JP4251805B2 - Game machine - Google Patents

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Publication number
JP4251805B2
JP4251805B2 JP2001379519A JP2001379519A JP4251805B2 JP 4251805 B2 JP4251805 B2 JP 4251805B2 JP 2001379519 A JP2001379519 A JP 2001379519A JP 2001379519 A JP2001379519 A JP 2001379519A JP 4251805 B2 JP4251805 B2 JP 4251805B2
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JP
Japan
Prior art keywords
effect
display
mode
ball
image
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Expired - Fee Related
Application number
JP2001379519A
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Japanese (ja)
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JP2003181049A (en
Inventor
敏男 小倉
詔八 鵜川
Original Assignee
株式会社三共
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Priority to JP2001379519A priority Critical patent/JP4251805B2/en
Publication of JP2003181049A publication Critical patent/JP2003181049A/en
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Description

[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a gaming machine including an image display device capable of variably displaying identification information, and capable of changing to a specific gaming state when a display result of the image display device is in a specific display mode.
[0002]
[Prior art]
Conventionally, in general, a ball game machine that is an example of a gaming machine provided with a variable display device variably displays a symbol (identification information) on the variable display device (this is also referred to as variation), and the display result is predetermined. In addition, a specific gaming state is generated on the condition that the jackpot symbol (specific display mode) is obtained. In addition, such a ball game machine has been proposed in which a variable display device is configured from an image display device and a plurality of effect members are provided on the outer peripheral portion of the image display device. Then, at least one effect member among the plurality of effect members is operably provided, and the effect member is operated in conjunction with the display of the image display device, thereby improving visual interest.
[0003]
[Problems to be solved by the invention]
However, in the conventional configuration described above, the operation of the effect member is associated with the display of the image display device, but there is no relevance between the effect members provided on the outer peripheral portion of the image display device, The interest in the operation of the production member was halved. The present invention has been made in view of the above-described circumstances, and an object of the present invention is related to the display of a plurality of effect members and an image display device in a configuration in which a plurality of effect members are provided on the outer peripheral portion of the image display device. An object of the present invention is to provide a gaming machine that enables a characteristic game performance.
[0004]
[Means for Solving the Problems]
In order to achieve the above object, according to the first aspect of the present invention, an image display device capable of variably displaying identification information is provided, and the display state of the image display device changes to a specific game state when the display result is in a specific display mode. In a possible gaming machine, Positions facing each other across the display area of the image display device Is used to produce games. And driven by an electrical drive source Ru 1st production member and 2nd Production member When , Based on the determination result of the specific display mode determination unit, the specific display mode determination unit that determines whether or not to display the specific display mode, and during the variable display of the identification information, the first effect member and the As an effect using the second effect member and the image display device, an effect mode selection means for selecting an effect mode to be executed from a plurality of types of effect modes; With In the plurality of types of effects, The image display device In , The first effect member and the second effect member Of the production members ,on the other hand Production members The effect image is displayed in accordance with the effect operation From The other side across the display area For production parts Move towards display Let ,in front Performance Out image End of moving display of In response to the For the other production member Performs the specified production operation The specific effect mode includes a plurality of types of effect modes in which the number of movement display times of the effect image is different, and the effect mode selection unit is configured to move the effect image as the specific effect mode. The effect mode is selected based on the selection rate set so that the reliability that the display result is the specific display mode in the image display device is higher as the number of display times is larger. It is characterized by that. By configuring in this way, it is possible to achieve a game effect in which the relationship between a plurality of effect members is given by the display of the image display device, thereby improving the visual interest.
[0005]
[0006]
[0007]
[0008]
[0009]
Claims 2 In the invention, the effect image is stored as effect image data in the effect image data storage means, and the effect operation is stored as effect operation data in the effect operation data storage means, and the effect image data storage means Control means for controlling the effect image and the effect operation by designating data stored in the effect operation data storage means is provided. By configuring in this way, storing as effect image data and effect operation data in advance makes it possible to reduce control processing compared to a configuration in which an effect image and an effect operation are created for each effect.
[0010]
Claims 3 In the invention, the design is different between the first effect member and the second effect member. By comprising in this way, the relationship of several production members can be clarified more.
[0011]
Claims 4 In the invention of The first effect member and the second effect member The effect member is provided at a position that does not interfere with the display area of the image display device by the predetermined effect operation. With this configuration, even when the effect member performs a predetermined effect operation, the predetermined effect operation does not disturb the display of the image display device, and the display of the image display device is clearly displayed to the player. It can be visually recognized.
[0012]
Claims 5 In the invention of The first effect member and the second effect member The effect member is provided at a position that does not affect the game ball flowing down the game area by the effect operation. By comprising in this way, since the flow of a game ball does not change with operation | movement of a production | presentation member, it can avoid affecting the essential part of a game.
[0013]
[0014]
[0015]
[0016]
DETAILED DESCRIPTION OF THE INVENTION
Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0017]
First, an overall configuration of a bullet ball gaming machine which is an example of a gaming machine will be described. FIG. 1 is a front view of the ball game machine 1 as seen from the front. Here, a bullet ball game machine is shown as an example of the game machine, but the present invention is not limited to the ball game machine, and may be, for example, a coin game machine or a slot machine.
[0018]
As shown in FIG. 1, the ball game machine 1 has a glass door frame 2 formed in a frame shape. On the lower surface of the glass door frame 2 is a hitting ball supply tray 3. Under the hitting ball supply tray 3, there are provided an extra ball receiving tray 4 for storing game balls overflowing from the hitting ball supply tray 3 and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 shown in FIGS. 2 and 3 is detachably attached to the rear of the glass door frame 2.
[0019]
As shown in FIGS. 2 and 3, a guide rail 7 is attached to the surface of the game board 6 in a circular spiral shape, and a ball hit by the inside of the guide rail 7 as a game area 8 falls. Is. In the game area 8, in the case of illustration, a special symbol display device 9 as an image display device capable of displaying an effect image corresponding to the effect operation of the effect member, a special variable winning ball device 10, an ordinary variable winning ball device 11, etc. Is provided with a winning opening for simply hitting the hitting ball, a windmill flow direction and a number of obstacle nails that change the speed, and at the bottom of the game area 8 in any winning area An out port 12 is provided through which a hit ball that does not win a prize is taken. Further, passing ball detectors 13a and 13b are provided on both the left and right sides of the normal variable winning ball apparatus 11, respectively. When the passing ball detectors 13a and 13b detect hitting balls passing through the passing ball detectors 13a and 13b, the passing ball detectors 13a and 13b are provided on the upper side of the special symbol display device 9 (display unit decorative member 18) based on the detection signal. The normal symbol indicators 14a and 14b composed of a pair of left and right LEDs are variably displayed (lighted and moved) to derive a display result (only one of the upper and lower LEDs is lit and displayed).
[0020]
The left normal symbol display 14a is marked with “◯”, and the right normal symbol display 14b is marked with “x”. That is, when the right normal symbol display 14b with "x" is lit, the normal symbol displays 14a and 14b have derived the display result of losing. On the other hand, when the left normal symbol display 14a marked with “◯” is lit, the normal symbol displays 14a and 14b have derived the winning display results, and the normal variable winning ball apparatus 11 is predetermined. Opened for hours. The variable time of the normal symbol indicators 14a and 14b is set to be relatively long (for example, 30 seconds) in the normal probability mode and relatively short (for example, 3 to 5 seconds) in the probability variation mode. Has been. Further, on the left and right sides of the normal symbol indicators 14a and 14b, a gate passing memory indicator for memorizing and displaying the number of hit balls that have passed through the passing ball detectors 13a and 13b during variable display of the normal symbol indicators 14a and 14b. 15 (stores and displays up to four) is provided.
[0021]
The normal variable winning ball device 11 is disposed between a special symbol display device 9 disposed substantially at the center of the game area 8 and the special variable winning ball device 10 disposed above the out port 12, and a solenoid 16 (FIG. 6) is an electric tulip type variable winning ball apparatus that is driven to open and close. The normally variable winning ball apparatus 11 includes a start ball detector 17 (see FIG. 6), which detects a winning ball received during opening or closing. Thus, when the hit ball is detected by the start ball detector 17, the special symbol display device 9 starts variable display. The opening time of the normally variable winning ball apparatus 11 is set to be relatively short (for example, 0.5 seconds) in the normal probability mode and relatively long (for example, 2 seconds) in the probability variation mode. ing. Further, even when the ordinary variable winning ball apparatus 11 is not open, the hit ball is received.
[0022]
As shown in FIG. 10, the special symbol display device 9 is a liquid crystal type display in which a display region 80 having variable display regions 80a to 80c for variably displaying the left, middle and right special symbols is formed. In addition, a display decoration member 18 having a vertically long window frame portion 19 is provided on the front outer periphery thereof. And, when the combination of symbols at the time of the fluctuation stop of the special symbol display device 9 is a predetermined combination of big hit symbols (for example, when the same symbols are aligned on any of the winning lines), the predetermined game value of A special game state is generated as granting, and the special variable winning ball apparatus 10 is driven to open and close in a predetermined display manner described below. However, a part of the jackpot symbol combination is set as a probability variation symbol, and when the specific variation state is reached with the probability variation symbol, the normal symbol on the normal symbol indicators 14a and 14b after the specific gaming state is ended. It is set to be a probability variation mode in which the fluctuation time is reduced, the probability of appearance of hits (lighting of the hit LED) and the probability of appearance of big hits in the special symbol display device 9 are increased. Further, on the lower side of the special symbol display device 9 (display unit decorative member 18), a start memory display 20 (maximum) that stores and displays the number of balls detected by the start ball detector 17 during the variable operation of the special symbol. 4 is stored and displayed), and a decorative lamp 24 is provided above the display decoration member 18. Further, a warp passage including a warp inlet 21 and a warp outlet 22 is formed in the display unit decoration member 18. The hit ball that has entered the warp inlet 21 passes through the warp passage and is discharged from the warp outlet 22 to the ball rolling portion 23 on the lower front side of the display area 80, and again from the discharge port 23 a of the ball rolling portion 23. As a result, it is relatively easy to win the normal variable winning ball apparatus 11 located below the discharge port 23a.
[0023]
Also, on the right side of the display decoration member 18, a bird-shaped movable member 33 and a doll-shaped movable member 34, which are enemy characters, are arranged vertically as effect members used for the effect. The movable members 33 and 34 are directly attached to the display unit decoration member 18 so that the game balls flowing down the game area 8 do not hit (do not enter). In other words, the movable members 33 and 34 are provided at positions that do not affect the flow path of the hit ball by the effect operation. Moreover, the movable members 33 and 34 do not disturb the display of the special symbol display device 9 (display area 80) by the effect operation. On the other hand, on the left side of the display unit decoration member 18, a side decoration 36 including a doll-shaped movable member 35 serving as a teammate character facing the enemy character (the movable members 33 and 34) across the display area 80 is provided. It has been. The side decoration 36 is provided with an accessory decoration lamp 37 (see FIG. 6) for optically decorating the periphery of the movable member 35. And each movable member 33-35 is movable corresponding to the display mode of the special symbol display device 9. Specifically, the movable member 33 is configured to move the right wing 33b by driving a solenoid 33a (see FIG. 6) (moving from the state of FIG. 2 to the state of FIG. 3). The movable member 34 moves the right arm prosthesis 34b by driving a solenoid 34a (see FIG. 6) (movement to shift from the state of FIG. 2 to the state of FIG. 3). The movable member 35 is configured to perform a movement of projecting the sword 35b held on the right arm forward by the driving of the solenoid 35a (see FIG. 6) (movement of shifting from the state of FIG. 2 to the state of FIG. 3).
[0024]
The special variable winning ball apparatus 10 that is driven and controlled when a specific gaming state is reached has an opening / closing plate 25 that is opened and closed by a solenoid 26 (see FIG. 6). A winning number detector 27 (see FIG. 6) for detection is provided. Further, in the special variable winning ball apparatus 10 (inside the opening / closing plate 25), a specific ball detector 28 (see FIG. 6) that establishes the right to continue the specific gaming state with the detection of the hit ball (V winning detection). The V shutter above the specific ball detector 28 prevents the hit ball from passing through the specific ball detector 28 until the opening / closing plate 25 is opened next once the V winning detection is detected. (Not shown) is provided. The V shutter is driven to open and close by a solenoid 30 (see FIG. 6). Thus, when the specific gaming state is reached, the opening / closing plate 25 is held until a predetermined time (for example, 28 seconds) elapses or a predetermined number (for example, 10) of winning balls are won within the predetermined time. When the specific ball detector 28 detects a hit ball received during the opening cycle (hereinafter, this opening is referred to as an opening cycle), a continuation right is established, and the above opening cycle is executed again. The open cycle can be repeated up to 16 times on the condition that the continuation right is established in each open cycle.
[0025]
The predetermined game value of the present invention is not limited to the above, and is shown below. (1) ~ (5) Any one of the above controls may be in a state in which any one control or combined control is executed.
(1) First, continuously or intermittently for a predetermined time with respect to a variable winning ball apparatus that can be changed between a first state that makes it easy to win a hit ball and a second state that the hit ball cannot win or is difficult to win. Control to make the state of.
(2) Variable that can be changed between a first state that makes it easy to win a hitting ball and a second state that makes it difficult or difficult to win a ball, with the detection of a hitting ball in a specific winning or passing area. Control for making the first state continuously or intermittently for a predetermined time with respect to the winning ball apparatus.
(3) A control that directly discharges a predetermined number of prize balls regardless of the hitting prize.
(4) Control to add the number of valuables to valuable storage media (cards, receipts, etc.).
(5) Control that gives a score to a ball game machine that can be played based on the score.
[0026]
In addition, on both the left and right sides of the special variable winning ball apparatus 10, there are provided winning holes for receiving winning ball detectors 31 and 32, respectively. Further, two speakers 41 that emit sound effects are provided on the left and right upper portions outside the game area 8 as shown in FIG. A game effect LED 42 is provided on the outer periphery of the game area 8. In this example, a prize ball lamp 43 that is turned on when there is a remaining number of prize balls is provided on the left outer periphery of the game area 8, and a ball that is turned on when the supply ball is cut off on the upper outer circumference of the game area 8. A cut lamp 44 is provided. Furthermore, FIG. 1 also shows a card unit 45 that is installed adjacent to the ball game machine 1 and enables lending of a ball by inserting a prepaid card. The card unit 45 has a usable indication lamp 46 that indicates whether or not it is in a usable state, and when the remaining amount information recorded in the card has a fraction (a number less than 100 yen), the fraction is indicated as a hitting tray. 3, a fraction display switch 47 for displaying on a frequency display LED provided in the vicinity of 3, a linking table direction indicator 48 indicating which side the ball game machine 1 corresponds to, and a card unit 45. Check the card insertion indicator lamp 49 indicating that a card is inserted in the card, the card insertion slot 50 into which a card as a recording medium is inserted, and the mechanism of the card reader / writer provided on the back of the card insertion slot 50. A card unit lock 51 is provided for releasing the card unit 45 in order to do so.
[0027]
Next, each board | substrate arrange | positioned at the back surface of the ball game machine 1 is demonstrated.
[0028]
As shown in FIG. 4, on the back surface of the ball game machine 1, a ball storage tank 53 is provided above the mechanism plate 52 in the frame 2A, and the ball game machine 1 is installed on the game machine installation island. Thus, the game ball is supplied to the ball storage tank 53 from above. The game balls in the ball storage tank 53 pass through the guide basket 54 and reach the ball payout device 68 covered with the prize ball case 55.
[0029]
On the back side of the gaming machine, a variable display control unit (display control board) 56 for controlling the special symbol display device 9 and a game control board (main board) 57 on which a game control microcomputer and the like are mounted are installed. Further, a payout control board 58 on which a payout control microcomputer for performing the ball payout control and the like, and a hitting ball launching device for hitting the hitting ball into the game area 8 using the rotational force of the motor are installed. Further, a lamp control board 59 for sending signals to various lamps / LEDs, a sound control board 60 for controlling the sound generation from the speaker 41, and a launch control board 61 for controlling the ball hitting device are also provided. .
[0030]
Furthermore, a power supply board 62 on which a power supply circuit for creating DC30V, DC21V, DC12V and DC5V is mounted is provided, and a terminal board 63 provided with terminals for outputting various information to the outside of the gaming machine is provided above. Has been. The terminal board 63 externally outputs at least a ball break terminal for introducing and outputting the output of the ball break detection switch, an award ball terminal for outputting a prize ball number signal and a ball lending number signal to the outside. A ball lending terminal is provided. An information terminal board 64 having terminals for outputting various information from the main board 57 to the outside of the gaming machine is installed near the center. FIG. 4 shows an electrical relay board 65 for supplying signals from the lamp control board 59 and the sound control board 60 to various lamps / LEDs provided on the frame side. Other relay boards are also provided as necessary for relaying.
[0031]
FIG. 5 is a rear view of the mechanism plate 52 of the ball game machine 1 as seen from the back. The ball stored in the ball storage tank 53 passes through the guide rod 54, passes through the ball break detectors 66a and 66b, and reaches the ball dispensing device 68 through the ball supply rods 67a and 67b, as shown in FIG. The ball break detectors 66a and 66b are switches for detecting the presence or absence of a game ball in the game ball passage, but a ball break detector 69 for detecting a shortage of supply balls in the ball storage tank 53 is also provided. The game balls paid out from the ball payout device 68 are supplied to the hitting ball supply tray 3 provided on the front surface of the bullet ball game machine 1 through the connection port 70. A surplus ball passage 71 communicating with the surplus ball receiving tray 4 provided on the front surface of the ball game machine 1 is formed on the side of the communication port 70. In addition, the ball payout device 68 is provided with a prize ball count switch 68a (see FIG. 6) for counting the number of game balls (prize balls) paid out.
[0032]
A lot of prize balls based on the winnings are paid out and the hitting ball supply tray 3 becomes full, and when the game balls are finally paid out after the game balls reach the contact port 70, the game balls are surplus via the surplus ball passage 71. It is guided to the ball receiving tray 4. When the game ball is further paid out, the sensing lever 72 presses the full tank switch 73 and the full tank switch 73 is turned on. In this state, the rotation of the stepping motor in the ball dispensing device 68 is stopped, the operation of the ball dispensing device 68 is stopped, and the driving of the ball striking device is also stopped.
[0033]
FIG. 6 is a block diagram showing an example of a circuit configuration on the main board 57. 6 also shows a payout control board 58, a lamp control board 59, a sound control board (sound control board) 60, and a display control board 56. On the main board 57, a basic circuit 74 for controlling the ball game machine 1 in accordance with a program, gate switches (passing ball detectors) 13a and 13b, a starting port switch (starting ball detector) 17, a count switch (awarded number detection) 27), V count switch (specific ball detector) 28, winning port switch (winning ball detector) 31, 32, full tank switch 73, out of ball switch (out of ball detector) 66a, 66b, out of ball detection switch (Ball break detector) 69, a switch circuit 75 for supplying a signal from the winning ball count switch 68a to the basic circuit 74, a solenoid 26 for opening and closing the special variable winning ball device 10 (opening / closing plate 25), and a normal variable winning ball device A solenoid 16 that opens and closes 11 and a solenoid 30 that drives a solenoid 30 that opens and closes a V-shutter according to a command from the basic circuit 74 Door is mounted.
[0034]
Further, according to the data given from the basic circuit 74, the jackpot information indicating the occurrence of the jackpot, the starting information indicating the number of starting winning balls used for the variable display start of the special symbol display device 9, and the probability variation are generated. An information output circuit 77 for outputting an information output signal such as probability variation information and prize ball information indicating the number of prize balls paid out to an external device such as a hall computer is mounted.
[0035]
The basic circuit 74 includes a ROM 74a that stores a game control program and the like, a RAM 74b that is an example of storage means used as a work memory, a CPU 74c that performs a control operation according to the program, and an I / O port unit 74d. In this embodiment, the ROM 74a and the RAM 74b are built in the CPU 74c. That is, the CPU 74c is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the RAM 74b, and the ROM 74a and the I / O port unit 74d may be external or built-in. The main board 57 is provided with an address decode circuit 78 that decodes address data from the basic circuit 74 and supplies a chip select signal to the RAM 74b, the I / O port 74d, or the ROM 74a in the basic circuit 74, respectively. Yes.
[0036]
In this embodiment, the lamp control board 59 is provided on the frame side with the start memory display 20, the gate passing memory display 15, the decoration lamp 24, and the accessory decoration lamp 37 provided on the game board 6. The display control of the game effect LED 42, the prize ball lamp 43, and the ball break lamp 44 is performed, and the solenoids 33a, 34a for driving the movable members 33, 34 provided on the display portion decoration member 18 and the side decoration 36 are provided. The drive control of the solenoid 35a which drives the provided movable member 35 is performed. By doing so, the operation control of the movable members 33 to 35 can be performed more closely with the lighting / flashing control of various lamps / LEDs (the deviation from the control of the lamps / LEDs can be minimized). The display control of the variable display unit (special symbol display device) 9 for variably displaying special symbols and the variable display (normal symbol display) 14 for variably displaying normal symbols is performed by a display control board (variable display control unit) 56. Is done by.
[0037]
Further, the display control board 56 is a character as effect image data storage means for storing each effect image of the special symbol display device 9 (display area 80) corresponding to the notice modes 1 to 5 described in detail later as effect image data. A ROM is provided, and a CPU is provided as control means for controlling the effect image by designating effect image data. On the other hand, the lamp control board 59 is a movable member ROM (lamp lamp ROM) serving as presentation operation data storage means for storing the presentation operations (patterns) of the movable members 33 to 35 corresponding to the notice modes 1 to 5 as presentation operation data. And a CPU serving as a control means for controlling the rendering operation by designating the rendering operation data. The display control board 56 and the lamp control board 59 each receive a command signal transmitted from the CPU 74c of the main board 57, thereby specifying the effect image data and the effect operation data corresponding to the command signal. In addition, the production operation is controlled.
[0038]
Specifically, any one of the command signals 1 to 5 is transmitted from the CPU 74 c of the main board 57 to the display control board 56 and the lamp control board 59. When the command signal 1 is transmitted, the display control board 56 performs display control of the effect image corresponding to the notice mode 1, and the lamp control board 59 controls the effect operation corresponding to the notice mode 1. When the command signal 2 is transmitted, the display control board 56 performs display control of the effect image corresponding to the notice mode 2, and the lamp control board 59 controls the effect operation corresponding to the notice mode 2. When the command signal 3 is transmitted, the display control board 56 performs display control of the effect image corresponding to the notice mode 3, and the lamp control board 59 controls the effect operation corresponding to the notice mode 3. When the command signal 4 is transmitted, the display control board 56 performs display control of the effect image corresponding to the notice mode 4, and the lamp control board 59 controls the effect operation corresponding to the notice mode 4. When the command signal 5 is transmitted, the display control board 56 performs display control of the effect image corresponding to the notice mode 5, and the lamp control board 59 controls the effect operation corresponding to the notice mode 5. In addition, by storing in advance as effect image data and effect operation data in this way, it is possible to reduce control processing compared to a configuration in which effect image data and effect operation data are created for each effect.
[0039]
A test signal output portion 59a is provided inside the lamp control board 59 that controls the operation of the movable members 33 to 35. When testing the operation of each movable member 33 to 35, the test signal output portion 59a branches a control signal transmitted from the basic circuit 74 to the lamp control board 59 and outputs it to an external test apparatus (not shown). It is like that. However, although the test signal output portion 59a on the printed circuit board in the lamp control board 59 has a wiring pattern, no external connection means such as a connector is mounted. For this reason, when performing a test, the test signal output portion 59a is mounted with a connector and connected to a test apparatus via the connector.
[0040]
Next, the operation | movement corresponding to the display mode of the special symbol display apparatus 9 in the movable members 33-35 which comprise the principal part of this embodiment is demonstrated with reference to FIG. 7 thru | or FIG. The operation of the movable members 33 to 35 is performed as a notice operation in a reach notice (effect at the start of symbol variation) and a big hit notice (reach effect). However, the operation of the movable members 33 to 35 serving as effect members may be performed as a notice operation such as a probability change notice or a re-lottery notice. Five types of notification modes 1 to 5 are set as the notification operation, and the reach effect in which any of the notification modes 1 and 2 can be executed is reach effect A, and any of notification modes 3 to 5 is selected. The reach effect that can be executed is the reach effect B. In addition, the notice mode 1 is a reach notice performed during the change of all symbols, the notice modes 2 to 4 are jackpot notices performed after the reach state is derived, and the notice mode 5 is a reach notice and a jackpot notice. Do both.
[0041]
First, the pattern variation pattern will be described with reference to FIG. As shown in FIG. 7, when the display result is lost, as shown in FIG. 7, the symbol variation pattern is a normal variation (lost without reach), a normal reach, a loss, and a notice mode. Perform Reach Production A without Reach, Perform Reach Production A with Notice Mode 1 and Lose, Perform Reach Production A with Notice Mode 2 Perform, Reach Production B with No Reminder Mode, Perform Reach Production B without Notice Mode, Miss There are nine types, that is, a reach effect B involving mode 3 is lost, a reach effect B involving notice mode 4 is lost, and a reach effect B involving the notice mode 5 is performed and lost.
[0042]
On the other hand, when the display result is a win, as shown as the fluctuation patterns 10 to 17, the normal reach is performed, the reach effect A without the notice mode is performed, and the reach effect A with the notice mode 1 is performed. Reach effect B with notice mode 2 is performed, reach effect B with no notice mode is performed, reach effect B with notice mode 3 is performed, reach effect B with notice mode 4 is performed There are eight types of hits that are performed by performing Reach Production B with the notice mode 5. In FIG. 7, in the various variation patterns 1 to 17, “○” is displayed in the “notification mode” column for the accompanying motions of the movable members 33 to 35 (any of the notification modes 1 to 5). In addition, “X” is written in the “notification mode” column for items not accompanied by the notification operation.
[0043]
Next, the appearance rates of the various variation patterns 1 to 17 will be described. In the ball game machine 1 of the present embodiment, the number of symbols that fluctuate in the left, middle, and right variable display areas 80a to 80c is individually set to 10 and the jackpot probability is set to 1/200. The case where it did is illustrated. First, in the various fluctuation patterns 1 to 17, the lottery rate at the time of determining the big hit (the probability that the fluctuation pattern is selected at the time of determining the hit loss) is the fluctuation pattern 1 in which the display result is lost from the big hit probability of 1/200. 9 to 199/200, respectively, and the variation pattern 10 to 17 in which the display result is a win respectively becomes 1/200. Further, the lottery rate at the time of reach determination (the probability that the variation pattern is selected when the presence / absence of reach is determined) varies depending on the display result. That is, when the display result is lost, reach is achieved if the stop symbols displayed in the left and right variable display areas 80a and 80c are the same symbol. For this reason, from the number of symbols that fluctuate in each of the variable display areas 80a and 80c (each of 10 symbols), the fluctuation pattern 1 without reach is 9/10, and the fluctuation patterns 2 to 9 with reach are each 1/10. On the other hand, when the display result is a win, the reach is always reached when the win is determined with a probability of 1/200, so that each of the variation patterns 10 to 17 becomes 1.
[0044]
Further, in the present embodiment, when there is no reach (in the case of the variation pattern 1), when there is a loss with reach (in the case of any of the variation patterns 2 to 9), when there is a win with reach (variation pattern 10) In any of the cases (1 to 17), the selection ratios of the various variation patterns are distributed and set in three cases. Specifically, in the case of no reach, since there is only the fluctuation pattern 1, the selection rate of the fluctuation pattern 1 is 1. In the case of losing with reach, normal reach is performed and the variability pattern 2 causing losing is set to 50/100, and variability patterns 3 to 9 are set to the values shown in the “pattern selection rate” column of FIG. is doing. In the case of winning with reach, normal reach is performed and the variation pattern 10 to be won is set to 1/100, and the variation patterns 11 to 17 are set to the values shown in the “pattern selection rate” column of FIG. is doing. Therefore, from the lottery rate (A) at the time of jackpot determination described above, the lottery rate (B) at the time of reach determination, and the pattern selection rate (C), the appearance rate (D) of the various variation patterns 1 to 17 is:
D (%) = A × B × C
Each appearance rate is calculated in the “appearance rate” column of FIG. The appearance rate shown in the figure is a numerical value rounded to the second decimal place.
[0045]
Next, “normal reach”, “reach A”, “reach A with notice mode 1”, “reach A with notice mode 2”, “reach B”, “notice mode 3” based on the appearance rates of the above-described various variation patterns 1-17. When the appearance rate and overall appearance rate of the big win effect are obtained for each reach B, “reach B with the notice mode 4”, and “reach B with the notice mode 5,” This is the value described in the column “Appearance rate” and “Overall appearance rate”. Specifically, taking the appearance phenomenon of “normal reach” as an example, the appearance rate of the effect that becomes a big hit becomes the appearance rate of 0.01% of the fluctuation pattern 10 that becomes a hit after performing the normal reach, and the overall appearance The rate is a total value of 4.99% (≈4.98 + 0.01) of the appearance rates of the fluctuation patterns 2 and 10 in which the normal reach is performed regardless of the hit loss.
[0046]
And from the appearance rate (E) and the overall appearance rate (F) of the effect that becomes a big hit, the big hit reliability (G) for each appearance phenomenon is:
G (%) = (E / F) × 100
The respective jackpot reliability is calculated in the column of “big hit reliability” in FIG. The specific jackpot reliability is 0.20% in the case of “normal reach”, 13.25% in the case of “reach A”, and 5.5 in the case of “reach A with the notice mode 1”. 66%, 9.09% for “Reach A with notice mode 2”, 2.91% for “Reach B”, and “Reach B with notice mode 3”. 6.67%, 23.08% for “reach B with notice mode 4”, and 37.50% for “reach B with notice mode 5”.
[0047]
Further, the drive control of the movable members 33 to 35 in the various fluctuation patterns 4, 5, 7 to 9, 12, 13, 15 to 17, in other words, the drive patterns (solenoid patterns) of the solenoids 33a to 35a are shown in FIG. As described in the “Pattern” column, each variation pattern 4, 5, 7 to 9, 12, 13, 15 to 17 is set to any one of the combinations 1 to 5. That is, the notice mode 1 is the combination 1, the notice mode 2 is the combination 2, the notice mode 3 is the combination 3, the notice mode 4 is the combination 4, and the notice mode 5 is the combination 5. As shown in FIG. 9, combination 1 is composed of solenoid pattern 1, combination 2 is composed of solenoid pattern 2, combination 3 is composed of solenoid pattern 3, combination 4 is composed of solenoid pattern 4, and combination 5 is solenoid pattern. It consists of the solenoid pattern which performs solenoid pattern 4 after performing 1. Specifically, in the solenoid pattern 1 corresponding to the notice mode 1, the drive signal shown in FIG. 17A is output to each of the solenoids 33a to 35a. In the solenoid pattern 2 corresponding to the notice mode 2, the drive signal shown in FIG. 17B is output to each solenoid 33a to 35a. In the solenoid pattern 3 corresponding to the notice mode 3, the drive signal shown in FIG. 18A is output to each of the solenoids 33a to 35a. In the solenoid pattern 4 corresponding to the notice mode 4, the drive signal shown in FIG. 18B is output to the solenoids 33a to 35a. In the notice mode 5, the drive signal (solenoid pattern 1) shown in FIG. 17A is output to each of the solenoids 33a to 35a, and then the drive signal (solenoid pattern 4) shown in FIG. Output.
[0048]
Next, a specific movement of the movable members 33 to 35 in the notice modes 1 to 5 and a specific display mode of the special symbol display device 9 (display area 80) will be described. As shown in FIGS. 10 to 16, a cannon 81 on the ally character (movable member 35) side and a cannon 82 on the enemy character (movable member 34) side are displayed on the lower left and right ends of the display area 80, respectively. Is done. Before explaining the notice modes 1 to 5, first, normal fluctuations (losses other than reach) will be explained. When a game ball is detected by the start ball detector 17 (when there is a start winning to the normal variable winning ball apparatus 11), as shown in FIG. 10 (A), left and center in each of the variable display areas 80a to 80c.・ The symbol variation on the right starts. Thereafter, the stop of the left symbol in the variable display area 80a (see FIG. 10B) and the stop of the right symbol in the variable display area 80c (see FIG. 10C) are sequentially performed, and finally FIG. ), The lost symbol is derived by stopping the middle symbol in the variable display area 80b (the loss symbol of “7, 5, 6” is illustrated in the same figure). In such a normal variation, the movable members 33 to 35 do not operate (the wing 33b of the movable member 33, the prosthetic hand 34b of the movable member 34, and the sword 35b of the movable member 35 continue to be lowered), The cannons 81 and 82 displayed in the display area 80 are also continuously displayed in the firing stop state.
[0049]
The notice mode 1 will be described with reference to the time chart of FIG. 17A and the explanatory diagram of FIG. As shown in FIG. 11, the notice mode 1 is a reach notice performed during the change of all symbols in the variable display areas 80a to 80c, and the drive stop of the solenoids 33a to 35a as shown in FIG. First, when the movable member 33 to 35 is stopped (the state shown in FIG. 11A), a drive signal is transmitted to the solenoid 35a, so that the movable member 35 serving as a teammate character projects the sword 35b forward. (See FIG. 11B). At this time, a display is performed in which the bullet 83 is fired from the friendly cannon 81 toward the enemy cannon 82. However, the display of the movement of the cannon 81 is started before the movable member 35 starts its operation as shown in the “mode display” in FIG. As it is generated, the decorative lamp 24 is turned on. Specifically, first, the display of the movement of the cannon 81 with the generation of sound effects and the lighting of the decoration lamp 24 (however, the bullet 83 has not been fired) is performed, and the movable member 35 moves the sword 35b forward. At the same time, the display of firing the bullet 83 from the cannon 81 is performed. At this time, a sound effect of “hit” is generated from the speaker 41.
[0050]
Then, after the movable members 33 to 35 are stopped for a while due to the drive stop of the solenoids 33a to 35a, a drive signal is transmitted to the solenoids 33a and 34a, so that the movable members 33 and 34 serving as enemy characters are respectively transmitted. The wing 33b and the prosthesis 34b are moved up (see FIG. 11C). At this time, a display is made in which the bullet 83 fired from the cannon 81 hits the cannon 82, and a sound effect “fired” is generated from the speaker 41 and the decoration lamp 24 is turned on accordingly. While the movable members 33 and 34 continue to raise the wing 33b and the prosthetic hand 34b, the drive signal is transmitted to the solenoid 35a, so that the movable member 35 again moves the sword 35b forward. (See FIG. 11D) At the same time, a sound effect of “winning” is generated from the speaker 41. At this time, a display is performed in which the bullet 83 is hit and the cannon 82 is sunk.
[0051]
Next, the notice mode 2 will be described with reference to the time chart of FIG. 17B and the explanatory diagram of FIG. As shown in FIG. 12, the notice mode 2 is a reach state (in the figure, “7” is stopped in the left and right variable display areas 80a and 80c, and the central variable display area 80b is being variably displayed. Is a jackpot notice made after the derivation of FIG. 17B, and from the stopped state of the movable members 33 to 35 (the state shown in FIG. 12A) due to the stop of driving of the solenoids 33a to 35a as shown in FIG. First, when a drive signal is transmitted to the solenoid 35a, the movable member 35 serving as a teammate character moves forward to project the sword 35b (see FIG. 12B). At this time, a sound effect of “prepare and strike” is generated from the speaker 41 and the decorative lamp 24 is turned on. However, the decorative lamp 24 is turned on before the movable member 35 starts its operation, and the speaker 41 also generates a sound effect other than “prepare and strike” before the movable member 35 starts its operation. It has become so. Immediately after the movable member 35 moves forward to project the sword 35b, a display is performed in which the bullet 83 is fired from the friendly cannon 81 toward the enemy cannon 82.
[0052]
Then, after the movable members 33 to 35 are stopped for a while due to the drive stop of the solenoids 33a to 35a, a drive signal is transmitted to the solenoids 33a and 34a, so that the movable members 33 and 34 serving as enemy characters are respectively transmitted. The movement which raises the wing | blade 33b and the artificial hand 34b is performed (refer FIG.12 (C)). At this time, a display is made in which the bullet 83 fired from the cannon 81 hits the cannon 82, and a sound effect “fired” is generated from the speaker 41 and the decoration lamp 24 is turned on accordingly. While the movable members 33 and 34 continue to raise the wing 33b and the prosthetic hand 34b, the drive signal is transmitted to the solenoid 35a, so that the movable member 35 again moves the sword 35b forward. (See FIG. 12D) At the same time, a sound effect of “winning” is generated from the speaker 41. At this time, a display is performed in which the bullet 83 is hit and the cannon 82 is sunk.
[0053]
Next, the notice mode 3 will be described with reference to the time chart of FIG. 18A and the explanatory diagrams of FIGS. As shown in FIGS. 13 and 14, the notice mode 3 is a reach state (in the figure, “7” is stopped in the left and right variable display areas 80a and 80c, and the central variable display area 80b is in variable display. Is a jackpot notice that is performed after the derivation of FIG. 18A, and the stopped state of the movable members 33 to 35 (shown in FIG. 13A) due to the stop of driving of the solenoids 33a to 35a as shown in FIG. First, when a drive signal is transmitted to the solenoid 35a, the movable member 35 serving as a friend character moves the sword 35b forward (see FIG. 13B). At this time, a display is performed in which the bullet 83 is fired from the friendly cannon 81 toward the enemy cannon 82. However, the display of the movement of the cannon 81 is started before the movable member 35 starts to operate as shown in the “mode display” in FIG. As it is generated, the decorative lamp 24 is turned on. Specifically, first, the display of the movement of the cannon 81 with the generation of sound effects and the lighting of the decoration lamp 24 (however, the bullet 83 has not been fired) is performed, and the movable member 35 moves the sword 35b forward. At the same time, the display of firing the bullet 83 from the cannon 81 is performed. At this time, a sound effect of “hit” is generated from the speaker 41.
[0054]
Thereafter, after the movable members 33 to 35 are stopped for a while due to the drive stop of the solenoids 33a to 35a, the drive signal is transmitted to the solenoid 33a, so that the movable member 33 as an enemy character raises the wing 33b. (See FIG. 13C). At this time, a display is made in which the bullet 83 fired from the cannon 81 hits the cannon 82, and a sound effect “fired” is generated from the speaker 41 and the decoration lamp 24 is turned on accordingly. And while the movable member 33 continues the state which raised the wing | blade 33b, by the drive signal being transmitted to the solenoid 35a, the movement which the movable member 35 protrudes the sword 35b ahead again is performed (FIG.13 (D)). reference). At this time, a display of firing the bullet 83 from the cannon 81 is performed, and a sound effect of “hit” is generated from the speaker 41 and the decoration lamp 24 is turned on accordingly.
[0055]
After that, after only the movable member 33 continues to operate (raises the wing 33b), a drive signal is transmitted to the solenoid 34a, so that the movable member 34 serving as an enemy character moves up the prosthesis 34b. (See FIG. 14A). At this time, the bullet 83 fired from the cannon 81 hits the cannon 82 again, and a sound effect “fired” is generated from the speaker 41 and the decoration lamp 24 is turned on. While the movable members 33 and 34 continue to raise the wing 33b and the prosthetic hand 34b, the drive signal is transmitted to the solenoid 35a, so that the movable member 35 again moves the sword 35b forward. (See FIG. 14B) At the same time, a sound effect of “winning” is generated from the speaker 41. At this time, a display is performed in which the bullet 83 is hit and the cannon 82 is sunk.
[0056]
Next, the notice mode 4 will be described with reference to the time chart of FIG. 18B and the explanatory diagrams of FIGS. As shown in FIGS. 15 and 16, the notice mode 4 is a reach state (in the figure, “7” is stopped in the left and right variable display areas 80a and 80c, and the central variable display area 80b is in variable display. Is a jackpot notice that is performed after the derivation of FIG. 18B, and the movable members 33 to 35 are stopped when the solenoids 33a to 35a are stopped as shown in FIG. 18B (shown in FIG. 15A). First, a drive signal is transmitted to the solenoid 35a, so that the movable member 35 serving as a friend character moves the sword 35b forward (see FIG. 15B). At this time, a display is performed in which the bullet 83 is fired from the friendly cannon 81 toward the enemy cannon 82. However, the display of the movement of the cannon 81 is started before the movable member 35 starts to operate as shown in the “mode display” in FIG. As it is generated, the decorative lamp 24 is turned on. Specifically, first, the display of the movement of the cannon 81 with the generation of sound effects and the lighting of the decoration lamp 24 (however, the bullet 83 has not been fired) is performed, and the movable member 35 moves the sword 35b forward. At the same time, the display of firing the bullet 83 from the cannon 81 is performed. At this time, a sound effect of “hit” is generated from the speaker 41.
[0057]
Then, after the movable members 33 to 35 are stopped for a while due to the drive stop of the solenoids 33a to 35a, a drive signal is transmitted to the solenoids 33a and 34a, so that the movable members 33 and 34 serving as enemy characters are respectively transmitted. The movement which raises the wing | blade 33b and the prosthesis 34b is performed (refer FIG.15 (C)). At this time, a display is made in which the bullet 83 fired from the cannon 81 hits the cannon 82, and a sound effect “fired” is generated from the speaker 41 and the decoration lamp 24 is turned on accordingly. Then, transmission of the drive signal to the solenoids 33a, 34a is stopped, and at the same time, a drive signal is transmitted to the solenoid 35a, so that the movable members 33, 34 lower the blade 33b and the prosthesis 34b, respectively. Again, the movable member 35 moves so as to protrude the sword 35b forward (see FIG. 15D). At this time, a sound effect of “win?” Is generated from the speaker 41 and the decoration lamp 24 is turned on. Subsequently, transmission of the drive signal to the solenoid 35a is stopped, and at the same time, a drive signal is transmitted to the solenoids 33a and 34a, so that the movable member 35 lowers the sword 35b and at the same time, the movable member 33 again. , 34 raise the wing 33b and the prosthesis 34b, respectively (see FIG. 16A). At this time, a display is performed in which the bullet 84 is fired from the enemy cannon 82 toward the friendly cannon 81, and a “counterattack” sound effect is generated from the speaker 41 and the decoration lamp 24 is turned on. To do.
[0058]
Thereafter, the transmission of the drive signal to the solenoids 33a and 34a is stopped, and at the same time, the drive signal is transmitted to the solenoid 35a, so that the movable members 33 and 34 lower the blade 33b and the prosthesis 34b, respectively. Again, the movable member 35 performs a movement of projecting the sword 35b forward (see FIG. 16B). At this time, after the bullet 84 fired from the cannon 82 hits the cannon 81, the bullet 83 is fired from the cannon 81 toward the cannon 82. And the decorative lamp 24 is turned on. Subsequently, transmission of the drive signal to the solenoid 35a is stopped, and at the same time, a drive signal is transmitted to the solenoids 33a and 34a, so that the movable member 35 lowers the sword 35b and at the same time, the movable member 33 again. , 34 move up the wing 33b and the prosthetic hand 34b, respectively (see FIG. 16C). At this time, a display is made in which the bullet 83 fired from the cannon 81 hits the cannon 82, and a sound effect “fired” is generated from the speaker 41 and the decoration lamp 24 is turned on accordingly. While the movable members 33 and 34 continue to raise the wing 33b and the prosthetic hand 34b, the drive signal is transmitted to the solenoid 35a, so that the movable member 35 again moves the sword 35b forward. (See FIG. 16D) At the same time, a sound effect of “winning” is generated from the speaker 41. At this time, a display is performed in which the bullet 83 is hit and the cannon 82 is sunk.
[0059]
Note that, as described above, the notice mode 4 is a mode in which the teammate character (movable member 35) and the enemy character (movable members 33 and 34) alternately repeat the rendering action, but the teammate character (movable member 35). ) And enemy characters (movable members 33, 34) may be provided separately as a notice mode. In addition, the notice mode 5 is a configuration in which the notice mode 4 is performed after the above-described notice mode 1 is performed, and the description thereof is omitted for convenience.
[0060]
Further, in the present embodiment, as shown in FIG. 19A, the change in the design is eliminated for a while, and the demonstration screen 85 as shown in FIG. However, in the case where the start winning is determined while the actual winning screen is displaying a character or the like), the start winning determines the big hit as shown in FIG. 19C. At the same time as returning to the symbol fluctuation screen, the jackpot symbol (in the figure, the jackpot symbol of “7, 7, 7” is shown as an example) and the “hit” character 86 for notifying that the jackpot has been displayed are displayed. It is supposed to be. That is, when the big hit is determined by the start winning during the demonstration display, the big hit symbol is derived without performing the symbol fluctuation when the symbol fluctuation screen is returned.
[0061]
In the configuration described above, in the effect display in the display area 80 in the notice modes 1 to 5, the shooting mode of the bullet from the cannon is uniform, and it is configured to always hit the opponent's cannon. It is not limited to. For example, as shown in FIGS. 20 (A) to 20 (D), the firing mode of the bullet 83 from the cannon 81 may be set to four modes, and the reliability of the notice may be different for each mode. As the reliability of such a notice, the reliability of the notice may be varied by setting a pattern selection rate in the direction in which the bullets fly from the cannon. Specifically, the firing mode shown in FIG. 20A is a mode in which the bullet 83 does not reach the enemy cannon 82, and the reliability of the notice is the smallest. The firing mode shown in FIG. 20B is a mode in which the bullet 83 passes through the enemy cannon 82, and the reliability of the notice is the second lowest. The firing mode shown in FIG. 20C is a mode in which the bullet 83 is bounced back by hitting the enemy cannon 82, and the reliability of the notice is medium. The firing mode shown in FIG. 20D is a mode in which the bullet 83 hits the enemy cannon 82, and the reliability of the notice is high.
[0062]
Further, in the embodiment, the movement of the movable member and the effect display are indirectly related (specifically, the cannon fires a bullet according to the movement of the movable member, or the bullet hits the cannon) However, the present invention is not limited to this. For example, as shown in FIG. 21, the movable member 35 is disposed in the vicinity of the display region 80, and a part of the arm 35 b (with a built-in lamp) extending from the movable member 35 toward the display region 80 is provided. The remaining arms 87 may be displayed. Specifically, in a normal state, as shown in FIG. 21A, the arm 87 is displayed with a normal length up to the left end portion of the display area 80, and the lamp of the arm 35b is turned off. When performing the effect display, as shown in FIG. 21B, the lamp of the arm 35 b is turned on and the arm 87 is extended to the right side of the display area 80, and the extended arm 87 is displayed on the display area 80. When the display is such that the enemy-side movable member 34 is punched through the right end portion, the movable members 33 and 34 move up the wings 33b and the prosthetic hand 34b, respectively (see FIG. 21C). After that, as shown in FIG. 21D, a display for returning the arm 87 is performed, and the lamp of the arm 35b is turned off simultaneously with the return of the arm 87.
[0063]
In the embodiment, the start memory of the special symbol (the number of balls detected by the start ball detector 17 during the variable display of the special symbol) is displayed on the start memory display 20. The memory may be displayed in the display area 80 together. Specifically, as shown in FIG. 22, the start memory display unit 88 is displayed between the cannons 81 and 82 displayed in the display area 80. The start memory display unit 88 includes four lighting units 88a to 88d that indicate one start memory per one lighting. In the drawing, each lighting section of the start memory display section 88 indicates a lighting state with “●” and indicates a lighting state with “◯”. However, it is also possible not to display the lighting part in the off state (display only the lighting part in the lighting state). 22A to 22D exemplify specific displays on the start memory display unit 88. First, only the lighting unit 88a of the start memory display unit 88 is turned on in the state of variation of the symbol shown in FIG. This notifies that there is one start-up memory. Thereafter, as shown in FIG. 22 (B), when a lost symbol (in FIG. 22B, a lost symbol of “7 · 5 · 6” is illustrated) is derived along with the suspension of the fluctuation of the symbol. ) The “●” lighting portion 88a shown in (B) is digested as a special symbol start-up memory, and symbol variation is started as shown in FIG. 22 (C). At this time, the lighting portion 88a is turned off. If there is no start prize during the symbol fluctuation, as shown in FIG. 22D, the symbol fluctuation is stopped in a state where there is no start memory (the lighting parts 88a to 88d are turned off), and the display result (same as above). In the figure, the loss symbol “7, 5, 6” is illustrated).
[0064]
Further, in the configuration in which the start memory display unit 88 is displayed in the display area 80 as described above, as shown in FIG. 23, a movable covering member 89 that covers the start memory display unit 88 from the front may be provided. The movable covering member 89 is provided at the lower portion of the display area 80 so as to be able to advance and retreat in the vertical direction by driving a solenoid or the like, and covers the start memory display portion 88 from the front when moving upward. Specifically, as shown in FIG. 23 (A), first, if there is no start winning for a predetermined period after the symbol variation stops, the movable covering member 89 moves upward to move the entire start memory display unit 88. Covering from the front, and then switching to the demo screen 85 with the movable covering member 89 moved forward (see FIG. 23B). After that, when there is a start prize, as shown in FIG. 23C, the demo screen 85 is switched to the symbol change screen, and the movable cover member 89 is moved backward to release the cover of the start memory display unit 88. Then, as shown in FIG. FIG. 23D illustrates a case where there is a start prize during symbol variation and the lighting section 88a of the start storage display section 88 is lit. Further, in the start memory display unit as described above, the upper limit value of the start memory number has been described as being constant four. However, the upper limit value of the start memory number is not limited to this, and a predetermined predetermined condition is established. The value may be changeable (for example, when it is a probable big hit, it may be increased to 20). Further, among the lighting units 88a to 88d constituting the start memory display unit 88, those in the off state display the outline “◯”, but those in the off state do not display the outline “O”. May be.
[0065]
Next, the connection configuration of various control boards will be described with reference to FIGS. In the present embodiment, various control boards are configured as cartridge boards. Specifically, the sound control board 60 shown in FIG. 24 will be described as an example. The sound control board 60 is accommodated in the board box 90 with only the connection connector 60a exposed to the outside. The board box 90 has a stepped shape near the exposed portion of the connector 60a, and is formed as an insertion portion 90a that can be inserted into an opening 93b of a mounting member 93 described later. A locking recess 90b is formed at the end of the substrate box 90 opposite to the insertion portion 90a. On the other hand, the mounting board 91 for attaching the sound control board 60 to the back surface of the game board 6 is provided with a box-shaped mounting member 93 to which a connector 92 connected to the connector 60a of the sound control board 60 is attached. The connector 92 is attached so as to be exposed outwardly from the opening 93b of the mounting member 93 having a box shape. The mounting member 93 has a rotating shaft 93a projecting from the outer surfaces of both ends in the longitudinal direction, and the rotating shaft 93a engages with an engaging groove 91b of a support shaft portion 91a provided on the mounting substrate 91. By being attached, it is attached to the attachment substrate 91 so as to be rotatable about the rotation shaft 93a. Further, the mounting substrate 91 is provided with an engaging claw portion 91c that engages with the locking recess 90b.
[0066]
Thus, the board box 90 containing the sound control board 60 is attached to the mounting member 93 in a state where the connector 60 a is connected to the connector 92 by the insertion portion 90 a being inserted into the opening 93 b of the mounting member 93. Then, from this state, the mounting member 93 and the substrate box 90 are rotated downward about the rotation shaft 93a, and finally the engagement recess 90b of the substrate box 90 is engaged with the engagement claw portion 91c. A board box 90 containing the sound control board 60 is attached and held on the mounting board 91. When removing the board box 90 from the mounting board 91, the engagement between the locking recess 90b and the engaging claw 91c is released, and the mounting member 93 and the board box 90 are moved around the rotation shaft 93a. The substrate box 90 can be easily removed by rotating upward and removing the substrate box 90 from the mounting member 93. 24 shows the mounting board 91 provided with the mounting members 93 and the engaging claws 91c at two places on the left and right, and another board (for example, the lamp control board 59) together with the sound control board 60. It can be attached to the mounting substrate 91.
[0067]
In addition to the configuration of FIG. 24 described above, the configuration of the cartridge substrate for attaching two control substrates (for example, the lamp control substrate 59 and the sound control substrate 60) to one mounting substrate is shown in FIG. The configuration shown in FIG. According to the configuration of FIG. 25A, the lamp control board 59 and the sound control board 60 are accommodated in the board boxes 94 and 95 with only the connectors 59a and 60a for connection exposed to the outside, respectively. . However, the connectors 59a and 60a are provided on the board surfaces of the control boards 59 and 60, respectively, and are exposed to the outside through openings (not shown) formed on the rear end face sides of the board boxes 94 and 95. It is like that. Locking recesses 94a and 95a are formed on the upper end surface and the left and right side surfaces of the substrate boxes 94 and 95, respectively. On the other hand, the attachment board 96 for attaching the lamp control board 59 and the sound control board 60 to the back surface of the game board 6 is provided with connectors 97 and 98 that are individually connected to the connectors 59a and 60a of the control boards 59 and 60, respectively. In the vicinity of the connectors 97 and 98, engaging claws 96a and 96b that engage with the locking recesses 94a and 95a are provided, respectively. Further, a support flange portion 96 c that supports the lower end surfaces of the respective board boxes 94 and 95 is projected from the lower end portion of the mounting substrate 96. Thus, the board box 94 containing the lamp control board 59 and the board box 95 containing the sound control board 60 are each supported at the lower end face by the support flange part 96c, and in this state, the locking recesses 94a and 95a are engaged. By being engaged with the claw portions 96a and 96b, the connectors 59a and 60a are attached to the attachment substrate 96 in a state where they are connected to the connectors 97 and 98.
[0068]
25B, the lamp control board 59 and the sound control board 60 are accommodated in the board boxes 99 and 100 with only the connectors 59a and 60a for connection exposed to the outside. Is done. However, the connectors 59a and 60a are provided on the board surfaces of the control boards 59 and 60, respectively, and are exposed to the outside through openings (not shown) formed on the rear end face sides of the board boxes 99 and 100. It is like that. Further, an engagement recess 99a is provided on one side surface (side surface facing the substrate box 100) of the substrate box 99, and an engagement recess portion 99a is provided on one side surface (side surface facing the substrate box 99) of the substrate box 100. The engaging convex part 100a which fits in is provided. On the other hand, the attachment board 101 for attaching the lamp control board 59 and the sound control board 60 to the back surface of the game board 6 has connectors (not shown) individually connected to the connectors 59a and 60a, similarly to the attachment board 96. While being attached, an engaging claw portion 101a and a supporting flange portion 101b are formed. Thus, the board box 99 containing the lamp control board 59 and the board box 100 containing the sound control board 60 are engaged with the engaging concave part 99a and the engaging convex part 100a so as to be in an integrated state. The lower end surface is supported by the supporting flange portion 101b, and the upper end surface and the left and right side surfaces are engaged with the engaging claw portion 101a, so that the connectors 59a and 60a are connected to the connector on the mounting substrate 101 side. It is attached to the attachment substrate 101. Although not shown, locking recesses that engage with the engaging claws 101a are formed on the upper end surface and the left and right side surfaces in a state where the substrate boxes 99 and 100 are assembled to each other.
[0069]
Further, according to the configuration of FIG. 26, the lamp control board 59 and the sound control board 60 are accommodated in a single board box 102 with only the connectors 59a and 60a for connection exposed to the outside. However, the connectors 59a and 60a are provided on the board surfaces of the control boards 59 and 60, respectively, and are exposed to the outside through the openings 102a and 102b formed on the rear end face side of the board box 102. ing. Engaging recesses 102 c are provided on the upper end surface and the left and right side surfaces of the substrate box 102. On the other hand, the attachment board 103 for attaching the lamp control board 59 and the sound control board 60 to the back surface of the game board 6 is provided with connectors 97 and 98 individually connected to the connectors 59a and 60a, similarly to the attachment board 96. In addition, an engaging claw portion 103a and a supporting flange portion 103b are formed. Thus, the board box 102 containing the lamp control board 59 and the sound control board 60 is supported at its lower end surface by the support flange part 103b and by engaging the engaging recess part 102c with the engaging claw part 103a. The connectors 59a and 60a are attached to the attachment substrate 103 in a state where they are connected to the connectors 97 and 98. In the configuration shown in FIGS. 25 (A), 25 (B), and 26, a floating connector is used as the connector on the mounting board side, so that the connection to the connectors 59a and 60a of the control boards 59 and 60 is somewhat. Even if there is a backlash, the connection between the connectors is surely performed.
[0070]
Further, as shown in FIG. 27, the wiring for connecting the control boards is the wiring rack 110 of the control system (the hatched portion of the solid line in the figure) and the wiring rack 111 of the power system (power supply system) (in the figure). (The hatched portion of the broken line) is accommodated separately. The wiring rack 110 of the control system accommodates wiring for connecting the display control board 56, the main board 57, the payout control board 58, the lamp control board 59, the sound control board 60, and the launch control board 61. The power system wiring rack 111 includes a display control board 56, a main board 57, a payout control board 58, a lamp control board 59, a sound control board 60, a launch control board 61, and a power supply board 62. It is the rack which accommodates the wiring for connecting between. However, in FIG. 27, the wiring for the launch control board 61 in the control system is not shown. In addition, as long as the control system wiring and the power system wiring are separated and accommodated in the wiring rack, the wiring accommodated in the wiring rack may be any wiring.
[0071]
As shown in FIG. 28A, the wiring racks 110 and 111 are composed of a housing main body 112 that houses the wiring 114 and a lid 113 that closes the upper surface opening of the housing main body 112. As described above, in this embodiment, the wiring of the control system is separated from the wiring of the power system having a high voltage and including alternating current, and each is housed in separate wiring racks 110 and 111, so that noise is generated in the wiring of the control system. I am trying not to. As shown in FIG. 28 (B), the wiring 114a of the control system and the wiring 114b of the power system may be separately accommodated in one wiring rack 115. The wiring rack 115 closes the housing main body 116 in which the housing portion 116a for housing the control system wiring 114a and the housing portion 116b for housing the power system wiring 114b are formed adjacent to each other, and the upper surface opening of the housing main body 116. A lid 117 is formed. In addition, shield plates (iron plates) 118a and 118b are provided for grounding on the respective outer wall portions (the accommodating portion 116a side and the accommodating portion 116b side) of the partition wall 116c between the accommodating portions 116a and 116b. The material of the shield plates 118a and 118b is not limited to iron, and any material may be used as long as it has a characteristic that noise is not applied.
[0072]
As described above, according to the configuration of the present embodiment, the image display apparatus includes the movable members 33 to 35 as a plurality of effect members that are provided at locations where the player can visually recognize and are used for game effects. The special symbol display device 9 is an effect image of an aspect in which the movable member 35 as the first effect member among the plurality of movable members 33 to 35 acts on the movable members 33 and 34 as the second effect members. The movable members 33 and 34 are characterized in that they can execute a predetermined effect operation according to the effect image in a mode that exerts the action of the special symbol display device 9. By comprising in this way, the display of the special symbol display apparatus 9 enables the game effect which gave the relevance to the relationship of the several movable members 33-35, and can improve visual interest. . In the embodiment, while the first effect member is one effect member (movable member 35), the second effect member is two effect members (movable members 33, 34). Without limitation, the number of first effect members and second effect members may be one or more.
[0073]
In addition, the movable member 35 is capable of performing an effect operation before displaying the effect image in a mode that exerts an effect on the special symbol display device 9. By comprising in this way, the start of the production | presentation image of the aspect which acts is understood, and the game production which gave the relationship to the relationship of the several movable members 33-35 by the display of the special symbol display apparatus 9 further increases.
[0074]
Moreover, the display mode of the special symbol display device 9 is changed to a predetermined display mode (in the embodiment) by the predetermined effect operation of the movable members 33 and 34 and the display of the effect image of the mode that exerts the action of the special symbol display device 9. Then, it is possible to foresee that it will reach a reach state and a big hit symbol). By configuring in this way, it is possible to make the player pay attention to a game effect that is related to the relationship between the plurality of movable members 33 to 35 by the display of the special symbol display device 9, and the operation of the movable member 35. The notice effect can be improved by the display of the special symbol display device 9.
[0075]
In addition, the special symbol display device 9 is capable of continuously displaying the effect image having the effect as described above a plurality of times (in the embodiment, twice). By comprising in this way, the special symbol display apparatus 9 displays an effect image in multiple times continuously, The effect image of the aspect which exerts the effect | action of the special symbol display apparatus 9 can be diversified, and an effect | action The effect image of the effect can be more noticed by the player. In addition, the number of continuous display of the effect image of the aspect which acts is not limited to two times, and may be any number of times as long as it is two or more times.
[0076]
In addition, the special symbol display device 9 can display an effect image in a mode of acting on the movable member 35 from the movable members 33, 34, and between the movable member 35 and the movable members 33, 34. It is possible to display an effect image having a mode of interacting with each other. By comprising in this way, the production | presentation by several movable members 33-35 can be linked | related further, and visual interest can be improved further. In the embodiment, the movement (attack) is always started from the teammate character (movable member 35). However, the present invention is not limited to this, and the movement (attack) is started from the enemy character (movable members 33, 34). You may do it. In addition, in the embodiment, the plurality of movable members 33 to 35 are configured to perform attack and defense. However, the predetermined performance operation that is a mode that exerts an action or a mode that receives an action is not limited to an attack and defense operation. . For example, a character (directing member) that can face the left and right sides of the image display device with a glove and that can throw a ball is provided, and a ball caught between the characters is displayed in the display area of the image display device. An image may be displayed. Then, when the predetermined number of catch balls is not successful (such as when one of the characters misses the ball halfway), the lost symbol is derived, while when the predetermined number of catch balls is successful, the big hit symbol is derived. You may do it.
[0077]
The effect image is stored in the character ROM of the display control board 56 as effect image data storage means as effect image data, and the effect operation is stored in the lamp control board as effect operation data storage means as effect operation data. Display control as a control means for controlling the effect image and the effect operation by designating data stored in the character ROM of the display control substrate 56 and the lamp control substrate 59 and stored in the movable member ROM 59. A CPU of the board 56 and a CPU of the lamp control board 59 are provided. By configuring in this way, storing as effect image data and effect operation data in advance makes it possible to reduce control processing compared to a configuration in which an effect image and an effect operation are created for each effect.
[0078]
In this embodiment, the lamp operation board has the configuration of the presentation operation data storage means. However, the present invention is not limited to this, and the sound control board, the display control board, etc. have the configuration of the presentation operation data storage means. It may be. Moreover, the operation of the effect member may be directly controlled by providing the game control board (main board) with the configuration of the effect operation data storage means.
[0079]
Further, the movable member 35 and the movable members 33 and 34 have different designs (a friend character and an enemy character). By comprising in this way, the relationship of the some movable member 33-35 can be clarified more.
[0080]
Moreover, the said movable members 33-35 are provided in the position which does not interfere with the display area 80 of the said special symbol display apparatus 9 by the effect operation. By configuring in this way, even when the movable members 33 to 35 execute a predetermined effect operation, the predetermined effect operation does not interfere with the display of the special symbol display device 9, and the special symbol display device 9 The player can clearly see the display.
[0081]
In addition, the movable members 33 to 35 are provided at positions that do not affect the game ball flowing down the game area 8 by the effect operation. By comprising in this way, since the flow of a game ball does not change with operation | movement of the movable members 33-35, it can avoid affecting the essential part of a game.
[0082]
Moreover, the display part decoration member 18 as an image display decoration member which decorates the outer peripheral part of the special symbol display device 9 is provided, and at least one of the plurality of movable members 33 to 35 includes a player. Is provided on the display portion decoration member 18 at a place where the mark is visible. By configuring in this way, it is possible to perform a game effect with the relevance by the display of the movable members 33 and 34 and the special symbol display device 9 without greatly shifting the viewpoint.
[0083]
In addition, although the production | presentation member (movable members 33-35) in embodiment is set as the structure which provided only one movable part, respectively, it is not restricted to this, The some movable individually movable with respect to one production | presentation member A movable part may be provided. In other words, the effect member includes a plurality of movable parts, and the plurality of movable parts can operate independently of each other. By comprising in this way, operation | movement of an effect member can be made still more various.
[0084]
In addition, the predetermined performance operation can be started from an operation timing selected from a plurality of operation timings with respect to the execution timing of the variable display of the identification information, and a plurality of types having different operation modes are provided. The special symbol display device 9 can be executed either when the display mode of the special symbol display device 9 is a jackpot symbol or when the display mode of the special symbol display device 9 is not a jackpot symbol, and the predetermined effect operation is executed. After that, the degree of expectation that the display mode of the special symbol display device 9 becomes a big hit symbol is set in correspondence with the type of the operation timing, and the degree of expectation is set in correspondence with the type of the predetermined effect operation It is characterized by that. By configuring in this way, the expectation can be varied according to the type and operation timing of the operation modes of the movable members 33 to 35, so that the advance notice by the movable members 33 to 35 can be diversified. It can invite an improvement in the interests of the game.
[0085]
In the above-described embodiment (including modifications), the advance notice is performed only by the operation of the movable member. No However, it is not limited to this. In addition, a notice to be performed only by displaying characters on the display device may be provided. By doing so, it is possible to prevent the player from feeling lost in expectation when the movable member does not operate. By making the advance notice by the movable member and the advance notice by the display device appear appropriately, the player can play a clear game. Further, the shape of the movable member (effect member) is not limited to that in the embodiment (a bird, an enemy, a friend character). Moreover, although the drive source of the effect member is a solenoid, the present invention is not limited to this, and a motor or the like may be used as the drive source. Further, the operation of the effect member is not limited to the operation described in the embodiment, and may be rotation, vibration, or the like. However, the effect member according to the present invention is an effect member excluding a drum display and a variable winning ball apparatus. Further, the number of effect members is not limited to three, and it is only necessary to provide at least two effect members. However, it is not always necessary to provide all the effect members so that at least one of the effect members is operable. Any member may be used as long as it is operable. Further, the effect member may be operated as an effect during the big hit. For example, the effect member may be operated during the opening of the special winning opening (during the round) or during the opening interval. Furthermore, the effect member may also be operated during the jackpot end display (for example, during the display of the character “Manene” at the end of the jackpot).
[0086]
Further, the ball game machine 1 in the embodiment gives a player a predetermined game value when a special symbol stop symbol variably displayed on the special symbol display device 9 based on the start winning combination becomes a combination of predetermined symbols. Although it was a first-type bullet ball game machine that can be used, a second-type bullet that can be given a predetermined game value to a player when there is a winning in a predetermined area of an electric accessory to be released based on a start winning prize A third type in which a predetermined right is generated or continued if there is a prize for a predetermined electric combination that is released when a stop symbol of a symbol that is variably displayed based on a start winning prize becomes a combination of a predetermined pattern The present invention can be applied even to a ball game machine. Further, in the embodiment, the special symbol display device 9 as the image display device is constituted by a liquid crystal (LCD) type image display device. However, the present invention is not particularly limited to this, and CRT, LED, VFD, EL Alternatively, the image display device may be configured by an image display using plasma. In addition, the movable effect device is not limited to a position that is always visible to the player. For example, when it is not operating, it is hidden behind the decorative member of the image display device, and can be visually recognized by the operation. It may be something that moves. In the embodiment, the operation of the effect member is controlled by the lamp control board. However, the present invention is not limited to this, and the effect member and various lamps / LEDs may be controlled by the display control board.
[0087]
Further, the invention that can be grasped from the embodiment described above includes the following.
(1) The predetermined display mode includes a reach display mode. By configuring in this way, the player can play a game in anticipation of reach, and thus the fun of the game can be improved.
(2) The predetermined display mode includes the specific display mode. By configuring in this way, the player can play a game in anticipation of a big hit, and as a result, the interest of the game can be improved.
[0088]
【The invention's effect】
As is apparent from the above description, the invention of claim 1 includes an image display device capable of variably displaying identification information, and a specific game when the display result of the image display device is in a specific display mode. In gaming machines that can change state, Positions facing each other across the display area of the image display device Is used to produce games. And driven by an electrical drive source Ru 1st production member and 2nd Production member When , Based on the determination result of the specific display mode determination unit, the specific display mode determination unit that determines whether or not to display the specific display mode, and during the variable display of the identification information, the first effect member and the As an effect using the second effect member and the image display device, an effect mode selection means for selecting an effect mode to be executed from a plurality of types of effect modes; With In the plurality of types of effects, The image display device In , The first effect member and the second effect member Of the production members ,on the other hand Production members The effect image is displayed in accordance with the effect operation From The other side across the display area For production parts Move towards display Let ,in front Performance Out image End of moving display of In response to the For the other production member Performs the specified production operation The specific effect mode includes a plurality of types of effect modes in which the number of movement display times of the effect image is different, and the effect mode selection unit is configured to move the effect image as the specific effect mode. The effect mode is selected based on the selection rate set so that the reliability that the display result is the specific display mode in the image display device is higher as the number of display times is larger. It is characterized by that. By configuring in this way, it is possible to achieve a game effect in which the relationship between a plurality of effect members is given by the display of the image display device, thereby improving the visual interest.
[0089]
[0090]
[0091]
[0092]
[0093]
Claims 2 In the invention, the effect image is stored as effect image data in the effect image data storage means, and the effect operation is stored as effect operation data in the effect operation data storage means, and the effect image data storage means Control means for controlling the effect image and the effect operation by designating data stored in the effect operation data storage means is provided. By configuring in this way, storing as effect image data and effect operation data in advance makes it possible to reduce control processing compared to a configuration in which an effect image and an effect operation are created for each effect.
[0094]
Claims 3 In the invention, the design is different between the first effect member and the second effect member. By comprising in this way, the relationship of several production members can be clarified more.
[0095]
Claims 4 In the invention of The first effect member and the second effect member The effect member is provided at a position that does not interfere with the display area of the image display device by the predetermined effect operation. With this configuration, even when the effect member performs a predetermined effect operation, the predetermined effect operation does not disturb the display of the image display device, and the display of the image display device is clearly displayed to the player. It can be visually recognized.
[0096]
Claims 5 In the invention of The first effect member and the second effect member The effect member is provided at a position that does not affect the game ball flowing down the game area by the effect operation. By comprising in this way, since the flow of a game ball does not change with operation | movement of a production | presentation member, it can avoid affecting the essential part of a game.
[0097]
[0098]
[0099]
[Brief description of the drawings]
FIG. 1 is a front view showing a ball game machine according to an embodiment of the present invention.
FIG. 2 is a front view showing various components provided on the surface of the game board.
FIG. 3 is a front view showing various components provided on the surface of the game board.
FIG. 4 is an explanatory view showing each board provided on the back surface of the ball game machine.
FIG. 5 is a rear view showing a mechanism plate.
FIG. 6 is a block diagram showing a circuit configuration of a game control board (main board).
FIG. 7 is a table showing setting probabilities in various symbol variations.
FIG. 8 is a list showing the jackpot reliability in the notice modes 1 and 2 and the reach effects A and B.
FIG. 9 is a list showing various combinations of drive signal patterns.
FIGS. 10A to 10D are explanatory diagrams showing normal fluctuations.
FIGS. 11A to 11D are explanatory diagrams showing a notice mode 1. FIG.
FIGS. 12A to 12D are explanatory diagrams showing a notice mode 2. FIG.
FIGS. 13A to 13D are explanatory views showing a notice mode 3. FIG.
FIGS. 14A and 14B are explanatory diagrams showing a notice mode 3. FIG.
FIGS. 15A to 15D are explanatory views showing a notice mode 4. FIG.
FIGS. 16A to 16D are explanatory views showing a notice mode 4. FIG.
FIG. 17A is a time chart showing the notice mode 1, and FIG. 17B is a time chart showing the notice mode 2. FIG.
FIG. 18A is a time chart showing the notice mode 3, and FIG. 18B is a time chart showing the notice mode 4. FIG.
FIG. 19A is an explanatory diagram showing a display mode when a symbol is stopped, FIG. 19B is an explanatory diagram showing a display mode when a demo is displayed, and FIG. It is explanatory drawing which shows the display mode at the time.
FIGS. 20A to 20D are explanatory diagrams showing effect images in a modified example.
FIGS. 21A to 21D are explanatory views showing effect images in a modified example.
FIGS. 22A to 22D are explanatory diagrams showing start-up storage display in a display area in a modified example.
FIGS. 23A to 23D are explanatory diagrams showing start-up storage display in the display area in a modified example.
FIG. 24 is an explanatory diagram showing a configuration of a cartridge substrate.
FIGS. 25A and 25B are explanatory views showing the configuration of the cartridge substrate in each modified example.
FIG. 26 is an explanatory diagram showing a configuration of a cartridge substrate in a modified example.
FIG. 27 is an explanatory diagram showing a wiring configuration between various control boards.
FIG. 28 (A) is a longitudinal sectional view showing wiring accommodated in the wiring rack, and FIG. 28 (B) is a longitudinal sectional view showing wiring accommodated in the wiring rack in the modification. .
[Explanation of symbols]
1 Ball game machine (game machine)
6 Game board
8 game areas
9 Special symbol display device (image display device)
10 Special variable winning ball equipment
18 Display part decoration member (image display decoration member)
33, 34 Movable member (second effect member)
35 Movable member (first production member)
36 Side decoration
41 Speaker
56 Display control board (effect image data storage means, control means)
57 Main board
59 Lamp control board (production operation data storage means, control means)
80 display area
80a-80c Variable display area
81,82 cannon
83,84 bullets

Claims (5)

  1. In a gaming machine comprising an image display device capable of variably displaying identification information, and capable of changing to a specific gaming state when the display result of the image display device is in a specific display mode,
    Wherein provided on faces located across a display area of the image display device, and a second effect members the first effect members that will be driven by and electric driving source is used to produce the game,
    Specific display mode determining means for determining whether or not to display the specific display mode;
    Based on the determination result of the specific display mode determining means, during the variable display of the identification information, a plurality of types of effects can be used as effects using the first effect member, the second effect member, and the image display device. A production mode selection means for selecting a production mode to be executed from among the modes ,
    Wherein the plurality of types of representation embodiment, in the image display apparatus, among the first directing member and the second effect member, from said one directing member an effect image in accordance with the effect operation of one of the directing member It includes a specific effect mode for executing the display region is sandwiched therebetween motion display toward the other directing member that faces a predetermined effect operation to the other presentation member in response to the end of the movement display prior Ki演 out image ,
    The specific effect mode includes a plurality of types of effect modes in which the number of movement display times of the effect image is different,
    As the specific effect mode, the effect mode selecting means sets the selection rate set so that the reliability of the display result in the specific display mode becomes higher in the image display device as the number of times the effect image is moved and displayed. A game machine, wherein the presentation mode is selected based on the game.
  2. The effect image is stored as effect image data in effect image data storage means, and the effect operation is stored as effect operation data in effect operation data storage means, and the effect image data storage means and the effect operation data storage gaming machine of claim 1 Symbol mounting characterized by comprising a control means for controlling said directing operation and the effect image by specifying the data stored in the unit.
  3. Wherein in the first effect member and the second effect member, the gaming machine of claim 1 or claim 2 Symbol mounting, characterized in that with different designs.
  4. The first effect member and the second effect member, according to any one of claims 1 to 3, characterized in that provided no interference position in the display area of the image display device by the effect operation Game machines.
  5. The first effect member and the second effect member, any one of claims 1 to 4, characterized in that provided in a position which does not affect the game ball flowing down the game area by its effect operation The gaming machine described in 1.
JP2001379519A 2001-12-13 2001-12-13 Game machine Expired - Fee Related JP4251805B2 (en)

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JP4813048B2 (en) * 2004-11-30 2011-11-09 株式会社ユニバーサルエンターテインメント Game machine and simulation program
JP4974336B2 (en) * 2006-03-24 2012-07-11 サミー株式会社 Game machine
JP4657135B2 (en) * 2006-04-03 2011-03-23 株式会社オリンピア Game machine
JP4889102B2 (en) * 2006-07-12 2012-03-07 サミー株式会社 Game machine
JP4777378B2 (en) * 2008-03-26 2011-09-21 株式会社三共 Game machine
JP4819080B2 (en) * 2008-04-09 2011-11-16 株式会社三共 Game machine
JP5211325B2 (en) * 2008-11-19 2013-06-12 株式会社藤商事 Game machine
JP5306850B2 (en) * 2009-02-20 2013-10-02 京楽産業.株式会社 Game machine
JP5653592B2 (en) * 2009-05-14 2015-01-14 京楽産業.株式会社 Game machine
JP2010088947A (en) * 2010-01-26 2010-04-22 Sanyo Product Co Ltd Game machine
JP2013048858A (en) * 2011-08-31 2013-03-14 Kyoraku Sangyo Kk Game machine
JP2013048859A (en) * 2011-08-31 2013-03-14 Kyoraku Sangyo Kk Game machine
JP2013048857A (en) * 2011-08-31 2013-03-14 Kyoraku Sangyo Kk Game machine
JP5318174B2 (en) * 2011-10-20 2013-10-16 株式会社三共 Game machine
JP5969928B2 (en) * 2013-01-29 2016-08-17 京楽産業.株式会社 Game machine
JP5746260B2 (en) * 2013-05-17 2015-07-08 京楽産業.株式会社 Game machine
JP2016137345A (en) * 2016-05-11 2016-08-04 株式会社三洋物産 Game machine
JP6535401B2 (en) * 2018-04-26 2019-06-26 株式会社三共 Gaming machine

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