JP6117271B2 - Game machine - Google Patents

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Publication number
JP6117271B2
JP6117271B2 JP2015089591A JP2015089591A JP6117271B2 JP 6117271 B2 JP6117271 B2 JP 6117271B2 JP 2015089591 A JP2015089591 A JP 2015089591A JP 2015089591 A JP2015089591 A JP 2015089591A JP 6117271 B2 JP6117271 B2 JP 6117271B2
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effect
cpu
movable accessory
plate
control unit
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JP2015131235A (en
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洋行 鎌田
洋行 鎌田
大介 前山
大介 前山
崇 宮嵜
崇 宮嵜
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京楽産業.株式会社
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Description

  The present invention relates to a gaming machine such as a pachinko gaming machine played by a player.

  As an effect in the gaming machine, there is an effect that suggests the possibility of a big hit by operating a movable accessory (for example, Non-Patent Document 1). The production by the movable accessory is very important, and is currently one of the productions that influence the value of the gaming machine.

  Game machines are strongly demanded not only for the enjoyment by acquiring game media (game balls) but also for the effects by the production, and the productions by the movable accessories described above are always required to be innovative. As one of the methods for realizing a novel production using a movable accessory, it is conceivable to use a plurality of accessories simultaneously. However, when using multiple movable actors at the same time, if the movable ranges of the movable actors do not overlap in order to avoid interference between the movable actors, the movement of the movable actors will be reduced, resulting in a powerful force. A certain production cannot be realized.

  Therefore, a main object of the present invention is to provide a gaming machine capable of producing an effect using a plurality of movable objects having overlapping movable ranges at the same time.

  In order to achieve the above object, one aspect of the present invention employs the following configuration. Note that reference numerals in parentheses, explanatory texts, step numbers, and the like indicate correspondence with embodiments described later in order to help understanding of one aspect of the present invention. It does not limit the range at all.

A first movable accessory (51) having a plurality of plate-like members (61, 62, 63) that can be opened and closed;
The movable range overlaps with each of the plurality of plate-like members (FIG. 18A), and operates between the first position and the second position in the same plane as at least one of the plurality of plate-like members. A second movable accessory (52),
The second movable combination is operated from the first position to the second position in a state where the first movable combination is not operating, and the second movable combination is moved to the first position. A first effect of opening the plurality of plate-like members of the first movable accessory after being returned to
The second movable accessory is moved from the first position to the second position in a state where the first movable accessory is not operating, and the second movable accessory is moved to the second position. A game machine capable of executing a second effect in which the plurality of plate-like members of the first movable accessory are in an open state.

  According to the present invention, it is possible to provide a gaming machine capable of producing an effect using a plurality of movable objects having overlapping movable ranges at the same time.

Schematic front view showing an example of a pachinko gaming machine 1 according to an embodiment of the present invention The enlarged view which shows an example of the indicator 4 provided in the pachinko machine 1 of FIG. Partial plan view of the pachinko gaming machine 1 of FIG. The block diagram which shows an example of a structure of the control apparatus provided in the pachinko gaming machine 1 An example of a flowchart showing timer interrupt processing performed by the main control unit 100 An example of a detailed flowchart of the start port switch process in step S2 of FIG. An example of a detailed flowchart of the special symbol process in step S4 of FIG. An example of a detailed flowchart of the big prize opening process in step S6 of FIG. An example of a detailed flowchart of the big prize opening process in step S6 of FIG. An example of a flowchart showing timer interrupt processing performed by the effect control unit 400 An example of a detailed flowchart showing command reception processing in step S11 of FIG. An example of a detailed flowchart showing command reception processing in step S11 of FIG. An example of a detailed flowchart showing the movable accessory control process Front view of the first movable accessory 51 shown in FIG. The rear view of the 1st movable accessory 51 shown in FIG. The figure seen from the A-A 'line shown in FIG. Front view of the second movable accessory 52 shown in FIG. The figure for demonstrating the positional relationship of the 1st movable combination 51 and the 2nd movable combination 52 The figure which shows an example of the production | presentation aspect using the 1st movable accessory 51 The figure which shows an example of the production | presentation aspect using the 2nd movable accessory 52 The figure which shows an example of the production | presentation aspect which used both the 1st movable combination 51 and the 2nd movable combination 52.

  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to the drawings as appropriate. Hereinafter, the pachinko gaming machine 1 may be simply referred to as a gaming machine 1.

[Schematic configuration of pachinko gaming machine 1]
Hereinafter, a schematic configuration of the pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to FIGS. FIG. 1 is a schematic front view showing an example of a gaming machine 1 according to an embodiment of the present invention. FIG. 2 is an enlarged view showing an example of the display 4 provided in the gaming machine 1. FIG. 3 is a partial plan view of the gaming machine 1.

  In FIG. 1, a gaming machine 1 is a pachinko gaming machine configured to pay out a winning ball when a gaming ball launched by a player's operation wins a prize, for example. This gaming machine 1 includes a game board 2 on which game balls are launched, and a frame member 5 surrounding the game board 2. The frame member 5 is configured to be openable and closable with respect to the main part of the gaming machine 1 around a hinge provided on the shaft support side. And the lock part 43 is provided in the predetermined position (for example, edge part on the opposite side to a shaft support side) which becomes the front side of the frame member 5, and the frame member 5 is unlocked by unlocking the lock part 43. Can be opened.

  A game area 20 for playing a game with a game ball is formed on the front surface of the game board 2. In the gaming area 20, a rail member (from which a game ball launched from below (the launching device 211; see FIG. 4) rises along the main surface of the game board 2 and forms a path toward the upper position of the gaming area 20 ( (Not shown) and a guide member (not shown) for guiding the raised game ball to the right side of the game area 20.

  In addition, the game board 2 is provided with an image display unit 6 that displays images for various effects at positions that are easily visible to the player. The image display unit 6 notifies the player of the result of the special symbol lottery (big hit lottery), for example, by displaying a decorative symbol according to the progress of the game by the player, the appearance of a character, the appearance of an item, etc. Or a reserved image showing the number of times the special symbol lottery is held. The image display unit 6 is configured by a liquid crystal display device, an EL (Electro Luminescence) display device, or the like, but any other display device may be used. Further, a first movable accessory 51, a second movable accessory 52 and a board lamp 8 used for various effects are provided on the front surface of the game board 2. The first movable accessory 51 and the second movable accessory 52 are configured to be movable with respect to the game board 2 and perform predetermined operations according to the progress of the game or according to the player's operation. Produce. The board lamp 8 emits light according to the progress of the game, thereby performing various effects by light. The first movable accessory 51 includes at least a first plate-like member and a second plate-like member, the closed state in which the first plate-like member and the second plate-like member are closed, and the first plate This is an accessory that can be deformed between the open state in which the plate-like member and the second plate-like member are open (see FIGS. 14 and 15). On the other hand, the second movable accessory 52 is an accessory operable between the first position and the second position (see FIG. 17). The details of the configuration and operation of the first movable accessory 51 and the second movable accessory 52 will be described later.

  In the game area 20, a game nail and a windmill (both not shown) that change the falling direction of the game ball are arranged. Further, in the game area 20, various bonuses related to winning and lottery are arranged at predetermined positions. In FIG. 1, the first start port 21, the second start port 22, the gate 25, the big winning port 23, and the normal winning port 24 are arranged on the game board 2 as an example of various prizes related to winning and lottery. It is installed. In addition, the game area 20 is provided with a discharge port 26 through which game balls that have not been won in any of the game areas of the game balls launched into the game area 20 are discharged out of the game area 20. .

  The first start port 21 and the second start port 22 are awarded when a game ball enters, respectively, and a special symbol lottery (big hit lottery) is started. The first start port 21 operates a predetermined special electric accessory (large winning port 23) and / or a predetermined special symbol display (first special symbol display 4a described later). It is a winning opening related to winning a game ball. Further, the second start opening 22 operates the special electric accessory and / or a predetermined special symbol display device (second special symbol display device 4b described later), and wins related to winning a game ball. The mouth. When the game ball passes through the gate 25, the normal symbol lottery (the open / close lottery of the electric tulip 27 described below) starts. The lottery is not started even if a game ball wins the normal winning opening 24.

  The 2nd starting port 22 is provided in the lower part of the 1st starting port 21, and is equipped with the electric tulip 27 in the vicinity of the entrance of a game ball as an example of a normal electric accessory. The electric tulip 27 has a pair of wings imitating tulip flowers, and the pair of wings opens and closes left and right by driving an electric tulip opening / closing unit 112 (for example, an electric solenoid) described later. When the pair of blade portions are closed, the electric tulip 27 is in a closed state in which the game ball does not enter the second start port 22 because the opening width guided to the entrance of the second start port 22 is extremely narrow. On the other hand, the electric tulip 27 is in an open state in which the game ball can easily enter the second starting port 22 because the opening width guided to the inlet of the second starting port 22 increases when the pair of wings open to the left and right. . When the electric tulip 27 passes through the gate 25 and the normal symbol lottery is won, the pair of blades opens for a specified time (for example, 0.10 seconds) and opens and closes for a specified number of times (for example, once). To do.

  The big winning opening 23 is located at the lower center of the second starting opening 22 and is opened according to the result of the special symbol lottery. The big prize opening 23 is normally in a closed state so that no game balls can enter, but depending on the result of the special symbol lottery, it protrudes from the main surface of the game board 2 and is in an open state. The game ball is easy to enter. For example, the special winning opening 23 repeats a round that is in an open state until a predetermined condition (for example, 29.5 seconds elapses or a winning of 10 game balls) is satisfied a predetermined number of times (for example, 15 times).

  Further, on the lower right side of the game board 2, a display 4 for displaying the results of the special symbol lottery and the normal symbol lottery described above and the number of reserved items is arranged. Details of the display 4 will be described later.

  Here, the payout of prize balls will be described. When a game ball enters (wins) the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, a predetermined number per game ball is determined according to the place where the game ball has won. The prize ball is paid out. For example, when one game ball is won at the first start port 21 and the second start port 22, three prize balls are awarded, and when one game ball is won at the big prize port 23, thirteen prize balls are given to the normal prize slot 24. When one game ball is won, ten prize balls are paid out. Even if it is detected that the game ball has passed through the gate 25, there is no payout of the prize ball in conjunction with it.

  The frame member 5 on the front surface of the gaming machine 1 is provided with a handle 31, a lever 32, a stop button 33, a take-out button 34, a speaker 35, a frame lamp 36, an effect button 37, an effect key 38, a dish 39, and the like. Yes.

  When the player touches the handle 31 and performs an operation to rotate the lever 32 clockwise, the launching device 211 (100 per minute) with a hitting force according to the operation angle (for example, 100 per minute). 4) electrically fires the game ball. The tray 39 (see FIG. 3) is provided so as to protrude in front of the gaming machine 1 and temporarily stores game balls supplied to the launching device 211. In addition, the above-described prize balls are paid out to the plate 39. The game balls stored in the tray 39 are supplied to the launching device 211 one by one by a supply device (not shown) at a timing linked with the operation by the player's lever 32.

  The stop button 33 is provided on the lower side surface of the handle 31, and even when the player touches the handle 31 and rotates the lever 32 in the clockwise direction, the game ball is released by being pressed by the player. Is temporarily stopped. The take-out button 34 is provided on the front surface in the vicinity of the position where the tray 39 is provided, and when the player presses it, the game balls accumulated in the tray 39 are dropped into a box (not shown).

  The speaker 35 and the frame lamp 36 respectively notify the gaming state and situation of the gaming machine 1 and perform various effects. The speaker 35 performs various effects using music, voice, and sound effects. In addition, the frame lamp 36 performs various effects by light depending on a pattern by lighting / flashing or a difference in emission color.

  Next, the display 4 provided in the gaming machine 1 will be described with reference to FIG. In FIG. 2, the display 4 includes a first special symbol display 4a, a second special symbol display 4b, a first special symbol hold indicator 4c, a second special symbol hold indicator 4d, a normal symbol indicator 4e, and a normal symbol indicator 4e. A symbol hold display 4f and a game status display 4g are provided.

  The first special symbol display 4a is displayed with the display symbol varying corresponding to the winning of the game ball at the first starting port 21. For example, the first special symbol display 4a is composed of a 7-segment display device, and when a game ball is won at the first starting port 21, the special symbol is displayed in a variable manner, and then the lottery result is displayed. Further, the second special symbol display 4b is displayed with the display symbols varying corresponding to the winning of the game ball at the second starting port 22. For example, the second special symbol display 4b is similarly composed of a 7-segment display device, and when a game ball wins at the second starting port 22, the special symbol is displayed in a variable manner and then stopped and the lottery result is displayed. To do. In the normal symbol display 4e, the display symbol is changed and displayed in response to the game ball passing through the gate 25. For example, the normal symbol display 4e is constituted by an LED display device, and when a game ball passes through the gate 25, the normal symbol is variably displayed and then stopped and displayed.

  The first special symbol hold indicator 4c displays the number of times that the special symbol lottery is held when a game ball wins at the first start port 21. The second special symbol hold indicator 4d displays the number of times that the special symbol lottery is held when the game ball wins at the second start port 22. The normal symbol hold display 4f displays the number of times the normal symbol lottery is held. For example, the first special symbol hold indicator 4c, the second special symbol hold indicator 4d, and the normal symbol hold indicator 4f are each composed of LED display devices arranged in a row, and the number of times of hold is displayed according to the lighting mode. The

  The game state display 4g displays the game state (normal state, short time state, etc.) when the gaming machine 1 is turned on.

  Next, an input device provided in the gaming machine 1 will be described with reference to FIG. In FIG. 3, the gaming machine 1 is provided with an effect button 37 and an effect key 38 as an example of an input device.

  The effect button 37 and the effect key 38 are provided for the player to input the effect. The effect button 37 is provided on the side of the upper surface of the tray 39 protruding forward of the gaming machine 1. The production key 38 has a center key and four direction keys arranged in a substantially cross shape, and is provided on the upper side of the plate 39 adjacent to the production button 37. The effect button 37 and the effect key 38 are each pressed by the player to perform a predetermined effect. For example, the player can enjoy a predetermined effect by pressing the effect button 37 at a predetermined timing. Further, the player can select one of a plurality of images displayed on the image display unit 6 by operating the four direction keys of the effect key 38. Further, the player can input the selected image as information by operating the center key of the effect key 38.

  In addition, on the back side of the gaming machine 1, a ball tank for storing game balls for payout and a payout device (payout drive unit 311) for paying out the game balls to the tray 39 are provided, and various substrates are attached. ing. For example, a main board, a sub board, and the like are disposed on the rear surface of the game board 2. Specifically, a main control board on which a main control unit 100 (see FIG. 4) that performs internal lottery and determination of winning is configured is disposed on the main board. The sub-board includes a firing control board 200 (see FIG. 4) configured to control a launching device 211 that launches a game ball to the upper part of the game area 20, and a payout control unit 300 that controls the payout of a prize ball. A payout control board configured with an effect control board configured with an effect control section 400 for overall control of effects, an image control board configured with an image acoustic control section 500 for controlling effects with images and sounds, and various types And a lamp control board on which a lamp control unit 600 for controlling effects by the first movable accessory 51 or the second movable accessory 5 is arranged. Yes. In addition, on the rear surface of the gaming board 2, the power source of the gaming machine 1 is switched on / off, and 24V (volt) AC power supplied to the gaming machine 1 is converted into DC power of various voltages. A switching power supply is provided for outputting the direct current power to the various substrates described above.

[Configuration of control device of pachinko gaming machine 1]
Next, with reference to FIG. 4, a control device that performs operation control and signal processing in the gaming machine 1 will be described. FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1.

  4, the control device of the gaming machine 1 includes a main control unit 100, a launch control unit 200, a payout control unit 300, an effect control unit 400, an image sound control unit 500, a lamp control unit 600, and the like.

  The main control unit 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, and a RAM (Random Access Memory) 103. The CPU 101 performs arithmetic processing when performing various controls related to the number of payout prize balls, such as internal lottery and determination of winning. The ROM 102 stores programs executed by the CPU 101 and various data. The RAM 103 is used as a working memory for the CPU 101. Hereinafter, main functions of the main control unit 100 will be described.

  The main control unit 100 performs a special symbol lottery (big hit lottery) when a game ball wins at the first starting port 21 or the second starting port 22, and effects control is performed on determination result data indicating whether or not the special symbol lottery is won. Send to part 400.

  The main control unit 100 controls the opening time when the blade portion of the electric tulip 27 is opened, the number of times the blade portion is opened and closed, and the opening / closing time interval at which the blade portion is opened and closed. Further, the main control unit 100 executes the special symbol lottery execution suspension number when the game ball wins the first start port 21, the special symbol lottery execution suspension number when the game ball wins the second start port 22, In addition, the number of execution suspensions of the normal symbol lottery when the game ball passes through the gate 25 is managed, and data related to the number of suspensions is sent to the effect control unit 400.

  The main control unit 100 controls the opening / closing operation of the special winning opening 23 according to the result of the special symbol lottery. For example, the main controller 100 repeats a predetermined number of rounds (for example, 29.5 seconds have passed or 10 game balls have been won) in which the big winning opening 23 projects and inclines and opens. Control to repeat only 15 times). Further, the main control unit 100 controls the opening / closing time interval at which the special winning opening 23 opens and closes.

  The main control unit 100 changes the game state in accordance with the progress of the game, and according to the progress of the game, the winning probability of the special symbol lottery, the execution interval of the special symbol lottery (the special symbol is variably displayed on the display 4) In other words, it may be said that it is a time to stop and display), and the opening / closing operation of the electric tulip 27 is changed.

  When a game ball wins the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, the main control unit 100 determines a predetermined amount per game ball according to the place where the game ball has won. The payout control unit 300 is instructed to pay out a number of prize balls. Even if the main control unit 100 detects that the game ball has passed through the gate 25, the main control unit 100 does not instruct the payout control unit 300 to pay out the prize ball in conjunction therewith. When the payout control unit 300 pays out a prize ball according to an instruction from the main control unit 100, information on the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. Then, the main control unit 100 manages the number of paid-out prize balls based on the information acquired from the payout control unit 300.

  In order to realize the above-described functions, the main control unit 100 includes a first start port switch 111a, a second start port switch 111b, an electric tulip opening / closing unit 112, a gate switch 113, a big prize opening switch 114, a big prize opening opening / closing. 115, normal winning opening switch 116, display 4 (first special symbol display 4a, second special symbol display 4b, first special symbol hold indicator 4c, second special symbol hold indicator 4d, normal symbol display 4e, a normal symbol hold display 4f, and a game status display 4g) are connected.

  The first start port switch 111 a detects that a game ball has won the first start port 21 and sends a detection signal to the main control unit 100. The second start port switch 111 b detects that a game ball has won the second start port 22 and sends a detection signal to the main control unit 100. The electric tulip opening / closing unit 112 opens and closes the pair of blade portions of the electric tulip 27 in accordance with a control signal sent from the main control unit 100. The gate switch 113 detects that a game ball has passed through the gate 25 and sends a detection signal to the main control unit 100. The big prize opening switch 114 detects that the game ball has won the big prize opening 23 and sends a detection signal to the main control unit 100. The special prize opening / closing unit 115 opens and closes the special prize opening 23 in accordance with a control signal sent from the main control unit 100. The normal winning port switch 116 detects that a game ball has won the normal winning port 24 and sends a detection signal to the main control unit 100.

  In addition, the main control unit 100 displays the result of a special symbol lottery started by winning a game ball at the first starting port 21 (hereinafter sometimes referred to as a first special symbol lottery) on the first special symbol display 4a. indicate. The main control unit 100 displays on the second special symbol display 4b the result of the special symbol lottery started by the winning of the game ball to the second starting port 22 (hereinafter sometimes referred to as the second special symbol lottery). . The main control unit 100 displays the number of times the first special symbol lottery is on hold on the first special symbol hold display 4c. The main control unit 100 displays the number of holdings for which the second special symbol lottery is held on the second special symbol holding display 4d. The main control unit 100 displays the result of the normal symbol lottery started by passing the game ball to the gate 25 on the normal symbol display 4e. The main control unit 100 displays the number of times of holding the normal symbol lottery on the normal symbol hold display 4f. Further, the main control unit 100 displays the gaming state at that time on the gaming state display 4g when the gaming machine 1 is turned on.

  The launch control unit 200 includes a CPU 201, a ROM 202, and a RAM 203. The CPU 201 performs arithmetic processing when performing various controls related to the launching device 211. The ROM 202 stores programs executed by the CPU 201 and various data. The RAM 203 is used as a working memory for the CPU 201.

  When the lever 32 is in the neutral position, the lever 32 is in a firing stop state without outputting a signal. When the player is rotated clockwise by the player, the lever 32 outputs a signal corresponding to the rotation angle to the firing control unit 200 as a hitting ball firing command signal. The launch control unit 200 controls the launch operation of the launch device 211 based on the hit ball launch command signal. For example, the launch control unit 200 controls the operation of the launch device 211 so that the speed at which the game ball is launched increases as the rotation angle of the lever 32 increases. When the signal indicating that the stop button 33 is pressed is output, the launch control unit 200 stops the operation of the launch device 211 firing the game ball.

  The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs a calculation process when controlling the payout of the payout ball. The ROM 302 stores programs executed by the CPU 301 and various data. A RAM 303 is used as a working memory for the CPU 301.

  The payout control unit 300 controls payout of the payout ball based on the command sent from the main control unit 100. Specifically, the payout control unit 300 acquires from the main control unit 100 a command for paying out a predetermined number of prize balls according to the place where the game ball has won. Then, the payout driving unit 311 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 311 is configured by a drive motor or the like that sends out a game ball from a game ball storage unit (ball tank).

  The effect control unit 400 includes a CPU 401, a ROM 402, a RAM 403, and an RTC (real time clock) 404. In addition, the effect control unit 400 is connected to the effect button 37 and the effect key 38, and acquires operation data output from the effect button 37 and the effect key 38 in response to an operation pressed by the player. The CPU 401 performs a calculation process when controlling the effect. The ROM 402 stores programs executed by the CPU 401 and various data. The RAM 403 is used as a working memory for the CPU 401. The RTC 404 measures the current date and time.

  The production control unit 400 sets production contents based on data indicating the special symbol lottery result and the like sent from the main control unit 100. In addition, when the effect button 37 or the effect key 38 is pressed by the player, the effect control unit 400 may set the effect content according to the operation input or the detection result.

  The image sound control unit 500 includes a CPU 501, a ROM 502, and a RAM 503. The CPU 501 performs arithmetic processing when controlling the image and sound expressing the content of the effect. The ROM 502 stores programs executed by the CPU 501 and various data. The RAM 503 is used as a working memory for the CPU 501.

  The image sound control unit 500 controls the image displayed on the image display unit 6 and the sound output from the speaker 35 based on the command sent from the effect control unit 400. Specifically, in the ROM 502 of the image sound control unit 500, a decorative symbol image for notifying a special symbol lottery result, an image of a character or item for displaying a notice effect or a pre-read notice effect, a special symbol lottery The image data for displaying on the image display unit 6 a reserved image indicating that the image is held, various background images, and the like are stored. The ROM 502 of the image sound control unit 500 stores various types of sound data such as music and sound output from the speaker 35 in synchronization with the image displayed on the image display unit 6 or independently of the displayed image. It is remembered. The CPU 501 of the image sound control unit 500 selects and reads out the data corresponding to the command sent from the effect control unit 400 from the image data and sound data stored in the ROM 502. The CPU 501 performs image processing for background image display, decorative symbol image display, character / item display, and the like using the read image data, and performs various processes corresponding to commands sent from the effect control unit 400. Perform production display. Then, the CPU 501 displays the image indicated by the image processed image data on the image display unit 6. In addition, the CPU 501 performs sound processing using the read sound data, and outputs the sound indicated by the sound processing sound data from the speaker 35.

  The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs arithmetic processing when controlling the light emission of the panel lamp 8 and the frame lamp 36 and the operations of the first movable accessory 51 and the second movable accessory 52. The ROM 602 stores programs executed by the CPU 601 and various data. The RAM 603 is used as a working memory for the CPU 601.

  The lamp control unit 600 controls the lighting / flashing of the panel lamp 8 and the frame lamp 36 and the emission color based on the command sent from the effect control unit 400. Further, the lamp control unit 600 controls the operations of the first movable accessory 51 and the second movable accessory 52 based on the command sent from the effect control unit 400. Specifically, the ROM 602 of the lamp control unit 600 stores lighting / flashing pattern data and emission color pattern data (emission pattern data) for the panel lamp 8 and the frame lamp 36 according to the production contents set by the production control unit 400. ) Is stored. The CPU 601 selects and reads out the light emission pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the light emission of the panel lamp 8 and the frame lamp 36 based on the read light emission pattern data. Further, the ROM 602 stores operation pattern data of the first movable accessory 51 and the second movable accessory 52 corresponding to the content of the effect set by the effect control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the operations of the first movable accessory 51 and the second movable accessory 52 based on the read operation pattern data.

  Hereinafter, the processing flow executed by the pachinko gaming machine 1 will be described with reference to FIGS.

[Main operation of main control unit]
FIG. 5 is a flowchart illustrating an example of timer interrupt processing performed by the main control unit 100. The timer interrupt process performed in the main control unit 100 will be described below with reference to FIG. The main control unit 100 repeatedly executes a series of processes shown in FIG. 5 at regular intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that processing performed by the main control unit 100 described based on the flowcharts of FIG. 5 and the subsequent steps is executed based on a program stored in the ROM 102.

  First, in step S1, the CPU 101 of the main control unit 100 executes a random number update process for updating various random numbers such as a jackpot random number, a design random number, a reach random number, and a variation pattern random number. Here, the big hit random number is a random number for determining whether or not a special symbol lottery is won or lost (that is, performing a special symbol lottery). The symbol random number is a random number for determining a type of jackpot (for example, a promiscuous jackpot or a jackpot with a short time) when a special symbol lottery is won. The jackpot random number and the design random number are used in the process of step S407 in FIG. The reach random number is a random number for determining whether or not a reach effect is performed when a special symbol lottery is lost. The variation pattern random number is a random number for determining the variation time of the special symbol. Here, the variation time of the special symbol is equal to the execution time of the notification effect (variation effect) executed in synchronization with the variation of the special symbol. The reach random number and the fluctuation pattern random number are used in the process of step S408 in FIG. 7 described later. In the random number update process of step S1, the big hit random number, the design random number, the reach random number, the variation pattern random number, etc. are each added and updated by one. That is, it is counted up. Each random number is acquired in the start port switch (SW) process in step S2 and the gate switch (SW) process in step S3, and is used in the special symbol process in step S4 and the normal symbol process in step S5 described later. Note that the counter that performs the processing of step S1 is typically a loop counter, and returns to 0 again after reaching the maximum value of the set random number (for example, 299 for the big hit random number).

  Next, in step S2, the CPU 101 monitors the state of the first start port switch 111a and the second start port switch 111b, and when one of the switches is turned on (the first start port switch 111a or the second start port switch 111b). When a game ball detection signal is output from the mouth switch 111b), a start opening switch that performs processing related to the number of holdings U1 of the first special symbol lottery, the number of holdings U2 of the second special symbol lottery, and processing for obtaining various random numbers. Execute the process. Details of the start port switch process will be described later with reference to FIG.

  Next, in step S3, the CPU 101 monitors the state of the gate switch 113, and when the gate switch 113 is turned on (when a game ball detection signal is output from the gate switch 113), the normal symbol lottery is suspended. If it is determined whether the number is less than the upper limit (for example, 4) and it is determined that the number of holds is less than the upper limit, a gate switch process is performed to obtain a random number used in the normal symbol process in step S5 described later. To do.

  Next, in step S4, the CPU 101 executes the first special symbol lottery or the second special symbol lottery, and after the special symbols are variably displayed on the first special symbol display 4a or the second special symbol display 4b, these are displayed. A special symbol process for displaying a stop symbol indicating the lottery result of this or transmitting various commands to the effect control unit 400 is executed. This special symbol process will be described later in detail with reference to FIG.

  Next, in step S5, the CPU 101 executes a normal symbol process for determining whether or not the random number acquired in the gate switch process in step S3 matches a predetermined hit random number. Then, the CPU 101 stops and displays the normal symbol indicating the determination result after the normal symbol is variably displayed on the normal symbol display 4e. Specifically, the CPU 101 sets the normal symbol change time to be stopped and displayed after the normal symbol is variably displayed to 10 seconds in the normal state and to 0.5 seconds in the electric support state. In addition, the CPU 101 sets the probability that the normal symbol displayed on the normal symbol display 4e becomes a predetermined winning symbol (that is, the winning probability of the normal symbol lottery) to a low probability (1/10) in the normal state, In the electric support state, it is raised with a high probability (10/10). In the electric support state, the number of reserved special symbol lots is larger than that in the normal state, and the variation time of the special symbol is shortened. Therefore, the electric support state may be referred to as a short-time state.

  Next, in step S6, when it is determined that the special symbol lottery is won in the special symbol processing in step S4 (when the big win is made), the CPU 101 controls the big prize opening / closing unit 115 to control the big prize opening 23. The special winning opening process is executed to cause the player to perform a predetermined opening / closing operation or to transmit various commands relating to the so-called big hit game effect to the effect control unit 400. By this processing, the big hit game (special game) is progressed, and the player can acquire a large amount of prize balls. This special winning opening process will be described later in detail with reference to FIGS.

  Next, in step S7, the CPU 101 performs electric driving when the normal symbol displayed on the normal symbol display 4e by the normal symbol processing in step S5 is a predetermined winning symbol (that is, when the normal symbol lottery is won). An electric tulip process for operating the tulip 27 is executed. At that time, the CPU 101 controls the opening of the electric tulip 27 for a very short period (once for 0.10 seconds) in the normal state, and controls the opening of the electric tulip 27 for a long period (three times for 2.00 seconds) in the electric support state. To do. In addition, when the electric tulip 27 is controlled to be in the open state, a game ball can be won at the second start port 22, and when the game ball wins at the second start port 22, a second special symbol lottery is performed. Will be.

  Here, the gaming state of the gaming machine 1 in the present embodiment will be described. The gaming state of the gaming machine 1 includes at least a normal state, an electric support state, a probability change state, and a big hit gaming state. The normal state is a basic normal game state, the winning probability of the special symbol lottery is set to a normal low probability (1/300: high probability is 1/30), and the electric tulip 27 is in an open state. It is a gaming state set to be difficult to become. In the electric support state, the execution time of the normal symbol lottery (the open lottery of the electric tulip 27) is typically shortened compared to the normal state, the winning probability of the normal symbol lottery increases, and the normal symbol lottery is won. In this case, the electric tulip 27 is controlled to be opened for a long time, so that the electric tulip 27 is frequently opened for a long time and the game ball is frequently won at the second starting port 22. That is, the electric support state is a gaming state that is set such that the electric tulip 27 is more likely to be in the open state than in the normal state. The probability variation state is a gaming state in which the winning probability of the special symbol lottery is set to a high probability (1/30: low probability is 1/300). Note that there are cases where the electric support state and the probability change state coexist, and this coexisting state is referred to as an electric support probability change state (or time-short probability change state). The big hit game state is a game state when a big hit game (special game) in which a special symbol lottery is won (hit a big win) and the big prize opening 23 is opened is being executed.

  Next, in step S <b> 8, the CPU 101 executes prize ball processing for managing the number of winning game balls and controlling the payout of prize balls according to the prize.

  Next, in step S9, the CPU 101 executes various commands and effects set in the RAM 103 by the start opening switch process in step S2, the special symbol process in step S4, the big winning opening process in step S6, the prize ball process in step S8, and the like. Output processing for outputting information necessary for the production control unit 400 or the payout control unit 300 is executed.

[Start-up switch processing]
FIG. 6 is an example of a detailed flowchart of the start port switch process in step S2 of FIG. Hereinafter, the start port switch process in step S2 of FIG. 5 will be described with reference to FIG.

  First, in step S201, the CPU 101 of the main control unit 100 receives a game ball in the first start port 21 based on the presence / absence of a detection signal from the first start port switch 111a, and the first start port switch 111a is turned on. It is determined whether or not. If the determination in step S201 is YES, the process proceeds to step S202. If the determination is NO, the process proceeds to step S207.

  In step S202, the CPU 101 reads the upper limit value Umax1 (“4” in the present embodiment) of the number of first special symbol lotteries held from the ROM 102, and the number of retained U1 of the first special symbol lottery stored in the RAM 103 is the upper limit. It is determined whether or not the value is less than Umax1. If the determination in step S202 is YES, the process proceeds to step S203, and if this determination is NO, the process proceeds to step S207.

  In step S <b> 203, the CPU 101 updates the value of the holding number U <b> 1 stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to step S204.

  In step S204, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the first special symbol lottery and the like, and each set of the acquired random numbers (game information) Are stored in the RAM 103 in chronological order. It should be noted that each time the value of the first special symbol lottery holding number U1 is decremented by 1 in the process of step S406 of FIG. 7 described later, the random number set stored in the RAM 103 is one set in order from the earliest storage time. Deleted one by one. From this, for example, when the value of the number of holdings U1 of the first special symbol lottery is “3”, the last three random number sets acquired by the process of the last three steps S204 are stored in the RAM 103 in time series order. It will be stored. Thereafter, the process proceeds to step S205.

  In step S205, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 acquires a random number set such as a big hit random number obtained in the latest processing of step S204 and stored in the RAM 103 (that is, a random number set such as a big hit random number for the first special symbol lottery stored most recently. ) And whether or not the result of the first special symbol lottery using the jackpot random number is a jackpot based on whether or not the jackpot random number or the like matches a predetermined value or the like stored in the ROM 102 and reach effect Whether or not to execute is determined in advance. That is, the determination necessary for executing the pre-reading notice effect and the hold change notice effect is determined in advance prior to the processing of steps S407 and S408 in FIG. Thereafter, the process proceeds to step S206.

  In step S <b> 206, the CPU 101 sets a first hold number increase command for notifying that the hold number of the first special symbol lottery has increased by 1 in the RAM 103. Here, the first pending number increase command includes information (hereinafter referred to as “preliminary determination information”) indicating the result of the preliminary determination performed in the process of step S205. Thereafter, the process proceeds to step S207.

  In step S207, the CPU 101 determines whether or not a game ball has won the second start port 22 and the second start port switch 111b is turned on based on the presence / absence of a detection signal from the second start port switch 111b. To do. If the determination in step S207 is YES, the process proceeds to step S208. If this determination is NO, the process proceeds to step S3 (gate switch process) in FIG.

  In step S <b> 208, the CPU 101 reads the upper limit value Umax <b> 2 of the second special symbol lottery holding number from the ROM 102 (“4” in the present embodiment), and the second special symbol lottery holding number U <b> 2 stored in the RAM 103 is the upper limit. It is determined whether or not the value is less than Umax2. If the determination in step S208 is YES, the process proceeds to step S209. If the determination is NO, the process proceeds to step S3 (gate switch process) in FIG.

  In step S209, the CPU 101 updates the value of the holding number U2 stored in the RAM 103 to a value obtained by adding 1. Thereafter, the process proceeds to step S210.

  In step S210, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the second special symbol lottery and the like, They are stored in the RAM 103 in order. Each time the value of the second special symbol lottery holding number U2 is decremented by 1 in the process of step S404 of FIG. 7 to be described later, the random number set stored in the RAM 103 is one set in order from the earliest storage time. Deleted one by one. For this reason, for example, when the value of the holding number U2 of the second special symbol lottery is “3”, the last three random number sets acquired by the processing of the last three steps S210 are stored in the RAM 103 in time series order. It will be stored. Thereafter, the process proceeds to step S211.

  In step S211, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 acquires a random number set such as a big hit random number acquired in the process of the latest step S210 and stored in the RAM 103 (that is, a random number set such as a big hit random number for the second special symbol lottery stored most recently. ) And whether or not the result of the second special symbol lottery using the jackpot random number is a jackpot based on whether or not the jackpot random number or the like matches a predetermined value or the like stored in the ROM 102 and reach effect Whether or not to execute is determined in advance. That is, the determination necessary for executing the pre-reading notice effect and the hold change notice effect is determined in advance prior to the processing of steps S407 and S408 in FIG. Thereafter, the process proceeds to step S212.

  In step S <b> 212, the CPU 101 sets a second hold number increase command for notifying that the hold number of the second special symbol lottery has increased by 1 in the RAM 103. Here, the second pending number increase command includes information (preliminary determination information) indicating the result of the preliminary determination performed in the process of step S211. Thereafter, the process proceeds to step S3 (gate switch process) in FIG. The first hold number increase command set in step S206 and the second hold number increase command set in step S212 are transmitted to the effect control unit 400 by the output process in step S9 of FIG.

[Special symbol processing]
FIG. 7 is an example of a detailed flowchart of the special symbol process in step S4 of FIG. Below, the special symbol process in step S4 of FIG. 5 is demonstrated using FIG.

  First, in step S401, the CPU 101 of the main control unit 100 determines that the current state of the gaming machine 1 is a big hit game (a big hit game state) based on information stored in the RAM 103 (typically information by a flag). It is determined whether or not. That is, it is determined whether or not the big hit game (special game) that is executed when the special symbol lottery is won. If the determination in step S401 is YES, the process proceeds to step S5 (normal symbol process) in FIG. 5, and if this determination is NO, the process proceeds to step S402.

  In step S402, the CPU 101 determines whether or not the special symbol change display is being performed by the first special symbol display 4a or the second special symbol display 4b. If the determination in step S402 is yes, the process proceeds to step S411. If the determination is no, the process proceeds to step S403.

  In step S403, the CPU 101 determines whether or not the holding number U2 stored in the RAM 103 is 1 or more (that is, whether or not the second special symbol lottery is held). If the determination in step S403 is YES, the process proceeds to step S404. If the determination is NO, the process proceeds to step S405.

  In step S <b> 404, the CPU 101 updates the hold number U <b> 2 stored in the RAM 103 to a value obtained by subtracting one. At this time, the CPU 101 reads out the random number set stored in the RAM 103 and acquired in step S210 of FIG. Thereafter, the process proceeds to step S407.

  On the other hand, in step S405, the CPU 101 determines whether or not the holding number U1 stored in the RAM 103 is 1 or more (that is, whether or not the first special symbol lottery is held). If the determination in step S405 is YES, the process proceeds to step S406. If this determination is NO, the process proceeds to step S415 assuming that there is no special symbol lottery to be executed.

  In step S <b> 406, the CPU 101 updates the hold number U <b> 1 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out the random number set stored in the RAM 103 acquired in step S204 of FIG. Thereafter, the process proceeds to step S407.

  The second special symbol lottery is executed in preference to the first special symbol lottery by the processing of steps S403 to S406 described above.

  In step S407, the CPU 101 executes a big hit determination process for determining whether the special symbol lottery is a big win or a loss. Specifically, when executing the process of step S407 following the process of step S404, the CPU 101 matches the jackpot random number read from the RAM 103 in the process of step S404 with the jackpot winning value stored in the ROM 102. Whether the result of the second special symbol lottery is a big hit or a loss is determined based on whether or not to do so. On the other hand, when executing the process of step S407 following the process of step S406, the CPU 101 determines whether or not the jackpot random number read from the RAM 103 in the process of step S406 matches the jackpot winning value stored in the ROM 102. Based on this, it is determined whether the result of the first special symbol lottery is a big hit or a loss. When the result of the special symbol lottery is determined to be lost, the CPU 101 sets a lost symbol indicating that the special symbol lottery has been lost in the RAM 103 as a special symbol stop symbol in the setting information. On the other hand, when the CPU 101 determines that the result of the special symbol lottery is a big hit, which of the predetermined values stored in the ROM 102 matches the symbol random number read from the RAM 103 together with the big hit random number used for this determination? Based on this, the type of the big hit this time (for example, the probable big hit or the short hit big hit) is determined. Then, the CPU 101 sets, in the RAM 103, information on the jackpot symbol representing the jackpot and the type of jackpot as information on the stop symbol of the special symbol in the setting information. Thereafter, the process proceeds to step S408.

  In step S408, the CPU 101 executes variation pattern selection processing. Specifically, when the CPU 101 determines that it is a big hit in the big hit determination process of step S407, the fluctuation pattern random number read from the RAM 103 together with the big hit random number used in this big hit determination process is a predetermined value (stored in the ROM 102). A variation pattern (a variation time of a special symbol: the execution time of a notification effect) is determined based on which one of the predetermined values for determining a variation pattern when a big hit occurs). In this embodiment, as an example, when it is determined that the game is a big hit, a reach effect is always performed.

  On the other hand, if the CPU 101 determines that a loss has occurred in the jackpot determination process in step S407, the reach random number read from the RAM 103 together with the jackpot random number used in the jackpot determination process is a predetermined value stored in the ROM 102 (reach at the time of a loss) It is determined whether or not the reach effect is to be executed based on which one of the predetermined values for execution determination matches. If the CPU 101 determines to execute the reach effect, the fluctuation pattern random number read from the RAM 103 together with the jackpot random number used in the current jackpot determination process is stored in the ROM 102 (the reach effect is executed when lost). The variation pattern (variation time) is determined based on which one of the predetermined values for determining the variation pattern in the case of matching. On the other hand, if the CPU 101 determines not to execute the reach effect, the CPU 101 determines the variation pattern (variation time) based on the holding numbers U1 and U2 stored in the RAM 103.

  Information on the variation pattern determined as described above and information indicating whether or not to execute reach production are set in the RAM 103 as setting information. Thereafter, the process proceeds to step S409.

  In step S409, the CPU 101 generates a notification effect start command including the setting information set by the jackpot determination process in step S407 and the setting information set by the variation pattern selection process in step S408, and sets the notification effect start command in the RAM 103. Here, the notification effect start command is a command for instructing the effect control unit 400 to start the notification effect by the image display unit 6, the speaker 35, and the like. The setting information included in the notification effect start command includes information indicating which of the first special symbol lottery and the second special symbol lottery has been executed. This notification effect start command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. Thereafter, the process proceeds to step S410.

  In step S410, the CPU 101 changes the special symbol by the first special symbol display 4a or the second special symbol display 4b based on the setting information included in the notification effect start command set in the process of step S409. Start displaying. Thereafter, the process proceeds to step S411.

  In step S411, the CPU 101 determines whether or not the special symbol variation time indicated by the variation pattern set in the variation pattern selection processing in step S408 has elapsed since the start of the special symbol variation display in step S410. If the determination in step S411 is YES, the process proceeds to step S412. If the determination is NO, the process proceeds to step S5 (ordinary symbol process) in FIG.

  In step S <b> 412, the CPU 101 sets a notification effect stop command instructing the end of the notification effect by the image display unit 6 or the like in the RAM 103. Thereafter, the process proceeds to step S413. Note that the notification effect stop command set in step S412 is transmitted to the effect control unit 400 by the output process in step S9 of FIG.

  In step S413, the CPU 101 ends the special symbol variation display by the first special symbol display 4a or the second special symbol display 4b started in the process of step S410, and displays the stopped symbol. Thereafter, the process proceeds to step S414.

  In step S414, the CPU 101 executes a stop process. Specifically, when the CPU 101 determines that the big hit is determined in step S407, the information stored in the RAM 103 (typically information based on a flag) is in the big hit game (the big hit game state). And an opening command for instructing the start of the big hit game effect is set in the RAM 103. This opening command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 5, and the big hit game effect is started. In addition, the CPU 101 switches the gaming state according to the number of times that the special symbol fluctuates and is stopped and displayed by the processing of steps S410 and S413 (that is, the number of rotations) (that is, the winning probability setting of the special symbol lottery or the electric A game state notification command indicating the game state after switching is set in the RAM 103 by switching the opening setting of the tulip 27. This gaming state notification command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 5, and the effect can be switched (for example, switching from the effect mode in the short time state to the effect mode in the normal state). Thereafter, the processing moves to step S5 (normal symbol processing) in FIG.

  In step S415, the CPU 101 determines whether or not to shift to a customer waiting effect (demonstration effect). For example, the CPU 101 waits for a predetermined time (for example, 10 seconds) after the special symbol variation display by the first special symbol display 4a (or the second special symbol display 4b) is finished in a state where the special symbol lottery is not suspended. When the time has elapsed, it is determined that the game by the player has been interrupted or ended, and it is determined to shift to the customer waiting effect. The customer waiting effect is, for example, an effect that displays on the image display unit 6 a video related to content (animation, story, etc.) that is the subject of the gaming machine 1, or a predetermined effect that is executed during a game, for example. This is an effect of displaying a part of (for example, reach effect) on the image display unit 6. If the determination in step S415 is yes, the process proceeds to step S416. If the determination is no, the process proceeds to step S417.

  In step S <b> 416, the CPU 101 sets a customer waiting effect start command for instructing the start of the customer waiting effect in the RAM 103. This customer waiting effect start command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 5, and the customer waiting effect is started. Thereafter, the process proceeds to step S417.

  In step S417, the CPU 101 determines whether or not to end the customer waiting effect. For example, the CPU 101 receives a prize at the first start port 21 (or the second start port 22) during execution of the customer waiting effect and uses the first special symbol display 4a (or the second special symbol display 4b). When the variation display of the special symbol is started, it is determined that the game by the player has been resumed (or started), and the customer waiting effect is determined to end. If the determination in step S417 is YES, the process proceeds to step S418, and if this determination is NO, the process proceeds to step S5 (normal symbol process) in FIG.

  In step S <b> 418, the CPU 101 sets a customer waiting effect end command for instructing the end of the customer waiting effect in the RAM 103. This customer waiting effect end command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 5, and the customer waiting effect is ended. Thereafter, the processing moves to step S5 (normal symbol processing) in FIG.

[Large winning prize processing]
8 and 9 are examples of detailed flowcharts of the special winning a prize opening process in step S6 of FIG. Hereinafter, the special winning opening process in step S6 of FIG. 5 will be described with reference to FIGS.

  First, in step S601, the CPU 101 of the main control unit 100 determines whether or not the state of the gaming machine 1 is a big hit game based on information stored in the RAM 103 (typically, information based on a flag). judge. If the determination in step S601 is YES, the process proceeds to step S602. If the determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S <b> 602, the CPU 101 determines based on the information stored in the RAM 103 whether or not the state of the gaming machine 1 is a jackpot game opening effect. If the determination in step S602 is YES, the process proceeds to step S603, and if this determination is NO, the process proceeds to step S609.

  In step S <b> 603, the CPU 101 determines whether or not a set opening time that defines the execution time of the opening effect has elapsed. If the determination in step S603 is YES, the process proceeds to step S604. If the determination is NO, the opening effect has not ended, and the process proceeds to step S7 (electric tulip process) in FIG.

  In step S <b> 604, the CPU 101 sets the total number of rounds Rmax for the jackpot game and the operation pattern of the jackpot 23 for the jackpot game, and sets the setting information in the RAM 103. Specifically, the CPU 101 sets the number of rounds included in the jackpot game (Rmax: “15” in this embodiment) and the operation pattern of the jackpot 23 during the jackpot game, and sets the setting information in the RAM 103. To do. By the process of step S604, the total number of rounds Rmax of the jackpot game, the interval time between rounds in the jackpot game, the set ending time that is the time for performing the ending effect at the end of the jackpot game, and the like are set. Thereafter, the process proceeds to step S605.

  In step S <b> 605, the CPU 101 resets the winning number C of game balls to the big winning opening 23 stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S606.

  In step S <b> 606, the CPU 101 updates the round number R of the big hit game stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to step S607.

  In step S <b> 607, the CPU 101 controls the special winning opening / closing unit 115 to start the opening control of the special winning opening 23. By this process, the big hit game round (round game) is started and the opening operation (one opening operation) of the big winning opening 23 is started. Thereafter, the process proceeds to step S608.

  In step S <b> 608, the CPU 101 sets a round start notification command for notifying a round start (round game start) in the RAM 103. This round start notification command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 5, and the round effect is started. Thereafter, the process proceeds to step S614.

  In step S609, the CPU 101 determines based on the information stored in the RAM 103 whether or not the gaming machine 1 is in the big hit game interval. If the determination in step S609 is yes, the process proceeds to step S610. If the determination is no, the process proceeds to step S611.

  In step S610, the CPU 101 determines whether or not the set interval time in the jackpot game set in the process in step S604 has elapsed since the big winning opening 23 was closed at the end of the previous round in the jackpot game. To do. If the determination in step S610 is YES, it is time to start the next round in the jackpot game, so the process moves to step S605. If this determination is NO, the next round in the jackpot game is started. Since the timing is not reached, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S <b> 611, the CPU 101 determines whether the state of the gaming machine 1 is executing the jackpot game ending effect based on the information stored in the RAM 103. If the determination in step S611 is YES, the process proceeds to step S621 in FIG. 9, and if this determination is NO, the process proceeds to step S612.

  In step S612, the CPU 101 determines that the state of the gaming machine 1 is in the big hit game round, and based on the presence / absence of a detection signal from the big prize opening switch 114, whether the big prize opening switch 114 is turned on. Determine whether or not. If the determination in step S612 is YES, the process moves to step S613. If the determination is NO, the process moves to step S614.

  In step S <b> 613, the CPU 101 determines that a winning of game balls to the big winning opening 23 has been detected, and updates the winning number C of game balls stored in the RAM 103 to a value obtained by adding one. By executing the process of step S613 every time the big prize opening switch 114 is turned ON, the total number of game balls (winning number C) won in the big prize opening 23 during one round is accumulated and stored in the RAM 103. Go. Thereafter, the process proceeds to step S614.

  In step S614, the CPU 101 determines whether or not a specified opening control time (29.5 seconds in the present embodiment) has elapsed since the opening control of the special winning opening 23 was started in the process of step S607. If the determination in step S614 is yes, the process moves to step S616. If the determination is no, the process moves to step S615.

  In step S615, the CPU 101 determines whether or not the number C of winning game balls in the current round has reached an upper limit number of gaming balls Cmax (“10” in the present embodiment) that defines the timing at which the big winning opening 23 is closed. Determine. If the determination in step S615 is YES, the process proceeds to step S616, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S616, the CPU 101 controls the special winning opening / closing unit 115 to end the opening control of the special winning opening 23 started in step S607. In this way, the CPU 101 counts the total number of game balls (winning number C) detected by the big prize opening switch 114 until 29.5 seconds elapse after the big prize opening 23 is opened in each round during the big hit game. ) Has reached 10 (Cmax), or 29.5 seconds have passed without winning 10 game balls since opening the grand prize opening 23, and the big prize opening 23 is closed. . Thereafter, the process proceeds to step S617.

  In step S617, the CPU 101 sets a round end notification command for notifying the end of round (round game end) in the RAM 103. This round start notification command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 5, and the round effect is ended. Thereafter, the process proceeds to step S618.

  In step S618, the CPU 101 determines whether or not the current round number R stored in the RAM 103 has reached the maximum round number Rmax of the big hit game set in the process of step S604. If the determination in step S618 is YES, the process proceeds to step S619 in FIG. 9, and if this determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S619 in FIG. 9, the CPU 101 resets the number of rounds R stored in the RAM 103 to “0”. Thereafter, the process proceeds to step S620.

  In step S620, the CPU 101 sets an ending command for instructing the effect control unit 400 to execute the ending effect of the big hit game in the RAM 103. The ending command set in this process is transmitted to the effect control unit 400 in step S9 (output process) in FIG. Thereafter, the process proceeds to step S621.

  In step S621, the CPU 101 determines whether or not the set ending time set in the process of step S604 in FIG. 8 has elapsed since the ending command was set in the RAM 103 in step S620. If the determination in step S621 is YES, the process proceeds to step S622. If the determination is NO, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S622, the CPU 101 ends the jackpot game being executed. Specifically, the CPU 101 cancels the setting information (typically, information based on a flag) indicating that a big hit game stored in the RAM 103 is in progress, and ends the big hit game. Thereafter, the process proceeds to step S623.

  In step S623, the CPU 101 executes a game state setting process. Specifically, when the jackpot game is ended in step S622, the CPU 101 switches the gaming state according to the type of the jackpot of this time (that is, switches the winning probability setting of the special symbol lottery and the opening setting of the electric tulip 27). ). Thereafter, the process proceeds to step S7 (electric tulip process) in FIG.

  In step S624, the CPU 101 sets a gaming state notification command indicating the gaming state after switching by the processing in step S623 in the RAM 103. This gaming state notification command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 5, and the effect can be switched (for example, switching from the big hit game effect to the effect of the short-time probability changing state). Thereafter, the processing moves to step S5 (normal symbol processing) in FIG.

[Production control processing by production control unit]
FIG. 10 is a flowchart illustrating an example of timer interrupt processing performed by the effect control unit 400. Below, with reference to FIG. 10, the timer interruption process performed in the production | presentation control part 400 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 10 at regular intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. In addition, the process performed in the production | presentation control part 400 demonstrated based on the flowchart after FIG. 10 is performed based on the program memorize | stored in ROM402.

  First, in step S11, the CPU 401 of the effect control unit 400 receives various commands output from the main control unit 100 by the output process of step S9 in FIG. 5, sets the effect contents according to the received command, Command reception processing for setting various commands in the RAM 403 for instructing the image sound control unit 500 and the lamp control unit 600 to execute the effect of the set effect content is executed. This command reception process will be described in detail later with reference to FIGS.

  Next, in step S <b> 12, the CPU 401 sets the content of the effect according to the operation input signal output from the effect button 37 and the effect key 38 by the player's operation, and the effect of the set content is set in the image sound control unit 500. And the effect input control process which sets the various commands for instructing execution to the lamp controller 600 in the RAM 403 is executed. For example, when a player operates the effect button 37 and outputs an operation input signal during a predetermined operation input valid period, the CPU 401 performs a predetermined effect (such as an effect of displaying a notice image suggesting the possibility of a big hit). Is set and the command is set in the RAM 403.

  Next, in step S13, the CPU 401 executes output processing for outputting various commands set in the RAM 403 in the processing of steps S11 and S12 to the image sound control unit 500 and the lamp control unit 600. By this process, various effects determined to be executed in the processes of steps S11 and S12 are executed by the image display unit 6, the speaker 35, the panel lamp 8, and the like by the execution control of the image sound control unit 500 and the lamp control unit 600. It will be.

[Command reception processing]
FIG. 11 is an example of a detailed flowchart of the command reception process in step S11 of FIG. Hereinafter, with reference to FIG. 11, the command reception process in step S11 of FIG. 10 will be described.

  First, in step S111, the CPU 401 of the effect control unit 400 determines whether a hold increase command (first hold number increase command or second hold number increase command) is received from the main control unit 100 (FIG. 6). (See steps S206 and S212). If the determination in step S111 is YES, the process proceeds to step S112. If the determination is NO, the process proceeds to step S114.

  In step S112, the CPU 401 instructs the image sound control unit 500 in response to the hold increase command received in the process of step S111, and causes the image display unit 6 to additionally display a hold image indicating the special symbol lottery hold. Hold image display processing is performed. Note that an instruction to the image sound control unit 500 is performed by setting a command in the RAM 403.

  In step S113, the CPU 401 performs a prefetch notice effect setting process. Specifically, when the number of special symbol lotteries held (number of reserved data) stored in the RAM 403 is 1 or more, the CPU 401 executes a pre-reading notice effect based on the prior determination information stored in the RAM 403. Whether or not to do so is determined by lottery. If it is determined to execute the pre-reading notice effect, the CPU 401 performs a pre-reading notice to be executed by lottery or the like from a number of pre-reading notice effect patterns that satisfy the conditions of the prior determination information (such as the condition of whether or not a big hit). Set the contents of the production. Note that the prefetching notice effect can also indicate the possibility of a big hit over a plurality of notification effects. Thereafter, the process proceeds to step S114.

  In step S114, the CPU 401 determines whether or not the notification effect start command set in step S409 of FIG. 7 has been received. If the determination in step S114 is YES, the process proceeds to step S115, and if this determination is NO, the process proceeds to step S116.

  In step S115, the CPU 401 instructs the image sound control unit 500 in accordance with the notification effect start command received in the process of step S114, and performs notification effect execution processing for starting the notification effect by the image display unit 6 or the like. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. This notification effect execution process will be described in detail later with reference to FIG. Thereafter, the process proceeds to step S116.

  In step S116, the CPU 401 determines whether or not the notification effect stop command set in the process of step S412 in FIG. 7 has been received. If the determination in step S116 is YES, the process proceeds to step S117, and if this determination is NO, the process proceeds to step S118.

  In step S117, the CPU 401 instructs the image sound control unit 500 or the like to end the notification effect started to be executed in the process of step S115, and finally stops all the decorative symbols that have been variably displayed (confirmed). Stop the display) and inform the effect of the special symbol lottery. At that time, the CPU 401 instructs the image sound control unit 500 to delete the variable right image (refer to KI in FIG. 16 and the like) corresponding to the notification effect being executed displayed on the stage ST0. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S118.

  In step S118, the CPU 401 determines whether or not the gaming state notification command set in the stopping process in step S414 in FIG. 7 or the process in step S624 in FIG. 9 has been received. If the determination in step S118 is yes, the process proceeds to step S119. If the determination is no, the process proceeds to step S120 in FIG.

  In step S119, the CPU 401 performs an effect state setting process. Specifically, the CPU 401 instructs the image sound control unit 500 or the like to set the notification effect to be executed in the effect state corresponding to the game state indicated by the game state notification command received in step S118. For example, if the gaming state indicated by the gaming state notification command received in step S118 is a short-time probability variation state, the CPU 401 instructs the image sound control unit 500 or the like to set the background image of the notification effect to red, and step S118. When the gaming state indicated by the gaming state notification command received in is a normal state, the image sound control unit 500 or the like is instructed to set the background image of the notification effect to blue. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S120.

  In step S120, the CPU 401 determines whether or not the opening command set in the stopping process in step S414 of FIG. 7 has been received. If the determination in step S120 is yes, the process proceeds to step S121. If the determination is no, the process proceeds to step S122.

  In step S121, the CPU 401 instructs the image sound control unit 500 or the like to start the opening effect of the big hit game effect. That is, the big hit game effect is started. Here, the opening effect is an effect for notifying the start of the big hit game, and is typically an image effect that prompts the player to launch a game ball toward the big prize opening 23. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S122.

  In step S122, the CPU 401 determines whether or not the round start notification command set in the process of step S608 in FIG. 8 has been received. If the determination in step S122 is YES, the process proceeds to step S123, and if this determination is NO, the process proceeds to step S124.

  In step S123, the CPU 401 instructs the image sound control unit 500 or the like to start a round effect of the big hit game effect. Here, the round effect is an effect executed during the round game of the big hit game, for example, an effect by an image or the like in which the main character is fighting an enemy character. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S124.

  In step S124, the CPU 401 determines whether or not the round end notification command set in the process of step S617 in FIG. 8 has been received. If the determination in step S124 is YES, the process proceeds to step S125, and if this determination is NO, the process proceeds to step S126.

  In step S125, the CPU 401 instructs the image sound control unit 500 or the like to end the round effect of the big hit game effect. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S126.

  In step S126, the CPU 401 determines whether or not the ending command set in the process of step S620 in FIG. 9 has been received. If the determination in step S126 is YES, the process proceeds to step S127, and if this determination is NO, the process proceeds to step S128.

  In step S127, the CPU 401 instructs the image sound control unit 500 and the like to start the ending effect of the big hit game effect. That is, the jackpot game effect is ended. Here, the ending effect is an effect of notifying the end of the big hit game, and is typically an effect of displaying the mark of the manufacturer of the gaming machine 1. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S128.

  In step S128, the CPU 401 determines whether or not the customer waiting effect start command set in the process of step S416 in FIG. 7 has been received. If the determination in step S128 is YES, the process proceeds to step S129, and if this determination is NO, the process proceeds to step S130.

  In step S129, the CPU 401 instructs the image sound control unit 500 and the like to start a customer waiting effect. As already described, the customer waiting effect is, for example, an effect in which a video related to the content (animation, story, etc.) that is the subject of the gaming machine 1 is displayed on the image display unit 6, for example, a predetermined execution executed during the game This is an effect of displaying a part of the effect (for example, reach effect) on the image display unit 6. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S130.

  In step S130, the CPU 401 determines whether or not the customer waiting effect end command set in the process of step S418 in FIG. 7 has been received. If the determination in step S130 is yes, the process proceeds to step S131. If the determination is no, the process proceeds to step S12 in FIG.

  In step S131, the CPU 401 instructs the image sound control unit 500 or the like to end the customer waiting effect started in the process of step S129. Note that an instruction to the image sound control unit 500 or the like is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S12 in FIG.

[Moving accessory control processing]
FIG. 13 is an example of a detailed flowchart showing the movable accessory control process. The movable accessory control process shown in FIG. 13 is performed in accordance with an instruction from the effect control unit 400 after the notification effect is executed in step S115 in FIG. 11 until the notification effect ends in step S117 in FIG. This is a process executed by the control unit 600.

  First, in step S1501, the CPU 601 of the lamp control unit 600 determines whether or not the first movable accessory 51 and the second movable accessory 52 are activated simultaneously. Here, “simultaneously executing” refers to a process of operating the first movable accessory 51 after operating the second movable accessory 52 and before returning the second movable accessory 52 to the initial position. . In addition, the movable combination to be operated (one or both of the first movable combination 51 and the second movable combination 52), the operation mode, the operation start timing, the operation time, etc. of the movable combination to be operated are effect control. It is designated by a command set in the RAM 403 by the CPU 401 of the unit 400. If the determination in step S1501 is YES, the process moves to step S1502, and if this determination is NO, the process moves to step S1508.

  In step S1502, the CPU 601 operates the second movable accessory 52 to move it from the first position to the second position. Thereafter, the process proceeds to step S1503.

  In step S1503, the CPU 601 operates the first movable accessory 51 to deform it from the closed state to the open state. Thereafter, the process proceeds to step S1503.

  In step S1504, the CPU 601 determines whether or not the operation time of the first movable combination 51 and the second movable combination has ended. If the determination in step S1504 is YES, the process proceeds to step S1505. If this determination is NO, the determination in step S1504 is performed until the operation time of the first movable accessory 51 and the second movable accessory is completed. Repeat at regular intervals.

  In step S1505, the CPU 601 operates the first movable accessory 51 to transform it from the open state to the closed state. Thereafter, the process proceeds to step S1506.

  In step S1506, the CPU 601 operates the second movable accessory 52 to return from the second position to the first position. Thereafter, the process proceeds to step S1507.

  In step S1507, the CPU 601 determines whether or not the notification effect is to end. The end of the notification effect is designated by a command set in the RAM 403 by the control unit 401 of the effect control unit 400. If the determination in step S1507 is YES, the movable accessory control process is terminated, and if this determination is NO, the process returns to step S1501. Note that NO is determined in step S1507 and the process returns to step S1501 because the effect using the first movable accessory 51 or the second movable accessory 52 is executed a plurality of times during one notification effect. Because there are cases.

  In step S1508, the CPU 601 determines whether or not to operate the first movable accessory 51. If the determination in step S1508 is YES, the process moves to step S1509. If the determination is NO, the process moves to step S1512.

  In step S1509, the CPU 601 operates the first movable accessory 51 to transform it from the closed state to the open state. Thereafter, the process proceeds to step S1510.

  In step S1510, the CPU 601 determines whether or not the operation time of the first movable accessory 51 has ended. If the determination in step S1510 is YES, the process proceeds to step S1511. If the determination is NO, the determination in step S1510 is repeated at regular intervals until the operation time of the first movable accessory 51 ends.

  In step S1511, the CPU 601 operates the first movable accessory 51 to deform it from the open state to the closed state. Thereafter, the process proceeds to step S1512.

  In step S <b> 1512, the CPU 601 determines whether or not to activate the second movable accessory 52. If the determination in step S1512 is YES, the process proceeds to step S1513. If the determination is NO, the process proceeds to step S1507.

  In step S1513, the CPU 601 operates the second movable accessory 52 to move it from the first position to the second position. Thereafter, the process proceeds to step S1514.

  In step S1514, the CPU 601 determines whether or not the operation time of the second movable accessory 51 has ended. If the determination in step S1514 is YES, the process proceeds to step S1515. If the determination is NO, the determination in step S1514 is repeated at regular intervals until the operation time of the second movable accessory 52 ends.

  In step S1515, the CPU 601 operates the second movable accessory 52 to return it from the second position to the first position. Thereafter, the process proceeds to step S1507.

[First movable accessory]
FIG. 14 is a front view of the first movable accessory 51 shown in FIG. 1, and FIG. 15 is a rear view of the first movable accessory 51 shown in FIG. FIG. 16 is a view as seen from the line AA ′ shown in FIG.

  The first movable accessory 51 includes a first plate member 61, a second plate member 62, and a third plate member 63. The first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 are attached to a frame member 64 having a front plate 65 and a back plate 66 via a rotation shaft 67. It can be rotated around the rotation shaft 67 according to a driving force generated by a driving mechanism (not shown) such as a motor. By rotating the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63, the first movable accessory 51 is changed to the first plate-like member 61, A closed state in which the second plate-like member 62 and the third plate-like member 63 are closed, a first plate-like member 61, a second plate-like member 62, and a third plate-like member 63; Can be deformed between the open state and the open state.

  More specifically, in the closed state in which the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 are closed, FIGS. 14 (a) and 15 (a). As shown in FIG. 16, the third plate member 63, the second plate member 62, and the third plate member 63 are overlaid in order from the front side, and the front plate 65 of the frame member 64, It is housed in a space formed between the front plate 65 and the back plate 66 arranged at a predetermined interval on the back side.

  On the other hand, in the open state in which the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 are opened, as shown in FIGS. 14 (b) and 15 (b). In addition, the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 are pulled out from the frame member 64, and the first plate-like member 61 and the second plate are drawn. The peripheral portions of the respective plate-like members 62 are partially overlapped, and the respective peripheral portions of the second plate-like member 62 and the third plate-like member 63 are partially overlapped. As shown in FIG. 16, the first plate member 61, the second plate member 62, and the third plate member 63 in this order from the back plate 66 side to the front plate 65 side of the frame member 64. Has been placed. Therefore, in the open state shown in FIG. 14B and FIG. 15B, the second plate member 62 partially overlaps on the first plate member 61 (that is, on the front plate 65 side). The third plate member 63 partially overlaps the second plate member 62 (that is, on the front plate 65 side), and the first plate member 61 and the second plate member 62 are overlapped. And the 3rd plate-shaped member 63 is arrange | positioned at step shape.

  As shown in FIG. 14B, FIG. 15B, and FIG. 16, a recess 68 is provided in the peripheral portion of the first plate-like member 61. The concave portion 68 functions as a housing part for housing a part of the second movable member 52 whose movable range overlaps with the first movable member 51. In the present embodiment, the recess 68 is formed by cutting out a part of the peripheral edge of the first plate-like member 61, but the recess 68 can accommodate a part of the second movable accessory 52. If it is a thing of a shape, it will not specifically limit. In addition to the notch-shaped recess 68 of the present embodiment, a recess, groove, or the like formed by recessing the back of the first plate-like member 61 from the periphery may be used. The relationship between the recess 68 and the second movable accessory 52 will be described later.

  Further, as shown in FIGS. 15B and 16, the first plate-like member 61 is provided with engagement pins 69 and 71. The engagement pin 69 is slidably engaged with an arcuate guide rail 70 provided on the second plate member 62, and the first plate member 61 and the second plate member 62 are engaged with each other. The opening / closing operation is guided, and the clearance between the first plate member 61 and the second plate member 62 is kept constant. The engagement pin 71 is slidably engaged with an arcuate guide rail 72 provided on the back plate 66 of the frame member 64, and guides the opening / closing operation of the first plate member 61. The clearance path between the first plate member 61 and the back plate 66 of the frame member 64 is kept constant.

  Similarly, the second plate member 62 is provided with an engagement pin 73. The engagement pin 73 is slidably engaged with an arcuate guide rail 74 provided on the third plate member 63, and the second plate member 62 and the third plate member 63 are engaged with each other. The opening / closing operation is guided and the clearances of the second plate member 62 and the third plate member 63 are kept constant.

  As described above, the first movable accessory 51 includes the first plate-like member 61, the second plate-like member 62, the third plate-like member 63 in the closed state in which the substantially entire members overlap each other, and the first plate. Since the deformable member 61, the second plate-like member 62, and the third plate-like member can be deformed between the open portions where the peripheral portions thereof partially overlap each other, the first movable accessory 51 is closed. By changing from the open state to the open state, it is possible to execute an effect that suggests the possibility of a jackpot, the possibility that the notification effect will develop into a notification effect with higher jackpot reliability, and the like. When two or more plate-like members are opened and closed as in the present embodiment, the area of the first movable accessory 51 is increased by the expansion of the two or more plate-like members in the open state. Can be realized.

  Although not shown in the present embodiment, the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 may be provided with lamps. In addition to opening and closing operations of the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63, the lamps provided thereon are caused to emit light, and the light emission pattern and color of the lamp are changed. By this, the production effect by the 1st movable accessory 51 can be improved.

  Further, the frame member 64 is provided with an urging member such as a spring, and the first plate member 61, the second plate member 62, and the third plate member 63 are arranged in a rotating direction to be closed. It is preferable to energize. With this configuration, when the first movable accessory 51 is not in operation, the first plate member 61, the second plate member 62, and the third plate member 63 open by their own weight. This can be suppressed, and the closed state of the first movable accessory 51 can be stably maintained.

[Second movable item]
FIG. 17 is a front view of the second movable accessory 52 shown in FIG.

  The second movable accessory 52 is an accessory operable between a first position indicated by a solid line and a second position indicated by a two-dot chain line. Note that the broken line in FIG. 17 indicates one of the intermediate positions in the process of moving the movable accessory 52 between the first position and the second position.

  In the present embodiment, the second movable accessory 52 includes a rotating member 75 that is rotatable about a rotating shaft 77 and a slide member 76 that is slidable in the longitudinal direction of the rotating member 75. In the process of changing the arrangement from the first position to the second position according to the driving force generated by a driving mechanism such as a motor (not shown), the second movable accessory 52 is rotated around the rotation shaft 77, and An operation combining the extension operation in the longitudinal direction is performed. Thus, the movable range of the second movable accessory 52 is compared with the case where the second movable accessory 52 performs the rotation operation and the extension operation at the same time as compared with the case where only the rotation operation or the extension operation is performed. Can be increased.

  In this way, the second movable accessory 52 can be operated between the first position and the second position, and by moving to the second position, the possibility of a big hit and the notification effect It is possible to execute an effect that suggests the possibility of developing into a notification effect with higher jackpot reliability. When the rotation and expansion / contraction operation is performed as in the present embodiment, the arrangement area of the second movable accessory at the second position is increased, so that a powerful effect can be realized.

  Although not shown in the present embodiment, the rotating member 75 and the slide member 76 may be provided with a ramp. In addition to the rotation operation of the rotation member 75 and the slide operation of the slide member 76, the effect provided by the second movable accessory 52 by causing the lamps provided thereon to emit light or changing the light emission pattern or color of the lamps. Can be improved.

  FIG. 18 is a diagram for explaining the positional relationship between the first movable accessory 51 and the second movable accessory 52. More specifically, 18 (a) is a front view of the first movable accessory 51 and the second movable accessory 52, and FIG. 18 (b) is a cross-sectional view taken along line BB shown in FIG. 18 (a). 'It is the figure seen from the line. In FIG. 18, the arrangement when the first movable accessory 51 is in the closed state is indicated by a solid line, and the first plate-like member 61 and the second plate when the first movable accessory is in the open state. The arrangement of the member 62 and the third plate member 63 is indicated by a two-dot chain line, a one-dot chain line, and a short broken line, respectively. The arrangement when the second movable accessory 52 is in the first position is indicated by a solid line, and the arrangement when the second movable accessory 52 is in the second position is indicated by a long broken line.

  As described above, the first movable accessory 51 includes the first plate member 61, the second plate member 62, and the third plate member 63 that can be opened and closed. When the movable accessory 51 is in the open state, the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 are arranged in a wider range on the gaming machine than when in the closed state. expand. Further, since the second movable accessory 52 performs an operation in which rotation and expansion / contraction are combined, it can operate in a wide range on the gaming machine. As described above, when the movable range of the first movable accessory 51 and the second movable accessory 52 is increased, the effect using the first movable accessory 51 and the second movable accessory 52 is powerful. On the other hand, as shown in FIG. 18A, the movable range of the first movable accessory 51 and the movable range of the second movable accessory 52 overlap. Here, the overlapping movable range means that the first plate-like member 61, the second plate-like member 62, which can be opened and closed when the first movable accessory 51 is deformed between the closed state and the open state, A region through which at least one of the third plate-like members 63 passes and a region through which the second movable accessory 52 passes when the arrangement is changed between the first position and the second position are a game It means overlapping when viewed from the person side.

  Even if the movable range of the first movable combination 51 and the movable range of the second movable combination 52 overlap, the first movable combination in the direction orthogonal to the game board (the direction perpendicular to the plane of FIG. 18). If the positions of the object 51 and the second movable accessory 52 are shifted, the interference between the first movable accessory 51 and the second movable accessory 52 can be avoided. However, in practice, the space in which the first movable accessory 51 and the second movable accessory 52 can be arranged in the gaming machine 1 is limited, and therefore, as shown in FIG. A part of the movable combination 51 and a part of the second movable combination 52 operate on the same movable surface. In the present embodiment, as shown in FIG. 18B, a part of the second movable accessory operates in the same plane as a part of the movable surface of the first plate-like member 61.

  As described above, since there is a restriction on the space for arranging and moving the first movable accessory 51 and the second movable accessory 52 in the gaming machine 1, the first movable accessory 51 and the second movable accessory are included. If the movable range of the first movable combination 51 and the second movable combination 52 is simply designed so that the movable range and the movable surface of 52 are overlapped, the first movable combination 51 and the second movable combination 52 are designed. When the movable members 52 are simultaneously operated, they interfere with each other. On the other hand, when the movable range of the first movable combination 51 and the second movable combination 52 is designed so that the first movable combination 51 and the second movable combination 52 do not interfere from the beginning, The movable range, size, and operation mode of the movable combination 51 and the second movable combination 52 are limited, or the first movable combination 51 and the second movable combination 52 cannot be operated simultaneously. For this reason, it is not possible to realize a novel effect using the first movable accessory 51 and the second movable accessory 52.

  Therefore, in the present embodiment, the concave portion 68 is provided in the first plate member 61 whose movable range and movable surface overlap with the second movable accessory 52. As shown in FIG. 18A, the recess 68 is formed so as to be able to accommodate a part of the second movable accessory 52 when the second movable accessory 52 is in the second position. ing. Accordingly, after the second movable accessory 52 is moved from the first position indicated by the solid line to the second position indicated by the long broken line, the second movable accessory 52 is maintained at the second position. When the first movable combination 51 is deformed from the closed state to the open state, a part of the second movable combination 52 is accommodated in the recess 68 provided in the first plate-like member 61. As shown in FIG. 18B, the movable surfaces of the second plate-like member 62 and the third plate-like member 63 and the movable surface of the second movable accessory 52 do not overlap with each other. In the process in which the accessory 51 is deformed from the closed state to the open state, the second plate-like member 62 and the third plate-like member 63 are predetermined between the second movable accessory 52 in the second position. Move while keeping the interval. In the open state, the second plate-like member 62 is disposed so as to cover the second movable accessory 52. Therefore, in a state where the second movable accessory 52 is in the second position, the first movable accessory 51 is moved without causing the first movable accessory 51 and the second movable accessory 52 to interfere with each other. It can be deformed from the closed state to the open state.

  Further, in the present embodiment, the concave portion 68 of the first plate-like member 51 is provided at the peripheral portion of the first plate-like member 61 and overlapping with the peripheral portion of the second plate-like member 62. ing. Therefore, as shown in FIG. 18A, when the second movable accessory 52 is in the open state, the second plate-like member 62 is arranged so as to cover the concave portion 68 with a part of the peripheral edge portion thereof. Is done. Therefore, in the process in which the first movable accessory 51 is deformed from the closed state to the open state, the recess 68 provided in the first plate member 61 is always covered by the second plate member 62. Therefore, it is possible to make it difficult for the player to see the recess 68 during the operation of the first movable accessory 51, and to prevent the appearance of the first movable accessory 51 from deteriorating.

  Hereinafter, an effect using the first movable accessory 51 and the second movable accessory 52 executed in the gaming machine 1 according to the present embodiment will be described.

  FIG. 19 is a diagram illustrating an example of an effect mode using the first movable accessory 51. FIG. 19 shows an example in which an effect that suggests the possibility of jackpot or the like is performed by operating the first movable accessory 51 alone. As shown in FIG. 19, by deforming the first movable accessory 51 into the open state, the first movable accessory 51 can be developed over a wide range from the upper left of the gaming machine 1 to the approximate center. it can. Therefore, by operating the first movable accessory 51, it is easy for the player to visually recognize and a powerful effect can be executed.

  FIG. 20 is a diagram illustrating an example of an effect mode using the second movable accessory 52. FIG. 20 shows an example in which an effect that suggests the possibility of jackpot or the like is performed by operating the second movable accessory 52 alone. As shown in FIG. 20, by moving the second movable accessory 52 to the second position, the second movable accessory 52 is arranged over a wide range from the lower right of the gaming machine 1 to the approximate center. be able to. Therefore, by operating the second movable accessory 52, it is easy for the player to visually recognize and a powerful effect can be executed.

  FIG. 21 is a diagram illustrating an example of an effect mode in which both the first movable combination 51 and the second movable combination 52 are used. FIG. 21 shows that after the second movable accessory 52 is operated and arranged at the second position, the first movable accessory 51 is moved before the second movable accessory 52 is returned to the first position. An example in which an effect that suggests the possibility of jackpot or the like is performed by deforming to an open state is shown. As described with reference to FIG. 18, the second movable accessory 52 is in the second position because a part of the second movable accessory 52 is accommodated in the recess 68 provided in the first plate-like member 61. Sometimes, the first movable accessory 51 can be operated without causing the first movable accessory 51 and the second movable accessory 52 to interfere with each other. As described with reference to FIGS. 19 and 20, both the first movable accessory 51 and the second movable accessory 52 have a wide range of motion and can perform powerful effects, but the first has a wide range of motion. More powerful effects can be realized by simultaneously operating the movable accessory 51 and the second movable accessory 52.

  As described above, the first movable member 51 is placed on the first plate-like member 61 of the first movable member 51 with the second movable member 52 in the second position. A concave portion 68 is provided as a housing portion that can house a part of the second movable accessory 52 when deformed to the open state. Therefore, the gaming machine 1 according to the present embodiment can execute an effect using the first movable combination 51 and the second movable combination 52 having overlapping movable ranges at the same time.

  Further, in the open state of the first movable accessory 51, the first plate-like member 61 and the second plate-like member 62 are arranged hierarchically so that the peripheral portions partially overlap each other. As described above, when the first plate-like member 61 and the second plate-like member 62 are arranged hierarchically, the concave portion 68 is provided in the overlapping portion of the first plate-like member 61 and the second plate-like member 62. By disposing the second plate-like member 62 so as to cover the recess 68, the recess 68 can be made difficult to be seen by the player, and by making the recess 68 visible to the player, the appearance of the first movable member 51 is improved. Can be suppressed.

[Modification]
In the above embodiment, the first movable accessory 51 is exemplified by the configuration including the third plate member 63 in addition to the first plate member 61 and the second plate member 62. However, the first movable accessory 51 only needs to include at least the first plate-like member 61 and the second plate-like member 62, and the third plate-like member 63 may be omitted. In addition to the plate-like member 61 and the second plate-like member 62, two or more plate-like members (a total of four or more plate-like members) may be provided.

  Moreover, in said embodiment, in the open state of the 1st movable member 51, the peripheral part of the 1st plate-shaped member 61 and the 2nd plate-shaped member 62 partially overlaps, and the 2nd plate-shaped member 62 and the peripheral portions of the third plate-like member 63 partially overlap, but in the open state, the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 are in contact with each other. The first movable accessory 51 may be configured to be arranged without overlapping. Further, even when the first movable member 51 is configured such that the first plate-like member 61, the second plate-like member 62, and the third plate-like member 63 are spaced apart in the open state. Good.

  Furthermore, in the above embodiment, the first movable accessory 51 is composed of the first plate member 61, the second plate member 62, and the third plate member 63 that are rotatable around the rotation shaft 67. Although the example comprised is demonstrated, the 1st plate-shaped member 61 and the 2nd plate-shaped member 62 with which the 1st movable accessory 51 is provided at least are not limited to what can rotate, A closed state and an open state Any operation mode may be used as long as it can be deformed between. For example, the first plate-like member 61 and the second plate-like member 62 may be configured to move linearly.

  Furthermore, in the above embodiment, the example in which the second movable accessory 52 is configured to rotate and expand and contract has been described. However, the movement mode of the second movable accessory 52 is not particularly limited, and the first It is only necessary that the positional relationship with respect to the gaming machine 1 can be changed between the position 1 and the second position.

  Further, in the above embodiment, the first movable combination 51 that can be deformed between the closed state and the open state, and the second movable combination that can be operated between the first position and the second position. Although the gaming machine 1 provided with the object 52 is illustrated, the present invention can be similarly applied even when the first movable accessory 51 and the second movable accessory 52 have a configuration other than this example. That is, a gaming machine including a first movable accessory operable within the first movable range and a second movable accessory operable within the second movable range partially overlapping the first movable range. , A part of the second movable combination is accommodated in a part of the first movable combination when the second movable combination is stopped at a predetermined stop position in the second movable range. A housing portion is provided, and the second movable accessory is provided in the first movable accessory when the second movable accessory is operated within the first movable range in a state where the second movable accessory is in the predetermined stop position. What is necessary is just the structure in which the said part of 2nd movable accessory is accommodated in an accommodating part.

  Furthermore, in the above-described embodiment, the example in which the first movable combination 51 and the second movable combination 52 are operated simultaneously during the notification effect has been described. The first movable accessory 51 and the second movable accessory 52 may be operated simultaneously.

  Further, in the above embodiment, in the movable accessory control process shown in FIG. 13, the CPU 601 of the lamp control unit 600 performs these operations based on the operation time of the first movable accessory 51 or the second movable accessory 52. Although an example in which the movable control is performed has been described, the pressing of the effect button 37 and the operations of the first movable accessory 51 and the second movable accessory 52 by the lamp control unit 600 may be linked. That is, the operation timing of the first movable accessory 51 and the second movable accessory 52 may be controlled based on the determination as to whether or not the effect button 37 has been pressed.

  Although the features of the present embodiment and the features of each modification have been described above, it goes without saying that these features may be combined.

  Further, the shape, number, installation position, and the like of each component provided in the pachinko gaming machine 1 described above are merely examples, and the scope of the present invention is not limited to other shapes, numbers, and installation positions. It goes without saying that the present invention can be realized without departing from the above. Further, it goes without saying that the numerical values and the like used in the above-described processing are merely examples, and the present invention can be realized even with other numerical values.

  As mentioned above, although this invention was demonstrated in detail using embodiment, the above-mentioned description is only the illustration of this invention in all the points, and does not intend to limit the range. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is to be understood that the terms used in the present specification are used in the meaning normally used in the art unless otherwise specified. Thus, unless defined otherwise, all technical and technical terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. In case of conflict, the present specification, including definitions, will control.

DESCRIPTION OF SYMBOLS 1 ... Game machine 2 ... Game board 4 ... Display 5 ... Frame member 6 ... Image display part 8 ... Board lamp 20 ... Game area 21 ... 1st starting port 22 ... 2nd starting port 23 ... Grand prize opening 24 ... Normal winning a prize Mouth 25 ... Gate 26 ... Discharge port 27 ... Electric tulip 31 ... Handle 32 ... Lever 33 ... Stop button 34 ... Eject button 35 ... Speaker 36 ... Frame lamp 37 ... Production button 38 ... Production key 39 ... Plate 43 ... Lock 51 ... 1st movable accessory 52 ... 2nd movable accessory 61 ... 1st plate-shaped member 62 ... 2nd plate-shaped member 63 ... 3rd plate-shaped member 68 ... Concave 100 ... Main control part 101,201, 301, 401, 501, 601 ... CPU
102, 202, 302, 402, 502, 602 ... ROM
103, 203, 303, 403, 503, 603 ... RAM
111a ... 1st start port switch 111b ... 2nd start port switch 112 ... Electric tulip opening / closing part 113 ... Gate switch 114 ... Grand prize opening switch 115 ... Grand prize opening / closing part 116 ... Normal prize opening switch 200 ... Launch control part 211 ... Launching device 300 ... payout control unit 311 ... payout drive unit 400 ... production control unit 404 ... RTC
500 ... Image sound control unit 600 ... Lamp control unit

Claims (1)

  1. A first movable accessory having a plurality of plate-shaped members that can be opened and closed;
    A movable range that overlaps with each of the plurality of plate-shaped members, and operates between a first position and a second position in the same plane as at least one of the plurality of plate-shaped members; With
    The second movable combination is operated from the first position to the second position in a state where the first movable combination is not operating, and the second movable combination is moved to the first position. A first effect of opening the plurality of plate-like members of the first movable accessory after being returned to
    The second movable accessory is moved from the first position to the second position in a state where the first movable accessory is not operating, and the second movable accessory is moved to the second position. A game machine capable of executing a second effect in which the plurality of plate-like members of the first movable accessory are in an open state.
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Family Cites Families (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4597759B2 (en) * 2005-04-27 2010-12-15 株式会社サンセイアールアンドディ Game machine
JP2008110035A (en) * 2006-10-30 2008-05-15 Aruze Corp Game machine
JP5567815B2 (en) * 2009-10-27 2014-08-06 京楽産業.株式会社 Movable accessory device for gaming machines
JP5604644B2 (en) * 2010-08-11 2014-10-08 株式会社高尾 Game machine
JP5069781B2 (en) * 2010-11-04 2012-11-07 株式会社サンセイアールアンドディ Game machine
JP5871567B2 (en) * 2011-11-10 2016-03-01 株式会社ソフイア Game machine

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