JP4397185B2 - Game machine - Google Patents

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Publication number
JP4397185B2
JP4397185B2 JP2003199381A JP2003199381A JP4397185B2 JP 4397185 B2 JP4397185 B2 JP 4397185B2 JP 2003199381 A JP2003199381 A JP 2003199381A JP 2003199381 A JP2003199381 A JP 2003199381A JP 4397185 B2 JP4397185 B2 JP 4397185B2
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Prior art keywords
display
movable
game
image
display screen
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JP2003199381A
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Japanese (ja)
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JP2005034316A (en
Inventor
裕 中村
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サミー株式会社
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Description

[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a gaming machine including a symbol (image) display device having a movable body (movable accessory) that does not interfere with winning of a game ball traveling on a game board and does not diminish the effect of image production. .
[0002]
[Prior art]
In conventional gaming machines such as pachinko machines, it is generally known that an image display device using a liquid crystal display or the like is provided at the center of the gaming board constituting the gaming area, and the start prize opening provided in the gaming area is known. When a game ball wins, if the symbol (stop symbol) when the symbol is changed after changing the symbol on the image display device is a preset symbol, a special gaming state (big hit) is established. It is configured to let you. In this special gaming state, the variable winning opening (large winning opening) provided at the lower part of the gaming area is opened to facilitate the winning of game balls, and the player can acquire a large number of game balls. Yes.
[0003]
By the way, in a ball game machine, whether or not a special game state is established is determined by a lottery performed at the time of winning a game ball to the start winning opening. On the other hand, a major factor that makes the player feel interesting about the gaming machine is a specific effect until the player actually enters the special game state. In a normal gaming machine, various specific games are played on the image display device provided in the center of the game board until a special effect is executed, and the effects in the process leading to the jackpot symbol are devised Yes. In recent years, during this presentation, not only two-dimensional image display on the image display device but also a three-dimensional presentation has been added to add a direct and stimulating presentation to the player. That is, a physical movable body (movable accessory) provided in the vicinity of the display device is activated during a specific performance, and a visual performance effect for a player has been improved.
[0004]
[Patent Document 1]
JP 2000-37519 A
[0005]
[Problems to be solved by the invention]
However, in the case of a movable body of a conventional gaming machine, when the game ball is traveling in the direction of the winning opening, there is a possibility that the progress of the game ball becomes uncomfortable and may cause discomfort to the player. During the game, the player uses his / her skill to perform a game ball launch operation with the aim of winning a game ball in the prize opening, so if the movable body moves and blows away the game ball moving in the direction of the prize opening It felt very uncomfortable and could affect the gameability unique to the gaming machine. This causes a result that the effect of the gaming machine is reduced by the movable body provided to increase the effect. On the other hand, the (specific) winning opening is often arranged directly under the image display device, and since many of the winning game balls have entered the display device, the movable body inevitably becomes a game ball. There is a high possibility that it will be an obstacle to the winning entrance.
[0006]
Further, since the movable body is an effect element added to the display image (symbol) in the image display device, it is necessary to move the display screen, so that the display image behind the movable body becomes the player's blind spot and the image is rendered. The effect may decline. This requires that the image displayed on the image display device be displayed by image data excluding the blind spot by the movable body, and as a result, the display area of the image is narrowed.
[0007]
The present invention has been made in view of such a problem, and a gaming machine provided with a movable body that does not obstruct the course of the game ball to the winning opening and does not provide a blind spot in the display area of the display device. The purpose is to provide.
[0008]
[Means for Solving the Problems]
In order to achieve such an object, the gaming machine of the present invention includes a display device having a display screen for effect display according to the progress of the game, and a frame member that moves along the front surface of the display screen of the display device. And a movable body having a frame member having a frame surrounding the outer periphery and a movable body on which the display screen of the display device can be visually recognized through the inside of the frame. Movable body operation mode determining means for determining a movable body operation mode pattern for moving along the front surface of the display screen of the display device, and a movable body based on the movable body operation mode pattern determined by the movable body operation mode determination means Movable body control means for controlling the movement of the display body along the front of the display screen of the display device, and an effect display accompanying the progress of the game is performed on the display screen of the display device in accordance with the movement control of the movable body by the movable body control means. An image control means for displaying an image including a predetermined variation pattern on the display screen of the display device and corresponding to the moving position of the movable body based on the movable body operation pattern by the movable body control means. In the display screen of the display device, the display in the area visible through the inside of the frame and the display in the area visually recognized outside the frame remain the same in the predetermined pattern. Brightness Is configured to perform image display processing that allows the player to visually recognize the difference.
In addition, A lottery means for lottering whether or not to provide a special game that is more advantageous to the player than a normal game, and a display mode of an image including a variation pattern of a predetermined mode are selected from a plurality of preset modes. Display variation mode determining means for selectively determining based on the result, and the movable body actuation mode determination means determines and displays the movable body actuation mode pattern according to the display mode determined by the display variation mode determination unit. It is preferable that the mode and the movable body operation mode pattern are determined for each counter value divided at a predetermined timing on the same time axis.
[0009]
According to the gaming machine of the present invention, Movable body By providing a movable body having transparency so that the background image can be visually recognized even when it is positioned on the display screen of the image display device, the background image can be sufficiently provided to the player even if the movable body is provided. It is possible to avoid reducing the production effect.
[0010]
The display device of the gaming machine is mounted in parallel so as to cover the entire area of the display screen with a gap in the vertical direction with respect to the game board and to be able to visually recognize the entire area of the display screen from the outside. It is preferable that the movable body slides in the gap.
[0011]
According to such a display device, since the movable body slides in the gap between the display screen and the protective film, the game ball cannot enter the area where the movable body is completely slid by the protective film. The obstruction of the game ball path due to can be completely eliminated. In addition, there is no restriction on the size and movement of the movable body as long as it is within the gap between the display screen and the protective film, and it is possible to greatly improve the freedom of selection of the movable body and the resulting gaming machine. It becomes possible.
[0012]
The movable body of the gaming machine is movable in an area on the display screen and an area outside the display screen, and the display device has a storage space that forms a gap larger than the volume of the movable body in the area outside the display screen. Furthermore, the movable body may be accommodated in the storage space when not movable. By providing the display device with a space for storing the movable body when the movable body is not movable, etc., when the movable body does not operate, there is nothing to cover the display screen, and the blind spot of the display screen (display area) is further reduced. be able to. At the same time, by providing a storage space, it is possible for the player to determine the presence / absence of the effect based on the presence / absence of the movable body, and it is possible to further add the effect of the game machine.
[0013]
In the gaming machine, for example, the display device includes a spiral axis disposed in the horizontal direction with respect to the display screen provided with a spiral groove above the display screen, and an auxiliary shaft disposed in parallel to the spiral axis. The movable body has a protrusion fitted into the groove of the spiral shaft at the end, and when the spiral shaft is rotated about the axis, the protrusion is slid in the lateral direction as it advances in the groove. May be supported by the auxiliary shaft so as to be slidable only in a direction parallel to the auxiliary shaft.
[0014]
Since the spiral groove provided on the surface of the spiral shaft advances in the axial direction, when the spiral shaft is rotated around the axis, the protrusion fitted in the groove also advances in the axial direction accordingly. As a result, the movable body can be slid in a predetermined direction (for example, lateral direction) with respect to the display screen, and if a uniform spiral groove is provided on the spiral shaft, the movable body moves according to the rotation amount of the shaft. The amount can be easily controlled. Specifically, the amount of rotation may be controlled by rotating the spiral shaft by a driving means such as a motor. Further, by supporting the movable body on the auxiliary shaft parallel to the spiral axis, the movement of the movable body other than the axial direction of the auxiliary shaft, that is, the movement other than the axial direction of the spiral shaft is restricted, so that smooth sliding can be achieved.
[0015]
Further, in order to control the movement of the movable body, for example, a plurality of position detection sensors are arranged above the display screen, and one of the plurality of position detection sensors has the position of the movable body accommodated in the storage space. For example, the other position detection sensor may detect that the movable body is located at a predetermined position on the display screen. For example, a position detection sensor configured to detect passage of the end of the movable body is provided, and the position of the movable body can be easily set by turning on / off a spiral shaft driving means such as a motor via the detection signal. Can be controlled.
[0016]
DETAILED DESCRIPTION OF THE INVENTION
Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. A pachinko machine as a representative example of the gaming machine in the present invention will be described. As will be described in detail later, in this pachinko machine, an effect is added such as when a player fires a bullet from a pistol and hits a target, and the player can participate in the effect. Yes.
[0017]
First, the configuration of the main elements of the pachinko machine will be described. Referring to FIG. 1, it is a schematic front view showing each gaming element arrangement in the game board 7 of this pachinko machine, and FIG. 2 is an image display device arranged at the center of the game board 7 shown in FIG. An enlarged front view of 20 is shown (scope 28 not shown). It should be noted that the outer frame and the like of the game board 7 can be understood by referring to a general-purpose pachinko machine, except for elements described below.
[0018]
In the game area 10 of the pachinko machine, there are generally a central actor 15 provided with an image display device 20 to be described later, a plurality of general winning ports 11 that serve as payout conditions for prize balls, and an image display apparatus that serves as payout conditions for prize balls. There are provided a start winning port 12 which is a condition for starting the change of 20 symbols, a large winning port 13 which is a special game transfer described later as an open condition, an out port 14 for collecting game balls, and a number of game nails (not shown). It has been.
[0019]
In the approximate center of the game area 10, there is provided an image display device 20 for displaying a pattern such as a variation pattern, which will be described later, and a pattern. The image display 20 is provided with a scope 28 as a movable accessory. As shown in FIG. 3, the scope 28 is formed of a circular outer frame 28a that reciprocates left and right on the front surface of the image display device 20, and concentrically forms inner frames 28b and c inside the inner frame 28b. , C are supported on the outer frame 28a, and vertical and horizontal axes 28f, g configured to intersect at the centers of these frames are provided. Further, the scope 28 can visually recognize a corresponding image copied on the display device 20 from within the frame. Accordingly, a transparent lens member is provided in the gap 28e between the frames, or nothing is provided in the frames.
[0020]
In addition, although not shown, in this pachinko machine, a push button type switch device (operation means) 23 that can be directly accessed by the player is provided outside the game board 7. Further, a holding ball lamp 25 for displaying the number of winnings to the start winning opening 12 is arranged above the image display device 20, and a circular revolver 30 is arranged on the right side of the image display device 20 and is rotated. It is also possible to make it. The revolver 30 has six revolver lamps 31 arranged around it. The revolver lamp 31 is lit in a predetermined number according to each performance pattern every time a specific game described later is started. Then, each time the player operates the switch device 23 while the switch device 23 in the specific game is activated, one lamp 31 that is turned on is turned off, and is reset every specific game, and all the lamps 31 are turned off. To do.
[0021]
In the pachinko machine configured as described above, when a player operates a hitting handle (not shown), the game balls are sent one by one from a ball receiving tray (not shown) to a hitting ball launching unit (not shown). A hit ball is launched into the game area 10 with an intensity according to the amount. The fired hit ball flows down to the above-described winning openings 11, 12 or the out opening 14, and when winning is made to the above-described winning openings 11, 12, a predetermined winning ball is paid out to the ball receiving tray. In addition, when a hit ball is won in the start winning opening 12 among the winning openings 11 and 12, the predetermined winning ball is paid out to the ball receiving tray, and the symbols displayed on the image display device 20 start to change.
[0022]
Further, as will be described in detail later, in the present invention, after the image display device 20 displays the predetermined motion pattern and the variation pattern of the symbol (image) for a predetermined time, the variation of the symbol is stopped. At this time, when the stop mode of the symbol displayed on the image display device 20 is a predetermined winning decoration symbol, the winning symbol 13 becomes a big hit, and the big winning opening 13 is opened to facilitate the winning. When the hit ball wins, a large amount of award balls are paid out to the player.
[0023]
A control device provided in the pachinko machine configured as described above will be described with reference to the drawings. FIG. 4 is a block diagram showing an outline of control by this control device. This control device controls the game by the game control means 50 which is composed of various electronic components such as a CPU, ROM, and RAM.
[0024]
The game control means 50 includes a start opening prize detection device 12a built in the start winning opening 12, a big winning opening prize detection device 13a built in the big winning opening 13, and a specific area in the big winning opening 13 (FIG. (Not shown), a specific area passage detection device 13b, an operation means 23 such as a push button switch that can be directly accessed by the player, etc. are electrically connected, and a detection signal is input to the game control means 50 from these. Is done.
[0025]
The game control means 50 performs various operation controls in accordance with these input signals, and a prize ball payout device 45 for paying out a prize ball as a control object and a large opening action for opening the big prize opening 13. The winning opening driving device 13m, an image display device 20 for displaying images (object pattern (image) and background image), a revolver lamp 31 indicating the number of specific games that can be executed by a player, which will be described later, and the image display device 20 A movable accessory 28 such as a scope that slides to the left and right on the front side is electrically connected. These are all controlled based on a control signal from the game control means 50. In addition, although the case where the holding ball lamp 25 etc. are connected is also considered, since it is not the main component of this invention here, it abbreviate | omits.
[0026]
Subsequently, details of the control of the game control means 50 will be described later with reference to flowcharts. Here, the control contents will be outlined with reference to the block diagrams of FIGS. The game control means 50 includes a normal game execution means 60, a special game execution means 70, a game setting means 80, and a payout control means 90 for controlling the game (see FIG. 4).
[0027]
The normal game execution means 60 is for executing and controlling a normal game of a ball and ball game machine as a pachinko machine, and performs a process relating to the passing of a hit ball in winning in each winning opening provided in the game area 10. The entrance prize processing means 61 and special game transition determining means 63 for determining whether or not to shift from the normal game to the special game are provided. In addition, since it is the same as that of a general-purpose game machine, the detailed explanation is omitted about the winning opening winning prize processing means 61.
[0028]
The special game transition determining unit 63 includes a symbol variation element acquiring unit 631, a reserved ball information storing unit 632, a winning random number determining unit 633, and an image variation determining unit (effect control unit) for controlling an effect given to the display device. 634, an image control means 635, an operation control means 636 of the movable accessory 28 such as a scope, and a lamp control means (operation number display means) 637 for displaying a specific number of games that can be executed by the player in a specific effect. I have.
[0029]
As shown in FIG. 5, the symbol variation element acquisition means 631 is for acquiring a symbol to be displayed on the image display device 20 or an element for determining a symbol (for example, a hit random number, a stop symbol random number), A winning random number obtaining unit (lottery unit) 631a and a stop symbol random number obtaining unit 631b are provided.
[0030]
Among these random number acquisition means, the hit random number acquisition means 631a is for acquiring a random number for determining whether or not to generate a jackpot (hereinafter referred to as “hit random number”). For example, a random number of 0 to 65535 (65536 ways) generated by the hardware increment counter is acquired based on the winning signal from the start opening winning detection device 12a described above.
[0031]
The stop symbol random number acquisition means 631b is for acquiring a random number for determining a symbol to be stopped and displayed on the image display device 20 (hereinafter referred to as “stop symbol random number”).
[0032]
Subsequently, the holding ball information storage unit 632 wins the winning information of the game ball that has won the start winning port 12 (that is, detected by the start port winning detecting device 12a) during the image change display by the image control unit 635. This is for storing a predetermined upper limit (four in this embodiment) corresponding to the game balls. In the present embodiment, a winning random number, a stop symbol random number, the number of reserved balls, etc. are stored as winning information. In the present embodiment, the upper limit value of the number of reserved balls that can be stored is four, but is not limited to this and can be changed as appropriate. When a predetermined upper limit amount of winning ball winning information is stored in such a holding ball information storage unit 632, even if more gaming balls win the start winning opening 12, winning information for the gaming ball is received. Is not remembered and is invalid. That is, the information acquired for the four game balls passing through the start winning opening 12 during symbol variation can be stored, but the fifth and subsequent game balls may pass through the start winning opening 12. It is ignored and only prize balls are paid out. The reserved ball information is shown in the reserved ball lamp 25 as shown in FIGS. 1 and 2, and the number of the reserved ball lamps 25 corresponding to the number of the reserved balls is lit.
[0033]
The winning random number determination means 633 is for determining whether or not to play a special game according to the winning random number, that is, whether or not it is a big hit. For example, the hit value “0 to 200” stored in the ROM is compared with the random number value (one of 0 to 65535) acquired as the previous hit random number, and the random value is determined to be the hit value “0 to 200”. ”Is determined as“ winning ”. During the probability fluctuation described later, the game setting means 80 sets the winning value to “0 to 1280” (for example, when the winning image is a probability-changing image), and the winning probability changes to a high probability.
[0034]
In addition, the image variation determining means (production control means) 634 determines and controls various effects performed by the image display device 20 in order to maintain the player's expectation and excitement when executing the special game. A variation pattern determining means (specific game effect determining means) 634a that draws and determines one effect from a plurality of predetermined effects, and an operation signal transmitted in response to the player's input Operation signal output means 634b, operation determination means 634c for determining whether the timing set in advance according to the specific game to be executed matches the access timing of the player to the operation means 23, and operation determination The specific game result effect determining means 634d for determining the result effect of the specific game corresponding to the determination result of the means 634c, and the specific game result effect determining means 634d. Determined result effect is a specific effect reversal results effect determination unit 634e that determines the additional effect that matches with the hit random number determination unit 633.
[0035]
As shown in FIG. 6, the variation pattern determination unit 634 a includes a display variation mode determination unit 6341, a movable accessory operation mode determination unit 6342, and an image processing mode determination unit 6343.
[0036]
The display variation mode determination means 6341 determines one from a plurality of predetermined production patterns displayed on the display device 20 in each symbol variation process. Here, the variable display mode means data for continuously displaying a plurality of images on the display device. Based on this data, an image control unit 635, an operation control unit 636, and a lamp control unit 637, which will be described later, are used. Is to be executed. As will be described in detail later, whether or not to execute a specific effect (effect that activates the scope 28 to operate the switch device 23) is determined by lottery. From “”, when the specific effect is executed, the variation mode is determined from the “specific variation pattern table”. Furthermore, the “here” “losing” determined by the above-described winning random number determining means 633 is added as a determining factor.
[0037]
Here, the display variation mode determination will be specifically described with reference to FIGS. FIG. 7 shows an example of a “normal fluctuation pattern table”, and FIG. 8 shows an example of a “specific fluctuation pattern table”. As described above, when a game ball wins at the start winning opening 12, whether or not it is “winning” is determined by lottery, and the lottery result is determined. Specifically, the random number per acquisition is determined by the random number determination means 633. Next, it is determined by lottery or the like whether the effect displayed on the display device 20 is a specific effect or a normal effect. If the specific effect is not executed by this determination, the display variation modes D to F of the “normal variation pattern table” set in advance as shown in FIG. F is divided into two modes based on the “win” and “losing” determinations described above, and finally one of the six display variation modes D1, D2, E1, E2, F1, and F2 is determined. . Further, when the specific effect is executed, the display variation modes A to C of the preset “specific variation pattern table” as shown in FIG. C is divided into two modes based on the “win” and “losing” determinations described above, and finally one of the six display variation modes A1, A2, B1, B2, C1, and C2 is determined. .
[0038]
Here, the specific effect will be outlined with reference to FIGS. FIG. 9 shows an example of a specific variation display mode at the time of a specific effect displayed on the display device 20. When the specific effect is executed, an object image (design) 202 that is variably displayed in the background image 201 is displayed on the display device 20 as shown in FIG. The object image 202 is determined from the “specific variation pattern table” as described above, and here, an ostrich is shown as the object image. In the specific effect exemplified in the present embodiment, the player can be caught by pressing the switch device 13 as the operation means. A scope 28 as a movable accessory appears on the front surface of the display device 20 in order to provide the player with the aim of the ostrich during the capture. FIG. 10 schematically shows an image in which the scope 28 appears. The scope 28 is a physical element that slides left and right, and the area 28b in the frame 28a is occupied by a blank or a transparent body so that the display content in the frame 28a can be visually recognized. In the present embodiment, the scope 28 is configured as a physical element. However, when performing image processing that can be recognized by the player as the scope 28 by image processing of the background image 201 described later, the physical element is used. It is also conceivable that the scope 28 can be provided to the player soon (however, in the present embodiment, the scope 28 as a physical element is assumed to be interposed). Actually, in order to allow the player to recognize the scope 28 as an aim to the ostrich, in addition to superimposing the physical scope 28 and the specific game images 201 and 202 displayed on the display device 20. In order to improve the visual effect as the aim of the scope 28, specific game image processing 203, 204 is performed to brighten (or darken) the inside of the frame (see FIG. 11). Referring to FIG. 11, the scope 28 and the specific game images 201 and 202 that are actually superimposed are shifted from the processing images 203 and 204 for the specific game image.
[0039]
In the specific gaming state thus produced, the player operates the switch device 23 when the aiming position 28d of the scope 28 that slides to the left and right coincides with the ostrich. And if it matches, if it operates with timing, it will become a success of ostrich trapping, and if the switch device 23 is operated when it does not match, it will be a failure of ostrich trapping. Then, the player recognizes that the gaming machine is in a “big hit” gaming state, that is, a special gaming state when the ostrich is successfully captured.
[0040]
However, in a pachinko machine or the like, whether or not to make a “hit” in advance at the time of winning the start winning opening 12 is drawn in the same way in this embodiment (see later). In this regard, it is necessary to prevent a difference between the player's operation and the content of the display image on the display device 20, and the determination is made by the operation determining means 634c. Further, the player can execute the specific game a plurality of times during the specific performance. In each specific game, ostriches to be captured appear, and the player can challenge ostrich capture within a predetermined number of bullets (referred to as “switch effective number”). The number of specific games executed in this specific effect and the number of switch effective times that a player can challenge during each specific game are determined simultaneously when the display mode variation mode is determined (see FIG. 8). In order to make the player visually recognize, the lamp control means 637 (see FIG. 4) turns on the same number of lamps as the revolver lamp 31 for each specific game. Further, the lamp control means 637 performs control so that one lit lamp is extinguished every time the player makes an ostrich trapping challenge, that is, every time the switch device 23 is operated. Furthermore, when the number of times the player's operation in the game exceeds the effective number of switches in each specific game, or when the game ends after a predetermined time, the output from the switch device 23 is invalidated and a new specific game is started. Then, it is necessary to activate the switch device 23 again. In the present embodiment, this is controlled by the operation signal output means 634c. In addition, the specific game in the specific production of this embodiment is set to 3 times at maximum.
[0041]
Next, a description will be given of preventing a difference between the player's operation and the display image content on the display device 20 described above. In the pachinko machine, when the winning random number judging means 633 determines that it is “winning”, it shifts to “special winning”, that is, a special gaming state, but when the player's switch device 23 input timing is bad and ostriches cannot be caught originally But it will shift to special games. In this case, when the image shown on the display device 20 is matched with the “hit” determination result and an image (hereinafter referred to as “successful image”) is captured, an ostrich is captured by the switch device 20 for the player. Eventually, the performance is recognized as having nothing to do with “big hit”, and the performance of the gaming machine is impaired. Therefore, if the player does not input the switch device 23 at the timing when the aim A of the scope 28 and the ostrich match, the input fails, and the displayed image is also a corresponding failure image, and conversely, when the input is performed with good timing The success image is displayed, and the image determined by the specific game result effecting means 634d shown in FIG. The problem here is that if the player fails to input in one of the specific games and the failure image is displayed even though the winning random number is “winning”, conversely, the player is in spite of “losing”. Is a case where the input is successful in all the specific games and the success image is displayed. When these “deviations” occur, after each specific game is finished, the image control means 635 is executed to additionally display the image determined by the specific effect reverse result effect means 634e, and the “deviation” is eliminated. Even if it is satisfactory, the player is provided with an effect (specific effect reversal result effect). Referring to FIG. 12, it is an example of an image added when a specific effect reversal result effect is executed when the player fails to input in any of the specific games regardless of “win”. Here, after an ostrich trapping failure image (not shown) is displayed, a lion appears and provides an image that supports ostrich trapping on behalf of the player.
[0042]
Based on the above, a specific method of specific production will be described. Referring to FIG. 8 again, the “specific variation pattern table” includes, in addition to the elements described in the “normal variation pattern table” shown in FIG. 7, as elements determined along with the determination of the display variation mode (specific game), “Aiming position counter value (H)”, “Specific game execution counter value (T)”, “Aiming value (number of characters) (C)”, “Switch effective count (N)”, “Switch is effective Is a count value (M) ”. First, the “aiming position corresponding counter value (H)” is used by the operation signal output means 634b to determine whether it becomes effective when the player operates the switch device 23. That is, it is used as a reference for determining whether or not the timing at which the switch is pressed matches the aiming character position (object image). The “specific game execution counter value (T)” indicates the time (from the start to the end) of executing the specific game as a counter value, and whether or not the image control means ends the specific game. Used to judge. “Aiming value (C)” indicates the number of objects (number of characters: the number of ostriches in the present embodiment) displayed on the display device when the specific game effect is executed. When the object overlaps the (sighting 28d), it is displayed for switch operation. “Switch effective number of times (N)” indicates the upper limit number of times that a player can operate the switch during one specific game (when the upper limit number is exceeded, the switch Is invalid). Furthermore, the “count value (M) at which the switch is enabled” indicates a counter value at which the switch set in the display variation mode set for each specific game is enabled. Also, “S” indicates how many times the specific game is executed. For example, S1 or S = 1 is displayed in the case of the first specific game. Here, the counter value is a value delimited at a predetermined delimiter timing set in a period from the start to the end of the specific game. This delimiter is delimited by a predetermined time (for example, every 1 second, every 2 seconds, etc.) or a predetermined effect output timing (for every image output, etc.).
[0043]
Reference is made to FIG. 13 exemplifying a time chart at the time of executing a specific effect created based on the above elements. In this figure, the display variation modes A and B of FIG. 8 are sequentially executed as the specific game during the specific effect, and finally the result effect (including the reverse effect) of the specific effect is executed. Thus, by defining and reading the elements such as the counter value described above, the display mode is determined, the specific effects can be systematized in time series, and the control of the specific effects can be executed. Specifically, in the present embodiment, as shown in FIG. 13, before the specific effect is executed, the “specific effect execution selection effect” is executed for the second count, and the player executes the predetermined effect during the execution. Or not (not shown). At this time, when execution is selected by the switch device 23 or when a predetermined time (2 counts) has elapsed, the switch is deactivated. The actual control method will be described later.
[0044]
Further, when the display variation mode is determined and the specific effect is executed, the movable combination actuating mode determination means 6342 is executed, and the pattern in which the movable combination 28 such as a scope operates during the specific effect corresponds to the display variation mode. (Refer to the counter value “H”), however, it is necessary to provide an association between the operation of the movable accessory 28 and the image in the specific game. That is, the image processing mode determination unit 6343 determines a mode for processing an image displayed on the display device 20 based on the determined display variation mode. Specifically, as shown in FIG. 11, image processing is performed so that the inside of the scope 28 is a bright area 204 and the outside of the movable accessory (scope, etc.) 28 is a dark area 203.
[0045]
The special game transition determining means has been outlined above. Next, the means 70 for executing the special game will be described. The special game executing means 70 is for executing a special game when the winning random number determining means 633 determines that it is a winning game. The unit game executing means 71, the continuation determining means 72, the probability change game transition determining means 73, (Refer to FIG. 4).
[0046]
The unit game execution means 71 is for performing a unit game during a special game, and includes a big prize opening drive means 711 and a unit game end determination means 712.
[0047]
The special winning opening driving means 711 is for operating the special winning opening driving device 13m so as to open the special winning opening 13 and facilitate the winning of game balls.
[0048]
The unit game end determination means 712 is for determining whether or not to end the unit game based on a preset unit game end condition.
[0049]
The continuation determination means 72 is for determining whether or not to end the special game based on a preset continuation condition.
[0050]
The probability change game transition judging means 73 is for judging whether or not a probability change game advantageous to the player is executed after the special game is finished. The game setting means 80 determines that the game after the end of the special game is more advantageous to the player than the normal game when the probability change game transition determination means 73 determines that the determination result is affirmative, that is, a probability image. It is for setting to become a certain probability change game. For example, the probability lottery table is set, the winning value referred to by the winning random number judging means 624 is increased from “0 to 200” to “0 to 1280”, and the winning random number after the end of the special game is won. The jackpot probability is set to be higher than usual.
[0051]
In addition, the game setting means 80 may be used for setting the game after the end of the special game to a normal game when the probability-change game transition determination means 73 determines that the determination result is negative. is there. The payout control means 90 is for performing control for paying out a prize ball from the prize ball payout device 45.
[0052]
Next, an outline of control in the present embodiment will be described with reference to flowcharts shown in FIGS.
[0053]
FIG. 14 is a main flowchart of the pachinko machine. The game control means 50 first performs initial setting of the entire gaming machine in step S1, performs normal game processing in step S2, and special game processing in step S3, and then returns to step S2. This operation is repeated until the power is turned off.
[0054]
FIG. 15 is a flowchart of the normal game process S2. After the normal game process S2 executes a winning opening winning check process (step S20) for checking a winning entry, and a special game transition determining process (step S22) for determining whether or not to shift a special game. This process is terminated.
[0055]
FIG. 16 is a flowchart of the winning opening winning check process S20. In the winning opening winning check process S20, first, when a winning of a game ball to any of the general winning openings 11 is detected by the general winning opening winning detection device 11a (step S201), the detection signal is sent to the game control means 50. The general winning flag is set (step S202). Based on this flag, the payout control means 90 outputs an operation signal to the prize ball payout device 45. Upon receiving this signal, the prize ball payout device 45 is activated, and a predetermined number (for example, for each winning ball) (for example, 10 prize balls are paid out from the prize ball payout device 45 to the ball tray. Note that the flag set here is appropriately reset based on the winning ball operation. When a winning of a game ball at the start winning opening 12 is detected by the start opening winning detecting device 12a (step S205), the detection signal is sent to the game control means 50 and a start winning flag is set (step S205). S206). Based on this flag, the payout control means 90 outputs an operation signal to the winning ball paying device 45. Upon receiving this signal, the winning ball paying device 45 is operated to respond to the winning ball to the start winning opening 12. A predetermined number (for example, five balls) of prize balls are paid out from the prize ball payout device 45 to a ball tray.
[0056]
Next, special game transition determination processing S22 is executed. 17 is a preceding flowchart of the special game transition determination processing S22, FIG. 18 is a flowchart of the symbol variation element acquisition processing S230, FIG. 19 is a flowchart of the symbol variation processing S250, FIG. 20 is a flowchart of the variation pattern determination processing S251, and FIG. It is a flowchart of pattern determination S254.
[0057]
The special game transition determination process S22 first performs a symbol variation element acquisition process S230. The symbol element acquisition process S230 determines whether or not the start winning flag is on in order to confirm whether or not the start winning opening 12 has been won (step S231). If it is not on, this process is terminated, and if it is on, the start winning flag is turned off (step S232). Next, whether or not the number of reserved balls that have been won at the stored start winning opening 12 has reached the upper limit of storage (for example, four), that is, the winning information can be stored in the reserved ball number storage means 632. Whether or not (step S233). Here, when the number of pending numbers does not reach the upper limit of storage and can be stored, the winning random number is acquired by the winning random number acquiring unit 631a (step S235), and the stopped symbol random number is acquired by the stopping symbol random number acquiring unit 631b. (Step S236), and the winning information is stored in a random value area provided in the holding ball information storage unit 632 corresponding to the number n (n = 1, 2, 3, 4) of each holding ball. (Step S237), this process ends. In step S233, when the number of reserved balls has reached the upper limit, the symbol variation element acquisition process S230 is terminated.
[0058]
Subsequently, as shown in FIG. 17, the special game transition determination process S22 confirms whether or not the above-described reserved ball is stored (step S240). Here, when there is no storage of the holding ball, this processing is ended, and when there is a storage of the holding ball, the random number value area of the holding ball information storage means 632 corresponds to the number of the holding balls n = 1. The stored information is read (step S241). Next, the random number value stored in the random value area of the reserved ball information storage means 632 is shifted (step S242). Here, the method of shifting the random number value in the reserved ball information storage means 632 will be outlined. In step S241, the reserved ball information storage unit 632 reads a random value A corresponding to the number n of held balls n = 1 as shown in FIG. Then, in the next step S242, as shown in FIG. 26B, the random numbers B, C, and D stored in the random number area corresponding to the number n of reserved balls n = 2, 3, and 4 are stored as the reserved balls. Are shifted to a random value area corresponding to the number n−1 of the number n−1.
[0059]
Next, symbol variation processing is executed by the effect determining means (step S250). The symbol variation process S250 will be described below with reference to FIG.
[0060]
First, a symbol variation pattern determination process is executed (step S251). As shown in FIG. 20, the symbol variation pattern execution processing S251 first reads a winning random number out of the random number values read in step S241 (step S252), and the lottery result of the read winning random numbers, ie, “winning” or “losing”. Is determined (step S253). Specifically, as described above, for example, among the random numbers of 0 to 65534, when the random number corresponds to 0 to 200, it is determined to be “win”. A variation pattern is determined based on the lottery result (step 254).
[0061]
In the variation pattern determination S254, display variation mode determination processing is first executed as shown in FIG. 21 (step S254a). This process S254a is a step of determining an effect to be executed on the display device 20 when a game ball wins the start winning opening 12. Specifically, whether to execute a specific effect or a normal effect is determined by lottery or the like. As a result of the determination, the display mode is not executed from the “normal variation pattern table” when the specific effect is not executed, that is, when the normal effect is executed, and from the “specific change pattern table” when the specific effect is executed. Is determined by lottery or the like (step S254a). As described above, referring to FIGS. 7 and 8, an example of the variation pattern table is shown. FIG. 7 is an example of a normal variation pattern table, and display variation modes D, E, and F are shown. FIG. 8 is an illustration of a specific variation pattern table, and display variation modes A, B, and C are shown.
[0062]
Next, the determined display variation mode information is transmitted to the image control means 635 (step S254b). Then, it is determined whether or not the display variation mode determined in step S254a executes the specific effect (step S254c). When executing the specific effect, the number of times “S” of the specific game executed during the specific effect is determined. Read (step 254d). In this embodiment, the maximum number of executions of the specific game is set to 3 (1 ≦ S ≦ 3). The first, second, and third times of the specific game are defined as S1, S2, and S3, respectively. Next, the display aim position corresponding counter value is read for each specific game (step S254e). Here, S1 = X1, S2 = X2, and S3 = X3. Then, for each specific game, after the “movable accessory operation pattern table (not shown) is determined from the“ movable accessory ”operation pattern table (step S254f), the counter value corresponding to the accessory aim position (see FIG. 13) is read. (Step S254g), the counter value at which the above-mentioned aim position corresponding counter value matches the accessory aim position corresponding counter value is set as “H” (Step S254h). Then, the specific effect execution counter value “T” set in the mode selected from the specific game pattern table is read for each specific game (step S254i). Here, S1 = T1, S2 = T2, and S3 = T3. Next, the aim value set in the mode selected from the specific game pattern table for each specific game, that is, the number of characters “C” displayed as the object image is read (step S254j). Here, S1 = C1, S2 = C2, and S3 = C3. Next, the switch effective count “N” set in the mode selected from the specific game pattern table is read for each specific game (step S254k). Here, S1 = N1, S2 = N2, and S3 = N3. Further, the counter value “M” that enables the switch set in the mode selected from the specific game pattern table for each specific game is read (step S254l). Let S1 = M1, S2 = M2, and S3 = M3. The variation pattern is determined as described above (step S254). When the specific effect is not executed in step S254c, the variation mode selected and determined from the determined “normal variation pattern table (see FIG. 7)” is executed (execution of the normal variation effect) (steps S277, S278, S279), the symbol variation process S250 ends (see FIG. 19).
[0063]
Referring to FIG. 19 again, when the variation pattern determination process S251 is performed, a selection screen is displayed (step S255), a selection effect is executed (step S256), and the switch device 23 is activated (step S257). . This is a step for allowing the player to select whether or not to execute the specific effect through the input of the switch device (operation means) 23. In this embodiment, as shown in FIG. 13, the selection as to whether or not to enable the switch device 23 is limited to the second count, and when the player selects to execute a specific effect (step S258) The switch device 23 is deactivated (step S259). This is because it is necessary to reset the switch input once in order to be able to execute each specific game during the specific performance. When the player refuses to execute the specific effect or a predetermined time has elapsed, the display variation mode is determined and executed again, and the symbol variation process ends with the end (steps S275 to 279).
[0064]
When execution of a specific effect is selected (step S258) and the switch device is deactivated (step S259), counting in a specific game is started (step S280) as shown in the time chart of FIG. Element information such as each count value read in S251 is transmitted to the image control means 635 and the like (step S260). Thereby, a specific game is started (step S261).
[0065]
The specific game is started, and the switch device 23 in which the count (time) from the start (when the execution selection effect counter value of the specific effect is 2 counts is set to 0 count: see FIG. 13) is disabled is enabled. When the counter value “M” (S1 = M1) has elapsed, the switch device 23 is validated (steps S262 and S263). Thereafter, when the player operates the switch device, the operation information is transmitted (steps S264 and S265), and the value of the switch effective number of times “N” that can be input for each specific game is reduced by one, and “N” = 0. If it becomes, the switching device 23 is deactivated (steps S266 to S268). Then, steps S264 to 268 are repeated (step 269) until a predetermined time (counter value “T1”) in which the specific game can be executed elapses (S1 = T1). After the predetermined time has elapsed (S1 = T1), the information is transmitted (step S270). If the switch device 23 has already been deactivated in step S268, the remaining number of times for each specific game is reduced by one. (Step S273) If the switch device 23 has not yet been deactivated, it is deactivated (Step S272), the remaining number of times of each specific game is reduced by 1 (Step S273), and the process proceeds to the next specific game S2. . The above steps S280 and S260-273 are repeated until the remaining number of times of each specific game becomes zero (step S274).
When the number of remaining specific games that can be executed becomes zero, that is, when all the specific games are completed, the execution of the variation mode is terminated and the symbol variation process S250 is terminated (step S279).
[0066]
Here, an image control method in the image control means 635 will be described. Referring to FIG. 25, a flowchart regarding image control during a specific effect is shown. First, when receiving the display mode information determined in step S251 (see FIG. 19) (step S401), the image control unit 635 reads the determined information (step S402). Then, it is determined whether or not the specific effect is executed based on the information (step S403), and when it is executed, the specific image processing information is read from an image memory (not shown) and stored in a predetermined storage area (step S404). . When the specific effect is not executed in step S403, the normal effect image information is read from an image memory (not shown), the image display in the normal effect is executed by the image control means 635, and the image display control is started (step S425). The image control process ends when the normal effect ends (step S426).
[0067]
In the case of executing the specific image control, after storing the image processing information, it is determined whether or not the count start information transmitted in step S260 (see FIG. 19) has been received (step S405). In such a case, image display control is started by the image control means 635 (step S406), the specific image processing point is reached, that is, the specific effect execution selection effect is executed and the first (S1) specific game is executed. When the count value information is recognized (step S407), the specific image (object image) is processed based on the specific image processing information stored in step S404 (step S408). Then, the specific game is started, and it is determined whether or not the switch operation information is received in step S265 (step S409), and the counter value at the time of the switch operation matches the aiming position corresponding counter value “H” set in step S254h. That is, it is determined whether the input timing of the switch device 23 matches the position of the aiming character (object image) (step S410), and if it matches, whether or not the remaining number of times of the specific game is one (the last one) (Step S413). As a result of this determination, if the remaining number is not one (here, expressed as S = 1), or the remaining number is one, the aim value, that is, the number of characters “C” displayed in the specific game is 1 (C = In the case of 1), it is determined whether or not the variation mode being executed is a hit variation mode (see FIG. 8) (step S415), and in the case of “win”, the success effect image is inserted into the background image of the display device 20. (Step S416) In the case of “losing”, the failure effect image is inserted into the background image of the display device 20 (Step S412). Further, when the number of remaining specific games is one and “C” is not 1 (C = 1), the success effect image is inserted into the background image of the display device 20 (step S416). Further, if the counter value at the time of the switch operation does not match the aiming position corresponding counter value “H” set in step S254h, the failed image is inserted into the effect image of the display device 20 (step S412).
[0068]
The steps from S409 to S416 are repeated until the information that the counter value transmitted in step S270 reaches T1 is received (until the specific game ends), and the information that the counter value becomes T1 is received. (Step S417), Steps S409 to S418 are repeated until it is recognized that S = 0 by Steps S273 and S274, that is, the executed game is the last specific game in the specific effect, and the next specific game is repeated. Migrate to When the last specific game ends (S = 0), if the variation mode being executed is the loss variation mode, the specific effect (reverse) is displayed to indicate that the player's game has failed in the entire specific effect. ) The specific effect (failure) result effect determined by the result effect determining unit S634e is output (steps S419 to 423), and the image control ends. In the case of the winning variation mode, if the failure effect image has already been inserted (step S412), the specific effect reversal result effect is generated by the image control means so as to reverse the contradiction between the “winning” determination and the effect image. After the output to 635 (step S421), the result of the successful specific effect is executed, and the image control ends. If the failure effect image is not inserted, that is, if the success effect image is inserted in step S416, the effect of the specific effect is executed as it is (step S422), and the image control ends.
[0069]
Referring to FIG. 17 again, when the image variation processing S250 is executed as described above, the winning random number judging means 633 determines whether or not to perform a special game, that is, whether or not a special game is performed according to the winning random number read in step S241. It is determined whether or not (step S245). Here, when the determination result is successful, the special game flag is turned on (step S246), the information read in step S241 is erased (step S247), and the special game transition determination process S22 is terminated. In step S245, if the determination result is out, the process proceeds directly to step S247 without turning on the special game flag, and the special game transition determination process S22 is terminated.
[0070]
Next, special game processing S3 is performed. This special game process S3 is a process of establishing a special game that can execute a unit game a predetermined number of times (for example, 15 times) when the acquired winning random number lottery result is a win. FIG. 22 is a flowchart of the first stage of the special game process S3, FIG. 23 is a flowchart of the latter stage of the special game process S3, and FIG. 24 is a flowchart of the special game end process S320.
[0071]
First, it is confirmed whether or not the special game flag is on, that is, whether or not the acquired winning random number is winning (step S301). In the case of a win, for example, the special game flag is turned off, or if the jackpot probability is a probability change game with a high probability, a special game initial setting is made such that the probability change game is terminated by changing to a normal low probability (step) S302). Next, various initial settings for performing the unit game are performed (step S303), and the unit game is started.
[0072]
In the unit game, the special winning opening driving device 711 is operated by the special winning opening driving means 711 to open the special winning opening 13 to start the first unit game. When the special winning opening 13 is opened, the game balls moving in the game area space fall into the big winning opening 13 very easily. In this state, when a game ball wins the grand prize opening 13, a predetermined number (for example, 13) of winning balls are paid out to the ball receiving tray by the payout control means 90.
[0073]
When the first unit game is started in this way, the unit game end determination means 712 determines whether or not a unit game end condition as described below is achieved, and this unit game end condition is achieved. Until then, the opening operation of the special winning opening 13 is continued.
[0074]
The unit game end condition is set with “number of winning balls” and “time limit” as requirements. First, the requirement “number of winning balls” is determined that the unit game ending condition is achieved when the total number of game balls won in the grand prize opening 13 reaches a predetermined number (for example, 10 balls). Therefore, as shown in FIG. 23, it is determined whether or not the big winning opening 13 is won by the big winning opening detecting device 13a (step S304). When winning a prize, 1 is obtained from the number of winning balls (for example, 10 balls) necessary for the end of the unit game condition set in advance from a winning ball counter (not shown) attached to the big winning opening 13. Decrease (step S305). Further, it is determined whether or not a game ball has won a specific area (not shown) by the specific area passage detection device 13b (step S306), and if it has won, a specific area flag is set (step S307). Then, it is determined whether or not the number of winning balls in the special winning opening 13 has reached a predetermined number (for example, 10 balls) (step S308). If the number of winning balls meets the predetermined number, the unit game ends. Since the condition is achieved, the process proceeds to step S310. If the number of winning balls does not satisfy the predetermined number, the process proceeds to step S309, which is the next unit game end condition.
[0075]
Next, the requirement of “opening time” is determined that the unit game end condition is achieved when a predetermined time (for example, 30 seconds) elapses after the opening time of the special winning opening 13 after the unit game starts. In step S309, it is determined whether or not this end condition has been achieved. If the time limit has not ended (that is, the unit game end condition is not satisfied), the process returns to step S304 to perform the next unit game. On the other hand, when the time limit ends (that is, the unit game end condition is satisfied), the process proceeds to step S310.
[0076]
As described above, the unit game end determination means 712 determines that the unit game end condition has been achieved when either the “number of winning balls” or “time limit” condition is satisfied, and ends the unit game. To do.
[0077]
When the unit game end condition as described above is achieved, the opening of the special winning opening 13 is stopped, and it is determined by the continuation determination means 72 whether the continuation determination condition is achieved (step S310). This continuation condition is a condition that whether or not a game ball has won in a specific area during a unit game and the specific area flag is set, and the continuation condition only when there is a win in the specific area during a unit game Is determined to be achieved. For this reason, when the unit game is ended without winning the specific area, the special game end process S320 is performed from step S310.
[0078]
On the other hand, if it is determined in step S310 that the continuation condition is satisfied (that is, if there is at least one winning ball in the specific area during the current unit game), the specific area flag is cleared (step S311). There is a counter for counting the number of rounds of the unit game after starting the current special game, and a predetermined number of times (for example, 15 times) is set in advance in this counter. The counter is decremented by 1 (step S312). Subsequently, it is determined whether or not the counter of the number of rounds has become less than 0, that is, whether or not the number of unit games has been repeated a predetermined number of times (step S313). Here, when the counter of the number of rounds is not less than 0, that is, when it has not been repeated a predetermined number of times, the process returns to step S303 and the next unit game is performed. When the round number counter is less than 0, that is, when the unit game is repeated a predetermined number of times, the process proceeds from step S313 to the special game end process S320.
[0079]
In the special game end process S320, as shown in FIG. 24, first, the probability variation game transition determination means 73 determines whether or not the winning symbol at the time of winning is a probability variation symbol (step S321). When it is determined that the symbol is a probability variation symbol, each probability variation winning screen display (not shown) is made (step S322), and the game setting means 80 sets the probability that the winning random number is won (that is, the jackpot probability) than usual. A probability variation lottery table in which a winning value is set so as to have a high probability is set. If it is determined that the symbol is not a probability variation symbol, a probability variation non-winning screen display (not shown) is displayed (step S323), and the game setting means 80 sets the normal lottery table again with the normal winning probability.
[0080]
Finally, reference will be made to the movement of the movable body 28 such as a scope disposed on the central accessory 15 having the image display device 20. Referring to FIG. 27, the state in which the scope 28 slides laterally on the image display device 20 is schematically shown. The scope 28 is accommodated in a storage space (not shown) provided behind the revolver 30 when not in operation. According to FIG. 27, the scope 28 is shown to overlap the revolver 30 in the state where the scope 28 has moved to the right end (reference number 28 ′). This is because the scope 28 when not in operation is provided in the revolver 30. FIG. 2 shows a state of being accommodated in the storage space, and only the surface of the revolver 30 (including the revolver lamp 31 and the like) is visually recognized from the outside as shown in FIG. 2, and the scope 28 is completely hidden. Form. Thereby, the movable body 28 comes out on the display device 20 (particularly its display screen) only at the time of operation, that is, at the time of a specific effect, and the player self-exists because the movable body 28 comes out from behind the revolver 30. Tensions for preparation for operation will increase and interest in gaming machines will increase.
[0081]
Although not shown, it is preferable to provide a protective film having transparency on the surface of the display device 20 and to slide the scope 28 between the protective film and the display screen. By providing the protective film on the display screen, it is possible to prevent the screen from being damaged by the game ball. Further, the sliding area of the scope 28 can be separated from the path of the game ball due to the presence of the protective film. As a result, the scope 28 is activated at the time of the specific performance, so that the scope 28 blows off the game ball, It is possible to avoid obstructing the progress to the winning mouth. Therefore, the player does not get uncomfortable because the game ball aimed at the winning opening is not disturbed by the scope 28, and the effect of sliding the scope 28 can be fully exhibited. Furthermore, since the scope 28 is completely disposed outside the game ball path, the scope can be slid over the entire area of the display screen, and a larger operating area than the conventional movable body (movable accessory) is ensured. be able to.
[0082]
Next, a method for sliding the scope 28 will be described. In FIG. 28, the scope 28 and the means for driving the scope 28 are indicated by solid lines, and the central actor 15 covering the display device is indicated by broken lines. The scope 28 has a support end portion 28j at the upper portion thereof, and is configured to slide by applying a lateral force to the end portion 28j. Specifically, a spiral shaft 21 provided with a spiral groove 21 a in the lateral direction is provided above the display screen of the display device 20 so as to be rotatable about the axis, and the spiral shaft 21 extends in the sliding direction of the scope 28. They are arranged in parallel. An auxiliary shaft 22 is provided in parallel with the spiral shaft 21. The end 28j of the scope 28 can slide the scope 28 in the lateral direction with the shafts 21 and 22 as guides. At this time, the protrusions 28 h provided on the end portions 28 j are fitted into the grooves 21 a of the spiral shaft 21. Therefore, when the spiral shaft 21 is rotated, the groove 21a can be slid in the direction of the groove 21a via the spiral projection 28h, and thus the scope 28 can be slid in the lateral direction, and the scope 28 is prevented from being displaced or rotated by the auxiliary shaft 22. Can do. The spiral shaft 21j can be rotated forward and backward by the motor 24.
[0083]
Further, above the auxiliary shaft 22, three position detection sensors 26 arranged in parallel with the display screen, that is, the spiral shaft 21 and the auxiliary shaft 22 are provided. As shown in FIG. 28, the sensor 26 is provided with sensor protrusions 26a, b, and ch, respectively, and detects that the protrusion 28h provided at the uppermost end of the scope 28 passes through the protrusions 26a, b, and c. According to the example shown in FIG. 28, three position detection sensors 26 are provided. From the left, when the scope 28 is located at the left end of the display screen, when the scope 28 is located at the center of the screen, the scope 28 is revolver 30. It is responsible for detecting when it is housed in the storage space behind it. If the driving of the motor 24 is controlled via the three sensors 26, the scope 28 can slide and stop at three positions in the left end of the screen, the center of the screen, and the storage space. Therefore, if the sensor 26 is further provided, it is possible to control more complicated sliding of the scope 28 only by forward / reverse rotation of the motor.
[0084]
The above is the main configuration of the embodiment of the gaming machine of the present invention, that is, the pachinko machine, but the gaming machine of the present invention is not limited to the above embodiment, and various implementations that do not depart from the concept and spirit of the present invention. It will be apparent to those skilled in the art that the form exists.
[0085]
【The invention's effect】
According to the gaming machine of the present invention, it is possible to provide a movable body that does not interfere with the entry of the game ball into the winning opening and does not form an image blind spot. Therefore, according to the present invention, it is possible to sufficiently exert the three-dimensional visual effect of the movable body in the gaming machine without giving the player the uncomfortable feeling that the movable body bounces off the game ball. Furthermore, since the movable body can be operated outside the game ball path, it is possible to expand the movable area of the movable body and thereby increase the effect of the gaming machine.
[Brief description of the drawings]
FIG. 1 is a front view of a gaming machine.
FIG. 2 is a front view of a central accessory of the gaming machine.
FIG. 3 is a schematic view showing a state in which a movable accessory is applied to a display device.
FIG. 4 is a block diagram showing a configuration of game control means of the gaming machine.
FIG. 5 is a block diagram showing a configuration of symbol variation element acquisition means of the gaming machine.
FIG. 6 is a block diagram showing a configuration of a variation pattern determining means (specific game effect determining means) of the gaming machine.
FIG. 7 is a normal variation pattern table selected in the symbol variation process of the gaming machine.
FIG. 8 is a specific variation pattern table selected in the symbol variation process of the gaming machine.
FIG. 9 is an example of a specific game effect displayed on the display device of the gaming machine.
10 is a diagram showing a state in which a movable accessory is added on the display device during the specific game shown in FIG. 9;
11 is a diagram showing the background image, the processed image, and the movable accessory in FIG. 10 separately.
12 is a diagram showing a specific game effect reverse result effect in the specific game effect shown in FIG. 9. FIG.
FIG. 13 is a diagram showing an example of a time chart when the specific game effect is executed in the variation display modes A and B shown in the specific variation pattern table shown in FIG. 8;
FIG. 14 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 15 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 16 is a flowchart showing the contents of control by the game control means of the gaming machine.
FIG. 17 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 18 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 19 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 20 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 21 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 22 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 23 is a flowchart showing the contents of control by the game control means of the gaming machine.
FIG. 24 is a flowchart showing the contents of control by the game control means of the gaming machine.
FIG. 25 is a flowchart showing the contents of control by game control means of the gaming machine.
FIG. 26 is a diagram showing a method of shifting random numbers in the reserved ball information storage unit.
FIG. 27 is a plan view showing how the movable body slides on the symbol display device.
FIG. 28 is a schematic view of a drive mechanism for a movable body.
[Explanation of symbols]
20 Image display device (display means)
21 Spiral shaft
22 Auxiliary shaft
23 Operating means
24 motor
26 Position detection sensor
31 Revolver lamp
28 Movable body (movable accessory)
50 Game control means
63 Special game transition judging means
70 Special game execution means
633 Random number judging means
634 Design variation determining means
634a Fluctuation pattern determining means (specific game effect determining means)
634b Operation signal output means
634c Operation determination means
634d Specific game result effect determining means
634e Specific effect reversal result effect determining means
635 Image control means
637 Lamp control means

Claims (6)

  1. A display device having a display screen for effect display according to the progress of the game;
    A movable body configured by a frame member that moves along a front surface of the display screen of the display device, the frame member having a frame that surrounds an outer periphery, and the display screen of the display device being visible through the inside of the frame; Is a gaming machine that is arranged on a gaming board,
    Movable body operation mode determination means for determining a movable body operation mode pattern for moving the movable body along the front surface of the display screen of the display device;
    Movable body control means for performing control to move the movable body along the front surface of the display screen of the display device based on the movable body operation aspect pattern determined by the movable body operation aspect determination means;
    Image control means for effect display according to the progress of the game on the display screen of the display device in accordance with the movement control of the movable body by the movable body control means,
    The image control means displays an image including a varying pattern in a predetermined form on the display screen of the display device, and corresponds to the moving position of the movable body based on the movable body operation pattern by the movable body control means. The display in the area visible through the inside of the frame on the display screen of the display device and the display in the area visually recognized outside the frame are different in brightness while maintaining the same variation pattern of the predetermined mode. A gaming machine that performs image display processing to be visually recognized by a player.
  2. Lottery means for drawing whether or not to provide a special game that is more advantageous to the player than the normal game;
    Display variation mode determination means for selectively determining a display mode of an image including the variation pattern of the predetermined mode from a plurality of preset modes based on a result of the lottery unit;
    The movable body operating mode determining means determines the movable body operating mode pattern according to the display mode determined by the display variation mode determining unit,
    The gaming machine according to claim 1 , wherein the display mode and the movable body operation mode pattern are determined for each counter value divided at a predetermined timing on the same time axis.
  3. The display device is arranged in parallel so as to cover the entire area of the display screen with a gap in the vertical direction with respect to the game board, and mounted so that the entire area of the display screen can be visually recognized from the outside. A protective film element having permeability,
    The movable body is a game machine according to claim 1 or 2, characterized in that slide in said gap.
  4. The movable body is movable in an area on the display screen and an area outside the display screen, and the display device is provided with a storage space that forms a gap larger than the volume of the movable body in the area outside the display screen. ,
    Furthermore, the said movable body is accommodated in the said storage space at the time of non-movability, The game machine as described in any one of Claim 1 to 3 characterized by the above-mentioned.
  5. The display device includes a spiral axis arranged in a predetermined direction with respect to the display screen provided with a spiral groove above the display screen, and an auxiliary axis arranged in parallel to the spiral axis,
    The movable body is provided with a protrusion fitted in the groove of the spiral shaft at the end, and when the spiral shaft is rotated about the axis, the protrusion is slid in the lateral direction by moving in the groove,
    Further, the movable body, the gaming machine according to claim 1, any one of 4, characterized in that said supported on the auxiliary shaft to only slidably to the auxiliary axis parallel to the direction.
  6. In the display device, a plurality of position detection sensors are arranged above the display screen, and one of the plurality of position detection sensors detects that the position of the movable body is accommodated in the storage space, The game machine according to claim 5 , wherein the other position detection sensor detects that the movable body is located at a predetermined position on the display screen.
JP2003199381A 2003-07-18 2003-07-18 Game machine Active JP4397185B2 (en)

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