JP4452864B2 - Game machine - Google Patents

Game machine Download PDF

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Publication number
JP4452864B2
JP4452864B2 JP2004345886A JP2004345886A JP4452864B2 JP 4452864 B2 JP4452864 B2 JP 4452864B2 JP 2004345886 A JP2004345886 A JP 2004345886A JP 2004345886 A JP2004345886 A JP 2004345886A JP 4452864 B2 JP4452864 B2 JP 4452864B2
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Japan
Prior art keywords
character
dracula
effect pattern
pattern
stepping motor
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Expired - Fee Related
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JP2004345886A
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Japanese (ja)
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JP2006149740A (en
JP2006149740A5 (en
Inventor
高明 市原
修一 池上
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株式会社大一商会
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Priority to JP2004345886A priority Critical patent/JP4452864B2/en
Publication of JP2006149740A publication Critical patent/JP2006149740A/en
Publication of JP2006149740A5 publication Critical patent/JP2006149740A5/ja
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Publication of JP4452864B2 publication Critical patent/JP4452864B2/en
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Description

  The present invention relates to a gaming machine.

Conventionally, for example, in Patent Document 1, a movable effect that moves the right arm and jaw of a character body as a mechanical effectable moving body for a specific notice image among a plurality of notice images displayed on a variable display. There has been proposed a pachinko machine that performs display on a variable display by changing the display mode of a specific notice image corresponding to the movable effect.
JP 2004-222922 (FIG. 5)

  By the way, this type of pachinko gaming machine often conveys the progress of the game, such as step-up notice and super reach confirmation, by operating the movable body using an electric motor such as a motor or solenoid. The body is part of the key elements of a pachinko machine. For this reason, when a malfunction occurs in the movable body, there is a problem that the game effect is not performed by the operation of the movable body, and the interest of the game is lowered. The present invention has been made in view of the above-described circumstances, and an object of the present invention is to provide a gaming machine that suppresses a decrease in the interest of a game due to a malfunction of a movable body.

  In order to achieve the above object, in the invention of claim 1, a plurality of movable bodies (for example, character body (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166), character body (Wolf man) 154), and a game machine (for example, pachinko machine 1) that is easy to work so as to give an advantageous state to the player after executing the effect that the movable body operates, and a plurality of effect patterns (for example, Defect determination for determining whether or not there is a defect in the production pattern storage means (for example, the ROM 111b of the sub-integrated substrate 111) for storing the advanced notice pattern and the development notice for the daytime background) Means (for example, step S160 of character body (Franken) abnormality determination processing, step of character body (Dracula) abnormality determination processing) S180, shielding member (Dracula) abnormality determination processing step S200, character body (wolf man) abnormality determination processing step S220), production pattern determining means for determining the production pattern, and at least one production from the production pattern storage means. An effect pattern executing means for reading out the pattern and executing the effect pattern (for example, determined based on a random number updated by the CPU 111a of the sub-integrated substrate 111 (hereinafter referred to as “evolutionary notice random number”)), and the effect pattern Effect pattern changing means for changing the effect pattern determined by the determining means to another effect pattern (for example, step S244 of the advanced notice pattern number shifting process), and the effect pattern executing means is configured to perform the defect determination means by the defect determining means. Determined that there are no defects in multiple movable bodies When the effect pattern is determined, the effect pattern determined by the effect pattern determination means is read and the effect pattern is executed (for example, when in the normal state, various effects are performed based on the advanced notice pattern number). When it is determined that a defect has occurred in the plurality of movable bodies, the other effect pattern changed by the effect pattern changing means is read and the other effect pattern is executed (for example, in an abnormal state) (A variety of effects are performed based on the advanced notice pattern number processed by the advanced notice pattern number shift process described above).

In invention of Claim 1, the fall of the interest of a game can be suppressed. In the invention of claim 2, the player does not feel uncomfortable with the malfunction of the movable body. In the third aspect of the invention, the game progress changes to an unfamiliar performance for the player, which leads to an increase in expectation.

Next, preferred embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a front view showing the pachinko machine 1, and FIG. 2 is a perspective view showing the pachinko machine 1 with the main body frame and the front frame opened.
[1. Configuration of pachinko machine]

  As shown in FIGS. 1 and 2, the pachinko machine 1 includes an outer frame 2, a main body frame 3, a game board 4, a front frame 5, and the like. The outer frame 2 is formed in a vertically rectangular frame shape by upper, lower, left and right frame members. A main body frame 3 is attached to the front side of the outer frame 2 by a hinge mechanism 7 so as to be opened and closed forward. Further, the main body frame 3 is configured by integrally molding the front frame body 8, the game board mounting frame 9, and the mechanism mounting frame 10 with a synthetic resin material. The front frame 8 formed on the front side of the main body frame 3 is formed in a rectangular frame shape having a size corresponding to the outer shape excluding the support plate 6 on the front side of the outer frame 2.

  A game board 4 is attached to the game board mounting frame 9 integrally formed at the rear part of the front frame body 8 so as to be detachable and replaceable from the front. A guide rail 11 having an outer rail and an inner rail is provided on the board surface (front surface) of the game board 4, and a game area 12 is defined inside the guide rail 11. A low-frequency speaker 14 is mounted via a speaker mounting plate 13 near one side of the front lower portion of the front frame 8 positioned below the game board mounting frame 9. A launch rail 15 that guides a game ball toward the launch path of the game board 4 is attached to the upper portion in the lower region of the front surface of the front frame 8 in an inclined manner. On the other hand, a lower front member 16 is attached to a lower portion in the lower area of the front surface of the front frame body 8. A lower pan 17 is provided substantially at the center of the front surface of the lower front member 16, and an operation handle 18 is provided closer to one side.

  A function of locking the main body frame 3 with respect to the outer frame 2 is provided on the rear surface of the main body frame 3 (front frame body 8) opposite to the side where the hinge mechanism 7 is provided. A locking device 19 having a function of locking the front frame 5 is mounted. The locking device 19 includes a plurality of upper and lower body frame locking hooks 21 that are detachably engaged with a closing tool 20 provided on the outer frame 2 to lock the main body frame 3 in a closed state, and an open side of the front frame 5. There are provided a plurality of upper and lower door locking hooks 23 that are detachably engaged with a closing tool 22 provided on the rear surface and lock the front frame 5 in a closed state. Then, the key is inserted into the key hole of the cylinder lock 24 and rotated in one direction, so that the engagement between the main body frame locking hook 21 and the closing tool 20 of the outer frame 2 is released, and the main body frame 3 is released. When the key is locked and the key is rotated in the opposite direction, the engagement between the door locking hook 23 and the closing tool 22 of the front frame 5 is released, and the front frame 5 is unlocked. ing. The front end of the cylinder lock 24 is exposed to the front surface of the lower front member 16 through the front frame 8 and the lower front member 16 so that the unlocking operation can be performed by inserting a key from the front of the pachinko machine 1. Are arranged.

  A front frame 5 is attached to one side of the front surface of the main body frame 3 by a hinge mechanism 25 so as to be opened and closed forward. The front frame 5 includes a door body frame 26, a side decoration device 27, an upper plate 28, and an acoustic illumination device 29. The door main body frame 26 is formed of a pressed metal frame member, and is formed to have a size that covers a portion extending from the upper end of the front frame 8 to the upper edge of the lower front member 16. A substantially circular opening window 30 through which the game area 12 of the game board 4 can be seen through from the front is formed at substantially the center of the door body frame 26. Further, a window frame 31 having a rectangular frame shape larger than the opening window 30 is provided on the rear side of the door main body frame 26, and a transparent plate 32 is attached to the window frame 31.

On the front side of the door main body frame 26, around the opening window 30, side decoration devices 27 are mounted on the left and right sides, an upper plate 28 is mounted on the lower portion, and an acoustic decoration device 29 is mounted on the upper portion. The side decoration device 27 is mainly configured by a side decoration body 33 in which a lamp substrate is disposed and formed of a synthetic resin material. A plurality of slit-like opening holes that are long in the horizontal direction are arranged in the side decoration body 33 in the vertical direction, and a lens 34 corresponding to a light source disposed on the lamp substrate is incorporated in the opening hole. The acoustic illumination device 29 includes a transparent cover body 35, a speaker 36, a speaker cover 37, a reflector body (not shown), and the like, and these constituent members are assembled together to form a unit.
[2. Components of game board]

  Next, various components provided in the game area 12 partitioned on the game board 4 will be described. FIG. 3 is a front view showing the game board 4.

  An effect device 40 is disposed in the central portion of the game area 12. The stage device 40 includes a special symbol display 41 that variably displays a special symbol by lighting of a plurality of light emitters (for example, four LEDs 176), and a plurality of types including three symbols of left, middle, and right. Predetermined conditions are determined by the lighting of a liquid crystal display 116 (only the reference numeral is shown in FIG. 14) and various lighting displays (for example, four LEDs 182) that display decorative patterns in a variable manner and display various effects. A special symbol memory lamp 54 for displaying the number of memories (starting memory number) that has been established (the game ball has won at the start winning opening 45 and the electric start winning opening 46), but the variation of the special symbol has not yet started, and the special symbol The display 41, the liquid crystal display 116, and the special figure memory lamp 54 are provided with a front decorative plate 43 for attaching to the surface of the game board 4 (game area 12). Further, effect lamps 44 a and 44 b are attached to the upper right portion of the effect device 40. These effect lamps 44a and 44b perform lighting display in accordance with the effect display by the display area 42.

  Below the stage device 40, there are provided a start winning port 45 and an electric start winning port 46 having a pair of opening and closing blades 47 below the start winning port 45. When the display result of the normal symbol display 50 is “winning”, the electric start winning prize port 46 has a predetermined time (for example, 0.5 seconds in normal state (hereinafter referred to as “s”), or In the probability fluctuation state, the control is performed so that it is released for 3 s). It should be noted that a game ball from above can be won in the start winning opening 45, and the upper part of the electric start winning opening 46 is blocked by the start winning opening 45, and a game ball cannot win if the open / close wing 47 is closed. It is in a state. For this reason, when the open / close wing 47 is in the open state, the game ball can be won.

  Further, the game balls won in the start winning opening 45 and the electric start winning opening 46 are detected by a start opening sensor 55 (only the reference numeral is shown in FIG. 14), and a special symbol indicator is displayed based on this detection (predetermined condition is established). In 41, the special symbol variation display (decorative symbol variation display in the display area 42) is permitted. When a game ball wins the start winning opening 45 and the electric start winning opening 46 and the game ball is detected by the start opening sensor 55, the display result of the special symbol on the special symbol display 41 is hit (specific display mode). The big hit determination random number for determining whether or not In addition, the jackpot determination random number extracted based on the fact that the game ball has won the start winning opening 45 or the electric start winning opening 46 and is detected by the start opening sensor 55 during the change of the special symbol is a predetermined number (for example, 4), and the stored number (starting stored number) is displayed by lighting a special-purpose memory lamp 54 composed of a plurality of light emitters (for example, four LEDs 182). The special figure memory lamp 54 is arranged on the right side of the game area 12.

  On the left side of the game area 12, a normal symbol display 50 is provided for variably displaying normal symbols by lighting and blinking of light emitters (for example, LEDs). Also, a probability variation state lamp 51 that is turned on or off (in this embodiment, lighted in the probability variation state) is attached below the normal symbol display 50 depending on whether or not the gaming state is a probability variation state. Yes. Also, below the normal symbol display 50, a left gate having a gate switch 53a and a right gate having a gate switch 53b are provided. When the game ball is detected by the gate switch 53a or the gate switch 53b based on the game ball passing through the left gate or the right gate, the normal symbol display on the normal symbol display 50 is started. That is, the normal symbol display on the normal symbol display 50 is permitted in accordance with the detection of the game ball by the gate switch 53a and the gate switch 53b. When a game ball is detected by the gate switch 53a and the gate switch 53b, a normal random number for determining whether or not to win the normal symbol display result on the normal symbol display 50 is extracted. Further, the normal random number per normal symbol extracted based on the fact that the game ball passes the left gate or the right gate during the normal symbol variation and is detected by the gate switches 53a and 53b is a predetermined number (for example, four). ), And the stored number is displayed by turning on a general memory lamp 56 composed of a plurality of light emitters (for example, four LEDs). The general memory lamp 56 is arranged on the left side of the game area 12.

Below the electric start winning opening 46, a large winning opening device 60 having an open / close plate 62 for opening and closing a horizontally long rectangular winning opening 61 is disposed. The special prize opening device 60 includes a solenoid 63 that serves as an opening / closing drive source for the special prize opening 61 (opening / closing plate 62) and a count sensor 64 (both of which are indicated only by reference numerals in FIG. 14). At the bottom of the game area 12 below the big prize opening device 60, there is provided an out port 48 through which the game balls that have flown down the game area 12 and have not won any prize winning devices or winning devices are taken in. Yes. Four winning ports 66 a to 66 d are provided on the left and right sides of the starting winning port 45, the electric starting winning port 46 and the large winning port device 60. In addition, an electric decoration lamp 49 (only the reference numeral is shown in FIG. 14) is attached to the game area 12 so that lighting and blinking are controlled in accordance with the game state.
[3. Game]

  Next, the game realized by various winning devices provided on the game board 4 will be described. When the player operates the operation handle 18, a game ball is launched by a launching device (not shown) provided on the back side of the pachinko machine 1. The game ball is discharged along the guide rail 11 to the game area 12 and flows down while colliding with a obstacle nail or the like. When the game ball flows down, when the passage of the game ball is detected by the gate sensor 53a or 53b, the normal symbol is displayed on the normal symbol display device 50 in a fluctuating manner (the illuminant is alternately lit in green and red), When the predetermined time elapses, the normal symbol stops, and when the stopped normal symbol is “hit” (the light-emitting body is turned off in green), the opening / closing blade 47 of the electric start winning opening 46 is opened for a predetermined time (for example, 0.5 s). Is done. On the other hand, the open / close wing 47 is not opened when the stopped normal symbol is “losing” (the illuminant is turned off in red), but a game ball can be won at the start winning opening 45.

Subsequently, when a game ball wins in the start winning opening 45 or the electric start winning opening 46, the special symbol is variably displayed on the special symbol display 41. At this time, the decorative symbols are variably displayed in the display area 42 of the liquid crystal display 116. When the predetermined time elapses, the special symbol and the decorative symbol are stopped. When the stopped special symbol is in a specific display mode (a combination of lighting by a plurality of light emitters that are big hits: jackpot symbol), the stopped decorative symbol is also specified. It becomes a display mode (combination of the same decorative symbols: jackpot symbol), and it becomes a jackpot gaming state. In this big hit gaming state, the open / close plate 62 of the grand prize opening device 60 falls forward and the state where the big prize opening 61 is opened until a predetermined time (for example, 30 seconds) or a predetermined number (for example, 10) is won continues. Thereafter, the special winning opening 61 is closed by the standing of the opening / closing plate 62. Then, when a predetermined time (for example, 2 s) elapses, the opening / closing plate 62 falls again to the near side, and the special winning opening 61 is opened. This open / close cycle (hereinafter also referred to as round “R”) is repeated 15 times. Note that game balls that have not entered various winning devices or the like are collected by the out port 48.
[4. Production equipment]

  Next, the rendering device will be described. FIG. 4 is an exploded perspective view showing the gaming board 4 as being disassembled into components. However, since only the components necessary for the explanation are taken up here, the illustration of some components is omitted as appropriate.

The effect device of the present embodiment is composed of two units that are divided forward and backward with the game board 4a interposed therebetween. Specifically, the front unit 140 is located on the front side of the game board 4a, and the front unit 140 is attached to the game board 4a from the front side. Conversely, the rear unit 142 is located on the back side of the game board 4a, and the rear unit 142 is attached to the game board 4a from the back side.
[4-1. Through hole]

A through hole 144 is formed in the game board 4a by punching the plywood material in the thickness direction. The through hole 144 is greatly opened from the center of the game area 12 to a slightly higher range, and the opening shape substantially matches the outer shape of the front unit 140.
[4-2. Insertion connection]

  The front unit 140 is formed in such a shape that the second half portion (connecting insertion portion) facing the game board 4a is completely fitted into the through hole 144 when viewed in the front-rear direction. This part is attached to the game board 4a in a state of being fitted in the through hole 144. In the rear half of the front unit 140, the thickness of the front half in the front-rear direction is set to be almost the same as the thickness of the game board 4a. For this reason, when the front unit 140 is attached to the game board 4a, the half part thereafter is flush with the back surface of the game board 4a (so-called flush state).

  Further, the front unit 140 is formed with a boss 140a that protrudes rearward from the second half portion (insertion connecting portion). A total of three bosses 140a are formed at the upper position of the front unit 140 and two at the lower position (only one is shown in FIG. 4), all of which are game boards through the through holes 144. When inserted from the front side of 4a, it protrudes further rearward from the back side of game board 4a.

On the other hand, with the front unit 140 attached to the game board 4a, the front half of the front unit 140 protrudes to the front side of the game board 4a. The thickness of the front half portion is set to be substantially the same as, for example, the guide rail 11 or the front decorative plate 43 (see FIG. 3). Therefore, when the front unit 140 is attached to the game board 4a, the front half of the front unit 140 projects forward from the board surface within the game area 12, thereby guiding or guiding the flow of the game ball.
[4-3. Mounting surface]

  On the other hand, the rear unit 142 on the back side is formed in a substantially flat front surface facing the back surface of the game board 4a, and is attached to the game board 4a with the flat front surface as an attachment surface 142a. When the rear unit 142 is attached to the game board 4a, the attachment surface 142a is in close contact with the back surface of the game board 4a (however, a gap due to manufacturing error or distortion is allowed).

  Further, although the mounting surface 142a is not fitted into the through hole 144, a part of the mounting surface 142a is in a positional relationship facing the through hole 144. That is, when the rear unit 142 is mounted to the game board 4a, the mounting surface 142a Partially protrudes inside the through hole 144 and is exposed to the front side of the game board 4a through the through hole 144. However, since the exposed portion is covered with the front unit 140, it is not directly visible to the player.

Further, the rear unit 142 has three boss holes 142b corresponding to the bosses 140a of the front unit 140. When the front unit 140 and the rear unit 142 are attached to the game board 4a from the front and rear, The three bosses 140a reach the rear unit 142 through the through holes 144 and are respectively inserted into the corresponding boss holes 142b. In this state, the front unit 140 and the rear unit 142 are positioned relative to each other.
[4-4. Display unit]

Although not shown in FIG. 4, a display unit is further attached to the game board 4 from behind the rear unit 142. The display unit is configured as a unit in which the liquid crystal display 116 and the lamp driving substrate 113 are integrated, and plays a role of displaying a stunning image on the screen. When the game board 4 is completed, the screen of the display unit can be viewed from the front side through the through hole 144.
[4-5. Direction area]

  FIG. 5 is a front view of the front unit 140 and the rear unit 142, showing the front unit 140 and the rear unit 142 connected to each other. The front unit 140 plays a role of giving a player a certain visual effect and impact from the modeling and decoration applied to the outer surface thereof. In addition, such modeling and decoration of the front unit 140, coupled with the design of the decorative sheet (cell board) attached to the front surface of the game board 4a, clearly recognizes the model or game concept of the pachinko machine 1 to the player. Has the effect of making At the same time, in the present embodiment, the front unit 140 is attached at a substantially central position of the game area 12, thereby forming an effect area in which an effect operation is performed. In this embodiment, in this effect area, for example, a light emission effect by turning on or blinking an LED, an image display effect by a liquid crystal display, an operation effect by a movable accessory, and the like are performed.

Further, a central portion of the front unit 140 and the rear unit 142 is opened in a rectangular shape so that the display unit can be visually recognized, and a display area 42 is formed in the opening portion. In the display area 42, a dramatic image display is performed by the liquid crystal display 116.
[5. Front unit]

  The overall appearance of the front unit 140 is formed with a “monster house” as a motif. The “monster house” here is a building where the characters (comic characters imitating imaginary monsters) that appear in the story of creation, for example, are inhabited, and the appearance is Western brick It has become. When the front unit 140 is regarded as a “monster house”, the roof decoration portion 140b corresponding to the roof has a shape that widens toward the left and right. In addition, the roof decoration portion 140b serves to distribute the game balls flowing down from above the game area 12 to the left and right (so-called armor cover).

  A comical character body (monster) 140c is disposed immediately below the left roof decoration portion 140b. The character body (monster) 140c corresponds to the character who becomes the master of the “monster house” in the above story, and is visually designed to imitate a human boy. In terms of design, the character body (monster) 140c looks like a wall that penetrates from the attic and looks into both face and both hands.

  Further, the center of the roof decoration portion 140b swells in a dome roof shape, and a window decoration portion 140d simulating a “roof window” is disposed immediately below the roof decoration portion 140b. The window decoration portion 140d can be easily recognized as a window by using transparent parts. Further, an LED 140l is mounted on an LED board (not shown) in the back of the window decoration portion 140d. Therefore, the window decoration portion 140d performs a light emission effect by turning on or blinking the LED 140l. The LED board is built in the front unit 140. In the present embodiment, the window decoration portion 140d and the LED 140l function as an effect lamp 44a (see FIG. 3).

  Another spherical guiding member 140e is attached to the front side of the window decoration portion 140d so as to obliquely close the “roof window”. The ball guiding member 140e is arranged so as to be braided together with the other decorative member 140f on the front side of the window decorative portion 140d. Each of the ball guide member 140e and the decorative member 140f has a three-dimensional pattern with a wood grain on the front surface.

  The left and right side edges of the front unit 140 extend downward so as to surround both sides of the display area 42, and the right edge of the front unit 140 is wider than the left edge. The roof decoration portion 140b extends from the upper portion of the front unit 140 to the left and right side edges, so that the outer edges of the left and right side edges are outside the game area by the roof decoration portion 140b. 12 (not shown in FIG. 5).

  A wall decoration body 140g is attached to the right edge of the front unit 140 along the inside of the roof decoration portion 140b. Further, another wall decoration body 140h is attached to the right edge portion from the upper edge to the right edge of the display area 42, and a certain amount of space is provided between the wall decoration body 140h and the previous wall decoration body 140g. A gap is secured. These wall decorations 140g and 140h are each formed into a shape in which bricks are stacked, and the atmosphere as a “monster house” is created in a manner that is shaped by the wall decorations 140g and 140h.

On the other hand, a window decoration portion 141 is formed on the left edge of the front unit 140 so as to be located inside the roof decoration portion 140b. The window decoration portion 141 is a decoration as a “light window” leading to the interior of the “monster house”.
[5-1. Sphere guide passage]

  On the right edge of the front unit 140, a sphere guide passage 148 is formed in the space between the wall decorations 140g and 140h. The ball guide passage 148 extends downward from the upper side of the display area 42 so as to bypass the right side, and is opened toward the game area 12 below. During the game by the pachinko machine 1, the game ball that has flowed down from above the front unit 140 is guided by the ball guide member 140e and sent into the ball guide passage 148.

  A wall surface member 140 i is attached to the right edge of the front unit 140 at a position behind the ball guide passage 148 as viewed from the front side. The wall member 140i is light transmissive by adopting transparent parts (plate-like members), and an LED 140m is mounted on an LED substrate (not shown) at a position behind the wall member 140i. For this reason, in the ball | bowl guide channel | path 148, the light emission effect by lighting or blinking of LED140m is performed similarly to said window decoration part 140d. In the present embodiment, the wall surface member 140i and the LED 140m function as an effect lamp 44b (see FIG. 3).

  Although not shown in detail in FIG. 5, the wall surface member 140i has a light diffusion lens cut (for example, prism cut, diamond cut, etc.) on the back surface thereof. On the other hand, the front surface of the wall surface member 140i is processed into a shape having visual uniformity with the surface shape of the wall decorations 140g and 140h. Specifically, since the wall decorations 140g and 140h have a shape such that bricks are stacked, a protrusion that imitates each brick is also formed on the front surface of the wall surface member 140i.

The shape or function of the ball guide passage 148 will be described later.
[5-2. Ball stage]

  A ball receiving stage 140j is formed at the lower edge of the front unit 140. In the present embodiment, not only the front unit 140 but also a ball receiving stage 142c is formed at the lower edge of the rear unit 142, and both the ball receiving stages are combined in a state where the front unit 140 and the rear unit 142 are combined. 140j and 142c are integrated. The ball receiving stages 140j and 142c are divided into upper, middle, and lower three stages. Of these, the upper and middle ball receiving stages 142c are formed in the rear unit 142, and the lower ball receiving stage 140j is formed in the front unit 140. ing. Among these, the upper ball receiving stage 142c is located at the innermost position, and the position is lowered in this order from the middle ball receiving stage 142c to the lower ball receiving stage 140j.

  In relation to the ball receiving stages 142c and 140j, the rear unit 142 is formed with a guide passage 142d. The guide passage 142d is lowered from the center position of the upper and middle ball receiving stages 142c, and the front side. It bends and extends. Further, the front unit 140 is formed with a discharge port 140k of the guide passage 142d at the center position of the lower edge portion thereof.

The functions of the ball receiving stages 142c and 140j and the guide passage 142d are almost the same as those known in the art. That is, the ball receiving stages 142c and 140j roll the game ball by swinging left and right on its upper surface, The destination is unpredictable. In this process, the game ball falls to the lower stage or is inserted into the guide passage 142d, so that the game is interesting due to the movement of the game ball in the meantime. When the game ball is inserted into the guide passage 142d, the game ball is discharged right below from the lower discharge port 140k, so that it becomes easy to win the start winning port 45 and the electric start winning port 46 (see FIG. 3).
[5-3. Release passage]

Although not shown in detail in FIG. 5, a warp passage is formed in the front unit 140 in relation to the ball receiving stages 142c and 140j. The warp passages are respectively formed on the left and right side edges of the front unit 140, and both play a role of guiding the game ball to the ball receiving stage 142c. In this embodiment, the form and arrangement of the warp passage are different on the left and right, and the specific form, arrangement, etc. will be described later.
[6. Rear unit]

  FIG. 6 is a front view showing the rear unit 142 alone. Unlike the front unit 140, most of the rear unit 142 is hidden behind the game board 4a. However, since the part of the ball receiving stage 142c and the part surrounding the display area 42 are exposed to the front side and directly touch the player's eyes, the decoration is applied to the part as in the front unit 40. Has been.

  First, a decorative member 142e is disposed above the upper ball receiving stage 142c and in the back of the ball receiving stage 142c. The decorative member 142e extends to the left and right so as to define the lower edge of the display area 42. . In addition, the decorative member 142e is formed into a shape in which bricks are arranged in a horizontal row, so that the decoration and the visual unity of the front unit 140 are maintained. The decorative member 142e is divided into left and right portions with the guide passage 142d.

  In addition, a decorative member 142f is also disposed on the left portion of the upper edge of the display area 42. The decorative member 142f is also formed into a shape in which bricks are arranged in a horizontal row when viewed from the front, but is further formed into a shape in which bricks are arranged in the depth direction.

With respect to the other periphery of the display area 42, the same decoration (decoration simulating the arrangement of bricks) is applied to the right position of the decoration member 142f, and the same decoration is applied to the right edge. On the other hand, the left edge of the display area 42 is slightly different from the others and is decorated like a wooden door. Such a decoration of the rear unit 142 is not so conspicuous because it is located just behind the front unit 140 when viewed from the front, but the player changes the direction and angle of the line of sight to change the display area 42. If the periphery is looked into, the decoration of the rear unit 142 is clearly visible. The decoration of the rear unit 142 will be described later.
[6-1. Operating mechanism]

  Next, an operation mechanism that is a central element in the rear unit 142 will be described.

  As shown by a broken line in FIG. 6, the rear unit 142 has built-in performance action bodies that can appear and disappear in the display area 42, that is, character bodies 150, 152, and 154. These character bodies 150, 152, and 154 are accommodated in the periphery of the display area 42 in a state of being located at the back (inside of the rear unit 142) from the above-described attachment surface 142a. It moves from the position toward the display area 42 and appears on the front side of the display screen.

The rear unit 142 is provided with three cover members 142g at positions corresponding to the mounting surface 142a. The cover member 142g is made of a transparent (or translucent) resin plate having a thin wall thickness (for example, about 2 mm), and the mounting surface 142a is formed from the front surface of these cover members 142g. In FIG. 6, the outer shapes of the character bodies 150, 152, and 154 are indicated by broken lines. However, since the cover member 142g has transparency, the character bodies 150, 152, and 154 (and their attached mechanisms) are actually used. It is visible through the front side.
[6-2. Directional action body]

  FIG. 7 is a front view showing a state in which the cover member 142 g is removed from the rear unit 142. The three character bodies 150, 152, and 154 are arranged so as to surround the display area 42, and one character body 150, 152, and 154 are positioned above, on the right side, and on the left side, respectively.

Each of the character bodies 150, 152, and 154 is designed in a different form. These character bodies 150, 152, and 154 all resemble some kind of “monster” appearing in a famous mysterious novel, but are visually designed to be deformed. The character body (Franken) 150 located on the right side of the display area 42 is imitating a “Frankenstein monster”, but it feels as if it is missing somewhere from its expression. The character body (Dracula) 152 located above the display area 42 is similar to the “Vampire Dracula”, but has an impression that it seems somewhat weak from the face. The character body 154 located on the left side of the display area 42 is similar to a “wolf man (man who transforms from a human figure into a wolf)”. Although not shown in detail in FIG. 7, the expression of the character body (wolf man) 154 is mascot-like caress.
[6-3. Standby storage unit]

  The rear unit 142 is formed with accommodating portions 156, 158, and 160 (standby accommodating portions) corresponding to the three character bodies 150, 152, and 154, respectively. The storage unit 156 is provided with a photo sensor 150n, the storage unit 158 is provided with photo sensors 152n and 153n, and the storage unit 160 is provided with a photo sensor 154n. The rear unit 142 has a structure that is entirely covered with the casing 162, and the three accommodating portions 156, 158, and 160 are in a state of being partitioned and formed inside the casing 162.

  The casing 162 has a substantially rectangular outer shape. The front surface of the casing 162 is largely open, but the back surface is closed by a back wall 162a. The outer edge of the casing 162 is surrounded by a side wall 162b, and the side wall 162b is formed so as to rise from the peripheral edge of the back wall 162a to the front surface side. And said accommodating part 156,158,160 is formed inside the side wall 162b in the space before this back wall 162a.

In the accommodating portions 156, 158, and 160, the side ends adjacent to the display area 42 are the entrances and exits of the character bodies 150, 152, and 154. The character bodies 150, 152, and 154 can be displaced between a state (standby position) accommodated in the accommodation units 156, 158, and 160 and a state (appearance position) that appears on the front side of the display screen. At this time, the character bodies 150, 152, and 154 enter and exit through the entrances and exits. When the character bodies 150, 152, and 154 are accommodated in the accommodating portions 156, 158, and 160, respectively, and are in the standby positions (hereinafter referred to as “original positions”), they are detected by the photosensors 150, 153n, and 154n. . Note that the photosensor 152n detects the original position of the shielding member 166 to be subsequently operated.
[6-4. Shielding member]

  The rear unit 142 is attached to the back side of the game board 4a, and the front unit 140 is attached to the front side of the game unit 4a. When it is in the state, it is hidden behind the front unit 140 and the game board 4a and is not visible from the front.

  Further, in this embodiment, the character body (Franken) 150, the character body (Dracula) 152, the character body (Wolf man) 154 corresponding to the shielding member (Franken) 164, the shielding member (Dracula) 166, the shielding member (Wolf). Male) 168 is provided, and these shielding members 164, 166, and 168 serve to block the exposure of the inside of the housing portion 56 through the display region 42 from the front side. Therefore, as indicated by the solid line in FIG. 7, in the state where the character bodies 150, 152, 154 are accommodated in the accommodating portion 156, the accommodating portions 156, 158 are respectively provided by the corresponding shielding members 164, 166, 168. , 160 are closed.

  On the other hand, as indicated by a two-dot chain line in FIG. 7, the shielding members 164, 166, 168 are all displaced toward the display area 42, and the entrances of the corresponding accommodating portions 156, 158, 160 are respectively provided. Can be opened. In this state, the character bodies 150, 152, and 154 can appear on the front side of the display area 42.

  At this time, with respect to the character bodies 150 and 152 on the right side and the upper side of the display area 42, the respective shielding members 164 and 166 are rotated along the front surface of the display screen around one end portion, thereby opening the doorway. . Further, with respect to the character body 154 on the left side of the display area 42, the entrance / exit is opened by the shielding member 168 pivoting toward the display screen about the vertical axis.

In addition, the shielding members 164, 166, and 168 are provided with a decoration that is consistent with the decoration on the outer surface of the front unit 140. For example, the shielding members 164 and 166 positioned on the right side and the upper side of the display area 42 are decorated in the same manner as the decorative member 142f, in the form of a brick arrangement. On the other hand, the shielding member 168 located on the left side of the display area 42 is decorated like a wooden door as described above.
[6-5. Operating range]

  In the present embodiment, the three character bodies 150, 152, and 154 perform the appearing and appearing operations in the display area 42. However, the respective operation ranges are designed not to interfere with each other, or in control. An operation that does not interfere is performed. For example, the character body (wolf man) 154 on the left side of the display area 42 moves linearly to the right from the left end of the display area 42, but the motion range A1 at this time is the other two character bodies. It is designed not to overlap with the operation range A2 of 150 and 152.

Regarding the character bodies 150 and 152 located on the right side and the upper side of the display area 42, there is a design overlap in the operation range in which the respective shielding members 164 and 166 rotate. However, these character bodies 150 and 152 are controlled so that their movement ranges (angles) B1 and B2 do not interfere with each other during actual movement.
[6-6. Example of operation mechanism configuration]

Next, the details of the operation mechanism that operates the character bodies 150, 152, and 154 and the shielding members 164, 166, and 168 will be described.
[6-6-1. Character body (Franken)]

  FIG. 8 is a detailed view of the character body (Franken) 150 and the shielding member (Franken) 164, specifically showing the operation mechanism. The motion mechanism including the character body (Franken) 150 and the shielding member (Franken) 164 is unitized in a state of being housed in a box-shaped mechanism box 150a. The mechanism box 150a is housed in the rear unit 142 as a whole unit, and the housing portion 156 is formed inside the mechanism box 150a in this state.

  The character body (Franken) 150 is composed of a combination of three movable parts, and specifically includes a head part 150b, a left arm part 150c, and a right arm part 150d. These parts 150b, 150c, and 150d are pin-bonded to each other to form a link mechanism, and each corresponds to a section of the link mechanism. In addition, an elevating slider 150e is accommodated in the mechanism box 150a, and this elevating slider 150e also constitutes one action mechanism together with the character body (franken) 150. The elevating slider 150h is supported so as to be movable up and down in the mechanism box 150a.

  The head part 150b of the character body (Franken) 150 is supported by the mechanism box 150a via a fulcrum 150f at a portion corresponding to the chest of the “monster”. A lever 150g extends obliquely downward from this portion, and the head part 150b and the lift slider 150h are joined to each other via the lever 150g.

  The left arm part 150c and the right arm part 150d of the character body (Franken) 150 are connected to each other at a portion corresponding to the base of the arm. These left arm part 150c and right arm part 150d operate as a unit on the mechanism without relatively moving. However, the head part 150b is positioned between the right arm part 150d and the left arm part 150c when viewed in the front-rear direction, and these are housed in the mechanism box 150a so as to overlap in the front-rear direction. Accordingly, an appropriate clearance is secured between the head part 150b, the left arm part 150c, and the right arm part 150d. Accordingly, in this embodiment, the character body (Franken) 150 has a thickness as a whole (which is structurally different from a movable accessory having only one thin plate).

  Although not shown in FIG. 8, the head part 150b is pin-joined to the left arm part 150c and the right arm part 150d at a portion corresponding to the back of the “monster”. On the other hand, the right arm part 150d is pin-bonded to the shielding member 164 at a portion corresponding to the palm. Thereby, a continuous mechanism from the elevating slider 150h to the shielding member (franken) 164 through the head part 150b and the right arm part 150d is configured. As a result, the character body (Franken) 150 as a whole has a thickness as well as a two-dimensional visual effect due to a single action, like a movable object having only one thin plate. A visual effect is obtained as if the body (Franken) 150 is displayed three-dimensionally and the image displayed in the display area 42 on the rear side of the character body (Franken) 150 is also given depth.

As shown in FIG. 8B, a stepping motor 150h is attached to the back side of the mechanism box 150a. The character body (franken) 150 and the shielding member 164 can operate using the stepping motor 150h as a drive source.
[6-6-2. Open hole]

In the mechanism box 150a, an open hole 150j is formed in the right side wall 150i as seen in FIG. The opening hole 150j opens the space inside the mechanism box 150a to the right side, and can ensure the visibility to the inside. Since the casing 162 of the rear unit 142 is also entirely formed of transparent resin, the inside of the mechanism box 152a can be seen through the opening hole 150j even when the mechanism box 152a is housed in the casing 162. ing.
[6-6-3. Example of operation]

  FIG. 9 shows an operation example of the character body (Franken) 150 and the shielding member (Franken) 164. The lifting slider 150e is lifted by the power from the stepping motor 150h, and the power from the stepping motor 150h is a rack in which a pinion 150r attached to the output shaft is formed on the lifting slider 150e. Power is transmitted to the elevating slider 150e by giving a rotational motion to 150s.

  The raising / lowering operation of the raising / lowering slider 150e is transmitted to the head part 150b via the lever 150g. When the elevating slider 150e is raised, the lever 150g is pulled up, and the head part 150b is rotated around the fulcrum 150f. By the rotation of the head part 150b at this time, a movement in which the character body (Franken) 150, which is just a “monster”, projects the head forward is realized. As shown in FIG. 9, an engaging groove 150k is formed at the lower end of the elevating slider 150e, and the elevating slider 150e and the head part 150b are joined via the engaging groove 150k. A character plate (Franken) reference plate 150m is formed on the elevating slider 150e below the engagement groove 150k, and the character plate (Franken) reference plate 150m is in the recess of the photosensor 150n. It becomes the original position (see FIG. 8A).

  When the head part 150b further rotates, the movement is transmitted to the left arm part 150c and the right arm part 150d, and the movement of the right arm part 150d is transmitted to the shielding member (Franken) 164 as a connecting node. As a result, when the shielding member (franken) 164 is obliquely displaced from the initial posture (hanging state), an operation as if the shielding member (franken) 164 was pushed up in the upper left direction is realized. At this time, the left arm part 150c and the right arm part 150d work as articulated joints having no fixed fulcrum, so the left arm part 150c and the right arm part 150d move in the upper left direction according to the movement of the shielding member (Franken) 164 and the head part 150b. Will be moved to.

As a result, when the action mechanism is viewed as a whole, the character body (Franken) 150, which is a “monster”, pushes the shielding member (Franken) 164 with both hands, and a stunning operation is realized as if the face is sticking out of it. Will be. In addition, since the shielding member 164 is decorated to resemble a brick wall, the “monster” has its monster power from the movement of the character body (Franken) 150 at this time, and the “monster house” A visual effect is obtained as if the brick wall was forcibly pushed up.
[6-6-4. Character body (Dracula)]

  FIG. 10 is a detailed view of the character body (Dracula) 152 and the shielding member (Dracula) 166, and specifically shows the operation mechanism. The motion mechanism including the character body (Dracula) 152 and the shielding member (Dracula) 166 is also unitized in a state of being housed in a box-shaped mechanism box 152a. Similarly, the mechanism box 152a is housed in the rear unit 142 as a whole unit, and the housing portion 158 is formed inside the mechanism box 152a in this state.

  The character body (Dracula) 152 is a single component, and a two-system link mechanism is provided in the mechanism box 152a. Of these, one system is for rotating (or swinging) the character body (Dracula) 152 and the shielding member (Dracula) 166 as a whole, and the other system is for shielding the character body (Dracula) 152. This is for sliding the member (dracula) 166 in the longitudinal direction.

  Of the two link mechanisms, the first one (second link mechanism) includes the main part 152b (swing member) in addition to the main part 152b formed integrally with the shielding member (dracula) 166. In addition, a lever 152c that rotates (or swings) the character body (Dracula) 152 is included. The main part 152b is supported by the mechanism box 152a via a fulcrum 152d, and can swing in the left-right direction around the fulcrum 152d.

  One lever 152c is swingably supported by the mechanism box 152a via a fulcrum 152e. The end of the lever 152c located on the lower side from the fulcrum 152e is joined to the main part 152b. A guide groove 152i is formed at the end of the lever 152c along its longitudinal direction, and an engagement pin (not shown) that protrudes rearward in the front-rear direction is provided on the main part 152b. The main part 152b is mechanically connected to the lever 152c by inserting the engaging pin into the guide groove 152i.

  A guide groove 152f is formed along the longitudinal direction on the opposite side, that is, on the end located on the upper side from the fulcrum 152e, and the tip of the crank 152g is inserted into the guide groove 152f. . The crank 152g is connected to the output shaft of the stepping motor 152h, and can be rotated or rotated by its power.

  The remaining one system (first link mechanism) includes a connecting rod 153a connected to the character body (Dracula) 152 and a lever 153b connected to the connecting rod 153a. The character body (Dracula) 152 is designed in a posture as if a “vampire Dracula” is flying in the sky, and the connecting rod 153a is pinned backward in the flight direction of the character body (Dracula) 152. It is joined.

  On the other hand, the character body (Dracula) 152 is slidably supported with respect to another main part 152b. For this reason, a guide groove 153c is formed along the longitudinal direction of the main part 152b. An engagement pin (not shown) is formed behind the character body (Dracula) 152 as viewed from the front side, and this engagement pin is in a state of being inserted into the guide groove 153c.

The lever 153b is also formed with a guide groove 153d along the longitudinal direction thereof, and the tip of the crank 153e is inserted into the guide groove 153d. The crank 153e is connected to the output shaft of the stepping motor 153f, and can be rotated or rotated by its power.
[6-6-5. Visibility]

As for the character body (Dracula) 152, the entire mechanism box 152a is formed of transparent parts. For this reason, the two-link mechanism has an advantage that the state can be easily confirmed from various directions around the link mechanism.
[6-6-6. Example of operation]

  FIG. 11 shows an operation example of the character body (Dracula) 152 and the shielding member (Dracula) 166. First, with respect to one system of link mechanism (second link mechanism), the lever 152c is moved in one direction (FIG. 11 (clockwise direction). As the lever 150g rotates, the main part 152b rotates in one direction (counterclockwise direction in FIG. 11). Then, the right end part) rotates downward. In addition, a reference plate 152m of a shielding member (dracula) 166 is formed on the lower right side of the main part 152b. (See FIG. 10A).

  With respect to the remaining one-system link mechanism (first link mechanism), the lever 153b moves in one direction (by turning the crank 153e in one direction (clockwise in FIG. 11) by the power of the stepping motor 153f). It rotates in the counterclockwise direction in FIG. When the lever 153b is rotated, the connecting rod 153a is pushed in one direction (left direction in FIG. 11). As a result, the character body (Dracula) 152 is moved along the main part 152b in the tip direction (in FIG. 11). Will slide to the lower left). Further, a reference plate 153m of the character body (Dracula) 152 is formed on the right side of the lever 153b connected to the connecting rod 153a. Is the original position (see FIG. 10A).

  As a result, when the movement mechanism is viewed as a whole, the character body (Dracula) 152 as “Vampire Dracula” appears together with the shielding member (Dracula) 166 so as to hang down from the back of the ceiling of the “Monster House”, and is suspended as it is. A production operation as if drifting is realized. Since the image of “Vampire Dracula = Bat” is generally established, the mode in which the character body (Dracula) 152 imitating “Vampire Dracula” appears from the ceiling as in this embodiment is It is easy for everyone to accept it.

As is apparent from the above description, of the two types of link mechanisms, the link mechanism (first link mechanism) for sliding the character body (Dracula) 152 is a mechanism element including the stepping motor 153f. It is understood that the whole is mounted on a separate link mechanism (second link mechanism). Further, in the present embodiment, the character body (dracula) 152 is located at the left end with the fulcrum 152d of the main part 152b as the center, and the stepping motor 153f is located at the right end on the opposite side. . For this reason, when the main part 152b swings, the character body (Dracula) 152 and the stepping motor 153f are balanced in balance, and the stable swing is realized. In particular, the mass of the stepping motor 153f also acts as a counterweight when the character body 152 attempts to return from the state in which the character body 152 is displaced downward to the inside of the housing portion 158, so that excessive torque is required to swing the main part 152b. There is an advantage of not.
[6-6-7. Character body (wolf man)]

  FIG. 12 is a detailed view of the character body (wolf man) 154 and the shielding member (wolf man) 168, and specifically shows the operation mechanism. Similarly to the above, the operation mechanism including the character body (wolf man) 154 and the shielding member (wolf man) 168 is also unitized in a state of being housed in the box-shaped mechanism box 154a. The mechanism box 154a is accommodated in the rear unit 142 as a whole unit, and the accommodation portion 160 is formed inside the mechanism box 154a in this state.

  The character body (wolf man) 154 is composed of a combination of two movable parts, and specifically includes a main body part 154b and a left arm part 154c. In the mechanism box 154a, a slide block 154d and a push / pull rod 154e are disposed as other mechanism elements. Of these, the slide block 154d extends vertically in the mechanism box 154a, and the upper and lower ends thereof are supported so as to be slidable in the lateral direction with respect to the mechanism box 154a. Correspondingly, two guide grooves 154f are formed in the mechanism box 154a, and these guide grooves 154f extend in the lateral direction while being kept parallel to each other.

  One of the push / pull rods 154e extends in the horizontal direction (rightward in FIG. 12) with the base end fixed to the slide block 154d, and the tip of the push / pull rod 154e reaches slightly outside the mechanism box 154a.

  The main body part 54b of the character body (wolf man) 154 is fixed to one end (right end in FIG. 12) of the slide block 154d. Therefore, the movement of the character body (wolf man) 154 in the lateral direction is basically realized by the sliding motion of the slide block 154d. On the other hand, the left arm part 154c is in a state where the left arm part 154c is pin-bonded to the main body part 154b and moves relative to the main body part 154b.

  Further, the upper and lower ends of the shielding member (wolf man) 168 are rotatably supported by the mechanism box 154a. As already described, the shield member (wolf man) 168 is decorated with a wooden door, and its movement is the same as that when the door is opened and closed. Two engaging pieces 168a and 168b for engaging with the push / pull rod 154e are formed at the upper end of the shielding member (wolf man) 168. The engaging pieces 168a and 168b It is located above the decorative member 142f. The engagement pieces 168a and 168b extend in the horizontal direction from the rotation shaft of the shielding member (wolf man) 168. When the mechanism box 154a is viewed from directly above, the two engagement pieces 168a and 168b are just V-shaped. It is arranged to open.

On the other hand, engagement protrusions 154g and 154h are formed at the tip end portion (right end portion in FIG. 12) of the push / pull rod 154e corresponding to the engagement pieces 168a and 168b. As shown in FIG. 12, in a state where the character body (wolf man) 154 is housed in the housing portion 160, the two engagement protrusions 154g and 154h are positioned between the two engagement pieces 168a and 168b. Is in a state. In this state, the engaging protrusion 154h located on the inner side of the accommodating portion 160 (leftward in FIG. 12) abuts on the engaging piece 168b of the shielding member (wolf man) 168, and thereby the shielding member (wolf man) 168 Holds posture. At this time, the shielding member (wolf man) 168 is in a state in which the entrance / exit of the housing portion 160 is closed, thereby hiding the presence of the character body (wolf man) 154 located in the housing portion 160.
[6-6-8. Open hole]

In the mechanism box 154a, an open hole 154j is formed in the left side wall 154i as viewed in FIG. The opening hole 154j can open the space inside the mechanism box 154a to the left side and ensure the visibility to the inside.
[6-6-9. Example of operation]

  FIG. 13 shows an operation example of the character body (wolf man) 154 and the shielding member (wolf man) 168. The slide block 154d is slid by power from the stepping motor 155, and the power from the stepping motor 155 is transmitted to the slide block 154d through the crank 155a and the lever 155b. Therefore, the lower end portion of the lever 155b is pin-joined to the mechanism box 154a, while the upper end portion of the lever 155b is slider-joined to the slide block 154d. A guide groove 155c extending in the vertical direction is formed in the slide block 154d, and a pin 155d that fits into the guide groove 155c is formed at the upper end portion of the corresponding lever 155b. The lever 155b is also formed with a guide groove 155e along the longitudinal direction thereof, and the tip of the crank 155a is inserted into the guide groove 155e. In addition, a character body (wolf man) reference plate 154m is formed on the slide block 154d above the guide groove 155c, and the character body (wolf man) reference plate 154m is in the recess of the photosensor 154n. Is the original position (see FIG. 12A).

  For this reason, when the crank 155a is rotated in one direction (clockwise in FIG. 13A) by the power of the stepping motor 155, the lever 155e is moved in one direction (clockwise in FIG. 13A). Rotate. When the lever 155e is rotated, the slide block 154d is pushed in one direction (rightward in FIG. 13A), so that the character body (wolf man) 154 is moved outwardly from the housing portion 160 (FIG. 13A). ) Slide right).

  In conjunction with such sliding of the slide block 154d, the push / pull rod 154e also slides in one direction (rightward in FIG. 13A). Then, since the engagement protrusion 154g located at the head in the sliding direction pushes the engagement piece 168a of the shielding member (wolf man) 168, the shielding member (wolf man) 168 is rotated around the axis.

  The main body part 154b of the character body (wolf man) 154 simply slides in one direction (rightward in FIG. 13A) as the slide block 154d slides, but the left arm part 154c slides. The movement that rotates with the movement is added.

  For this reason, for example, as shown in FIG. 13B, a lever 155f is attached to the back of the left arm part 154c, and this lever 155f extends from the tip of the left arm part 154c to the rear of the main body part 154b. The slider is joined to the mechanism box 154a. A guide groove 155g is further formed in the mechanism box 154a, and a slide pin 155h that fits into the guide groove 155g is provided at one end of the lever 155f. The guide groove 155g extends horizontally in the mechanism box 154a from one side end (left side end in FIG. 13A) toward the other side end, and is bent obliquely upward in the middle. For this reason, in a state where the character body (Dracula) 152 and the shielding member (wolf man) 168 are accommodated in the accommodating portion 160 (FIG. 12), the slide block 154d is moved in one direction (right in FIG. 13A). When the slide movement of the slide block 154d reaches the final stage, the slide pin 155h is moved into the guide groove 155g. It is gradually displaced upward as it is guided by the bent portion. Thereby, the movement of turning so that the tip of the lever 155f, that is, the tip of the left arm part 154c is lowered, is realized.

Looking at the above movement as a whole of the motion mechanism, the character body (wolf man) 154 that is a “monster” vigorously pushes out the shielding member (wolf man) 168 that is a “wooden door” and suddenly jumps out of the room. A stage-like production operation is realized. Conversely, when the character body (Dracula) 152 is retracted into the room, the shielding member (wolf man) 168 that is the “wooden door” is closed accordingly, and a natural presentation operation is realized as if the room was shielded. The
[7. Main board and peripheral board]

Next, the main substrate 100 and the peripheral substrate 110 provided on the back side of the pachinko machine 1 will be described. 14 is a block diagram showing the main board 100 and the peripheral board 110, and FIG. 15 is a block diagram of the lamp driving board 112. As shown in FIG.
[7-1. Main board]

As shown in FIG. 14, the main board 100 includes a main control board 101 and a payout control board 102.
[7-2. Main control board]

As shown in FIG. 14, the main control board 101 is configured around a CPU 101a, and a ROM 101b for storing various processing programs and various commands and a RAM 101c for temporarily storing data are connected to a bus (not shown). Detection signals from the gate sensors 53a and 53b, the start port sensor 55, and the count sensor 64 are input to the main control board 101. On the other hand, the main control board 101 outputs drive signals to the solenoid 63, the special symbol display 41, the normal symbol display 50, the special symbol storage lamp 54, and the general symbol storage lamp 56 based on the detection signal. Various commands are transmitted and received between the main control board 101 and the payout control board 102 by serial transfer. Various commands are transmitted from the main control board 101 by parallel transfer between the main control board 101 and the sub-integrated board 111.
[7-3. Dispensing control board]

As shown in FIG. 14, the payout control board 103 has a CPU 102a, ROM 102b, and RAM 102c connected to a bus (not shown). The payout control board 102 controls the payout apparatus 102 based on various commands transmitted from the main control board 101. For example, when the payout control board 102 receives a command for driving the payout apparatus 103 (discharge motor) transmitted from the main control board 101, the payout control board 102 outputs a drive signal to the payout apparatus 103 (discharge motor) based on the command. As a result, the payout device 103 pays out a game ball or a rental ball.
[7-4. Peripheral board]

As shown in FIG. 14, the peripheral board 110 includes a sub-integrated board 111, a lamp driving board 112, a liquid crystal control board 113, and a waveform control board 114.
[7-5. Sub-integrated board]

As shown in FIG. 14, the sub-integrated board 111 has a CPU 111a, a ROM 111b, and a RAM 111c connected to a bus (not shown). As shown in FIG. 15, the CPU 111a of the sub-integrated board 111 receives an arithmetic processing unit 111aac that performs arithmetic processing, an output port 111aop that performs parallel output as parallel communication with the outside, and parallel input as parallel communication with the outside. The input port 111 aip to be performed and the serial units 111 aso and 111 aso ′ for performing serial transfer as serial communication with the outside are connected in circuit. The output port 111aop transmits control signals to an effect lamp driving unit 112g and serial / parallel conversion units 112h and 112i, which will be described later, by parallel transfer, and the serial unit 111aso transmits stepping motors 150h and 153f to serial / parallel conversion units 112h and 112i, which will be described later. , 152h and 155 are transmitted by serial transfer. Further, the serial unit 111aso ′ transmits drive data for driving the effect lamps 44a and 44b and the decoration lamp 49 to the effect lamp driving unit 112g described later by serial transfer. The input port 111aip includes photo sensors 150n, 153n, 152n, and 154n that detect the original positions of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man), respectively. The detection signal is input. The CPU 111a of the sub-integrated board 111 has a plurality of output ports (not shown), and various commands by parallel transfer are transmitted to the liquid crystal control board 113 and the waveform control board 114, and the drive signal to the side decoration body 33 is also sent. It is output. Since various commands transmitted from the sub-integrated board 111 are electrical signals, when transmitting an electrical signal from the sub-integrated board 111 to an external board, the voltage of the electrical signal is set to a predetermined voltage in order to suppress the influence of noise. The voltage of the detection signal from the photosensors 150n, 153n, 152n, and 154n input to the sub-integrated substrate 111 via the lamp driving substrate 112 and the level converter 111e that performs step-up conversion (for example, 5V to 12V) is set to a predetermined voltage. And a level converter 111f that performs step-down conversion (for example, 12V to 5V).
[7-6. Lamp drive board]

As shown in FIG. 15, the lamp drive board 112 transmits an effect lamp drive unit 112g that transmits drive signals to the decoration lamp 49 and the effect lamps 44a and 44b by parallel transfer based on various commands transmitted from the sub-integrated board 111. And serial / parallel converters 112h and 112i for converting various commands transmitted from the sub-integrated board 111 into parallel data, and driver circuit units 112j and 112k for receiving the parallel data converted by the serial / parallel converter 112h as drive signals. And driver circuit units 112m and 112n for receiving parallel data converted by the serial / parallel conversion unit 112i as a drive signal. Note that the lamp driving board 112 performs step-down conversion (for example, 12 V to 5 V) of the voltage of the electrical signal as various commands transmitted from the sub-integrated board 111, and the level converter 112e. In order to suppress the influence of noise, the Schmitt trigger unit 112f that shapes the waveform of the electric signal stepped down to the voltage, and the detection signal voltage from the photosensors 150n, 153n, 152n, 154n are boosted and converted to a predetermined voltage (here, And a level converter unit 112d that is used to maintain a predetermined voltage (for example, 12V).
[7-6-1. Serial-parallel converter]

As shown in FIG. 15, the serial / parallel conversion units 112h and 112i are provided with shift registers 112hs and 112is and storage registers 112ht and 112it, respectively, and various commands transmitted from the sub-integrated board 111 are shifted to the shift registers 112hs and 112is. Is transferred to the storage registers 112ht and 112it via the, and converted into parallel data.
[7-6-2. Drive circuit section]

As shown in FIG. 15, the drive circuit portions 112j, 112k, 112m, and 112n are stepping motor 150h that operates the character body (Franken) 150 and a stepping member that operates the shielding member (Dracula) 166. A drive signal for driving the motor 153f is output to each phase (φ1, φ2, φ3, φ4), and the drive circuit units 112m and 112n are connected to a stepping motor 152h for operating the character body (dracula) 152 and the character body (wolf). M) A drive signal for driving the stepping motor 155 for operating the 154 is output to each phase (φ1, φ2, φ3, φ4). Here, the stepping motor 150h is connected to the mechanism box 150a, and a reference plate 150m of a character body (Franken) is housed in the mechanism box 150a. The stepping motors 153f and 152h are connected to a mechanism box 152a, and a character body (Dracula) reference plate 153m and a shielding member (Dracula) 166 reference plate 152m are housed in the mechanism box 152a. The stepping motor 155 is connected to the mechanism box 154a, and a character body (wolf man) reference plate 154m is housed in the mechanism box 154a.
[6-7. LCD control board]

As shown in FIG. 14, the liquid crystal control board 113 has a CPU 113a, a ROM 113b, a RAM 113c, and a VDP (not shown) for video display processor (not shown) connected to a bus (not shown). The liquid crystal control board 113 performs display control of the liquid crystal display 116 based on various commands transmitted from the sub integrated board 111.
[7-8. Waveform control board]

As shown in FIG. 14, the waveform control board 114 has a ROM 114b and a RAM 114c for storing voice and performance data connected to a bus (not shown). The waveform control board 114 controls the sound wave device 115 based on various commands transmitted from the sub-integrated board 111. For example, sound effects are output from the sound wave device 115 in accordance with various effects displayed on the display screen of the liquid crystal display 42.
[8. Fluctuation display pattern]

  Next, a variation display pattern table for determining a variation display pattern will be described. FIG. 16 is a table showing an example of a variable display pattern selected on the main control board. This variation display pattern is determined based on a variation display pattern random number that is updated by the main control board 101. This variable display pattern random number is a random number for determining the variable display pattern of the special symbol and the decorative symbol displayed on the special symbol display device 41.

  Here, the “display command” described in FIG. 16 is a 2-byte configuration command transmitted from the main control board 101 to the sub-integrated board 111, and the special symbol display 41 starts the variable symbol variable display. Data for specifying the variation time and reach effect until the special symbol variation display (decorative symbol variation display is started in the display area 42 until the decoration symbol variation display) is stopped. .

  The “normal fluctuation” of the fluctuation number 1 is a fluctuation display pattern without a reach mode. The “shortening variation” of the variation number 2 is that the value of the reserved ball number counter indicating the number of stored jackpot determination random numbers extracted based on the detection by the start port sensor 55 is the upper limit value, the probability variation state, the time reduction state This is a variation display pattern that can be selected when any of the above conditions is satisfied, and is a variation display pattern in which the variation time between the special symbol and the decorative symbol is shorter than the “normal variation”.

  The “normal reach” of the variation numbers 3 and 4 is a variation display pattern that does not perform reach effects such as a super reach effect and a super reach development effect after the reach aspect is formed.

  “Wolf man reach” of variation numbers 5 and 6, “Dracula reach” of variation numbers 11 and 12, and “Franken reach” of variation numbers 17 and 18 are images displayed for each character after the reach form is formed. A variable display pattern that performs super-reach production executed by control (for example, in “Wolf Man Reach”, the production is performed by image display control in which a wolf man in the form of a human being is good at cooking a decorative design) is there. Further, “wolf man reach development” of variation numbers 7 and 8, “dracula reach development” of variation numbers 13 and 14, and “franken reach development” of variation numbers 17 and 18 are executed by image display control of each character. After the super-reach production is performed, in the super-reach development production according to these characters (for example, in “Wolf Man Reach Development”, the wolf man transforms from a human figure to a wolf, and a wolf man who looks like a wolf. However, it is a variable display pattern in which image display is controlled by continuing the effect of dynamically cooking decorative symbols with special dishes.

  “Wolf man reach-monster” with variation numbers 9 and 10, “Dracula reach-monster” with variation numbers 15 and 16, and “Franken reach-monster” with variation numbers 21 and 22 are images of each character. Unlike the super reach development effect corresponding to these characters after performing the super reach production executed by the display control, the variable display pattern is performed by continuing the super reach development production executed by the monster-kun image display control. It is.

  The “spotlight notice” of the variable numbers 23 to 31 is the execution of the super reach effect after performing the notice effect for notifying that the super reach development effect corresponding to each character is performed before the reach mode is formed. This is a variable display pattern for performing a super reach development effect according to a character whose image display is controlled by a notice effect. Further, the “actual reach” of the variation numbers 32 and 33 is to drive the character bodies 150, 152, and 154 and the shielding members 164, 166, and 168 incorporated in the rear unit 142 described above after the reach form is formed. It is a variable display pattern for performing a reach effect by controlling.

The “full rotation reach” of the fluctuation number 34 is a fluctuation display pattern that can be executed when the big hit determination random number becomes a win value in the big hit determination process described later. The “super-reach branch premier” of the variation number 35 is a variation display pattern that can be executed when the big hit determination random number becomes a win value in the big hit determination processing described later.
[9. Various control processes of main control board]

Various processes of the main control board 101 executed in accordance with the game progress of the pachinko machine 1 will be described. FIG. 17 is a flowchart showing an example of the start winning process, and FIG. 18 is a flowchart showing an example of the special symbol process. Each of these processes is repeatedly performed every predetermined time (for example, 4 milliseconds (hereinafter referred to as ms)).
[9-1. Start winning process]

First, when the start winning process is started, the CPU 101a of the main control board 101 determines whether or not the game ball has won the start winning opening 45 and the electric start winning opening 46 as shown in FIG. Step S10). This determination is made based on a winning detection signal from the start port sensor 55. When the detection signal is output, it is determined that there is a winning, and when the detecting signal is not output, it is determined that there is no winning. When a game ball wins the electric start winning opening 46 in step 10, that is, when a detection signal is output from the start opening sensor 55, the reserved ball number counter C stored in the RAM 101c of the main control board 101 has an upper limit value of 4. It is determined whether or not it is less than (step S12), and when the held ball number counter C is less than the upper limit value 4, a hold storage process is performed (step S14), and this routine is terminated. On the other hand, when a game ball has not won in the start winning opening 45 and the electric start winning opening 46 in step S10, that is, when a detection signal is output from the start opening sensor 55 or in step S12, the retained ball number counter C is set to the upper limit. When the value is 4 or more, this routine is terminated as it is. This holding storage storing process adds a value of 1 to the holding ball number counter C, and changes the lighting display mode of the special figure storage lamp 54 in accordance with the addition of the holding ball number counter C to determine whether or not it is a big hit. The process of acquiring and storing various random numbers such as a big hit determination random number to be performed, a random number for a winning symbol specifying a special symbol, and a random symbol for a lost symbol specifying a lost symbol is performed.
[9-2. Special design processing]

  Next, when the special symbol process is started, the CPU 101a of the main control board 101 determines whether or not the reserved ball number counter C is 0 as shown in FIG. 18 (step S20). When the reserved ball number counter C is not 0, it is determined whether or not the special symbol and the decorative symbol can be variably displayed (step S22). This determination is made based on whether or not the special symbol and the decorative symbol are variably displayed. When the special symbol and the decorative symbol can be variably displayed in step S22, a hold memory transfer process is performed (step S24). In this reserved memory transfer process, a value of 1 is subtracted from the reserved ball number counter C, and various random numbers stored in the storage area of the RAM 101c of the main control board 101 are shifted for each storage area.

  Subsequently, special symbol variation processing is performed (step S26). This special symbol variation process is a big hit determination process for determining whether or not the big hit is determined based on the big hit determination random number acquired in the reserved storage storing process in step S14, and a variation for setting each variation display pattern of the big hit, reach, or loss. Display pattern setting processing, variation control processing for controlling variation between the special symbol and the decorative symbol based on the variation display pattern, and timer setting processing for setting the variation time in the variation timer are performed. On the other hand, when the reserved ball number counter C is 0 in step S20, the special symbol changing process is performed when the special symbol and the decorative symbol cannot be variably displayed in step S22 or after step S26 (step S26). S28). In the special symbol variation processing, the variation time set in the variation timer is monitored, and when the variation timer expires, a special symbol and a decorative symbol to be stopped are set.

Subsequently, an information transmission process is performed (step S30). This information transmission process performs a process of outputting a command related to the variation display of the decorative symbol determined by the special symbol variation process and the special symbol variation process to the sub-integrated board 111. Subsequently, a big hit game process (step S32) is performed, and this routine is terminated. In the jackpot game process, when the special symbol variation process in step S26 is determined to be a jackpot, control is performed to open the jackpot 61 in a manner corresponding to the type of jackpot.
[10. Various control processing of sub-integrated board]

Next, various processes of the sub-integrated board 111 that receives various commands from the main control board 101 will be described. 19 is a flowchart showing an example of the reset process, FIG. 20 is a flowchart showing an example of the timer interrupt process, FIG. 21 is a flowchart showing an example of the command reception interrupt process, and FIG. 22 is a command reception end interrupt process. It is a flowchart which shows an example.
[10-1. Reset processing]

First, when the reset process is started, as shown in FIG. 19, the CPU 111a of the sub-integrated board 111 performs an initial setting process (step S40). This initial setting process includes a process for initializing the CPU 111a of the sub-integrated board 111, a process for setting a wait timer after reset, and the like. Note that interrupts are prohibited during this initialization setting process, and interrupts are permitted after the initialization setting process. Subsequently, it is determined whether or not the 16 ms elapsed flag T is 0 (step S42). This 16 ms elapsed flag T is a flag for measuring 16 ms in a timer interrupt process processed every 2 ms, which will be described later, and is set to a value of 1 when 16 ms have elapsed and a value of 0 when 16 ms has not elapsed. When the 16 ms elapsed flag T is 1 in step S42, that is, when 16 ms have elapsed, the 16 ms elapsed flag is set to 0 (step S44), and the 16 ms in-process flag P is set to 1 (step S46). The 16 ms processing flag P is set to a value of 1 when starting a 16 ms steady process described later, and to a value of 0 when ending. Subsequently, a steady process of 16 ms is performed (step S48). The steady process of 16 ms includes a command analysis process for analyzing a command output from the main control board 101, a 16 ms stepping motor scheduler start process for setting the driving patterns of the stepping motors 150h, 153f, 152h, and 155 in the scheduler, and an effect. A serial output process for transmitting lighting data to the lamps 44a and 44b and the decoration lamp 49, a watchdog timer process for monitoring whether a steady process of 16 ms is performed, or the like is performed. Subsequently, the 16 ms processing flag P is set to a value of 0 (end of 16 ms steady processing) (step S50), and the process returns to step 42 again, and every time the 16 ms elapse flag T becomes 1, ie, every 16 ms elapses. Steps S44 to S50 described above are repeated. On the other hand, when the 16 ms elapsed flag T is not the value 1 in step S42 (the 16 ms elapsed flag T is the value 0), that is, when 16 ms has not elapsed, the step 42 continues until the 16 ms elapsed flag T reaches the value 1, that is, 16 ms elapses. Repeat the above determination.
[10-2. Timer interrupt processing]

  Next, when timer interrupt processing is started, as shown in FIG. 20, the CPU 111a of the sub-integrated board 111 performs 2 ms timer interrupt processing (step S60). This 2 ms timer interrupt processing is performed by photo sensors 150n, 153n, 152n, which detect the original positions of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154, respectively. A history creation process for creating the detection history of the original position of 155n, a stepping motor process for driving the stepping motors 150h, 152h, 153f, and 155 are performed.

Subsequently, the value 1 is added to the 2 ms update counter UC (step S62). The 2 ms update counter UC is a counter that counts the number of times this timer interrupt process has been performed. A value 1 of the 2 ms update counter UC corresponds to a time of 2 ms. Subsequently, it is determined whether or not the 2 ms update counter UC has a value of 8, that is, 16 ms (= 2 ms update counter UC × 2 ms) (step S64). If 16 ms, a value 1 is set to the 16 ms elapsed flag T (step S66), and the 16 ms processing flag P is 0, that is, whether the steady processing of 16 ms in step S48 of the reset processing shown in FIG. Determine whether or not. When the 16 ms processing flag P is 0, that is, when 16 ms steady processing is not performed, the work area is backed up (step S70), and this routine is terminated. In this work area backup, information processed in the steady process of 16 ms in step S48 of the reset process shown in FIG. 19 is copied to a copy area provided on the work area. On the other hand, if 16 ms has not elapsed in step S64 or if no information is set during the steady process of 16 ms in step S68, this routine is terminated as it is.
[10-3. Command reception interrupt processing]

  Next, when the command reception interrupt process is started, as shown in FIG. 21, the CPU 111a of the sub-integrated board 111 starts receiving a command from the main control board 101 (hereinafter referred to as “WR signal”). It is determined whether or not a signal for selecting various boards from the main control board 101 (hereinafter referred to as “SEL signal”) is a value 1 (step S80). The CPU 101a of the main control board 101 first transmits a command to the sub-integrated board 111 by setting the SEL signal corresponding to the sub-integrated board 111 to the value 1 and the WR signal to the value 1, respectively.

  This command is composed of 4 nibbles per packet. This “nibble” means 4 bits, which is 8 bits (1 byte) in 2 nibbles, that is, 16 bits (2 bytes) in 4 nibbles. In the extraction of 1 nibble data, the WR signal rises from the value 0 to the value 1 (referred to as “up edge”) and is held for a predetermined time (for example, 20 μs to 50 μs). And is performed four times in total for one packet.

  When both the WR signal and the SEL signal are 1 in step S80, that is, when the CPU 101a of the main control board 101 transmits a command to the sub-integrated board 111, command reception processing is performed (step S82), and this routine is terminated. To do. In this command reception process, the received 1 nibble command (one of the four divided commands) is stored in a ring buffer provided in the RAM 111c of the sub-integrated board 111. This “ring buffer” is a buffer used so that the end and the head of the buffer are connected to each other. Data is sequentially stored from the head of the buffer, and when it reaches the end of the buffer, the data is returned to the beginning and stored. After storing in the ring buffer, the buffer write counter is incremented by 1. This buffer write counter is incremented by 1 each time a command reception process is performed, so when 1 packet (4 nibbles) is stored, the buffer write counter becomes 4.

On the other hand, when both the SEL signal and the WR signal are 0 in step S80, that is, when the CPU 101a of the main control board 101 does not output a command to the sub integrated board 111, this routine is finished as it is. At the time of command transmission from the main control board 101 to the sub integrated board 111, as described above, a predetermined time (for example, 20 μs to 50 μs) from the up edge to the down edge of the WR signal, the SEL signal, the WR signal, and the data (4 Bit) is held constant, but the signal may be disturbed due to the influence of noise, and the command may not be received normally. Therefore, as a countermeasure against this noise, the CPU 111a of the sub-integrated board 111 receives the SEL signal, the WR signal, and the data (4 bits) (first time), and after a predetermined time elapses (for example, 1 μs), the SEL signal, the WR signal, Receive data (4 bits). Then, it is determined whether or not it matches the SEL signal, WR signal, and data (4 bits) received at the first time. When the SEL signal, the WR signal, and the data (4 bits) received at the first time match, it is determined whether or not both the WR signal and the SEL signal are 1 in step S80 described above. On the other hand, if the SEL signal, WR signal, and data (4 bits) received at the first time do not match, the SEL signal, WR signal, and data (4 bits) are received again after a predetermined time has elapsed, and then received at the first time. The determination is repeated until it matches the selected SEL signal, WR signal, and data (4 bits).
[10-4. Command reception end interrupt processing]

  Next, when the command reception end interrupt process is started, as shown in FIG. 22, the CPU 111a of the sub-integrated board 111 determines whether both the WR signal and the SEL signal are 0 (step S90). ). When the output of the command to the sub-integrated board 111 is completed, the CPU 101a of the main control board 101 sets the WR signal to the value 0 and then sets the SEL signal to the value 0 (down edge). When both the WR signal and the SEL signal are 0 in step S90, that is, when the CPU 101a of the main control board 101 completes outputting the command to the sub-integrated board 111, a command reception end process is performed (step S92). End the routine. In this command reception end process, the buffer write counter added in the command reception interrupt process described above is set to 0. When the command is successfully received, the buffer write counter has a value of 4 because one packet is 4 nibbles. Further, when one packet cannot be received, that is, when the buffer write counter is less than 4, the received command is discarded.

  On the other hand, when both the WR signal and the SEL signal are not 0 in step S90, that is, when the CPU 101a of the main control board 101 has not finished outputting the command to the sub-integrated board 111, this routine is finished as it is. As described above, as a noise countermeasure, the CPU 111a of the sub-integrated board 111 receives the SEL signal again (first time) and then receives the SEL signal again after a predetermined time elapses (for example, 1 μs). It is determined whether or not it matches the SEL signal. If it matches the SEL signal received for the first time, it is determined in step S90 described above whether both the WR signal and the SEL signal are zero. On the other hand, when it does not coincide with the SEL signal received for the first time, the SEL signal is received again after a predetermined time, and the determination is repeated until it coincides with the SEL signal received for the first time.

The priority order of each process is set in the order of command reception interrupt process, command reception end interrupt process, timer interrupt process, and 16 ms steady process.
[11. Stepping motor drive control process]

Next, a method for driving the stepping motors 150h, 153f, 152h, and 155 will be described. FIG. 23 is a flowchart illustrating an example of a 16 ms stepping motor scheduler activation process, FIG. 24 is a table illustrating an example of a stepping motor scheduler, and FIG. 25 is a flowchart illustrating an example of a 2 ms stepping motor scheduler activation process. 26 is a flowchart showing an example of a stepping motor scheduler pattern setting process, FIG. 27 is a flowchart showing an example of a 2 ms stepping motor scheduler operation process, and FIG. 28 is a flowchart showing an example of a stepping motor process. The clockwise rotation of the stepping motors 150h, 153f, 152h, and 155 when viewed from the output shaft side is CW (abbreviation of Clock Wise), and the counterclockwise rotation is CCW (abbreviation of Counter Clock Wise). . Stepping motors 150h, 153f, 152h, and 155 are four-phase stepping motors and are controlled by a bipolar drive system. This “bipolar drive method” is a method of switching the magnetic field by exciting the coil by switching the polarity of the voltage applied to both ends of the stator coil and changing the direction of the current.
[11-1.16 ms stepping motor scheduler startup process]

  When the 16 ms stepping motor scheduler activation process is started, as shown in FIG. 23, the CPU 111a of the sub-integrated board 111 determines whether or not the stepping motor operation inhibition time is 0 (step S100). This stepping motor operation inhibition time (in this embodiment, the stepping operation inhibition time is set to 5.1 s) is a time set at power-on or reset, and within this time, the character body ( (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166, and character body (Wolf man) 154 are inspected to determine whether or not they are in their original positions. Based on the stepping motor scheduler, stepping motors 150h, 153f, 152h, and 155 are driven and controlled to return to their original positions (hereinafter referred to as “power-on (reset) stepping motor initialization processing”).

  When the stepping motor operation prohibition time is 0 in step S100, that is, when the power-on (reset) stepping motor initialization process has been completed and the variable display is started, the character body is executed. It is determined whether (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166, and character body (Wolf man) 154 are in their original positions (step S102). This determination is performed in character body (Franken) abnormality determination processing, character body (Dracula) abnormality determination processing, shielding member (Dracula) abnormality determination processing, and character body (wolf man) abnormality determination processing described later. When the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are in their original positions in step S102, a command transmitted from the main control board 101, that is, The address of the stepping motor scheduler corresponding to the variation number of the variation display pattern is set (step S104).

  This stepping motor scheduler has a plurality of patterns in which the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) are operated by the stepping motors 150h, 153f, 152h, and 155, respectively. Each pattern includes a plurality of pieces of data in which the driving pulse widths, rotation directions, and driving times of the stepping motors 150h, 153f, 152h, and 155 are set as one set. This data arrangement is stored in advance in the ROM 111b of the sub-integrated board 111 as a time-series data string of data 0, data 1, data 2,. For example, as shown in FIG. 24, in the data 0 of the pattern 38, the drive pulse width 4 ms, the rotation direction CW, and the drive time 40 ms of the stepping motors 150h, 153f, 152h, and 155 are set. Data 0 of this pattern 38 is set as the address of the stepping motor scheduler in step S104 shown in FIG. Note that data 0 of each pattern hits when the stepping motors 150h, 153f, 152h, and 155 start driving. Yes.

  Returning to FIG. 23, subsequently, the value 1 is set to the stepping motor operation flag F (step S106), and this routine is finished. This stepping motor operation flag F is a flag indicating that the address of the stepping motor scheduler has been set. When the address of the stepping motor scheduler is set, that is, when the pattern is set, the value 1 is set. If not, the value 0 is set.

On the other hand, when at least one of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 is not in the original position in Step S102, the original position restoration operation processing is performed. (Step S108), and this routine is finished. This original position restoration process is a process for returning the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 to their original positions. The operation of restoring the shielding member to the original position will be described later. On the other hand, when the stepping motor operation prohibition time is not 0 in step S100, that is, when the power-on (reset) stepping motor initialization process is not finished, this routine is finished as it is.
[Stepping motor scheduler startup process for 11-2.2 ms]

  Next, when the 2 ms stepping motor scheduler activation process is started, as shown in FIG. 25, the CPU 111a of the sub-integrated board 111 determines whether the power is on or reset (step S110). When the power is turned on or reset, a stepping motor schedule pattern setting process described later is performed (step S112), the stepping motor operation inhibition time is set to 5.1 s (step S114), and this routine is terminated. As described above, the stepping motor initialization process is performed when the power is turned on (reset) within the stepping motor operation inhibition time (5.1 s).

  On the other hand, when the power is not turned on or reset in step S110, it is determined whether or not the stepping motor operation prohibition time is 0, that is, whether or not the stepping motor initialization process is finished when the power is turned on (reset) (step S116). When the stepping motor operation inhibition time is 0, that is, when the stepping motor initialization process is completed when the power is turned on (reset), a stepping motor schedule pattern setting process described later is performed (step S118), and this routine is terminated. To do. On the other hand, if the stepping motor operation inhibition time is not 0 in step S116, that is, if the stepping motor initialization process is not completed when the power is turned on (reset), this routine is terminated as it is.

Note that the stepping motor operation prohibition time set in step S114 is subtracted by the internal timer of the CPU 111a of the sub-integrated substrate 111, and then becomes 0.
[11-3. Stepping motor scheduler pattern setting process]

  Next, when the stepping motor scheduler pattern setting process is started, as shown in FIG. 26, the CPU 111a of the sub-integrated board 111 determines whether or not the stepping motor operation flag F is a value 1, that is, the address of the stepping motor scheduler. It is determined whether or not is set (step S120). When the stepping motor operation flag F is a value 1, that is, when the address of the stepping motor scheduler is set, it is assumed that the stepping motor operation flag F is set to the value 0, that is, the address of the stepping motor scheduler is not set ( In step S122), a stepping motor scheduler pattern is set (step S124), and this routine is terminated. The stepping motor scheduler pattern is set by setting the stepping motor scheduler address (for example, data 0 of the pattern 38 shown in FIG. 24) set in step S104 of the 16 ms stepping motor scheduler starting process shown in FIG. Set as a pattern. On the other hand, when the stepping motor operation flag F is 0 in step S120, that is, when no pattern is set, this routine is ended as it is.

In step S122, the stepping motor operation flag F is set to 0. This is because the setting of the stepping motor scheduler pattern in step S124 is performed only once. The actual progress of the stepping motor scheduler pattern is performed by a 2 ms stepping motor scheduler operation process described later. Also, next time, the stepping motor operation flag F is set to the value 1, that is, the address of the stepping motor scheduler is newly set. Until this routine is executed, the address of the stepping motor scheduler set in the stepping motor scheduler pattern in step S124 is the sub address. It is stored in the RAM 111c of the integrated substrate 111.
[11-4.2ms Stepping Motor Scheduler Operation Processing]

Next, when the 2 ms stepping motor drive data setting process is started, the CPU 111a of the sub-integrated substrate 111 determines whether or not the drive time has ended as shown in FIG. 27 (step S130). This determination is made based on whether or not the elapsed time set in the stepping motor scheduler pattern has elapsed. Specifically, for example, the elapsed time 40 ms set by the data 0 of the pattern 38 shown in FIG. 24 is subtracted by a 2 ms timer batch subtraction process to be described later, and thereafter, whether or not the value becomes 0 is performed. When the drive time has elapsed in step S130, the stepping motor scheduler pattern is advanced by one (for example, data 0 is advanced from data 0 of pattern 38 shown in FIG. 24, step S132), and this routine is terminated. On the other hand, when the drive time has not elapsed in step S130, this routine is ended as it is.
[11-5. Stepping motor processing]

  Next, when the stepping motor process is started, the CPU 111a of the sub-integrated board 111 performs a 2 ms timer batch subtraction process as shown in FIG. 28 (step S140). This 2 ms timer batch subtraction process is a process of subtracting the drive time of the stepping motor schedule pattern by 2 ms. For example, the data 0 of the pattern 38 shown in FIG. 24 is subtracted every time this 2 ms timer batch subtraction process is performed, from the drive time of 40 ms to 2 ms, 38 ms, 36 ms,..., 0 ms. Subsequently, a 2 ms stepping motor scheduler activation process is performed (step S142). This 2 ms stepping motor scheduler activation process is a process of setting the address of the stepping motor scheduler that drives the stepping motors 150h, 153f, 152h, 155 as described in FIG. Subsequently, 2 ms stepping motor scheduler operation processing is performed (step S144). This 2 ms stepping motor scheduler operation processing is processing in which the stepping motors 150h, 153f, 152h, and 155 are advanced by the stepping motor scheduler pattern as described with reference to FIG. Subsequently, the first excitation data is initialized (step S146), and the second excitation data is initialized (step S148). The initialization performed in steps S146 and 148 is performed by setting the excitation data to the value 0. Then, the first excitation data is created (step S150), and the second excitation data is created (step S152).

  Here, each of the first excitation data and the second excitation data is 1 byte, that is, 8-bit information. By assigning the driving signal of the stepping motor to be driven to the upper 4 bits and the lower 4 bits, 1 byte is assigned. Thus, two stepping motors can be driven. For example, in the upper 4 bits of the first excitation data, the driving signal of the stepping motor 152h is allocated in order of SM3-4, SM3-3, SM3-2 and SM3-1, while the lower 4 bits of the first excitation data The drive signals of the stepping motor 155 are assigned in order of SM4-4, SM4-3, SM4-2, and SM4-1 (see FIG. 15). Further, in the upper 4 bits of the second excitation data, the driving signal of the stepping motor 150h is allocated in order of SM1-4, SM1-3, SM1-2 and SM1-1, while the lower 4 bits of the second excitation data. In FIG. 15, the drive signals of the stepping motor 153f are allocated in order of SM2-4, SM2-3, SM2-2, and SM2-1 (see FIG. 15).

Subsequently, the second excitation data is output to the lamp driving substrate 112 (step S154), the first excitation data is output to the lamp driving substrate 112 (step S156), and this routine is finished. The first excitation data and the second excitation data are shifted from the least significant bit excitation data to the most significant bit excitation data by shifting the upper 4 bits and lower 4 bits of 8-bit excitation data to the right by 1 bit. Are sequentially transmitted to the lamp integrated substrate 112. For example, the second excitation data is transmitted to the lamp driving substrate 112 in order of SM4-4, SM4-3, SM4-2, SM4-1, SM3-4, SM3-3, SM3-2 and SM3-1. At this time, the CPU 111a of the sub-integrated board 111 outputs a clock (synchronous clock) SM-CLK synchronized with the transfer clock from the serial output unit 111aso to the lamp driving board 112. Further, the second excitation data and the first excitation data are transmitted bit by bit from the serial output unit 111aso to the lamp driving board. After the second excitation data is transmitted to the lamp driving substrate 112 in step S124, the first excitation data is transmitted to the lamp driving substrate 112 in step S126, so that the first excitation data is converted into the serial / parallel conversion unit of the lamp driving substrate 112. The second excitation data is shifted to the shift register 112hs of the serial / parallel converter 112h through the shift register 112hs of 112h and shifted to the shift register 112is of the serial / parallel converter 112i. Excitation data of the shift register 112hs and the shift register 112is are transferred to the storage register 112ht and the storage register 112it, respectively, and when the latch signal SM-LAT is input from the sub control board 111, the storage register 112ht and the storage register 112it The transferred first excitation data and second excitation data are output as drive signals to the drive circuits 112j, 112k, 112m, and 112n. Drive control of the stepping motors 150h, 153f, 152h, and 155 is performed by this drive signal, and a CW or CCW rotational motion is obtained. This stepping motor process is performed as a process of the 2 ms timer interrupt process in step S60 of the 2 ms timer interrupt process shown in FIG.
[12. Character body abnormality determination process]

Next, the abnormality determination of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 will be described. FIG. 29 is a flowchart illustrating an example of character body (Franken) abnormality determination processing, FIG. 30 is a flowchart illustrating an example of character body (Dracula) abnormality determination processing, and FIG. 31 illustrates shielding member (Dracula) abnormality determination processing. FIG. 32 is a flowchart showing an example of character body (wolf man) abnormality determination processing. For convenience of explaining the outline of the process, each of these processes is performed as one process of 16 ms steady process of step S48 of the reset process shown in FIG. 19 and the timer interrupt process shown in FIG. This flowchart is combined with the process performed as one process of the 2 ms interrupt process in step S60. Each of these processes is performed every time a variation number of a variation display pattern (for example, an accessory reach having a variation number 32) is transmitted as a command from the main control substrate 101 to the sub integrated substrate 111.
[12-1. Character body (Franken) abnormality determination process]

  Next, when the character body (Franken) abnormality determination process is started, as shown in FIG. 29, the CPU 111a of the sub-integrated board 111 determines whether or not the character body (Franken) 150 is in the original position ( Step 160). This determination is made based on whether or not the reference plate 150m is detected by the photosensor 150n. Specifically, a state in which the reference plate 150m is in the recess of the photosensor 150n is detected as a state in which the character body (franken) 150 is in the original position, while the reference plate 150m is in the recess of the photosensor 150n. No state is detected as a state where the character body (Franken) 150 is not in the original position. When the character body (Franken) 150 is in the original position in step S160, that is, when the reference plate 150m is in the recess of the photosensor 150n, the character body (Franken) abnormality flag F-MS1 is set to 0. (Step S162), and this routine is finished. This character body (Franken) abnormality flag F-MS1 is a flag indicating whether or not the reference plate 150m is in the recess of the photosensor 150n, and the reference plate 150m is in the recess of the photosensor 150n. Is a normal state of the character body (Franken) 150, and a value of 1 is set as a state where the reference plate 150m is not in the recess of the photosensor 150n.

  Here, as described above, the character body (Franken) 150 causes the character body (Franken) 150 to appear on the front side of the display area 42 by rotating the stepping motor 150 in CW, that is, clockwise. By rotating the motor 150 CCW, that is, counterclockwise, the character body (franken) 150 returns to the original position. For this reason, when the character body (Franken) 150 is not in the original position, it can be restored to the original position by CCWing the stepping motor 150h (referred to as “original position restoration processing (Franken)”).

  On the other hand, when the character body (franken) 150 is not in the original position in step S160, that is, when the reference plate 150m is not in the recess of the photosensor 150n, the reference plate 150m is set in the recess of the photosensor 150n. As the restoration operation, the stepping motor 150h is caused to perform one step CCW (step S164).

  Subsequently, it is determined whether or not the edge of the reference plate 150m has been detected (step S166). This determination is performed based on the history that the photo sensor 150n detects the edge of the reference plate 150m. Specifically, for example, when the photo sensor 150n continuously detects the edge of the reference plate 150m three times, it is determined that the character body (Franken) 150 is in a state of being restored to the original position, while the photo sensor 150n is When the edge of the reference plate 150m is not detected three times in succession, it is determined that the character body (franken) 150 is not in a state of being restored to the original position. When the edge of the character body (Franken) 150 is detected in Step S166, that is, when the character body (Franken) 150 is in the state of being restored to the original position, the stepping motor 150h is CCWed by 60 steps (Step S168). This rotation is performed to finely adjust the character body (franken) 150 to the original position by rotating the stepping motor 150h.

  Subsequently, the character body (Franken) abnormality flag F-MS1 is set to 0 (step S162), and this routine is terminated. On the other hand, when the edge of the reference plate 150m is not detected in step S166, it is determined whether or not the stepping motor 150h has rotated N1 steps or more (step S170). Here, the N1 step is the number of steps (for example, 483 steps) when the stepping motor 150h makes one rotation. When the stepping motor 150h has rotated N1 steps or more in step S170, the character body (franken) abnormality flag F-MS1 is set to 1 (step S172), and this routine is terminated. On the other hand, when the stepping motor 150h does not rotate for N1 steps or more in step S170, the process returns to step S164, the stepping motor 150h is made CCW one step, and until the edge of the reference plate 150m is detected in step S166 or step S170. In step S164, step S166, and step S170 are sequentially repeated until the stepping motor 150h rotates for N1 steps or more.

  In this character body (Franken) abnormality determination process, when the detection signal from the photo sensor 150n does not exist for a predetermined time, the driving of the stepping motor 150h is stopped as an abnormality.

Note that the processing sequentially performed with step S160 and step S162 is performed as one process of 16 ms steady processing of step S48 of the reset processing illustrated in FIG. 19, and is sequentially performed with step S164, step S166, step S168, and step S162. The process performed in sequence with steps S164, S166, S170, and S172 is performed as one process of the 2 ms timer interrupt process of step S60 of the timer interrupt process shown in FIG.
[12-2. Character body (Dracula) abnormality determination process]

  Next, when the character body (Dracula) abnormality determination process is started, as shown in FIG. 30, the CPU 111a of the sub-integrated board 111 determines whether or not the character body (Dracula) 152 is in the original position ( Step 180). This determination is made based on whether or not the reference plate 153m is detected by the photosensor 153n. Specifically, the state in which the reference plate 153m is in the recess of the photosensor 153n is detected as the state in which the character body (Dracula) 152 is in the original position, while the reference plate 153m is in the recess of the photosensor 153n. No state is detected as a state where the character body (Dracula) 152 is not in the original position. When the character body (Dracula) 152 is in the original position in step S180, that is, when the reference plate 153m is in the recess of the photosensor 153n, the character body (Dracula) abnormality flag F-MS2 is set to 0. (Step S182), and this routine is finished. This character body (Dracula) abnormality flag F-MS2 is a flag indicating whether or not the reference plate 153m is in the recess of the photosensor 153n, and the reference plate 153m is in the recess of the photosensor 153n. Is the normal state of the character body (Dracula) 152, while the value 1 is set as the abnormal state of the character body (Dracula) 152 is the state where the reference plate 153m is not in the recess of the photosensor 153n.

  Here, as described above, the character body (Dracula) 152 causes the character body (Dracula) 152 to appear on the front side of the display area 42 by rotating the stepping motor 153f once by CW, and returns to the original position. Become. Therefore, when the character body (Dracula) 152 is not in the original position, it can be restored to the original position by causing the stepping motor 153f to CW (referred to as “original position restoration processing (character body (Dracula))”).

  On the other hand, when the character body (Dracula) 152 is not in the original position in step S180, that is, when the reference plate 153m is not in the recess of the photosensor 153n, the reference plate 153m is set in the recess of the photosensor 153n. As the recovery operation, the stepping motor 153f is caused to perform one step CW (step S184).

  Subsequently, it is determined whether or not the edge of the reference plate 153m has been detected (step S186). This determination is performed based on the history that the photosensor 153n has detected the edge of the reference plate 153m. Specifically, for example, when the photosensor 153n continuously detects the edge of the reference plate 153m three times, it is determined that the character body (Dracula) 152 is in a state of being restored to the original position, while the photosensor 153n is If the edge of the reference plate 153m is not detected three times in succession, it is determined that the character body (Dracula) 152 is not in a state of being restored to the original position. When the edge of the character body (Dracula) 152 is detected in Step S186, that is, when the character body (Dracula) 152 is in a state of being restored to the original position, the stepping motor 153f is caused to CW for 78 steps (Step S188). This rotation is performed to finely adjust the character body (dracula) 152 to the original position by rotating the stepping motor 154f.

  Subsequently, the character body (Dracula) abnormality flag F-MS2 is set to 0 (step S182), and this routine is terminated. On the other hand, when the edge of the reference plate 153m is not detected in step S186, it is determined whether or not the stepping motor 153f has rotated N2 steps or more (step S190). Here, the N2 step is the number of steps when the stepping motor 153f makes two rotations (for example, if one rotation is 483 steps, two rotations are 483 × 2 steps). When the stepping motor 153f rotates N2 steps or more in step S190, the character body (Dracula) abnormality flag F-MS2 is set to 1 (step S192), and this routine is terminated. On the other hand, when the stepping motor 153f has not rotated more than N2 steps in step S190, the process returns to step S184, the stepping motor 153f is caused to perform one step CW, and until the edge of the reference plate 153m is detected in step S186 or step S190. In step S184, step S186, and step S190 are sequentially repeated until the stepping motor 153f rotates N2 steps or more.

  In this character body (Dracula) abnormality determination process, when there is no detection signal from the photosensor 153n for a predetermined time, the driving of the stepping motor 153f is stopped as an abnormality.

Note that the processing that is sequentially performed with step S180 and step S182 is performed as one of the 16 ms steady processing of step S48 of the reset processing illustrated in FIG. 19, and is sequentially performed with step S184, step S186, step S188, and step S182. Step S184, Step S186, Step S190, and Step S192, which are sequentially performed, are performed as one process of the 2 ms timer interrupt process in Step S60 of the timer interrupt process shown in FIG.
[12-3. Shield member (Dracula) abnormality determination process]

  Next, when the shielding member (Dracula) abnormality determination process is started, as shown in FIG. 31, the CPU 111a of the sub-integrated substrate 111 determines whether or not the shielding member (Dracula) 166 is in the original position ( Step 200). This determination is made based on whether or not the reference plate 152m is detected by the photosensor 152n. Specifically, the state in which the reference plate 152m is in the recess of the photosensor 152n is detected as the state in which the shielding member (dracula) 166 is in the original position, while the reference plate 152m is in the recess of the photosensor 152n. The state where the shielding member (dracula) 166 is not in the original position is detected. When the shielding member (dracula) 166 is in the original position in step S200, that is, when the reference plate 152m is in the recess of the photosensor 152n, the shielding member (dracula) abnormality flag F-MS3 is set to 0. (Step S202), and this routine is finished. This shielding member (dracula) abnormality flag F-MS3 is a flag indicating whether or not the reference plate 152m is in the recess of the photosensor 152n, and the reference plate 152m is in the recess of the photosensor 152n. Is set to 0 as a normal state of the shielding member (dracula) 166, and a value of 1 is set as an abnormal state of the shielding member (dracula) 166 when the reference plate 152m is not in the recess of the photosensor 152n.

  Here, as described above, the shielding member (Dracula) 166 is an operation in which the shielding member (Dracula) 166 appears on the front side of the display area 42 by rotating the stepping motor 152h once by CW and returns to the original position. Become. For this reason, when the shielding member (Dracula) 166 is not in the original position, it can be restored to the original position by CWing the stepping motor 152h (referred to as “original position restoration processing (shielding member (Dracula))”).

  On the other hand, when the shielding member (dracula) 166 is not in the original position in step S200, that is, when the reference plate 152m is not in the recess of the photosensor 152n, the reference plate 152m is set in the recess of the photosensor 152n. As a recovery operation, the stepping motor 152h is caused to perform one step CW (step S204).

  Subsequently, it is determined whether or not the edge of the reference plate 152m has been detected (step S206). This determination is made based on the history of the photo sensor 152n detecting the edge of the reference plate 152m. Specifically, for example, when the photo sensor 152n continuously detects the edge of the reference plate 152m three times, it is determined that the shielding member (dracula) 166 is in a state of being restored to the original position, while the photo sensor 152n is When the edge of the reference plate 152m is not detected three times in succession, it is determined that the shielding member (dracula) 166 is not in a state of being restored to the original position. When the edge of the reference plate 152m is detected in step S206, that is, when the shielding member (dracula) 166 is restored to the original position, the stepping motor 152h is CWed by 27 steps (step S208). This rotation is performed to finely adjust the shielding member (dracula) 166 to the original position by rotating the stepping motor 152h.

  Subsequently, the shielding member (Dracula) abnormality flag F-MS3 is set to 0 (step S202), and this routine is terminated. On the other hand, when the edge of the reference plate 152m is not detected in step S206, it is determined whether or not the stepping motor 152h has rotated N3 steps or more (step S210). Here, the N3 step is the number of steps when the stepping motor 152h makes two rotations (for example, if one rotation is 483 steps, two rotations are 483 × 2 steps). When the stepping motor 152h has rotated N3 steps or more in step S210, the shielding member (Dracula) abnormality flag F-MS3 is set to 1 (step S212), and this routine is terminated. On the other hand, when the stepping motor 152h has not rotated N3 steps or more in step S210, the process returns to step S204, and the stepping motor 152h is caused to perform one step CW, and until the edge of the reference plate 152m is detected in step S206 or step S210. In step S204, step S206, and step S210, the steps are repeated until the stepping motor 152h rotates N3 steps or more.

  In this shielding member (dracula) abnormality determination process, when there is no detection signal from the photosensor 152n for a predetermined time, the driving of the stepping motor 152h is stopped as an abnormality.

Note that the processing sequentially performed with steps S200 and S202 is performed as one of the 16 ms steady-state processing of step S48 of the reset processing shown in FIG. 19, and is sequentially performed with step S204, step S206, step S208, and step S202. Step S204, step S206, step S210, and step S212 are sequentially performed as a process of 2 ms timer interrupt processing in step S60 of the timer interrupt processing shown in FIG.
[12-4. Character body (wolf man) abnormality determination process]

  Next, when the character body (wolf man) abnormality determination process is started, as shown in FIG. 32, the CPU 111a of the sub-integrated board 111 determines whether or not the character body (wolf man) 154 is in the original position. (Step 220). This determination is made based on whether or not the reference plate 154m is detected by the photosensor 154n. Specifically, the state in which the reference plate 154m is in the recess of the photosensor 154n is detected as the character body (wolf man) 154 is in the original position, while the reference plate 154m is in the recess of the photosensor 154n. The state where the character body (wolf man) 154 is not in the original position is detected. When the character body (wolf man) 154 is in the original position in step S220, that is, when the reference plate 154m is in the recess of the photosensor 154n, the character body (wolf man) abnormality flag F-MS4 has a value of 0. Is set (step S222), and this routine is terminated. This character body (wolf man) abnormality flag F-MS4 is a flag indicating whether or not the reference plate 154m is in the recess of the photosensor 154n, and the reference plate 153m is in the recess of the photosensor 153n. The value is set to 0 when the state is the normal state of the character body (wolf man) 154, and the value 1 is set as the abnormal state of the character body (wolf man) 154 when the reference plate 154m is not in the recess of the photosensor 154n. ing.

  Here, as described above, the character body (wolf man) 154 causes the character body (wolf man) 154 to appear on the front side of the display area 42 by rotating the stepping motor 155 once by CW, and returns to the original position. It becomes operation. For this reason, when the character body (wolf man) 154 is not in the original position, it can be restored to the original position by causing the stepping motor 155 to CW (referred to as “original position restoration process (wolf man)”).

  On the other hand, when the character body (wolf man) 154 is not in the original position in step S220, that is, when the reference plate 154m is not in the recess of the photosensor 154n, the reference plate 154m is set in the recess of the photosensor 154n. As a recovery operation, the stepping motor 155 is caused to perform one step CW (step S224).

  Subsequently, it is determined whether or not the edge of the reference plate 154m has been detected (step S226). This determination is made based on the history that the photo sensor 154n has detected the edge of the reference plate 154m. Specifically, for example, when the photo sensor 154n continuously detects the edge of the reference plate 154m three times, it is determined that the character body (wolf man) 152 is in a state of being restored to the original position, while the photo sensor 154n When the edge of the reference plate 154m is not detected three times in succession, it is determined that the character body (Dracula) 154 is not in a state of being restored to the original position. When the edge of the reference plate 154m is detected in step S226, that is, when the character body (wolf man) 154 is restored to the original position, the stepping motor 155 is CWed by 46 steps (step S228). This rotation is performed to finely adjust the character body (wolf man) 154 to the original position by rotating the stepping motor 155.

  Subsequently, the character body (wolf man) abnormality flag F-MS4 is set to 0 (step S222), and this routine is terminated. On the other hand, when the edge of the reference plate 154m is not detected in step S226, it is determined whether or not the stepping motor 155 has rotated N4 steps or more (step S230). Here, the N4 step is the number of steps when the stepping motor 155 rotates twice (for example, if it is 483 steps in one rotation, it is 483 × 2 steps in two rotations). When the stepping motor 153f has rotated N4 steps or more in step S230, the character body (wolf man) abnormality flag F-MS4 is set to 1 (step S232), and this routine is terminated. On the other hand, when the stepping motor 155 has not rotated N4 steps or more in step S230, the process returns to step S224, the stepping motor 155 is caused to perform one step CW, and until the edge of the reference plate 154m is detected in step S226 or step S230. In step S224, step S226, and step S230 are sequentially repeated until the stepping motor 155 rotates N4 steps or more.

  In this character body (wolf man) abnormality determination process, when the detection signal from the photosensor 154n does not exist for a predetermined time, the driving of the stepping motor 155 is stopped as an abnormality.

Note that the processing sequentially performed with Step S220 and Step S222 is performed as one process of 16 ms steady processing of Step S48 of the reset processing illustrated in FIG. 19, and sequentially performed with Step S224, Step S226, Step S228, and Step S222. This process and the processes sequentially performed in steps S224, S226, S230, and S232 are performed as one process of the 2 ms timer interrupt process in step S60 of the timer interrupt process shown in FIG.
[13. Notice pattern]

  Next, when the CPU 111a of the sub-integrated board 111 receives the change number of the change display pattern as a display command output from the main control board 101, it is set based on the change number of the change display pattern and the advanced notice pattern number. Explain the advanced advance notice. FIG. 33 is a table showing an example of an advanced notice pattern, and FIG. 34 is a table showing an example of an advanced notice for the daytime background. The advanced notice pattern table and the daytime advance notice table are stored in advance in the ROM 111b of the sub-integrated board 111.

  Here, in the advance notice, a wolf man, Dracula, Franken, and a monster as characters are sequentially displayed on the display area 42 of the liquid crystal display 116, a character body (wolf man) 154, and a character body (Dracula). 152 and the character body (Franken) 150 are sequentially operated to cause the notice to appear on the front side of the display area 42 of the liquid crystal display 116 from the outside of the liquid crystal display 116 and the above-described two notices to be sequentially displayed or appear. There is a notice. The advanced notice pattern number is determined based on a random number updated by the CPU 111a of the sub-integrated board 111 (hereinafter referred to as “developed notice random number”).

  In FIG. 33 (a), an advanced notice corresponding to each advanced notice pattern number is set, and in FIG. 33 (b), the contents of the advanced notice are set. There are a total of 17 types of advanced notice pattern numbers from 0 to 16. For example, in advance notice pattern number 4, step 1 and step 2 ′ are set as the advance notice, and the advance notice. In the contents, a wolf man image appears as Step 1 and a Dracula character body is set as Step 2 ′. This Dracula character body is set so that the character body (Dracula) 152 and the shielding member (Dracula) 166 operate. Note that the advance notice is not set for the advance notice pattern number 0, that is, the advance notice is not set. An expected value (not shown) is assigned to the advanced notice pattern number. The expected value when the character body is set as the content of the advance notice corresponding to the advance notice pattern number is larger than the advance notice pattern number, and the expected value is set as the content of the advance notice. It is set to be equal to the expected value when not. For example, the expected value of the advanced notice pattern number 2 (developed notice: step 1 ′ as a character and a wolf man) is the advanced notice pattern number 3 (developed notice: step 1), which is one larger advance notice pattern number. Is equal to the expected value of the appearance of the wolf man image and the appearance of the Dracula image as step 2).

In FIG. 34, an advanced notice pattern number is set with a predetermined probability as an advanced notice pattern corresponding to each change number of the change display pattern. As described above, an advanced notice corresponding to each advanced notice pattern number is set for this advanced notice pattern number as shown in FIGS. 33 (a) and 33 (b). For example, in the wolf male reach with the variation number 5, the advanced notice pattern number 4 is set with a probability of 20/466. The variation number of the variation display pattern is the same as the variation number of the variation display pattern shown in FIG. 16, and the variation name corresponding to the variation number of each variation display pattern is also the same. Omit.
[14. Direction]

  Next, an effect displayed on the display area 42 of the liquid crystal display 116 and a character body (Franken) 150, a character body (Dracula) 152, a shielding member (Dracula) 166, and a character body (appearing on the front side of the display area 42 Wolves) 150 will be explained. FIG. 35 is a flowchart showing an example of the advanced notice pattern number shift process, FIG. 36 is an effect showing an example of the advanced notice in the normal state, and FIG. 37 is an effect showing an example of the advanced notice in the abnormal state. is there.

The CPU 111a of the sub-integrated board 111 receives a character body (Franken) 150, a character body (Dracula) 152, a shielding member (Dracula) 166, and a character body every time a variation number of the variation display pattern is transmitted as a command from the main control board 101. (Wolf man) 154 abnormality determination process, character body (Franken) abnormality determination process, character body (Dracula) abnormality determination process, shielding member (Dracula) abnormality determination process, character body (wolf man) abnormality determination process, respectively And determine whether the state is normal or abnormal. In the normal state, various effects are performed based on the advanced notice pattern number set as the advanced notice described above. On the other hand, in the abnormal state, the effect is processed by the advanced notice pattern number shift process described later. Various effects are performed based on the developed advance notice pattern number.
[14-1. Advanced notice pattern number shift processing]

  Next, the advanced notice pattern number shift process will be described. When the advanced notice pattern number is started, as shown in FIG. 35, the CPU 111a of the sub-integrated board 111 has a character body (Franken) 150, a character body (Dracula) 152, a shielding member (Dracula) 166, and a character body. (Wolf man) 154 determines whether or not it is in a normal state (step S240). When it is in the normal state, this routine is finished as it is. On the other hand, when the state is not normal in step S240, that is, when it is in an abnormal state, it is determined whether or not the character body is included in the content of the advanced type advance notice pattern number SP already set (step S242). ). As described above, this determination is made based on the content of the advanced notice corresponding to each advanced pattern number shown in FIGS. 33 (a) and 33 (b). Specifically, the content of the advance notice corresponding to the advance notice pattern number 2 is set as the appearance of the wolf man in step 1 ′, and the advance notice pattern number 2 includes the character body. Become.

  When a character body is included in the content of the advance notice corresponding to the advance notice pattern number SP in step S242, the value 1 is added to the advance notice pattern number SP (step S244), and the advance notice pattern number SP is 13 or less. It is determined whether or not (step S246). In this determination, since the largest advanced notice pattern number (hereinafter referred to as “shift limit number”) that does not include the character body in the contents of the advanced notice is the evolved notice pattern number 13, the advanced notice pattern number SP. Is performed based on whether or not is less than or equal to the shift limit number. If the advanced notice pattern number SP is equal to or smaller than the shift limit number 13 in step S246, it is determined whether or not the character of the developed notice corresponding to the evolved notice pattern number SP includes a character body (step S248). If no character body is included in the content of the advanced type notice corresponding to the type notice pattern number SP, this routine is finished as it is.

  On the other hand, when a character body is included in the content of the advanced notice corresponding to the advanced notice pattern number SP in step S248, the process returns to step S44, and the value 1 is added to the evolved notice pattern number SP. The process is sequentially repeated until the notice pattern number SP exceeds the shift limit number 13 or until the character body is not included in the contents of the developed notice pattern number SP corresponding to the evolved notice pattern number SP in step S248. On the other hand, when the advanced notice pattern number SP exceeds the shift limit number 13 in step S246, the advanced notice pattern number 11 is set in the evolved notice pattern number SP (step S250), and this routine is terminated. In step S250, the advanced notice pattern number 11 is set in the evolved notice pattern number SP. As shown in FIGS. 33 (a) and 33 (b), the advanced notice pattern numbers 14 to 16 are as follows. Since Step 1 or Step 1 ′, Step 2 or Step 2 ′, Step 3 ′, and Step 4 are proceeding, Step 1, Step 2, and Step 3 of the advanced notice pattern number 11 are provided as image effects corresponding to this progress. Step 4 is set. At this time, the expected value of the advanced notice pattern number 11 is set as an expected value assigned to each of the evolved notice pattern numbers 14 to 16, and the character (Franken) 73 and the character ( Dracula) 72, character (wolf man) 71, and character (monster) 70 are displayed. On the other hand, if it is determined in step S242 that the content of the advanced notice corresponding to the advanced notice pattern number SP does not include a character body, this routine is terminated.

In this embodiment, the advance notice time is constant, and the advance notice time does not change even if the advance notice pattern number is shifted by the aforementioned advance notice pattern number shifting process. Further, there are not always 17 advance notice pattern numbers corresponding to the change numbers of the change display patterns shown in FIG. 34, ie, advance notice pattern numbers 0 to 16, such as change number 3 (change name of change display pattern). : Advanced reachable pattern numbers corresponding to: normal reach) are only developed advance notice pattern numbers 0-3. Here, for example, when the variation number of the variation display pattern is only the advanced notice pattern number 0 to 2, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, the character If any of the body (wolf man) has a problem and enters an abnormal state, the above-described advanced notice pattern number shift process is not performed. When the advanced notice pattern number shift process is performed, the content of the advanced notice of the advanced notice pattern number 2 includes the appearance of a wolf man in a character as step 1, so that the advance notice pattern number 2 is changed to the developed notice pattern number 2 in step S244 described above. This is because the value 1 is added to obtain the advanced notice pattern number 3, which is an impossible advance notice pattern number that is actually impossible.
[14-2. Production during normal and abnormal conditions]

In the display area 42 of the liquid crystal display 116 in which FIGS. 36 (a) to 36 (c) and FIGS. 37 (a) to 37 (d) are displayed, when the special symbol display 41 starts the variable symbol display, the display area is displayed. The decorative symbol 80a is displayed on the upper left side of 42, the decorative symbol 80c is displayed on the upper right side, and the decorative symbol 80b is displayed on the center. The decorative symbols 80a and 80c are translucent enough to allow the background image to be visually recognized. The decorative symbols 80a are arranged from the upper left to the lower left of the display region 42, and the decorative symbols 80c are arranged from the upper right to the lower right of the display region 42, respectively. Fluctuating display is performed as if it is rotating. The decorative pattern 80b is variably displayed as if it is jumping at the center. A daytime background image 81 is displayed as the background image of the display area 42, and a character (monster) 70 is displayed below the decorative design 80b.
[14-2-1. Production in normal state]

When in the normal state, various effects are performed based on the advanced notice pattern number. For example, in the case of the advanced notice pattern number 10, as shown in FIGS. 33A and 33B, a wolf man (character body (wolf man) 150) appears as a character body as step 1 ′, and as step 2 ′. The appearance of the Dracula character body (character body (Dracula) 152 and shielding member (Dracula) 166), and the appearance of Franken (character body (Franken) 154) as the character body is set as Step 3 ′. In Step 1 ′, FIG. As shown in FIG. 36A, a character body (wolf man) 150 appears on the front side of the display area 42, and in step 2 ′, a character body appears on the front side of the display area 42 as shown in FIG. (Dracula) 152 and shielding member (Dracula) 166 appear, and in step 3 ′, as shown in FIG. Character body on the front side of the display region 42 (Franken) 154 appears.
[14-2-2. Production during abnormal conditions]

  On the other hand, in the abnormal state, various effects are performed based on the advanced notice pattern number processed by the advanced notice pattern number shift process described above. For example, when the advanced notice pattern number 10 is set in the normal state, the advanced notice pattern number 10 is shifted to the evolved notice pattern number 11 by the advanced notice pattern number shift process. At this time, the expected value of the advanced notice pattern number 11 is equal to the expected value of the evolved notice pattern number 10. As shown in FIGS. 33 (a) and 33 (b), this advanced type notice pattern number 11 includes a wolf man image appearance as step 1, a dracula image appearance as step 2, a franken image appearance as step 3, and a monster as step 4. The appearance of the kun image is set. In step 1, as shown in FIG. 37 (a), the character (wolf man) 71 is displayed in the display area 42, and in step 2, as shown in FIG. 36 (b). The character (Dracula) 72 is displayed in the display area 42. In step 3, as shown in FIG. 36 (c), the character (Franken) 73 is displayed in the display area 42. In step 4, FIG. 36 (d) is displayed. As shown in FIG. 5, a character (monster) 70 is displayed in the display area 42.

  According to the embodiment described above, when at least one of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 is in an abnormal state, these are The character is displayed in the display area 42 of the liquid crystal display 116 by shifting to the advanced notice pattern number not included. For this reason, even if the game effect is changed, the game effect is not interrupted, and a state that is beneficial to the player can be maintained. Therefore, it is possible to suppress a decrease in the interest of the game.

  Further, the advanced notice pattern number was changed when in an abnormal state, but at this time, the evolved notice pattern number having the same expected value is selected, so that a state beneficial to the player can be maintained. .

  Furthermore, since the photosensors 150n, 153n, 152n, and 154n are fixed to the accommodating portions 156, 158, and 160, respectively, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) With the movement of 154, the original position is not displaced.

  Furthermore, since the original position is fixed, the motion state from the original position of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 is stepping. Since it is uniquely determined by drive signals for driving the motors 150h, 153f, 152h, and 155, that is, excitation data, it is not necessary to install a transmission type or reflection type fiber sensor or the like in the middle of the operation, leading to a reduction in manufacturing cost. .

  Then, by setting the original position, when the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula), and the character body (Wolf man) 154 are in an abnormal state, the stepping motors 150h, 153f, 152h 155 can be set in advance to perform either CW / CCW rotation. Specifically, as described above, the character body (Dracula) 152, the shielding member (Dracula), and the character body (Wolf man) 154 may rotate in one direction until they move from the original position and return to the original position. However, as described above, the character body (Franken) 150 needs to rotate in two directions until it moves from the original position and returns to the original position. That is, the character body (Dracula) 152, the shielding member (Dracula), and the character body (Wolf man) 154 are restored to their original positions, such as CW when the character body (Franken) 150 is in the abnormal state, and CCW when the character body (Franken) 150 is in the abnormal state. The rotation direction can be set in advance.

  In addition, during the home position return process, the signals from the photosensors 150n, 153n, 152n, and 154n are output for a certain period of time (for example, the N1 step period of step S170 of the character body (Franken) abnormality determination process shown in FIG. 29, FIG. 30). N2 step period of step S190 of the character body (Dracula) abnormality determination process shown in FIG. 31, N3 step period of Step S210 of the shielding member (Dracula) abnormality determination process shown in FIG. 31, and the character body (wolf man) shown in FIG. ) N4 step period of step S230 of the abnormality determination process) When there is not, the character body (Franken) 150, because the driving of the stepping motors 150h, 153f, 152h, 155 is stopped as an abnormality of the photosensors 150n, 153n, 152n, 154n. Character body ( Rakyura) 152, the shielding member (Dracula), does not break the character body (Wolfman) 154.

  Further, in order to determine whether or not the photosensors 150n, 153n, 152n, and 154n are in a recovery state based on the history of detecting the edges of the reference plates 152m, 153m, 152m, and 154m, respectively, the photosensors 150n, 153n, and 152n are determined. , 154n chattering, noise and the like can be prevented. Further, for example, in the character body (Franken) 150 described above, after detecting the edge of the reference plate 150m (based on the history), the stepping motor 150h is further CCWed by 60 steps. And can be reliably stored in the recess of the photosensor 150n. Further, even if the reference plate 150m is finely moved due to mechanical play of the structural members constituting the character body (franken) 150, the reference plate 150m remains in the recess of the photosensor 150n. It can be detected reliably.

Furthermore, since the reference plates 150m, 153m, 152m, and 154m are provided larger than the respective concave portions of the photosensors 150n, 153n, 152n, and 154n, the reference plates 150m, 153m, and 152m are caused by mechanical play of the structural members. , 154m finely move, the reference plates 150n, 153n, 152n, 154n remain in the recesses of the photosensors 150n, 153n, 152n, 154n, respectively, so that the photosensors 150n, 153n, 152n, 154n are the reference plates 150m, 153m. , 152m, 154m can be reliably detected.
[15. Another example]

  It should be noted that the present invention is not limited to the above-described embodiment, and it goes without saying that the present invention can be implemented in various modes as long as it belongs to the technical scope of the present invention.

  In the embodiment described above, when any of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 is defective, FIG. ) And (b) as an advanced notice pattern number that does not include a character body in the contents of the advance notice, that is, an evolved notice pattern that is produced only by characters displayed in the display area 42 of the liquid crystal display 116. Although it is replaced with a number, it may be replaced with an advanced notice pattern number including a character body in which a defect does not occur. In this way, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are produced, so the player is not broken. I don't want to worry about that.

  Further, the advance notice pattern number may be changed to a predetermined number (for example, the advance notice pattern number 11 shown in FIG. 33A). In this way, when any of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, or the character body (Wolf man) 154 has a problem, an effect corresponding to the predetermined number is provided. Since it is always performed, the player does not feel uncomfortable with the malfunction of the movable body. Furthermore, it may be switched to any one of a plurality of defect effect patterns stored in the ROM 111c of the sub-integrated board 111. In this way, since the malfunction effect pattern is prepared in advance, the game progresses to an unfamiliar progress by switching the game effect, leading to an increase in expectation. Furthermore, when in an abnormal state, it may be shifted to an advanced notice pattern number before and after the advanced notice pattern number determined in the normal state as the evolved notice pattern number. In this way, it is possible to prevent the player from noticing that a defect has occurred in the movable body, and to suppress a decrease in gaming performance. And when it is in an abnormal state, it may be re-determined as an advanced notice pattern number dissimilar to the contents of the advanced notice corresponding to the evolved notice pattern number determined in the normal state as the evolved notice pattern number. . In this way, the player can maintain his willingness to play without being aware of the malfunction of the movable body.

  In the above-described embodiment, whether or not the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are in their original positions is determined. ) It was performed using the abnormality flag F-MS1, the character body (Dracula) abnormality flag F-MS2, the shielding member (Dracula) abnormality flag F-MS3, and the character body (wolf man) abnormality flag F-MS4. An abnormal counter that counts the number of times when the character is not included may be provided in the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154, respectively. For example, in the character body (Franken) 150, step S168 of the character body (Franken) abnormality determination process shown in FIG. 29 (the stepping motor is CCWed for 60 steps) and Step S162 (character body (Franken) abnormality flag F-MS1). In the same way, in the character body (Dracula) 152, the character body (Dracula) abnormality determination processing step is added. Between S188 and Step S182, the shielding member (Dracula) 166 is between the shielding member (Dracula) abnormality determination process S208 and Step S202, and the character body (Wolf man) 154 is the character body (Wolf man) abnormality. Step S22 of the determination process And between the step S222, the abnormality counter C-MS2, abnormality counter C-MS3, adds each anomaly counter C-MS 4 by the value 1. By doing so, the abnormality counters C-MS1, C-MS2, C-MS3, C-MS4 of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 Is over a predetermined value N (for example, 10 times), the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are used for abnormality notification. The operation can be performed based on the operation pattern.

  Here, as the abnormality notification action pattern, for example, when the character body (Franken) abnormality counter C-MS1 exceeds a predetermined value N, the character body (Dracula) 152, the shielding member (Dracula) 166, the character body (Wolf). Male) 154 appears on the front side of the display area 42 of the liquid crystal display 116 for a predetermined time (for example, 10 s) and returns to its original state or is turned on using the side decorative body 33, the effect lamps 44a and 44b, and the decorative lamp 49 The character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body 154 are notified of abnormalities. Furthermore, the abnormality counters C-MS1, C-MS2, C-MS3, and C-MS4 of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (wolf man) 154 are predetermined. When the value N (for example, 10 times) is exceeded, the character body (Franken) abnormality flag F-MS1, the character body (Dracula) abnormality flag F-MS2, the shielding member (Dracula) abnormality flag F-MS3, the character body (Wolf) Male) The abnormality flag F-MS4 may be set to a value of 1. In this way, for example, when the connectors of the photosensors 150n, 153n, 152n, and 154n are about to be disconnected, or when the photosensors 150n, 153n, 152n, and 154n are strongly affected by noise, the photosensors 150n, The detection signals from 153n, 152n, and 154n become unstable and cause erroneous detection. At this time, the abnormality counters C-MS1, C-MS2, C-MS3, and C-MS4 temporarily increase. Therefore, when the abnormality counters C-MS1, C-MS2, C-MS3, and C-MS4 exceed a predetermined value N, the character body corresponding to the abnormality counters C-MS1, C-MS2, C-MS3, and C-MS4. By setting (Franken) abnormality flag F-MS1, character body (Dracula) abnormality flag F-MS2, shielding member (Dracula) abnormality flag F-MS3, character body (wolf man) abnormality flag F-MS4 to 1 It is also possible to notify abnormalities of electrical system malfunctions.

  Further, in the above-described embodiment, each time the variation number of the variation display pattern is transmitted as a command from the main control board 101 to the sub integrated board 111, the character body (Franken) abnormality determination process and the character body (Dracula) abnormality determination process are performed. Although the shielding member (Dracula) abnormality determination process and the character body (wolf man) abnormality determination process are performed, they may be performed when the power is turned on or during the demonstration. For example, when the character body (Franken) 150 is defective when the power is turned on, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body until the player starts the game. (Wolf man) By maintaining the state in which 154 appears as an abnormality notification on the front side of the display area 42 of the liquid crystal display 116, the game hall operator can grasp the abnormality of the character body (Franken) 150. it can. Further, a push button switch may be provided as an abnormality notification release button. As a game hall operator, even if one of the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 has a problem, If there is no hindrance, there is a desire to operate until parts replacement.

  Furthermore, in the above-described embodiment, the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 are operated using the stepping motor. A stepping motor equipped with In this way, the encoder detects the amount of rotation accurately. Therefore, if the stepping motor is equipped with an encoder, the load torque temporarily increases as the stepping motor starts up (at the start of rotation). By feeding back the detection signal of the encoder, the stepping motor can be rotated accurately.

  In the above-described embodiment, when the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 do not operate, the character body (Franken) 150 is stored in the housing portion. In 156, the character body (Dracula) 152 and the shielding member (Dracula) 166 are accommodated in the accommodating portion 158, and the character body (wolf man) 154 is accommodated in the accommodating portion 160, thereby waiting in the original position until the next action. However, at this time, the stepping motors 150h, 153f, 152h, and 155 may be controlled not to be excited. In this way, only when the character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154 operate (original position restoration processing (Franken), original position restoration processing). (Including character body (Dracula)), original position restoration process (shielding member (Dracula)), original position restoration process (wolf man)), stepping motors 150h, 153f, 152h, 155 may be excited to generate heat. Can be suppressed. Furthermore, the power consumption can be reduced.

  In the above-described embodiment, the pachinko machine 1 has been described as an example. However, the gaming machine to which the present invention can be applied is not limited to the pachinko machine, and a gaming machine other than the pachinko machine, for example, a pachinko machine and a slot machine. It can also be applied to a gaming machine that fuses (and a game that uses a game ball to play a slot game).

  Here, there are the following inventions that can be grasped from the above-described embodiments.

  (Embodiment 1) A plurality of movable bodies (for example, a character body (Franken) 150, a character body (Dracula) 152, a shielding member (Dracula) 166, a character body (Wolf man) 154), and the movable body operates. A game machine (for example, a pachinko machine 1) that is easy to work to give an advantageous state to the player after the performance is executed, and has a plurality of performance patterns (for example, an advanced notice pattern, an advanced notice for the daytime background). Production pattern storage means (for example, the ROM 111b of the sub-integrated board 111) and failure determination means for determining whether or not the plurality of movable bodies have a defect (for example, character body (Franken) abnormality determination processing). Step S160, character body (Dracula) abnormality determination processing Step S180, shielding member (Dracula) abnormality Step S200 of the fixed process, step S220 of the character body (wolf man) abnormality determination process), and an effect pattern determining means for determining the effect pattern (for example, a random number updated by the CPU 111a of the sub-integrated board 111 (hereinafter referred to as “evolution type”). Determined on the basis of “random number for advance notice”), an effect pattern executing means for executing at least one effect pattern stored in the effect pattern storage means, and the effect pattern determined by the effect pattern determining means as other There is an effect pattern changing means (for example, step S244 of the advanced notice pattern number shifting process) for changing to the effect pattern, and the effect pattern executing means is configured so that the defect determining means does not cause any defects in the plurality of movable bodies. When determined, the effect pattern determined by the effect pattern determining means is determined. The turn is executed (for example, when in the normal state, various effects are performed based on the advanced notice pattern number). On the other hand, when it is determined that the plurality of movable bodies are defective, the effects Other effect patterns changed by the pattern changer are executed (for example, when in an abnormal state, various effects are performed based on the advanced notice pattern number processed by the advanced notice pattern number shift process described above. A gaming machine characterized by that.

  In Embodiment 1 that can be grasped from the above-described embodiment, after an effect that the movable body operates is executed, it becomes easy to work so as to give an advantageous state to the player. The effect pattern execution means executes the effect pattern determined by the effect pattern determination means when it is determined by the defect determination means that there is no defect in the plurality of movable bodies. On the other hand, when it is determined that a problem has occurred, another effect pattern changed by the effect pattern changing means is executed. Therefore, it is possible to suppress a decrease in the interest of the game.

  (Embodiment 2) In the invention described in claim 1 or (Embodiment 1) in the claims, the effect pattern changing means converts the effect pattern determined by the effect pattern determining means to a predetermined effect pattern (for example, The advance notice pattern number is changed to a predetermined number (for example, the advance notice pattern number 11 shown in FIG. 33A), and the predetermined effect pattern is used as the other effect pattern. Gaming machine.

  In Embodiment 2 that can be grasped from the embodiment described above, the effect pattern changing means changes the effect pattern determined by the effect pattern determining means to a predetermined effect pattern, and the changed predetermined effect pattern is changed to another effect pattern. And In this way, when a malfunction occurs in the movable body, a predetermined effect pattern is executed, so that the player does not feel uncomfortable with the malfunction of the movable body.

  (Embodiment 3) In the invention according to claim 1 or claim (Invention 1) in claims, the effect pattern storage means includes a plurality of effect patterns for switching (for example, a plurality of effect patterns). The effect pattern changing means switches the effect pattern determined by the effect pattern determining means to any one of the plurality of switching effect patterns, and the switched effect for switching is stored. A gaming machine, wherein a pattern is the other effect pattern.

  In Embodiment 3 that can be grasped from the above-described embodiment, the effect pattern storage means stores a plurality of effect patterns for switching separately from the plurality of effect patterns. The effect pattern changing means switches the effect pattern determined by the effect pattern determining means to any one of a plurality of switching effect patterns, and uses the switched effect pattern for switching as another effect pattern. In this way, since the effect pattern for switching is prepared in advance, the game progresses to an unfamiliar effect when the game effect is switched, leading to higher expectation.

  (Embodiment 4) In the invention according to claim 1 or (Embodiment 1) in the claims, an effect indicating any one of the plurality of effect patterns stored in the effect pattern storage means as an instruction destination The production pattern storage unit stores a production pattern (for example, an advanced notice pattern number) based on a predetermined order, and the production pattern instruction unit is determined by the production pattern determination unit. An effect pattern is indicated as an instruction destination, and the effect pattern changing means shifts the instruction destination from an effect pattern indicated by the effect pattern instruction means as an instruction destination to an effect pattern adjacent to the effect pattern (for example, when in an abnormal state, Before and after the advanced notice pattern number determined when the advanced notice pattern number is in the normal state That evolved notice pattern number), a game machine, characterized in that the effect pattern the instruction destination indicates that said another performance pattern.

  In the fourth aspect of the invention that can be grasped from the above-described embodiment, the effect pattern instructing means that indicates one of the plurality of effect patterns stored in the effect pattern storage means as the instruction destination is the effect determined by the effect pattern determining means. The pattern is shown as the instruction destination. The effect pattern storage means stores the effect pattern based on a predetermined order, and the effect pattern change means shifts the instruction destination from the effect pattern indicated by the effect pattern instruction means to the effect pattern adjacent to the effect pattern. Then, the effect pattern indicated by the shifted instruction destination is set as another effect pattern. In this way, it is possible to prevent the player from noticing that a defect has occurred in the movable body, and to suppress a decrease in gaming performance.

  (Embodiment 5) The dissimilar effect pattern setting for setting an effect pattern dissimilar to the effect pattern determined by the effect pattern determining means in the invention described in claim 1 or (Embodiment 1) in the claims. The effect pattern changing means includes the effect pattern determined by the effect pattern determining means as the dissimilar effect pattern set by the dissimilar effect pattern setting means (for example, normal as an advance notice pattern number). The advanced notice pattern number that is dissimilar to the content of the advanced notice corresponding to the evolved notice pattern number determined in the state is re-determined, and the dissimilar effect pattern is used as the other effect pattern. A gaming machine.

  In Embodiment 5 that can be grasped from the above-described embodiment, the dissimilar effect pattern setting means sets an effect pattern that is dissimilar to the effect pattern determined by the effect pattern determination means. The effect pattern changing means re-determines the effect pattern determined by the effect pattern determining means to the dissimilar effect pattern set by the dissimilar effect pattern setting means, and the determined dissimilar effect pattern is changed to another effect pattern. And In this way, the player can maintain his willingness to play without worrying about the malfunction of the movable body.

  (Embodiment 6) In the invention described in claim 1 and claims (embodiment 1) to (embodiment 5) of the claims, a symbol display means (for example, a liquid crystal display 116) capable of displaying a symbol is provided. The production pattern includes patterns (for example, monster 70, wolf man 71, Dracula 72, Franken 73), movable bodies (for example, character body (Franken) 150, character body (Dracula) 152, shielding member (Dracula)). 166, a character body (wolf man) 154) or any one of a combination of a design and a movable body.

  In Embodiment 6 that can be grasped from the above-described embodiment, the effect pattern is any one of a symbol, a movable body, or a combination of a symbol and a movable body. Can produce simple production patterns. Since the symbols are also displayed by the symbol display means, it is possible to configure an effect pattern that does not give the player the opportunity to notice the malfunction of the movable body.

  (Embodiment 7) In the invention according to claim 1 and claims (Invention 1) to (Embodiment 6) in the claims, the other effect pattern is expected to decrease due to a defect of the plurality of movable bodies. A game machine characterized in that it is a production pattern suitable for.

  In Embodiment 7 that can be grasped from the above-described embodiment, since an effect pattern that matches the degree of expectation that decreases due to the malfunction of a plurality of movable bodies is selected, the expectation can be maintained even if a malfunction occurs in the movable body. .

  (Embodiment 8) In the invention described in claim 1 and claims (embodiment 1) to (embodiment 7) in the claims, the other effect pattern is the symbol display means (for example, the liquid crystal display 116). A gaming machine characterized in that it is a symbol (for example, monster 70, wolf man 71, Dracula 72, Franken 73) displayed.

  In Embodiment 8 that can be grasped from the above-described embodiment, even if a defect occurs in the movable body, the symbols are displayed by the symbol display means, so that it is possible to prevent the game effect from being interrupted, and the player continues the game. be able to.

  (Embodiment 9) In the invention according to claim 1 and claims (Embodiment 1) to (Embodiment 8) of the claims, reference portions (for example, a reference plate 150m, 153m, 152m, 154m) and detection means (for example, photosensors 150n, 153n, 152n, 154n) that detect the reference portion at a predetermined time (for example, every time a variation number of the variation display pattern is transmitted). The effect pattern determining means determines an effect pattern (for example, an advanced notice pattern number) at the predetermined time, and the defect determining means has a defect when at least one reference part is not detected by the detecting means. (E.g., step S172 of character body (Franken) abnormality determination process, character body ( Step S192 of the irregularity determination process, step S212 of the shielding member (dracula) abnormality determination process, step S232 of the character body (wolf man) abnormality determination process), on the other hand, a problem occurs when all the reference parts are detected. (Eg, character body (Franken) abnormality determination processing step S162, character body (Dracula) abnormality determination processing step S182, shielding member (Dracula) abnormality determination processing step S202, character body (wolf man)) A gaming machine characterized by step S222) of abnormality determination processing.

  In Embodiment 9 that can be grasped from the above-described embodiment, each movable body is provided with a reference portion, and at a predetermined time, the reference portion is detected by the detecting means and the effect pattern determining means determines the effect pattern. The failure determination means determines that a failure has occurred when the detection means does not detect at least one of the reference portions, and determines that no failure has occurred when all of the detection portions are detected. In this way, since the respective reference portions of the movable body are detected, the operating state of the movable body can be grasped. In addition, since it is limited to a predetermined time, it can be set when the operation state of the movable body is most grasped, for example, when the operation of the movable body falls into an unstable state. It becomes a clue to elucidate.

  (Embodiment 10) In the invention described in (Embodiment 9), the detection means (for example, photosensors 150n, 153n, 152n, and 154n) is transmitted at the predetermined time (for example, when a variation number of a variation display pattern is transmitted). ) In the detection region of the detection means, when the reference portion enters the detection region from outside the detection region, history information creation means (for example, the photosensor 150n) creates history information that detects the reference portion. History of detecting edge of reference plate 150m, history of photosensor 153n detecting edge of reference plate 153m, history of detecting photosensor 152n edge of reference plate 152m, photosensor 154n detecting edge of reference plate 154m And the defect determination means is based on the history information created by the history information creation means. And determining defects of the plurality of movable bodies (for example, step S166 of character body (Franken) abnormality determination processing, step S186 of character body (Dracula) abnormality determination processing, step S206 of shielding member (Dracula) abnormality determination processing, A character machine (wolf man) abnormality determination processing step S226).

  In the tenth aspect of the invention that can be grasped from the above-described embodiment, the history information creating means uses the history when the reference portion is detected as history information when the reference portion enters the detection area from outside the detection area of the detection means. create. The defect determination means determines a defect of the movable body based on the history information. In this way, erroneous detection due to disturbance can be prevented.

  (Embodiment 11) In the invention described in (Embodiment 9) or (Embodiment 10), the reference portion (for example, the reference plates 150m, 153m, 152m, and 154m) includes the detection means (for example, a photosensor 150n, 153n, 152n, 154n) larger than the detection area.

  In the eleventh aspect of the invention that can be grasped from the above-described embodiment, since the reference portion is larger than the detection area of the detection means, it is possible to prevent erroneous detection due to fine movement caused by play of the mechanical mechanism constituting the movable body.

  (Embodiment 12) In the invention described in (Embodiment 10) or (Embodiment 11), fine adjustment means (for example, character body (Franken) abnormality determination processing) for moving the reference portion as a fine adjustment by a predetermined amount, respectively. Step S168, character body (Dracula) abnormality determination processing Step S188, shielding member (Dracula) abnormality determination processing Step S208, character body (wolf man) abnormality determination processing Step S228), and the fine adjustment means includes the The history information created by the history creation means has a predetermined condition (for example, when the photosensor 150n detects the edge of the reference plate 150m three times in succession, the photosensor 153n detects the edge of the reference plate 153m three times in succession. When the photo sensor 152n continuously detects the edge of the reference plate 152m three times When in. When it) when the photo sensor 154n detects three times in succession the edge of the reference plate 154m, a game machine, characterized in that respectively moving by a predetermined amount the position of the reference portion as a fine adjustment.

  In the twelfth aspect that can be grasped from the above-described embodiment, when the history information created by the history creating unit satisfies a predetermined condition, the fine adjustment unit moves the position of the reference portion by a predetermined amount for fine adjustment. Let In this way, as a fine adjustment, a predetermined amount can be arbitrarily set for each reference portion. This is particularly effective when it is desired to move the reference portion to a predetermined position after satisfying a predetermined condition. Further, for example, even if the reference portion is finely moved due to mechanical play of the structural members constituting the movable body, it remains in the detection region of the detection means, so that the reference portion of the movable body can be reliably detected. Furthermore, the reference portion of the movable body can be detected even under the influence of disturbance such as vibration caused by the operation of another movable body.

  (Embodiment 13) In the inventions according to (Embodiment 9) to (Embodiment 12), at the predetermined time, the symbols (for example, decorative symbols 80a, 80b, 80b, etc.) are displayed by the symbol display means (for example, the liquid crystal display 116). A gaming machine characterized in that the variation display of 80c) is started or each time a variation pattern is received.

  In the thirteenth aspect of the invention that can be understood from the above-described embodiment, the predetermined time is when the symbol variation display is started by the symbol display means or when the variation pattern is received. In this way, when the variation display is performed by the symbol display means or when the variation pattern is received, it is also a time when various game effects are started or set, and therefore, it is preferable as a timing for determining the malfunction of the movable body.

  (Embodiment 14) In the inventions according to (Embodiment 9) to (Embodiment 13), the detection means (for example, photosensors 150n, 153n, 152n, and 154n) are arranged at a predetermined position (for example, an original position). A gaming machine characterized by detecting a reference portion (for example, reference plates 150m, 153m, 152m, 154m).

  In Embodiment 14 that can be grasped from the above-described embodiment, the detection means detects the reference portion of the movable body at a predetermined position, so that the detection position of the detection means is fixed to the predetermined position. For this reason, the operation state of a movable body can be grasped | ascertained on the basis of a predetermined position.

  (Embodiment 15) In the invention described in (Embodiment 14), the reference portions (for example, reference plates 150m, 153m, 152m, 154m) of the plurality of movable bodies are restored to the predetermined position (for example, the original position). Recovery means (for example, steps S164 to S168 and S162 of the character body (Franken) abnormality determination process, Steps S184 to S188 and Step S182 of the character body (Franken) abnormality determination process, and shielding member (Dracula) abnormality determination process Step S204 to Step S208 and Step S202, Step S224 to Step S228 and Step S222 of character body (wolf man) abnormality determination processing, and the recovery means include the detection means (for example, photosensors 150n, 153n, 52n, 154n), when there are reference portions of the plurality of movable bodies that are not detected at the predetermined position (for example, the original position), the reference portions of the movable bodies that are not detected are restored to the predetermined position. .

  In the fifteenth aspect that can be grasped from the above-described embodiment, when the reference portion of the movable body is not detected by the detection means at the predetermined position, the movable body that has not been detected by the recovery means is restored to the predetermined position. In this way, the reference portions of all the movable bodies are at the predetermined positions, and become the reference positions for the operation of the movable bodies. The movable body can be operated based on the predetermined position. Moreover, even if the operation of the movable body stops halfway, the operation of the movable body can be repeated by restoring the reference portion of the movable body to a predetermined position by the restoration means.

  (Embodiment 16) In the invention described in (Embodiment 15), the recovery means (for example, step S164 of character body (Franken) abnormality determination processing, step S184 of character body (Franken) abnormality determination processing, shielding member (Dracula)) ) Step S204 of the abnormality determination process and step S224 of the character body (wolf man) abnormality determination process) are performed at the predetermined time (for example, the fluctuation display pattern of the photosensors 150n, 153n, 152n, 154n). Within the time limit (every time a variation number is transmitted) (for example, the N1 step period of step S170 of the character body (Franken) abnormality determination process shown in FIG. 29), the character body (Dracula) abnormality determination process shown in FIG. N2 step period of step S190, FIG. N3 step period of step S210 of the shielding member (Dracula) abnormality determination process, and N4 step period of step S230 of the character body (wolf man) abnormality determination process shown in FIG. 153m, 152m, 154m) are not detected when there are movable bodies (for example, character body (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166, character body (Wolf man) 154). A game machine, wherein the recovery of the body to the predetermined position (for example, the original position) is stopped.

  In the sixteenth aspect that can be grasped from the above-described embodiment, when the reference part of the movable body is not detected by the detection means within the time limit from the predetermined time, the restoration to the predetermined position by the restoration means is stopped. For example, when there is a defect in the detection means, it is assumed that the movable body reference portion is not in the predetermined position even though the movable body reference portion is actually in the predetermined position. Can be restored. Eventually, the movable body may be damaged due to contact with or interference with other structural members. For this reason, breakage of the movable body can be prevented by providing the time limit.

  (Embodiment 17) In the invention described in (Embodiment 15) or (Embodiment 16), the restoration means (for example, step S164 to step S168 and step S162 of character body (Franken) abnormality determination processing), character body (Franken) ) Steps S184 to S188 and S182 of the abnormality determination processing, Steps S204 to S208 and Step S202 of the shielding member (dracula) abnormality determination processing, Steps S224 to S228 and Step S222 of the character body (wolf man) abnormality determination processing ) The number of times the movable body not detected is restored to the predetermined position (for example, the original position) (for example, character body (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166). Recovery number storage means (for example, sub-integrated board 111) that stores the abnormal counters C-MS1, C-MS2, C-MS3, C-MS4) of the character body (wolf man) 154 and the movable body that is not detected in association with each other. RAM 111c), and the defect determination means determines a defect of the undetectable movable body based on the number of times of recovery from the recovery count storage means and the undetectable movable body (for example, character body (franken) ) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the abnormality counters C-MS1, C-MS2, C-MS3, C-MS4 of the character body (Wolf man) 154 have a predetermined value N (for example, 10 A gaming machine characterized by exceeding (times).

  In the embodiment 17 that can be grasped from the above-described embodiment, the recovery number storage means stores the number of times the movable body that is not detected by the detection means is restored to the predetermined position by the recovery means and the movable body that is not detected. . Then, the failure determination means determines the failure of the movable body that is not detected based on the number of times of recovery from the recovery number storage means and the movable body that is not detected. This is preferable because it is determined as a problem before the movable body fails and does not operate. Also, as a gaming machine manufacturer, it is possible to know which movable body is likely to cause a defect, for example, by examining the structural member of a movable body in which a defect has occurred, for example, where compatibility between structural members should be improved. Accumulated design know-how for movable bodies that can be extracted and hardly cause problems. Furthermore, when the detection means is strongly affected by noise, the detection signal becomes unstable and causes false detection. However, since the number of times of recovery increases at this time, the malfunction of the electric system is determined. be able to.

  (Embodiment 18) In the invention described in (Embodiment 17), a movable body (for example, a character body (Franken) 150, a character body (Dracula) 152, a shielding member (Dracula) 166, a character body (Wolf man) 154) An abnormality notification abnormality notification pattern storage means (for example, ROM 111b of the sub-integrated board 111) for storing a plurality of abnormality notification patterns to notify the abnormality, and the effect pattern execution means stores the number of restoration times by the defect determination means. Means (for example, character body (Franken) 150, character body (Dracula) 152, shielding member (Dracula) 166), character body (Wolf man) stored in the means (for example, RAM 111c of the sub-integrated board 111) 154 abnormality counters C-MS1, C-MS , C-MS3, C-MS4) and the undetected movable body is determined to be defective (for example, character body (Franken) 150, character body (Dracula)). 152, when the anomaly counter C-MS1, C-MS2, C-MS3, C-MS4 of the shielding member (Dracula) 166, character body (wolf man) 154 exceeds a predetermined value N (for example, 10 times), At least one abnormality notification pattern (for example, when the character body (Franken) abnormality counter C-MS1 exceeds a predetermined value N) from the abnormality notification abnormality notification pattern storage means, the character body (Dracula) 152, the shielding member (Dracula) 166, A character body (wolf man) 154 appears on the front side of the display area 42 of the liquid crystal display 116 for a predetermined time ( For example, a gaming machine characterized in that 10s) which appears and returns to its original state is read and the abnormality notification pattern is executed.

  In the eighteenth aspect of the invention that can be grasped from the above-described embodiment, a defect has occurred in the undetected movable body based on the number of times of recovery stored in the recovery number storage means by the failure determination means and the undetectable movable body. When determined, the effect pattern execution means reads the abnormality notification pattern from the abnormality notification abnormality notification pattern storage means and executes the abnormality notification pattern. For example, as an abnormality notification pattern, a pattern for notifying abnormality using a movable body that has not failed for a predetermined time, a pattern for notifying abnormality by driving and turning on an effect lamp used for production, various symbols on the symbol display means There is a pattern for displaying an abnormality and displaying an abnormality notification, an abnormality notification pattern combining these, and the like, and the player or the game hall operator can know the malfunction of the movable body by being notified of the abnormality.

  (Embodiment 19) The invention described in (Embodiment 18) is characterized by comprising an abnormality notification canceling means (for example, a push button switch as an abnormality notification release button) for canceling the abnormality notification at the time of abnormality notification. Gaming machine.

  In the nineteenth aspect of the invention that can be grasped from the above-described embodiment, when an abnormality is notified, the abnormality notification is canceled by the abnormality notification canceling means. For example, as a game hall operator, there is a desire to operate a gaming machine until parts are replaced or the movable body itself is replaced if trouble does not occur in the game even if the movable body is defective.

  (Embodiment 20) In the invention described in (Embodiment 14) to (Embodiment 17), the predetermined position is a respective original position that serves as a reference for operating the plurality of movable bodies. Machine.

  In the invention 20 that can be grasped from the above-described embodiment, the predetermined position is each original position serving as a reference for operating the movable body. For example, if the movable body is set to the standby position as the original position, the standby position is set when the movable body is in the original position, which is preferable for grasping the operation state of the movable body.

  (Embodiment 21) In the invention described in claim 1, claim (claim 1) to (embodiment 7), (embodiment 9) to (embodiment 20) in claims, the plurality of movable bodies (for example, , The character body (Franken) 150, the character body (Dracula) 152, the shielding member (Dracula) 166, and the character body (Wolf man) 154) are each provided with at least one electric motor (for example, stepping motors 150h, 153f, 152h, 155), and the effect pattern executing means controls the motor based on the effect pattern (for example, the advanced notice pattern number) or the other effect pattern (for example, step S244 of the advanced notice pattern number shift process). A gaming machine characterized by being driven.

  In the invention 21 that can be grasped from the above-described embodiment, each of the plurality of movable bodies has at least one electric motor, and the effect pattern executing means drives the electric motor based on the effect pattern or another effect pattern. For example, in the case where a complicated operation is realized in a movable body by a mechanical mechanism, the mechanical mechanism becomes complicated and it is difficult to make it compact, and there is a high possibility that a defect will occur. On the other hand, when a complicated operation is realized in the movable body by controlling the electric motor, the mechanical mechanism becomes an electric motor, so that the structure becomes compact and the possibility of occurrence of a problem can be suppressed to a small level.

  (Embodiment 22) In the invention described in (Embodiment 21), the electric motor (for example, stepping motors 150h, 153f, 152h, 155) is a four-phase stepping motor.

  In Embodiment 22 that can be understood from the above-described embodiment, the electric motor is a four-phase stepping motor. Stepping motors have excellent controllability in starting, stopping, and positioning, and are mounted as driving sources for various precision devices. Further, it can be directly controlled by a digital signal and can be easily connected to a microcomputer.

  (Embodiment 23) In the invention described in (Embodiment 22), the four-phase stepping motor is not excited when stopped.

  In the twenty-third embodiment that can be grasped from the above-described embodiment, the four-phase stepping motor is not excited at the time of stopping, so that the heat generation of the stepping motor can be suppressed. At this time, the stepping motor is free of torque and rotates freely. For example, when a mechanical mechanism is provided that uses the dead weight of the movable body to fix the movable body, Since it is not necessary to excite the stepping motor when stationary, the power consumption can be reduced.

  (Embodiment 24) In the invention described in (Embodiment 21) to (Embodiment 23), the electric motor (for example, stepping motors 150h, 153f, 152h, 155) includes an encoder. .

  In Embodiment 24 that can be understood from the above-described embodiment, the electric motor includes an encoder. In order to accurately detect the amount of rotation, for example, if the stepping motor is equipped with an encoder, the encoder can be used even if the load torque temporarily increases, such as when the stepping motor is started (at the start of rotation). By feeding back the detection signal, the stepping motor can be rotated accurately.

  (Embodiment 25) In the invention described in (Embodiment 9) to (Embodiment 24), the detection means (for example, photosensors 150n, 153n, 152n, 154n) is a photosensor. Machine.

  In the invention 25 that can be grasped from the above-described embodiment, since the detecting means is a photosensor, for example, a transmission type photosensor has a structure in which both elements face each other so that light from the light emitting element hits the light receiving element. And detecting whether or not a light blocking object is inserted between the light receiving element and the light emitting element. And it is used for position detection, an optical switch, etc., and an optical system is simple and low-cost. Moreover, if it is a light-shielding object, it can detect irrespective of a color, it is easy to attach and detection accuracy is also high.

  (Embodiment 26) A plurality of movable bodies (for example, a character body (Franken) 150, a character body (Dracula) 152, a shielding member (Dracula) 166, a character body (Wolf man) 154), and when the movable body operates. It is a gaming machine (for example, a pachinko machine 1) that is likely to be beneficial to the player, and is updated by an effect pattern determining means (for example, the CPU 111a of the sub-integrated board 111) that determines an effect pattern in which the movable body operates. A defect occurs in the plurality of movable bodies, which is determined based on a random number (hereinafter referred to as “development-type notice random number”), an effect pattern executing means for executing the effect pattern determined by the effect pattern determining means, and Failure determination means for determining whether or not there is a defect determination means, and When it is determined that a defect has occurred in the movable body (for example, step S172 of the character body (Franken) abnormality determination process, step S192 of the character body (Dracula) abnormality determination process, shielding member (Dracula) abnormality determination process) In step S212, the character body (wolf man) abnormality determination processing step S232) is determined to be an effect pattern (for example, an advanced notice pattern number including a character body in which no defect has occurred) that operates a movable body in which no defect has occurred. A gaming machine characterized by that.

  In the invention 26 that can be grasped from the above-described embodiment, when the movable body is actuated, the player is likely to be beneficial. The effect pattern determining means determines the effect pattern for operating the movable body having no defect when it is determined by the defect determining means that a defect has occurred in the plurality of movable bodies. Since the effect pattern executing means executes the effect pattern determined by the effect pattern determining means, it is possible to maintain a state in which the player is likely to be beneficial even if a defect occurs in the movable body during the game. Therefore, it is possible to suppress a decrease in the interest of the game.

  (Embodiment 27) A movable body (for example, CW / CCW) provided with an electric motor and having a different driving direction (for example, CW / CCW) of the electric motor (for example, stepping motor 150h) when operating from the original position and returning to the original position Character body (franken) 150), a defect determination means for determining whether or not the movable body is defective, and a drive control means for controlling the motor (for example, the CPU 111a of the sub-integrated board 111). And the drive control means, when it is determined by the failure determination means that a defect has occurred in the movable body (for example, step S160 of the character body (Franken) abnormality determination process), the drive direction of the motor Is set to the one when returning to the original position (for example, if the character body (Franken) 150 is in an abnormal state) Gaming machine, wherein the rotation advance to set the direction) that when to recover the original position as the CCW to.

  In the embodiment 27 that can be grasped from the above-described embodiment, in the case of a movable body in which the driving direction of the driving machine is different between when operating from the original position and when returning to the original position, the driving is performed when a malfunction occurs in the movable body. The drive direction of the electric motor is set so that the movable body returns to the original position by the control means. In this way, when the original position of the movable body is set, the operation of the movable body is determined by the driving direction of the electric motor. Therefore, even when a malfunction occurs in the movable body, the electric motor The driving direction can always be set to the direction in which the movable body returns to the original position. Therefore, even when a malfunction occurs in the movable body, the movable body can be restored to the original position.

  (Embodiment 28) In the invention according to claim 1, claim (invention 1) to (invention 27) in claims, the gaming machine is a pachinko gaming machine. As a basic configuration of the pachinko gaming machine, a game ball is driven into a game area (for example, the game area 12) in accordance with an operation of an operation means (for example, the operation handle 18), and the game ball that has been driven is provided in the game area. The symbol information (for example, decorative symbols 80a and 80b) is displayed on the symbol display means (for example, the display area 42 in the effect device 40) on the condition that the selected starting port (for example, the starting winning port 45, the electric start winning port 46) is won. , 80c), and the display result of the symbol information is stopped and displayed. In addition, when a profit granting state (for example, a big hit gaming state) occurs, a big winning opening (for example, a large winning opening 61) provided in the gaming area is opened in a predetermined manner to allow a game ball to be won. Based on the winning, a game privilege (awarding a prize ball, writing a point on a magnetic card, etc.) is given to the player.

  (Embodiment 29) In the invention described in claim 1 and claims (invention 1) to (invention 27) in claims, the gaming machine is a rotary gaming machine. As a basic configuration of this spinning machine, after a symbol information string composed of a plurality of symbol information (for example, a plurality of reel columns with a plurality of symbol information) is displayed in a variable manner, the display result of the symbol information is stopped and displayed. Fluctuation display means for starting, the fluctuation display of the symbol information is started based on the operation of the start operation means (for example, the operation lever), and the operation of the stop operation means (for example, the stop button) or the elapse of a predetermined time Based on this, the variable display of symbol information is stopped. And it is provided with the profit provision state generation | occurrence | production means which generate | occur | produces a profit provision state (big hit game state) on the condition that symbol information becomes a predetermined specific display mode.

  (Embodiment 30) In the invention according to claim 1, claim (invention 1) to (invention 27) in claims, the gaming machine is a fusion of a pachinko gaming machine and a rotary gaming machine. It is a gaming machine. As a basic configuration of the gaming machine in which the pachinko gaming machine and the rotation type gaming machine are fused, a symbol information string composed of a plurality of symbol information (for example, a plurality of reel rows with a plurality of symbols) is variably displayed. Later, it is provided with a fluctuation display means for stopping and displaying the display result of the symbol information, and starts the fluctuation display of the symbol information based on the operation of the start operation means (for example, the operation lever), and the stop operation means (for example, the stop operation means) Button) or the change display of the symbol information is stopped based on the passage of a predetermined time. And it is provided with the profit grant state generation means which generates a profit grant state (big hit game state) on condition that the symbol information becomes a predetermined specific display mode, and by using the game ball as a game medium, A predetermined number of game balls are required at the start of the change, and a large amount of game balls are paid out when a profit granting state occurs.

It is a front view which shows the external appearance of the pachinko machine 1 which is one Example of this invention. It is a perspective view which shows the pachinko machine 1 of the state which open | released the main body frame and the front frame. 2 is a front view showing a game board 4. FIG. It is the disassembled perspective view which represented the game board 4 as the state decomposed | disassembled into the component. 4 is a front view of a front unit 140 and a rear unit 142. FIG. It is the front view shown independently of the rear unit 142. FIG. 6 is a front view showing a state where a cover member 142g is removed from the rear unit 142. It is a detailed view of a character body (Franken) 150 and a shielding member (Franken) 164. It is an operation example of the character body (Franken) 150 and the shielding member (Franken) 164. 5 is a detailed view of a character body (Dracula) 152 and a shielding member (Dracula) 166. FIG. It is an operation example of the character body (Dracula) 152 and the shielding member (Dracula) 166. 5 is a detailed view of a character body (wolf man) 154 and a shielding member (wolf man) 168. FIG. This is an operation example of a character body (wolf man) 154 and a shielding member (wolf man) 168. 2 is a block diagram showing a main substrate 100 and a peripheral substrate 110. FIG. 2 is a block diagram of a lamp driving substrate 112. FIG. It is a table | surface figure which shows an example of the fluctuation | variation display pattern selected by the main control board. It is a flowchart which shows an example of a start winning process. It is a flowchart which shows an example of a special symbol process. It is a flowchart which shows an example of a reset process. It is a flowchart which shows an example of a timer interruption process. It is a flowchart which shows an example of a command reception interruption process. It is a flowchart which shows an example of a command reception end interruption process. It is a flowchart which shows an example of a 16 ms stepping motor scheduler starting process. It is a table which shows an example of a stepping motor scheduler. It is a flowchart which shows an example of a 2ms stepping motor scheduler starting process. It is a flowchart which shows an example of a stepping motor scheduler pattern setting process. It is a flowchart which shows an example of a 2ms stepping motor scheduler operation | movement process. It is a flowchart which shows an example of a stepping motor process. It is a flowchart which shows an example of a character body (Franken) abnormality determination process. It is a flowchart which shows an example of a character body (Dracula) abnormality determination process. It is a flowchart which shows an example of a shielding member (Dracula) abnormality determination process. It is a flowchart which shows an example of a character body (wolf man) abnormality determination process. It is a table which shows an example of an advanced notice pattern. It is a table which shows an example of the advance notice for the daytime background. It is a flowchart which shows an example of an advanced notice pattern number shift process. It is an effect showing an example of an advanced notice in a normal state. It is an effect showing an example of an advanced notice in an abnormal state.

Explanation of symbols

1 Pachinko machine (game machine)
100 main board 110 peripheral board 111 sub-integrated board (effect pattern execution means, effect pattern determination means, effect pattern change means, defect determination means)
150 character body (Franken) (movable body)
152 Character body (Dracula) (movable body)
154 Character body (wolf man) (movable body)
166 Shielding member (Dracula) (movable body)
150h, 152h, 153f, 155 Stepping motor 150n, 152n, 153n, 154n Photo sensor 150m, 152m, 153m, 154m Reference plate

Claims (3)

  1. A gaming machine that includes a plurality of movable bodies and is easy to work so as to give an advantageous state to a player after performing an effect in which the movable bodies operate.
    Effect pattern storage means for storing a plurality of effect patterns;
    A failure determination means for determining whether or not a failure has occurred in the plurality of movable bodies;
    An effect pattern determining means for determining an effect pattern;
    Effect pattern executing means for reading out at least one effect pattern from the effect pattern storage means and executing the effect pattern;
    Effect pattern changing means for changing the effect pattern determined by the effect pattern determining means to another effect pattern, and
    The effect pattern execution means reads out the effect pattern determined by the effect pattern determination means and executes the effect pattern when the defect determination means determines that no defect has occurred in the plurality of movable bodies. When it is determined that a defect has occurred in the plurality of movable bodies, the other effect pattern changed by the effect pattern changing means is read and the other effect pattern is executed.
  2. The said effect pattern change means changes the effect pattern determined by the said effect pattern determination means into a predetermined effect pattern, and makes this predetermined effect pattern the said other effect pattern. Game machines.
  3. The effect pattern storage means stores a plurality of effect patterns for switching separately from the plurality of effect patterns,
    The effect pattern changing means switches the effect pattern determined by the effect pattern determining means to any one of the plurality of effect patterns for switching, and the switched effect pattern for switching is set as the other effect pattern. The gaming machine according to claim 1.
JP2004345886A 2004-11-30 2004-11-30 Game machine Expired - Fee Related JP4452864B2 (en)

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Publication number Priority date Publication date Assignee Title
JP2008206861A (en) * 2007-02-27 2008-09-11 Daiichi Shokai Co Ltd Game machine
JP5272192B2 (en) * 2007-09-05 2013-08-28 株式会社大一商会 Game machine
JP5239080B2 (en) * 2008-07-02 2013-07-17 株式会社大一商会 Game machine
JP2010201065A (en) * 2009-03-05 2010-09-16 Fujishoji Co Ltd Game machine
JP5218211B2 (en) * 2009-03-30 2013-06-26 タイヨーエレック株式会社 Game machine
JP5290856B2 (en) * 2009-04-28 2013-09-18 株式会社ニューギン Game machine
JP5620663B2 (en) * 2009-09-16 2014-11-05 京楽産業.株式会社 Game machine
JP2011255021A (en) * 2010-06-10 2011-12-22 Sansei R&D:Kk Gaming machine
JP5059168B2 (en) * 2010-06-10 2012-10-24 株式会社サンセイアールアンドディ Game machine
JP2012075534A (en) * 2010-09-30 2012-04-19 Kyoraku Sangyo Kk Pachinko game machine
JP5651729B2 (en) * 2013-04-03 2015-01-14 株式会社ニューギン Game machine
JP6148078B2 (en) * 2013-06-12 2017-06-14 京楽産業.株式会社 Game machine
JP6311187B2 (en) * 2014-05-02 2018-04-18 株式会社大一商会 Game machine
JP6232567B2 (en) * 2016-04-12 2017-11-22 株式会社大一商会 Game machine
JP6198885B2 (en) * 2016-04-12 2017-09-20 株式会社大一商会 Game machine
JP6232566B2 (en) * 2016-04-12 2017-11-22 株式会社大一商会 Game machine
JP6687057B2 (en) * 2018-05-01 2020-04-22 株式会社三洋物産 Amusement machine

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