することで当該支持部材43から図示上方に突出する可動体46の頭部の突出量が制限されている。   The movable body 46 is integrally formed such that a flange portion 46b is integrally formed at one end portion of a cylindrical shaft portion 46a and that four ribs 46c are connected to one end surface of the flange portion 46b along the shaft portion 46a. Further, a pressing portion 46d having a hemispherical tip is integrally formed on the other end surface of the flange portion 46b. In this case, the hole 45 formed in the support member 43 has four cutouts 45a, and the ribs 46c of the movable body 46 are located in the cutouts 45a, so that the movable body 46 is It is locked. Further, the protrusion amount of the head of the movable body 46 protruding upward in the figure from the support member 43 is limited by the flange portion 46 b coming into contact with the support member 43.

可動体46の頭部には湾曲形状の移動体48がネジ止めされており、この移動体48が遊技者が役物35を把持した際に押圧されるようになっている。
基台部材42には一対の段部42aが対向するように一体形成されており、その段部42aに板バネからなる弾性体47が装着されている。この場合、可動体46の押圧部46dが弾性体47に当接しており、これにより、可動体46ひいては移動体48に対して図示上方への弾性力が付与されている。
A curved movable body 48 is screwed to the head of the movable body 46, and the movable body 48 is pressed when the player holds the accessory 35.
The base member 42 is integrally formed with a pair of stepped portions 42a so as to face each other, and an elastic body 47 made of a leaf spring is attached to the stepped portion 42a. In this case, the pressing portion 46 d of the movable body 46 is in contact with the elastic body 47, whereby an elastic force upward in the drawing is applied to the movable body 46 and thus the moving body 48.

基台部材42において段部42aに挟まれた部位には矩形状の孔部49が形成されており、その孔部49に駆動体50(役物変化手段)が図示下方から挿入されて基台部材42から図示上方に突出している。この駆動体50には例えば自己保持型の電磁ソレノイドからなるアクチュエータ51(役物変化手段)が連結されており、駆動体50は、アクチュエータ51の駆動に応じて弾性体47から所定距離離間した位置に保持される。つまり、通常時においては弾性体47の裏側に当接または極めて近接した位置に保持されているが、アクチュエータ51の駆動状態では、弾性体47の裏側から所定距離離間した位置に保持される。   A rectangular hole 49 is formed in a portion of the base member 42 sandwiched between the stepped portions 42a, and a driving body 50 (an accessory changing means) is inserted into the hole 49 from below in the figure. Projecting upward from the member 42 in the figure. The driving body 50 is connected to an actuator 51 (an accessory changing means) made of, for example, a self-holding electromagnetic solenoid, and the driving body 50 is separated from the elastic body 47 by a predetermined distance in accordance with the driving of the actuator 51. Retained. In other words, in a normal state, the elastic body 47 is held at a position that is in contact with or very close to the back side of the elastic body 47, but is held at a position separated from the back side of the elastic body 47 by a predetermined distance when the actuator 51 is driven.

尚、基台部材42の端部には固定部42bが図示上方に突出形成されており、その固定部42bに連結部材39の嵌合部39a(図5参照)が嵌合状態でネジ止めされることで各移動体ユニット38が位置決め状態で連結される。   Note that a fixing portion 42b is formed at the end of the base member 42 so as to protrude upward in the figure, and a fitting portion 39a (see FIG. 5) of the connecting member 39 is screwed to the fixing portion 42b in a fitted state. Thus, each mobile unit 38 is connected in a positioned state.

一方、図9に示すように、可動体46における所定のリブ46cには検知部46eが側方に突出成されている。支持部材43には検知部46eの移動軌跡に対応して移動センサ52が取り付けられており、検知部46eの通過を検知する。つまり、移動体48が遊技者の把持により移動した(押圧された)場合、検知部46eが移動センサ52を横切るため、当該移動センサ52の検知により移動体48が移動したことを検知する。   On the other hand, as shown in FIG. 9, a detection portion 46 e is protruded laterally on a predetermined rib 46 c in the movable body 46. A movement sensor 52 is attached to the support member 43 corresponding to the movement locus of the detection unit 46e, and detects the passage of the detection unit 46e. That is, when the moving body 48 is moved (pressed) by the player's grip, the detection unit 46e crosses the movement sensor 52, and thus the movement of the moving body 48 is detected by the detection of the movement sensor 52.

尚、図6に示すように移動体48の一側面には凸部48aが一体形成されており、その凸部48aが隣接する移動体48の他側面に当接することで移動体48のがたつきが防止されている。また、図7に示すように、支持部材43において孔部45の側方となる部位には移動規制部43aが図示上方に突出形成されており、移動体48が押圧されて図示下方に移動した場合に当該移動体48の下面が移動規制部43aに当接することでそれ以上の図示下方への移動が規制されるようになっている。   As shown in FIG. 6, a convex portion 48 a is integrally formed on one side surface of the moving body 48, and the back surface of the moving body 48 is in contact with the other side surface of the adjacent moving body 48. Sticking is prevented. Further, as shown in FIG. 7, a movement restricting portion 43 a is formed on the support member 43 at the side of the hole 45 so as to protrude upward in the figure, and the movable body 48 is pressed and moved downward in the figure. In this case, the lower surface of the moving body 48 abuts against the movement restricting portion 43a, so that further downward movement in the figure is restricted.

図11は、各状態における可動体46と駆動体50との位置関係を概略的に示している。図11(a)は演出を行わない通常時の移動制限状態(第2状態)、図11(b)は演出を行う演出時の移動許可状態(第1状態)、図11(c)は移動許可状態で遊技者が役物35を握ることで移動体48が押圧された状態を示している。   FIG. 11 schematically shows the positional relationship between the movable body 46 and the driving body 50 in each state. FIG. 11 (a) shows a normal movement restriction state (second state) in which no production is performed, FIG. 11 (b) shows a movement permission state (first state) in the production with production, and FIG. 11 (c) shows movement. The state in which the moving body 48 is pressed by the player holding the accessory 35 in the permitted state is shown.

図11(a)の移動制限状態では駆動体50が弾性体47の弾性変形を制限した通常位置に位置しており、弾性体47の変化が制限されている。図11(b)の移動許可状態ではアクチュエータ51の駆動に応じて駆動体50が図示下方に移動しており、弾性体47が弾性変形可能な状態、つまり移動制限状態よりも大きく変形可能な状態にある。即ち、図11(c)のように、移動体48が弾性体47による弾性力に抗しながら図示下方へと押圧可能な状態となる。   In the movement restricted state of FIG. 11A, the drive body 50 is located at the normal position where the elastic deformation of the elastic body 47 is restricted, and the change of the elastic body 47 is restricted. In the movement-permitted state of FIG. 11B, the driving body 50 moves downward in the figure in accordance with the driving of the actuator 51, and the elastic body 47 is in a state where it can be elastically deformed, that is, in a state where it can be deformed more greatly than in the movement restricted state. It is in. That is, as shown in FIG. 11C, the moving body 48 can be pressed downward in the figure while resisting the elastic force of the elastic body 47.

以上のように構成された役物35によれば、遊技者が役物35全体を握った場合に、全ての移動体48に対する押圧が制限される移動制限状態と、制限が解除されて全ての移動体48を押圧可能な移動許可状態との2つの状態変化を実現可能となる。つまり、通常時の移動制限状態では役物35を握っても移動体48の押圧が制限されることで弾性体47による弾性力から受ける感覚を余り感じられない一方、演出時の移動許可状態ではその制限が解除されることで、役物35を握った場合に弾性体47による弾性力から受ける感覚を通常時よりも大きく感じられるようになる。   According to the accessory 35 configured as described above, when the player grasps the entire accessory 35, the movement restriction state in which the pressing on all the moving bodies 48 is restricted, and the restriction is released and all the restrictions are released. Two state changes, ie, a movement permission state in which the movable body 48 can be pressed, can be realized. In other words, in the normal movement restriction state, even when the accessory 35 is gripped, the pressing of the moving body 48 is restricted, so that the feeling received from the elastic force of the elastic body 47 is not felt so much, while in the movement permission state during the production. When the restriction is removed, the feeling received from the elastic force of the elastic body 47 when the accessory 35 is grasped can be felt larger than usual.

ここで、図2に示す役物制御基板18は役物35の動作を制御するようになっており、役物35が揺動操作されたことを検出する役物揺動センサ36、移動センサ52、タッチセンサ41の検出状態を判定したり、アクチュエータ51や発光体40への通電を制御したりする。   Here, the accessory control board 18 shown in FIG. 2 controls the operation of the accessory 35, and an accessory swing sensor 36 and a movement sensor 52 for detecting that the accessory 35 is swing-operated. The detection state of the touch sensor 41 is determined, and energization to the actuator 51 and the light emitter 40 is controlled.

さて、液晶表示部9にて例えば敵を握り潰す演出を行う場合には図11(b)に示す演出時の移動許可状態とする。この場合、遊技者が役物35を握り、図11(c)のように移動体48により可動体46が押圧されると、弾性体47の弾性力により、あたかも敵を握り潰したような感覚を遊技者に与えることが可能となる、また、移動センサ52により移動体48が移動したことの検知により液晶表示部9の敵を握り潰す演出の更新や、役物35自体の発光を行うことで、遊技者が役物35を握ったことによる敵を握り潰したような感覚や、敵を倒した達成感等を更に与えることが可能となる。   Now, for example, when performing an effect of crushing an enemy on the liquid crystal display unit 9, the movement permission state at the time of effect shown in FIG. In this case, when the player grasps the accessory 35 and the movable body 46 is pressed by the moving body 48 as shown in FIG. 11C, it is as if the enemy is crushed by the elastic force of the elastic body 47. Can be given to the player, and the movement sensor 52 detects that the moving body 48 has moved, and updates the effects of crushing the enemy on the liquid crystal display unit 9 or emits the action 35 itself. Thus, it is possible to further give a feeling that the player has smashed the enemy due to the holding of the actor 35, a sense of achievement that has defeated the enemy, and the like.

次に、液晶表示部9における図示しないリーチ演出に対応した役物35の演出について説明する。
リーチは主人公と敵との対戦型の演出であり、大当りとなる場合には敵を倒す画像を液晶表示部9に表示すると同時に役物35を利用した演出が行われる。即ち、役物35に対応したリーチが液晶表示部9にて始まると、敵を倒すために敵を握り潰そうとする画像が表示される。すると、液晶表示部9に「役物を握り潰せ!」といったメッセージが表示されると同時に役物35が点滅状態となり、遊技者に役物35を握り潰すことを促す。ここで、このメッセージが表示されるまでは役物35は通常状態である移動制限状態であるので、役物35を握っても握り潰すことはできないが、このメッセージが表示され、遊技者が役物35に触っていることをタッチセンサ41にて検知すると、徐々に移動許可状態へと移行し、それに伴って徐々に役物35を握り潰せる状態となる。
Next, the effect of the accessory 35 corresponding to the reach effect (not shown) in the liquid crystal display unit 9 will be described.
Reach is a battle-type effect between the hero and the enemy. When a big hit is reached, an image that defeats the enemy is displayed on the liquid crystal display unit 9 and at the same time, an effect using the accessory 35 is performed. That is, when the reach corresponding to the accessory 35 starts on the liquid crystal display unit 9, an image is displayed that tries to squeeze the enemy in order to defeat the enemy. Then, a message such as “Crush the character!” Is displayed on the liquid crystal display unit 9, and at the same time, the character 35 blinks, prompting the player to squeeze the character 35. Here, until the message is displayed, the accessory 35 is in a movement restricted state, which is a normal state. Therefore, even if the accessory 35 is grasped, it cannot be crushed, but this message is displayed and the player plays the role. When it is detected by the touch sensor 41 that the object 35 is touched, the movement gradually shifts to the permitted state, and accordingly, the accessory 35 is gradually crushed.

そして、液晶表示部9での演出が進み、敵を握り潰す直前の画像が表示されると移動許可状態となり、図11(c)のように遊技者による移動体48の押圧を検知すると、液晶表示部9でも敵を握り潰すことで倒した状態の画像となり、大当りの演出へと発展する。この場合、例えば移動制限状態を移動可能距離が0%、移動許可状態を移動可能距離が100%(最大移動可能距離)とすると、徐々に役物35を握り潰せる状態とするまでは例えば最大移動可能距離の30%等、所定の程度までに移動体48の移動を制限し、握り潰せる状態となった場合に残りの70%分の移動を一気に行うように制御することが遊技の趣向を高める上で望ましい。   Then, when the effect on the liquid crystal display unit 9 advances and the image immediately before the enemy is crushed is displayed, the movement is permitted. When the player presses the moving body 48 as shown in FIG. 11C, the liquid crystal is detected. The display unit 9 also becomes an image in a defeated state by squeezing enemies and develops into a big hit effect. In this case, for example, if the movement limit state is 0% and the movement permission state is 100% (maximum movement distance), for example, the maximum movement is required until the accessory 35 is gradually crushed. Limiting the movement of the moving body 48 to a predetermined degree, such as 30% of the possible distance, and controlling it so that the remaining 70% of the movement can be performed at once when it is in a state where it can be crushed raises the interest of the game Desirable above.

役物35を握り潰す演出としては、ゆっくりと駆動体50を移動させたり、例えば最大移動可能距離の10%→20%→30%と段階的に移動させたりして押圧可能な状態とすれば良いが、一気に100%移動して押圧できる状態としても良い。なお、大当りに発展しない場合には演出の途中で敵に反撃に遭う等、役物35が移動許可状態になることなく敵を倒せないような演出が行われる。   As an effect of squeezing the accessory 35, if the driving body 50 is moved slowly, for example, it is moved in a stepwise manner from 10% → 20% → 30% of the maximum movable distance so that it can be pressed. Although it is good, it is good also as a state which can move 100% at a stretch and can press. If the jackpot does not develop, an effect that prevents the enemy 35 from being defeated without entering the movement permitted state is performed, for example, the enemy encounters a counterattack during the performance.

また、移動体48に設けられたタッチセンサ41を利用して以下のような演出を行っても良い。
敵に攻撃を仕掛ける画像が液晶表示部9にて表示された場合に、「役物を揺らせ!」というメッセージを表示し、遊技者が役物35を前後左右に揺らしたことを役物揺動センサ36により検知すると、液晶表示部9にて敵に攻撃を与える画像が表示され、何回か攻撃を与えると敵にひび割れが生じると同時に徐々に役物35の点灯度合い(点滅頻度)を強くする。そして、液晶表示部9での演出が敵を倒す直前になると、役物35が移動許可状態になり、図11(c)のように役物35を押圧可能な状態となる。移動センサ52が役物35の押圧を検知すると、役物35の点灯度合いを最も高くし、敵を倒したことを演出する。この場合、役物35にバイブレーション機能を設けて敵を倒した際等にバイブレーションによる感触を遊技者に与えることが望ましい。
Further, the following effects may be performed using the touch sensor 41 provided on the moving body 48.
When an image for attacking an enemy is displayed on the liquid crystal display unit 9, a message “shake the object!” Is displayed, and the player swings the object 35 by shaking the object 35 back and forth and left and right. When detected by the sensor 36, an image that gives an attack to the enemy is displayed on the liquid crystal display unit 9. When the attack is made several times, the enemy is cracked and at the same time the lighting degree (flashing frequency) of the accessory 35 is gradually increased. To do. When the effect on the liquid crystal display unit 9 is just before defeating the enemy, the accessory 35 is allowed to move, and the accessory 35 can be pressed as shown in FIG. When the movement sensor 52 detects the pressing of the accessory 35, the lighting degree of the accessory 35 is maximized, and the enemy is defeated. In this case, it is desirable to provide the player with a feeling of vibration when the actor 35 is provided with a vibration function to defeat an enemy.

更に、敵を握り潰す場合や他の場合等、演出を行う場合に以下の演出も可能である。
主人公の胸が高鳴るような画像を表示した場合、液晶表示部9に「役物を掌で包み込んで」というメッセージを表示して、役物35を移動制限状態と移動許可状態とに繰り返すと、液晶表示部9の画像と連動して役物35を心臓に見立てた演出が可能となり、遊技者に心臓の鼓動を感じさせる演出が可能となる。
Furthermore, the following effects are also possible when performing effects such as crushing enemies or other cases.
When displaying an image that makes the main character's chest scream, when the message “Envelop an accessory with a palm” is displayed on the liquid crystal display unit 9 and the accessory 35 is repeated between the movement restriction state and the movement permission state, In conjunction with the image on the liquid crystal display unit 9, it is possible to produce an effect in which the actor 35 is regarded as a heart, and an effect that makes the player feel the heartbeat is possible.

このような実施形態によれば、次のような効果を奏することができる。
遊技者による役物35の握り潰し等に応じて役物35の表面形状を変形可能とする演出状態にリーチ演出等に応じて移行することで、敵を破壊する等のリーチ演出に応じて表面形状を含む役物35を遊技者が変形させるというような斬新な感覚を遊技者に与えられる一方、そのような表示演出がない場合にはそのような感覚を与えることが困難になるため、当該感覚の価値を高めることが可能となる。
According to such an embodiment, the following effects can be produced.
The surface according to the reach production such as destroying the enemy by shifting according to the reach production etc. to the production state in which the surface shape of the actor 35 can be deformed according to the player crushing the actor 35 etc. While the player can be given a novel sense that the player is deforming the accessory 35 including the shape, it is difficult to give such a sense if there is no such display effect. It is possible to increase the value of the senses.

遊技者が役物35を握り潰すことで弾性体47の弾性力により与えられる感覚により、リーチ演出等における敵を握り潰す感覚を遊技者に疑似的に体感させられる。
遊技者が役物35を握り潰す場合、役物35の中心方向に対する押圧となるが、その押圧方向に弾性体47が設けられていることで、弾性体47の弾性力による感覚を効率よく与えられると共に、移動制限状態では弾性体47と駆動体50との距離が近付くことで、演出時以外に無用に弾性体47に係る押圧による負担を軽減できる。
Due to the feeling given by the elastic force of the elastic body 47 when the player squeezes the actor 35, the player can experience a sensation of squeezing the enemy in reach production or the like.
When a player squeezes and crushes the accessory 35, the player presses against the central direction of the accessory 35. By providing the elastic body 47 in the pressing direction, a sense due to the elastic force of the elastic body 47 is efficiently given. In addition, in the movement restricted state, the distance between the elastic body 47 and the driving body 50 is reduced, so that it is possible to reduce the burden caused by the pressure applied to the elastic body 47 unnecessarily at the time of production.

移動センサ52により役物35が握り潰されたことを検知した場合に、リーチ演出に変更を加えることで、役物35を握り潰すこと=敵を倒すというような感覚を遊技者に与えられる。   When it is detected by the movement sensor 52 that the accessory 35 has been crushed, by changing the reach production, the player can be given a sensation of squeezing the accessory 35 = defeating the enemy.

役物35を徐々に握り潰せるため、遊技者に握り潰す感覚を引き延ばして与えられると共に、役物35を握り潰し切れる様な、大当り等の結果が得られない場合でも、ある程度の感覚を遊技者に与えられる。   Since the player can gradually squeeze the accessory 35, the player is given an extended feeling of squeezing, and even if the result such as a big hit that can smash the accessory 35 is not obtained, the player has a certain sensation. Given to.

(その他の実施形態)
本発明は、上記実施形態に限定されることなく、次のように変形または拡張できる。
移動体を複数方向に其々複数設ける構成を例示したが、複数方向に設ければ、例えば図5のように一定の方向に移動体を設けない構成や、同一方向の移動体を1個の移動体にて構成しても良い。この場合、1個の可動体に対して複数の可動体や弾性体を対応付けて設けても勿論良い。また、単一方向(例えば遊技者が役物を握った場合の人差し指や中指に対応した箇所)のみに移動体を設けても良い。
(Other embodiments)
The present invention is not limited to the above embodiment, and can be modified or expanded as follows.
A configuration in which a plurality of moving bodies are provided in a plurality of directions has been illustrated. However, if a plurality of moving bodies are provided in a plurality of directions, for example, a configuration in which a moving body is not provided in a certain direction as shown in FIG. You may comprise with a mobile body. In this case, of course, a plurality of movable bodies and elastic bodies may be provided in association with one movable body. Further, the moving body may be provided only in a single direction (for example, a position corresponding to an index finger or a middle finger when the player holds an accessory).

「移動」の概念には「揺動」が包含されるものであり、移動体に代えて揺動体を設けるようにしても良い。
弾性体として板バネを例示したが、スプリングなどの他の弾性体を採用しても良い。スプリングを採用した場合も同様に駆動体を可動体に近づけることで押圧を制限すれば良い。
The concept of “movement” includes “swing”, and a swinging body may be provided instead of the moving body.
Although the leaf spring is exemplified as the elastic body, other elastic bodies such as a spring may be employed. Similarly, when the spring is used, the pressing may be limited by bringing the driving body closer to the movable body.

移動許可状態として、遊技者の加圧に応じて可動体や弾性体と接触しなくなるまで駆動体を移動させても良いし、接触はするが移動制限状態よりも接触し難くなる程度まで移動させてもよく、移動制限状態より接触し難い状態であればいずれでも良い。即ち、移動許可状態は必ずしも役物変化手段による制限を全く受けない状態とする必要はない。   As the movement permission state, the driving body may be moved until it does not come into contact with the movable body or the elastic body according to the player's pressurization, or it is moved to such an extent that it makes contact but is less likely to contact than the movement restricted state. It may be any as long as it is more difficult to contact than the movement restricted state. That is, the movement permission state does not necessarily need to be a state in which no restriction is imposed by the accessory changing means.

役物が握られる等の役物の変形をタッチセンサ41や移動センサ52、即ち、接触や移動を検知することにより間接的に検知することを例示したが、直接的に変形したことを検知する等、どのように役物の変形を検知しても良い。   Although it is exemplified that the deformation of the accessory such as the accessory is grasped is indirectly detected by detecting the touch sensor 41 or the movement sensor 52, that is, the contact or movement, it is detected that the accessory is directly deformed. In this way, the deformation of the accessory may be detected.

役物の変形を検知し、その検知に応じて表示演出を変更する構成を例示したが、表示演出に応じて演出状態となれば、役物の変形を検知せずに握り潰す等の感触を与えるが、その変形に応じて必ずしも表示演出に変化を与えなくとも良い。   The configuration of detecting the deformation of the accessory and changing the display effect according to the detection is exemplified, but if the effect is changed according to the display effect, the touch such as crushing without detecting the deformation of the accessory is detected. However, it is not always necessary to change the display effect according to the deformation.

役物への加圧の例示として握り潰すことを例示したが、例えば指を押込む等、例示した以外の加圧動作や役物の変形等を対象としても良い。
対象となる遊技機はパチンコ遊技機を例示出来るが、例示した以外の遊技機を対象としても勿論良い。この場合、スロットマシンや、遊技媒体を排出せずデータ上のポイントを遊技に応じて更新する所謂封入式の遊技機等も想定できるため、玉やメダル等の遊技媒体や上記ポイントを包含する遊技価値という表現を適宜使用した。
Although crushing was illustrated as an example of pressurizing an accessory, for example, pressing operations other than those illustrated, such as pushing a finger, deformation of an accessory, and the like may be targeted.
As the target gaming machine, a pachinko gaming machine can be exemplified, but it is needless to say that a gaming machine other than the exemplified gaming machine may be targeted. In this case, a slot machine, a so-called enclosed game machine that updates the points on the data according to the game without discharging the game media, and the like can be assumed. The expression value was used as appropriate.

また、単位遊技として図柄変動以外に、入賞により大当りが発生するV入賞口への入賞を許容する状態とする処理、所謂ハネモノのハネ開放等を行う遊技機を対象とする等、単位遊技としてはどのような処理を採用しても良く、表示演出としてもリーチ演出以外にハネ開放を演出するための表示やスロットマシンのゲームを演出するための表示も想定できる。また、大当りとはスロットマシンのボーナス等も含む概念となる。   In addition to changing symbols as unit games, unit games such as processing to make a state allowing a winning to a V winning opening where a big hit occurs due to winning, such as a so-called honey opening of a game, etc. Any kind of processing may be adopted, and as a display effect, it is possible to assume a display for effecting the opening of the opening and a display for effecting a slot machine game in addition to the reach effect. The big hit is a concept including a bonus of a slot machine.

大当りとなるか否かの表示演出に応じて役物を演出状態とすることを例示したが、例えばラウンド数や確変となるか否かを振分ける遊技機の場合、その振分結果に応じて、遊技者に有利となれば演出状態とする一方、有利とならなければ演出状態としない等、大当りとなるか否かの表示演出以外の表示演出に適用しても良い。
例示した構成を適宜設定に応じて採用するか否かを変更しても良いし、変形例を含む例示した構成をどのように組み合わせても良いし、適宜構成を除外しても良い。
In the example, in the case of a gaming machine that distributes the number of rounds and whether or not it will be probable, for example, according to the distribution result It may be applied to a display effect other than the display effect of whether or not it will be a big hit, such as making the effect state if it is advantageous to the player and not making the effect state if not advantageous.
Whether or not to adopt the exemplified configuration as appropriate according to the setting may be changed, the exemplified configurations including the modified examples may be combined in any manner, and the configurations may be appropriately excluded.

図面中、1は遊技機、17は表示制御基板(表示演出手段)、35は役物(役物手段)、46eは検知部、47は弾性体、48は移動体、50は駆動体(役物変化手段)、51はアクチュエータ(役物変化手段)である。   In the drawings, 1 is a gaming machine, 17 is a display control board (display effect means), 35 is an accessory (servant means), 46e is a detection unit, 47 is an elastic body, 48 is a moving body, 50 is a driving body (combination). An object changing means) 51 is an actuator (an accessory changing means).

Claims (5)

遊技価値を消費することで大当りを発生させるための単位遊技を実行可能であり、当該単位遊技の結果に応じて大当りを発生可能な遊技機であって、
単位遊技に応じた表示演出を行う表示演出を行う表示演出手段と、
第1状態と第2状態とに変化可能な役物手段と、
前記表示演出に応じて前記役物手段を第2状態から第1状態に変化させる役物変化手段と、を備え、
前記第1状態は、前記役物手段への遊技者による加圧に応じて当該役物手段を変形可能な状態であり、
前記第2状態は、前記第1状態よりも役物の変形度合いを小さくした状態であることを特徴とする遊技機。
A gaming machine that can execute a unit game for generating a big hit by consuming a game value and can generate a big hit according to the result of the unit game,
Display effect means for performing a display effect for performing a display effect according to a unit game;
An accessory means capable of changing between a first state and a second state;
An accessory changing means for changing the accessory means from the second state to the first state according to the display effect;
The first state is a state in which the accessory means can be deformed in response to pressurization by the player to the accessory means.
The gaming machine according to claim 2, wherein the second state is a state in which the degree of deformation of the accessory is smaller than that of the first state.
前記役物手段は、当該役物手段の中心部に対して複数方向に移動体を設け、当該役物手段を遊技者が加圧した場合に当該移動体が移動することで変形可能とする一方、当該移動体の移動を弾性力により制限する弾性体を有し、
前記第1状態は、前記移動体の移動を少なくとも前記弾性体の弾性力により制限した状態であることを特徴とする請求項1に記載の遊技機。
While the accessory means is provided with a moving body in a plurality of directions with respect to the central part of the accessory means, and when the player pressurizes the accessory means, the moving body moves and can be deformed. , Having an elastic body that restricts the movement of the moving body by elastic force,
2. The gaming machine according to claim 1, wherein the first state is a state in which movement of the movable body is limited at least by an elastic force of the elastic body.
前記移動体は、前記役物手段の中心部に向かって移動可能であり、
前記弾性体は、前記移動体の移動方向に対応して設けられ、
前記役物変化手段は、前記弾性体よりも前記役物手段の中心部側に設けられ、
前記第1状態は、前記役物変化手段と弾性体との距離を保つことで弾性体の弾性力による制限はあるが、遊技者による加圧に応じて役物を変形可能な状態であり、
前記第2状態は、前記役物変化手段と弾性体との距離が前記第1状態よりも近づき、制限手段により前記移動体の移動が前記第1状態よりも制限されることで、前記第1状態よりも役物の変形度合いを小さくした状態であることを特徴とする請求項2に記載の遊技機。
The movable body is movable toward the center of the accessory means,
The elastic body is provided corresponding to the moving direction of the moving body,
The said accessory change means is provided in the center part side of the said accessory means rather than the said elastic body,
In the first state, there is a limit due to the elastic force of the elastic body by keeping the distance between the accessory changing means and the elastic body, but the actor can be deformed according to the pressure applied by the player,
In the second state, the distance between the accessory changing means and the elastic body is closer than that in the first state, and the movement of the moving body is restricted by the restricting means as compared with the first state. The gaming machine according to claim 2, wherein the degree of deformation of the accessory is smaller than that of the state.
前記役物手段は、前記移動体が移動したことを検知する検知部が設けられ、
前記表示演出手段は、前記役物手段が前記第1状態になると共に、前記検知部により前記移動体の移動が検知された場合に、前記表示演出に変更を加えることを特徴とする請求項2または3に記載の遊技機。
The accessory means is provided with a detection unit that detects that the moving body has moved,
The display effect means changes the display effect when the accessory means is in the first state and the movement of the moving body is detected by the detection unit. Or the gaming machine of 3.
前記役物変化手段は、前記第2状態から前記第1状態に前記役物手段を変化させる場合に、表示演出に応じて徐々に変化させることを特徴とする請求項1から4の何れか一項に記載の遊技機。   The said accessory change means changes gradually according to a display effect, when changing the said accessory means from the said 2nd state to the said 1st state. The gaming machine according to the item.
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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH07219704A (en) * 1994-02-02 1995-08-18 Namco Ltd Virtual world expression device and game machine
JP2005267174A (en) * 2004-03-18 2005-09-29 National Institute Of Advanced Industrial & Technology Ball type touch device
JP2010082179A (en) * 2008-09-30 2010-04-15 Olympia:Kk Game machine
JP2010124991A (en) * 2008-11-26 2010-06-10 Kyoraku Sangyo Kk Game machine

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH07219704A (en) * 1994-02-02 1995-08-18 Namco Ltd Virtual world expression device and game machine
JP2005267174A (en) * 2004-03-18 2005-09-29 National Institute Of Advanced Industrial & Technology Ball type touch device
JP2010082179A (en) * 2008-09-30 2010-04-15 Olympia:Kk Game machine
JP2010124991A (en) * 2008-11-26 2010-06-10 Kyoraku Sangyo Kk Game machine

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