JP6494013B2 - Game machine - Google Patents

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JP6494013B2
JP6494013B2 JP2014166120A JP2014166120A JP6494013B2 JP 6494013 B2 JP6494013 B2 JP 6494013B2 JP 2014166120 A JP2014166120 A JP 2014166120A JP 2014166120 A JP2014166120 A JP 2014166120A JP 6494013 B2 JP6494013 B2 JP 6494013B2
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vibration
effect
movable
button
player
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JP2016041168A (en
JP2016041168A5 (en
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大樹 濱口
大樹 濱口
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株式会社藤商事
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Description

  The present invention relates to a gaming machine such as a pachinko gaming machine or a slot gaming machine, and particularly relates to a rendering operation in the gaming machine.
Japanese Patent No. 5385803
In pachinko machines, slot machines, etc., various video displays on a liquid crystal display screen, lighting / flashing operations by a light emitting unit using LEDs (Light Emitting Diodes), etc. Output, movement of movable objects provided on the game board, etc. are performed.
In addition, when an operation means that can be operated by the player, for example, by pressing, is provided for the effect, an effect of vibrating the effect button may be performed (for example, Patent Document 1).
As described above, in the gaming machine, various performance operations are performed in addition to the original game operation. However, the performance is an important element for enhancing the interest of the player, and it is desirable to perform an effective performance.
In particular, the present invention focuses on the operation of vibrating the operation means, and an object thereof is to provide a gaming machine that can further improve the interest of the player by virtue of the vibration of the operation means.
The gaming machine according to the present invention can vibrate as a main control means for comprehensively controlling the game operation, an effect control means for controlling the operation of the effect device, an operation means operable by the player, and the effect device. And a movable object movable between the origin position and the production position, and the production control means moves the movable object in response to an operation of the operation means within an operation effective period. a moving effect of moving from the home position to the presentation position, a vibration effect for vibrating by Ri said operating means to said vibrating means is capable of executing, after the said friendly animal reaches the presentation position, at least The vibration effect is ended at a timing before the movable object starts moving from the effect position to the origin position.
In addition, the gaming machine includes a main control unit that comprehensively controls game operations, an effect control unit that controls the operation of the effect device, an operation means that can be operated by the player, and a vibration means that can vibrate as the effect device. A movable object movable between the first position and the second position;
The effect control means includes a movement effect for moving the movable object from the first position to the second position in response to an operation of the operation means within an operation effective period, and the vibration means. The vibration effect can be executed in synchronization with the completion of the movement of the movable object from the second position to the first position after the movable object reaches the second position. It is characterized by terminating.
The gaming machine comprehensively controls gaming operations, and outputs main control means for outputting control commands related to gaming operations, operation means operable by the player, and effects according to commands from the main control means An effect control means for controlling the operation of the device, one of the effect devices, a vibration means for vibrating the operation means, and one of the effect devices, between the first position state and the second position state A movable object driving means for driving a movable object that moves. When the effect control means causes the movable object driving means to execute the movable object driving and causes the vibration means to vibrate the operating means, the movable object corresponding vibration effect is It is also conceivable to start at the timing before the animal reaches the second position state.
That is, the game performance is enhanced by realizing the vibration as the movable object corresponding vibration effect in conjunction with the movable object effect. In particular, by starting the vibration before reaching the second position of the movable object, the effect of exciting the movable object effect is exhibited.
In addition, in the gaming machine, as an effect using the vibration means by the effect control means, a first type vibration effect that expresses the reliability of the winning announcement by vibration and a second type that notifies a predetermined confirmation item by vibration. There is a vibration effect, and it is conceivable that the effect control means causes the movable object corresponding vibration effect to be executed as the second type vibration effect.
Consider that the vibration of the operation means is selectively used as the vibration of the reliability expression and the vibration of the notification function. In this case, in the second type vibration effect as the notification function, the completion / incomplete end of the movable object effect can be notified by performing the movable object corresponding vibration effect. Therefore, secondly, it is appropriate to start vibration before reaching the position.
Further, in the gaming machine, it is conceivable that the effect control means causes the movable object corresponding vibration effect to be executed as a vibration effect that notifies the completion of the operation of the movable object.
By vibrating before the movable object reaches the second position, a function for informing in advance whether the operation of the movable object is completed or incomplete is obtained.
  ADVANTAGE OF THE INVENTION According to this invention, the vibration effect of an operation means can be performed appropriately and the game machine which improves a player's interest can be implement | achieved.
1 is a perspective view of a pachinko gaming machine according to an embodiment of the present invention. It is a front view of the board surface of the pachinko game machine of an embodiment. It is a block diagram of a control configuration of the pachinko gaming machine of the embodiment. It is explanatory drawing of operation | movement of the movable body accessory of embodiment. It is explanatory drawing of the vibration structure of the production button of embodiment. It is a flowchart of the main control main process of an embodiment. It is a flowchart of the main control timer interruption process of an embodiment. It is a flowchart of an effect control main process of the embodiment. It is a flowchart of 1 ms timer interruption processing of effect control of an embodiment. It is explanatory drawing of the vibration production which reflected the reliability of embodiment. It is explanatory drawing of the movable object corresponding | compatible vibration effect of embodiment. It is explanatory drawing of the vibration effect in the winning effect of embodiment. It is explanatory drawing of the vibration effect in the winning effect of embodiment. It is explanatory drawing of the vibration effect example EX1-1 of embodiment, and EX1-2. It is explanatory drawing of the vibration production examples EX2 and EX3 of embodiment. It is explanatory drawing of vibration production example EX4, EX5 of embodiment. It is explanatory drawing of the vibration production example EX6-1 of embodiment, and EX6-2. It is explanatory drawing of the vibration effect example EX7-1 of embodiment, EX7-2, and EX8. It is explanatory drawing of the vibration production examples EX9-1 and EX9-2 of embodiment. It is explanatory drawing of vibration production example EX10-1 of embodiment, EX10-2. It is explanatory drawing of vibration production example EX11-1, EX11-2 of embodiment. It is explanatory drawing of the vibration production example EX12-1, EX12-2 of embodiment. It is explanatory drawing of the vibration production example EX13-1, EX13-2 of embodiment. It is a flowchart of button vibration data update processing of an embodiment. It is a flowchart of the vibration drive output process of an embodiment. It is explanatory drawing of the vibration table of embodiment.
Hereinafter, a pachinko gaming machine will be exemplified as an embodiment of a gaming machine according to the present invention, and will be described in the following order.
<1. Pachinko machine structure>
<2. Control configuration of pachinko machine>
<3. Processing of main control unit>
<4. Processing of production control unit>
<5. Operation model of button vibration production>
<6. Example of vibration operation>
<7. Example of processing for vibration production>
<8. Summary and Modification>
<1. Pachinko machine structure>

First, with reference to FIG. 1 and FIG. 2, the structure of the pachinko gaming machine 1 as an embodiment of the present invention will be schematically described.
FIG. 1 is a front perspective view showing the appearance of a pachinko gaming machine 1 according to the embodiment, and FIG. 2 is a front view of the game board.
The pachinko gaming machine 1 shown in FIGS. 1 and 2 mainly includes a “frame portion” and a “game board portion”.
The “frame portion” includes a front frame 2, an outer frame 4, a glass door 5, and an operation panel 7 described below. The “game board part” comprises the game board 3 of FIG. In the following description, “frame part” and “frame side” are a general term for the front frame 2, the outer frame 4, the glass door 5, and the operation panel 7. “Board” and “board side” indicate the game board 3.
As shown in FIG. 1, the pachinko gaming machine 1 has a frame-shaped front frame 2 attached to the front surface of a wooden outer frame 4 so as to be opened and closed. Although not shown, a game board storage frame is formed on the rear surface of the front frame 2, and the game board 3 shown in FIG. 2 is mounted in the game board storage frame. As a result, the gaming area 3a formed on the surface of the gaming board 3 faces the front side of the gaming machine in FIG.
A glass door 5 supporting transparent glass is provided on the front side of the game area 3a, and the game area 3a is exposed to the player on the front side through the transparent glass.
The glass door 5 is attached to the front frame 2 by a shaft support mechanism 6 so as to be opened and closed. Then, by operating a door lock release key cylinder (not shown) provided at a predetermined position of the glass door 5, the lock state of the glass door 5 with respect to the front frame 2 is released, and the glass door 5 can be opened to the front side. ing. Further, the lock state of the front frame 2 with respect to the outer frame 4 can be released by operating the door lock releasing key cylinder.
On the front side of the glass door 5, decorative lamps 20w are provided in various places as light emitting means on the frame side. The decorative lamp 20w performs, for example, a light emitting operation for effects, a light emitting operation for error notification, and a light emitting operation according to an operation state as a light emitting operation by an LED.
An operation panel 7 is provided below the glass door 5. The operation panel 7 can also be opened and closed with respect to the front frame 2 by a shaft support mechanism (not shown).
The operation panel 7 is provided with an upper tray unit 8, a lower tray unit 9, and a firing operation handle 10.
The upper tray unit 8 is formed with an upper tray 8a for storing game balls to be used as bullets. The lower tray unit 9 is formed with a lower tray 9a that stores game balls that cannot be stored in the upper tray 8a.
The upper tray unit 8 is provided with a ball removal button 16 for removing the game balls stored in the upper tray 8a toward the lower tray 9a. The lower tray unit 9 is provided with a ball removal lever 17 for pulling out the game balls stored in the lower tray 9a to the lower side of the gaming machine.
Further, the upper tray unit 8 has a ball lending button 14 for requesting a game ball lending device to a game ball lending device (not shown) and a card for requesting the return of the valuable medium inserted in the game ball lending device. A return button 15 is provided.
Further, the upper tray unit 8 is provided with effect buttons 11a and 11b and a cross key 13. Each of the effect buttons 11a and 11b is a push button that can be operated by turning on the built-in lamp during a predetermined input reception period (operation valid period), and can be changed when the built-in lamp is turned on. Is done. Further, the cross key 13 is an operator for the player to perform an operation for an operation or an effect setting according to the effect situation.
The firing operation handle 10 is provided on the right end side of the operation panel 7 and is an operator for operating the launching device 32 shown in FIG.
In addition, speakers 25 that sound production effects are provided on both sides of the upper portion of the front frame 2 and in the vicinity of the firing operation handle 10.
  Next, the configuration of the game board 3 will be described with reference to FIG. The game board 3 is mainly composed of a substantially square wooden plywood or resin board. The game board 3 is provided with a ball guide rail 31 for guiding the launched game ball in a ring shape as a board surface partition member, and a substantially circular area surrounded by the ball guide rail 31 is a game area 3a. It has become.
A main liquid crystal display device 32M (LCD: Liquid Crystal Display) is provided at a substantially central portion of the game area 3a, and a sub liquid crystal display device 32S is provided on the right side of the main liquid crystal display device 32M.
In the main liquid crystal display device 32M, under the control of the effect control unit 51, which will be described later, for example, three decorative symbols of left, middle and right are displayed in a variable manner on the background image. Various effect images such as a normal effect, a reach effect, and a super reach effect are also displayed. Similarly, the sub liquid crystal display device 32S performs display according to various effects.
A center decoration 35C is provided in the game area 3a so as to surround the display surfaces of the main liquid crystal display device 32M and the sub liquid crystal display device 32S.
The center decoration 35C not only exhibits a decorative effect due to its design, but also has an action of protecting the display surfaces of the main liquid crystal display device 32M and the sub liquid crystal display device 32S from surrounding game balls. Furthermore, the center decoration 35C also functions as a member that enables the right and left shots of the flow path of the game ball depending on the strength or stroke length of the game ball. That is, the flow path of the game ball launched to the upper part of the game area 3a via the ball guide rail 31 flows down either the left game area 3b or the right game area 3c divided by the center decoration 35C. In the case of so-called left hit, the game ball flows down the left game area 3b, and in the case of right hit, the game ball flows down the right game area 3c.
In addition, a lower left decoration 35L is provided below the left game area 3b to exhibit a decorative effect and define a range as the left game area 3b.
Similarly, a lower right decoration 35R is provided below the right game area 3c, which exhibits a decorative effect and defines a range as the left game area 3b.
In the game area 3a (the left game area 3b and the right game area 3c), nails 49 and windmills 47 are provided at various places to form various flow paths for game balls.
In addition, a center stage 35S is provided below the main liquid crystal display device 32M, which exhibits a decorative effect and functions as a play area for a game ball.
Although not shown in the drawing, the center ornament 35C is provided with a movable body accessory that provides a visual effect in an appropriate place.
In the vicinity of the upper right edge of the game area 3a, a symbol display unit 33 is provided by a dot display formed by arranging a plurality of LEDs.
In the symbol display unit 33, a first special symbol display unit, a second special symbol display unit, and a normal symbol display unit are formed by a predetermined dot area. The first special symbol, the second special symbol, and the normal symbol are displayed. Each variation display operation (variation display operation for setting variation start and variation stop as one set) is performed.
The main liquid crystal display device 32M described above variably displays the decorative symbol by the image in time synchronization with the variable display of the first and second special symbols by the symbol display unit 33.
A winning device having an upper start port 41 (first special symbol start port) is provided below the center ornament 35C, and a lower start port 42a (second special symbol start port) is further provided below that. A variable winning device 42 is provided.
Inside the upper start opening 41 and the lower start opening 42a, detection sensors (upper start opening sensor 91 and lower start opening sensor 92 shown in FIG. 3) for detecting the passage of the game ball are formed.
  The upper starting port 41 is a winning port related to the starting condition of the variable display operation of the first special symbol in the symbol display unit 33, and does not have a starting port opening / closing means (means for opening or expanding the starting port). It is a type winning device.
The normal variation winning device 42 having the lower starting port 42a is configured as a winning rate variation type winning device capable of changing the winning rate of the game ball at the starting port by the starting port opening / closing means. That is, it is a so-called electric tulip type winning device including a pair of left and right movable blades (movable members) 42b that can open or enlarge the lower start port 42a.
The lower start opening 42 a of the normal variation winning device 42 is a winning opening relating to the start condition of the variable display operation of the second special symbol in the symbol display unit 33. The winning rate of the lower start port 42a varies depending on the operating state of the movable blade piece 42b. That is, it is configured such that winning is easy when the movable blade piece 42b is open, and winning is difficult or impossible when the movable blade piece 42b is closed.
In addition, a plurality of general winning ports 43 are provided on the left and right of the normal variation winning device 42. A detection sensor (general winning opening sensor 94 shown in FIG. 3) for detecting the passage of the game ball is formed inside each general winning opening 42.
In addition, a normal symbol start port 44 including a gate (specific passage region) through which a game ball can pass is provided on the lower side of the right game region 3c. The normal symbol start port 44 is a winning port relating to the normal symbol variation display operation in the symbol display unit 33, and a sensor (gate sensor 93 shown in FIG. 3) for detecting a passing game ball is formed inside the normal symbol start port 44. Has been.
A first special variable winning device 45 (special electric accessory) is provided along the flow path from the normal symbol starting port 44 to the normal variable winning device 42 in the right game area 3c.
The first special variable winning device 45 is configured to close / open the first big winning opening 45a by a retractable opening door 45b. Further, a sensor for detecting the passage of the game ball to the first big prize opening 45a (first big prize opening sensor 95 in FIG. 3) is formed inside.
The lower right decoration 35R bulges from the surface of the game board 3 around the first grand prize winning opening 45a, and the upper side of the bulged portion and the upper surface of the open door 45b guide downstream of the right flow path 3c. Forming part. Therefore, when the open door 45b is drawn into the board, the game ball that has reached the downstream guide portion can easily enter the first big prize opening 45.
A second special variable winning device 46 (special electric accessory) is provided below the normal variable winning device 42. The second special variable winning device 46 is configured to close / open the second large winning port 46a on the inside by an open door 46b that is pivotally supported at the lower part and can be opened and closed. In addition, a sensor (second big prize opening sensor 96 in FIG. 3) for detecting the passage of the game ball to the second big prize opening 46a is formed therein.
The second big prize opening 46a is opened by opening the open door 46b. In this state, the game balls that have flowed down the left game area 3b or the right game area 3c will enter the second big prize opening 50 with a high probability.
As described above, the upper starting port 41, the lower starting port 42a, the normal symbol starting port 44, the first large winning port 45a, the second large winning port 46a, and the general winning port 43 are formed in the game area of the board as winning ports. Has been.
In the pachinko gaming machine 1 according to the present embodiment, when a winning is made to a winning port other than the normal symbol starting port 44 among these winning ports, per winning ball set for each winning port. The number of prize balls is paid out from the game ball payout device 55 (see FIG. 3).
For example, the upper start opening 41 and the lower start opening 42a are set to three, the first big winning opening 45a and the second big winning opening 46a are set to 13, the general winning opening 43 is set to 10 and the like.
Note that the game balls that have not won the prize holes are discharged from the game area 3 a through the out port 48.
Here, “winning” means that the winning opening takes the game ball inside, or the game ball passes through the gate. Actually, when a game ball is detected by a sensor (each winning detection switch) formed for each winning opening, it is treated that a “winning” has occurred in that winning opening. The game ball related to the winning is also referred to as “winning ball”.
On the board as described above, the center ornament 35C, the lower left ornament 35L, the lower right ornament 35R, the center stage 35S, the first special variation winning device 45, the second special variation winning device 46, the effect buttons 11a and 11b, and the movable body Decorative lamps 20b are provided as light emitting means on the board side at various locations such as the accessory 71 (see FIGS. 3 and 5).
The decorative lamp 20b performs, for example, a light emitting operation for production, a light emitting operation for error notification, and a light emitting operation according to an operation state as a light emitting operation by an LED.
<2. Control configuration of pachinko machine>

Next, the configuration of the control system of the pachinko gaming machine 1 according to the present embodiment will be described. FIG. 3 is a schematic block diagram of the internal configuration of the pachinko gaming machine 1.
The pachinko gaming machine 1 of the present embodiment mainly has a main control board 50, an effect control board 51, a liquid crystal control board 52, a payout control board 53, a launch control board 54, and a power supply board 58 as the boards forming the control configuration. Is provided.
The main control board 50 is equipped with a microcomputer or the like, and performs overall control related to the entire game operation of the pachinko gaming machine 1. In the following description, a component of the main control board 50 including a microcomputer mounted on the main control board 50 is referred to as a “main control unit 50”.
The effect control board 51 is equipped with a microcomputer or the like, and receives an effect control command from the main control unit 50 and performs control for executing various effect operations using image display, light emission, and sound output. Hereinafter, the structure of the effect control board 51 including the microcomputer mounted on the effect control board 51 is referred to as an “effect control unit 51”.
The liquid crystal control board 52 is equipped with a microcomputer, a video processor, etc., and receives display control commands from the effect control unit 51 to control display operations by the main liquid crystal display device 32M and the sub liquid crystal display device 32S.
Note that the main liquid crystal control substrate and the sub liquid crystal control substrate may be provided independently as the liquid crystal control substrate for controlling the display operation by the main liquid crystal display device 32M and the sub liquid crystal display device 32S.
The payout control board 53 performs payout control of prize balls by the game ball payout device 55 connected to the pachinko gaming machine 1.
The launch control board 54 controls the launch operation of the game ball by the launch device 56 provided in the player's pachinko gaming machine 1.
The power supply board 58 performs AC / DC conversion and further DC / DC conversion from an external power supply (for example, AC 24 V), and supplies an operation power supply voltage Vcc to each unit. The power supply path is not shown.
First, the main controller 50 and its peripheral circuits will be described.
The main control unit 50 includes a microprocessor incorporating a CPU 100 (hereinafter referred to as “main control CPU 100”), a ROM 101 (hereinafter referred to as “main control ROM 101”), and a RAM 102 (hereinafter referred to as “main control RAM 102”). A microcomputer is configured.
The main control CPU 100 executes various calculations and control processes according to the progress of the game based on the control program.
The main control ROM 101 stores a game operation control program by the main control CPU 100 and various data necessary for game operation control.
The main control RAM 102 is used as a work area used by the main control CPU 100 for various arithmetic processing, and as a buffer area for various input / output data and processing data.
Although not shown, the main control unit 50 includes an interface circuit with each unit, a random number generation circuit that generates random numbers for lottery related to special symbol variation display, a CTC (Counter Timer Circuit) for various time counting, An interrupt controller circuit for giving an interrupt signal to the control CPU 100 is also provided.
As described above, the main control unit 50 receives each winning means in the game area on the board (upper start port 41, lower start port 42a, normal symbol start port 44, first big win port 45a, second big win port 46a, general It is configured to receive a detection signal of a sensor provided at the winning opening 43).
That is, the detection signals of the upper start opening sensor 91 , the lower start opening sensor 92 , the gate sensor 93 , the general winning opening sensor 94 , the first large winning opening sensor 95 , and the second large winning opening sensor 96 are sent to the main control unit 50. Supplied.
These sensors ( 91 to 96 ) are configured by detection switches that detect the game balls that have entered the ball, but specifically, contactless switches such as photo switches and proximity switches, and contact points such as micro switches. It can consist of switches.
The main control unit 50 receives the detection signals of the upper start opening sensor 91 , the lower start opening sensor 92 , the gate sensor 93 , the general winning opening sensor 94 , the first large winning opening sensor 95 , and the second large winning opening sensor 96. Depending on the process. For example, lottery processing, symbol variation control, prize ball payout control, effect control command transmission control, external data transmission processing, and the like are performed.
The main control unit 50 is connected to a normal electric accessory solenoid 77 that opens and closes the movable wing piece 42b of the lower start port 42, and the main control unit 50 transmits a control signal according to the progress of the game to perform normal electric operation. The driving operation of the accessory solenoid 77 is executed, and the opening / closing operation of the movable blade piece 42b is executed.
Further, the main control unit 50 has a first grand prize opening solenoid 78 that opens and closes the opening door 45b of the first big prize opening 45 and a second big prize that opens and closes the opening door 46b of the second big prize opening 46. A mouth solenoid 79 is connected. The main control unit 50 drives and controls the first big prize opening solenoid 78 or the second big prize opening solenoid 79 in accordance with the so-called jackpot situation, and opens the first big prize opening 45 or the second big prize opening 46. Is executed.
  In addition, a symbol display unit 33 is connected to the main control unit 50, and a control signal is transmitted to the symbol display unit 33 to execute various symbol displays (LED OFF / ON / flashing). Thereby, the display operation in the 1st special symbol display part 80 in the symbol display part 33, the 2nd special symbol display part 81, and the normal symbol display part 82 is performed.
  The main control unit 50 is connected to a frame external terminal board 57. The main control unit 50 can transmit information related to game progress to a hall computer (not shown) via the frame external terminal board 57. The information related to the game progress is information such as jackpot winning information, prize ball number information, symbol variation display execution number information, and the like. The hall computer is a management computer that comprehensively manages pachinko hall gaming machines, and is installed outside the gaming machine.
In addition, a payout control board 53 is connected to the main control unit 50. Connected to the payout control board 53 are a launch control board 54 for controlling the launch device 56 and a game ball payout device 55 for paying out game balls.
The main control unit 50 transmits a payout control command (payout control command for designating the number of prize balls) to the payout control board 53. The payout control board 53 controls the game ball payout device 55 in accordance with the control command to cause the game ball to be paid out.
The payout control board 53 can transmit information (payout state signal) regarding the payout operation state to the main control unit 50. The main controller 50 monitors whether or not the game ball payout device 55 is functioning normally based on this payout state signal. Specifically, it is monitored whether or not a problem such as clogged balls or insufficient payout of prize balls has occurred during the prize ball payout operation.
  The main control unit 50 transmits an effect control command including information related to the special symbol variation display to the effect control unit 51. The transmission of the effect control command from the main control unit 50 to the effect control unit 51 is executed by one-way communication. This is to prevent an unauthorized signal due to an illegal act from the outside from being input to the main control unit 50 via the effect control unit 51.
Next, the production control unit 51 and its peripheral circuits will be described.
The effect control unit 51 includes a microprocessor incorporating a CPU 200 (hereinafter referred to as “effect control CPU 200”), a ROM 201 (hereinafter referred to as “effect control ROM 201”), and a RAM 202 (hereinafter referred to as “effect control RAM 202”). A microcomputer is configured.
The effect control CPU 200 performs arithmetic processing for various effect operations and controls each effect device based on the effect control program and the effect control command received from the main control unit 50. In the case of the pachinko gaming machine 1 according to the present embodiment, the effect device is a main liquid crystal display device 32M, a sub liquid crystal display device 32S, decorative lamps 20w and 20b, a speaker 59, a movable object accessory 71 (movable object accessory drive unit) 65) and the vibration unit 70 is obtained.
The effect control ROM 201 stores a control program of the effect operation by the effect control CPU 200 and various data necessary for effect operation control.
The effect control RAM 202 is used as a work area used by the effect control CPU 200 for various arithmetic processes, a table data area, a buffer area for various input / output data and processing data, and the like.
Although illustration is omitted, the production control unit 51 gives an interrupt signal to the interface circuit with each unit, a random number generation circuit for generating random numbers for lottery for production, CTC for various time counting, and the production control CPU 200. It also has an interrupt controller circuit.
The main roles of the effect control unit 51 are to receive an effect control command from the main control unit 50, to select an effect based on the effect control command, and to provide an effect control command to the main liquid crystal display device 32M and the sub liquid crystal display device 32S. , Output sound control by the speaker 25, light emission control of the decoration lamps 20w and 20b (LED), drive control of the movable body accessory 71, drive control of the vibration unit 70, and the like.
  The effect control unit 51 transmits an effect control command to the main liquid crystal display device 32M and the sub liquid crystal display device 32S, and the effect control command is sent to the liquid crystal control substrate 52 via the liquid crystal interface substrate 66.
The liquid crystal control board 52 performs display control of the main liquid crystal display device 32M and the sub liquid crystal display device 32S. Although not shown, the liquid crystal control board 52 includes a VDP (Video Display Processor), an image ROM, a VRAM (Video RAM), a liquid crystal control CPU, a liquid crystal control ROM, and a liquid crystal control RAM.
The VDP performs overall control of video output processing such as image development processing and image drawing.
The image ROM stores image data (effect image data) on which the VDP performs image expansion processing.
The VRAM is an image memory area that temporarily stores image data developed by the VDP.
The liquid crystal control CPU outputs control data necessary for the VDP to perform display control.
The liquid crystal control ROM stores a program describing a display control operation procedure of the liquid crystal control CPU and various data necessary for the display control.
The liquid crystal control RAM functions as a work area and a buffer memory.
  With these configurations, the liquid crystal control board 52 generates various image data based on the effect control command from the effect control board 51, and outputs it to the main liquid crystal display device 32M and the sub liquid crystal display device 32S. As a result, various effect images are displayed on the main liquid crystal display device 32M and the sub liquid crystal display device 32S.
The production control unit 51 controls the light production and the sound production. For this reason, a frame driver unit 61, a panel driver unit 62, and a sound source IC (Integrated Circuit) 59 are connected to the effect control unit 51.
The frame driver unit 61 performs light emission driving for the LEDs of the decorative lamp unit 63 on the frame side. Note that the decorative lamp portion 63 is a general view of the decorative lamp 20w provided on the frame side as shown in FIG.
The panel driver unit 62 performs light emission driving for the LEDs of the decorative lamp unit 64 on the panel side. In addition, the decorative lamp part 64 is a general view of the decorative lamp 20b provided on the panel side as shown in FIG.
In addition, the movable body accessory driving unit 65 collectively indicates one or a plurality of motors and movable mechanisms that drive one or more movable body accessories 71 formed on the board side.
In the case of the present embodiment, the panel driver unit 62 also drives the motor of the movable body accessory driving unit 65. For example, a stepping motor is used as the motor of the movable body accessory driving unit 65.
In the case of the present embodiment, the effect control unit 51 (effect control CPU 200) supplies the effect drive data to the frame driver unit 61 and the panel driver unit 62, so that the lighting operation by the decorative lamp unit 63 on the frame side, The light emitting operation of the decorative lamp portion 64 on the side and the drive control of the movable body accessory 71 are performed.
In this example, the board driver unit 62 also drives the motor of the movable body accessory driving unit 65 that drives the movable body accessory 71 formed on the board side. The driver unit for driving the light emission and the driver unit for driving the motor of the movable body accessory driving unit 65 may be provided separately.
As the movable body accessory driving unit 65, for example, a plurality of motors (for example, stepping motors) are provided corresponding to the plurality of accessories.
Each motor has a specified origin position. The origin position is, for example, a position where an accessory does not normally appear on the board surface of FIG.
Each motor is provided with an origin switch 68 so that it can be confirmed on the side of the effect control board 51 whether or not the motor is at the origin position. For example, a photo interrupter is used. The information of the origin switch 68 is configured to be detected by the effect control CPU 200.
FIG. 4 schematically shows the operation of the movable object accessory 71. For example, FIGS. 4A and 4B show examples of movable body accessories 71L and 71R that appear from the left and right on the front surface of the main liquid crystal display device 32M. Each movable body accessory 71L, 71R is assumed to have a structure that rotates around the rotation shafts 72L, 72R, for example. For example, FIG. 4A is in the first position state, so that the player cannot visually recognize (or is inconspicuous) the movable body accessories 71L and 71R. For example, it is a state where it is hidden behind the decoration on the board or part of the decoration. Such a first position state is a state where the motor that drives the movable body accessories 71L and 71R is at the origin position (first position state = origin position state).
On the other hand, FIG. 4B shows a state in which each movable body accessory 71L, 71R is rotated to form, for example, a heart shape in front of the player. This is the second position state. For example, the effect control unit 51 performs drive control such that the movable body accessories 71L and 71R reach the second position state in the case of an effect when the player expects a big hit or the like.
4C and 4D show examples of movable body accessories 71L and 71R that are lowered from above the front surface of the main liquid crystal display device 32M when viewed from the player. Each movable body accessory 71L, 71R is, for example, in the shape of a hand, and is configured to rotate around the rotation shafts 72L, 72R, so that the player can see the hand falling to the front. It is said that. For example, FIG. 4C shows the first position state, and this first position state is a state where the motors that drive the movable body accessories 71L and 71R are at the origin position (first position state = origin position state). ).
On the other hand, FIG. 4D shows a state in which each movable body accessory 71L, 71R is pivoted about the pivot shafts 72L, 72R so that the hand is lowered to the front of the player. This is the second position state. For example, the effect control unit 51 performs drive control such that the movable body accessories 71L and 71R reach the second position state in the case of an effect when the player expects a big hit or the like.
The shape, structure, moving direction, and the like of the movable body accessory 71 are various, and specifically, various types exist for each model of the pachinko gaming machine 1. As the movement direction, a left-right direction, an up-down direction, an oblique direction, a rotation direction, and the like are assumed from the viewpoint of the player, but basically the origin position and the second position state are changed.
Further, an LED (decorative lamp 20 b) may be mounted on the movable body accessory 71, and the lighting control of the decorative lamp 20 b is also performed by the effect control unit 51.
As shown in FIG. 3, the effect control unit 51 controls the sound source IC 59 so that the speaker 25 outputs a desired sound. A sound data ROM 69 is connected to the sound source IC 59, and the sound source IC 59 acquires necessary sound data (sound data of a phrase to be reproduced) from the sound data ROM 69 and outputs a sound signal.
The sound source IC 59 obtains a predetermined number (number of channels) of audio signals by mixing phrases of a plurality of channels. As shown in FIG. 1, in the case of this example, since a plurality of speakers 25 are provided, the number of output channels of the sound source IC 59 can be, for example, two channels of Lch and Rch (stereo output). Through the above mixing, phrases of a plurality of channels instructed to be reproduced from the effect control unit 51 can be reproduced simultaneously.
The sound source IC 59 performs sound control for the phrase instructed as a control target in accordance with the instruction from the effect control unit 51. Specifically, the production control unit 51 gives information related to an instruction to give a sound effect such as a volume change instruction or fade-in reproduction / fade-out reproduction to the sound source IC 59, and the sound source IC 59 is designated as a control target according to the information. Controls playback of the phrase that is played.
The output audio signal from the sound source IC 59 is amplified by the amplifier unit 67 and then given to the speaker 25.
In FIG. 3, for convenience of illustration, the number of output channels of the sound source IC 59 is one. However, in reality, the amplifier unit 67 and the speaker 25 are provided with output channels corresponding to, for example, Lch and Rch, respectively, and stereo sound Playback is possible.
In the above description, the sound source IC 59 is provided separately from the effect control board 51. However, the sound source IC 59 may be provided integrally on the same board as the effect control board 51.
The effect control unit 51 is connected to an operation unit 60 that can be operated by the player, and can receive an operation detection signal from the operation unit 60. The operation unit 60 refers to the effect buttons 11a and 11b and the cross key 13 described with reference to FIG. 1 and their operation detection mechanisms.
The effect control unit 51 can perform various effect controls according to the operation detection signal from the operation unit 60.
As shown schematically in FIGS. 5A and 5B, for example, the effect buttons 11a and 11b in the operation unit 60 incorporate a vibration unit 70 and an LED substrate 12. By the LED (decorative lamp 20b) disposed on the LED board 12, the player visually recognizes the button surface 75 of the effect buttons 11a and 11b, for example. The lighting control of the decorative lamp 20b is also performed by the effect control unit 51.
In addition, the vibration unit 70 is a unit that has a structure in which, for example, a rotating piece having an eccentric gravity center is attached to a motor shaft and rotated to generate vibration, and when the vibration unit 70 is driven, an effect button The button surfaces 75 of 11a and 11b vibrate. The player can strongly perceive the vibration generated when the vibration unit 70 is driven, particularly when the button is pressed, that is, when the button surface 75 is touched. Even if the player does not touch the button surface 75, it can visually perceive that the player is oscillating visually or by vibration sound.
The effect control unit 51 can drive the vibration unit 70 by giving a vibration drive signal to the vibration unit 70 during a predetermined effect. For example, the effect control unit 51 provides vibration drive data to the vibration driver 74 shown in FIG. The vibration driver 74 generates a motor drive current for the vibration unit 70 according to the vibration drive data, and operates the vibration unit 70.
In the example of FIG. 5, the example in which the vibration unit 70 is mounted on both the effect buttons 11a and 11b is shown, but the button is provided by mounting the vibration unit 70 on at least one of the effect buttons 11a and 11b. Vibration production is possible.
Needless to say, if the production button itself is one model, it is only necessary that the vibration unit 70 is mounted on the production button.
In FIG. 3, one vibration unit 70 and one vibration driver 74 are shown. However, when the vibration unit 70 is mounted on both the effect buttons 11a and 11b, the vibration unit 70 corresponds to each of the effect buttons 11a and 11b. And a vibration driver 74 may be provided.
In addition, the effect control unit 51 sets an operation effective period for the effect buttons 11a and 11b, for example, during execution of a predetermined effect, and notifies the player to instruct to press the button on the main liquid crystal display device 32M. The effect control unit 51 performs processing such as receiving a player's button operation only during the operation valid period, changing the contents of the effect, or starting a predetermined effect. The decorative lamp 20b mounted on the effect buttons 11a and 11b can notify the player that the button operation is effective, for example, by emitting light during the operation effective period. In addition to this, for example, the effect can be enhanced by linking the vibration effect and the LED light emission.
The decorative lamp 20b for emitting light that presents the operation effective period and the decorative lamp 20b that emits light for a production effect linked to vibration may be constituted by separate LEDs, or the same LED may be used. It may be used.
  The production control unit 51 determines a production pattern by lottery or uniquely from a plurality of types of production patterns prepared in advance based on the production control command sent from the main control unit 50, and performs various productions at necessary timing. Control means. Thereby, the display of the effect image by the main / sub liquid crystal display devices 32M and 32S corresponding to the effect pattern, the sound reproduction from the speaker 25, the lighting and blinking driving of the LEDs in the decoration lamp parts 63 and 64 (decoration lamps 20w and 20b) The operation of the movable body accessory 71 by the motor of the movable body accessory driving unit 65 and the vibration of the effect buttons 11a and 11b by the vibration unit 70 are realized, and various effect patterns are developed in time series. Thereby, the “production scenario” is realized.
The effect control command defines a function by a 2-byte structure consisting of a 1-byte length mode (MODE) and a 1-byte length event (EVENT).
In order to distinguish between MODE and EVENT, MODE Bit 7 is ON, and EVENT Bit 7 is OFF.
When these pieces of information are transmitted as valid, a strobe signal is output corresponding to each of the mode (MODE) and the event (EVENT). That is, when there is a command to be transmitted, the main control CPU 100 sets and outputs mode (MODE) information for transmitting the command to the effect control unit 51, and the first strobe signal after a predetermined time has elapsed from this setting. Send. Furthermore, event (EVENT) information is set and output after the elapse of a predetermined time from the transmission of the strobe signal, and the second time of the strobe signal is transmitted after the elapse of the predetermined time from this setting.
The strobe signal is controlled by the main control CPU 100 to be in an active state for a predetermined period during which the effect control CPU 200 can reliably receive a command.
The effect control unit 51 (effect control CPU 200) generates an interrupt based on the input of the strobe signal and executes a control program for command reception interrupt processing, and the effect control command is acquired in this interrupt processing. .
<3. Processing of main control unit>

Hereinafter, control processing according to the present embodiment will be described. First, main processing by the main control unit (main control board) 50 will be described here.
FIG. 6 is a flowchart showing main processing of the main control unit 50. The main process starts when the power is turned on without operating the initialization switch (not shown), such as when recovering from a power failure, and when the initialization switch is turned on. May turn on. In any case, when power is turned on to the pachinko gaming machine 1, a voltage is supplied to each control board by the power board 58. In this case, the main control unit 50 (main control CPU 100) starts the main process shown in FIG.
In the main control side main process, the main control CPU 100 first executes a necessary initial setting process before starting the game operation in step S11. For example, it first sets itself to the interrupt disabled state, sets to a predetermined interrupt mode, and initializes the register values in the CPU including each part of the microcomputer.
Next, in step S12, the main control CPU 100 determines the state (ON, OFF) of a RAM clear signal that is an output signal of a RAM clear switch input via an input port (not shown). The RAM clear signal is a signal that determines whether or not to initialize all the areas of the RAM. The RAM clear signal usually has a value corresponding to the ON / OFF state of the initialization switch operated by the store clerk of the pachinko parlor.
When the RAM clear signal is in the ON state, the main control CPU 100 advances the process from step S12 to S16, and performs zero clear of the entire area of the RAM. Therefore, the value of the backup flag set at the time of power-off becomes zero together with other checksum values.
Subsequently, in step S17, the main control CPU 100 transmits a “RAM clear display command” for notifying that the RAM area has been cleared to zero to each control board as an initialization command. In step S18, for example, 30 seconds is stored in the RAM clear notification timer as a time for notifying that the RAM has been cleared.
Next, in step S19, the main control CPU 100 initializes a CTC that outputs an interrupt signal for starting a timer interrupt operation, and sets the CPU to an interrupt enabled state.
Thereafter, as the processing of steps S20, S21, and S22, the interrupt disabled state and the interrupt enabled state are repeated until an interrupt occurs, and various random number update processes are executed during that time. In the various random number update processing in step S21, random numbers used for changing initial values (start values) of various random numbers used for special symbol fluctuation display and normal symbol fluctuation display, and fluctuations used for selection of fluctuation patterns. Update pattern random numbers.
The various random numbers used for the special symbol variation display and the normal symbol variation display are, for example, random numbers related to jackpot lotteries circulating through a predetermined numerical range by increment processing (special symbol determination random numbers used for symbol lottery). Or a random number related to a lottery per assistance (a random number for judging per assistance used in winning lottery per assistance). The random numbers used for changing the initial value include an initial value random number for special symbol determination, an initial value random number for auxiliary hit determination, and the like.
The main control RAM 102 has a special symbol determination random number counter initial value generation counter and a special symbol determination random number counter as various random number counters used for symbol lottery related to big hit lottery, auxiliary lottery, or variation pattern lottery. There are provided a counter for generating an initial value per auxiliary sub-counting counter, a random counter for sub-peripheral determining, a random number 1 counter for variation pattern, a random number 2 counter for variation pattern, and the like. These counters serve as random number generation means for generating random numbers in software.
In the various random number update processing in step S21, two initial value generation counters for generating initial values of the special symbol determination random number counter and the auxiliary hit determination random number counter, a variation pattern random number 1 counter, and a variation pattern random number 2 The counter is updated to generate the above various soft random numbers. For example, if the numerical value range that can be taken as the variation pattern random number 1 counter is 0 to 238, a value is acquired from the count value storage area for generating the value of the variation pattern random number 1 in the main control RAM 102, and the acquired value is changed to the acquired value. After adding 1, it is stored in the original count value storage area. At this time, if the result of adding 1 to the acquired value is 239, 0 is stored in the original random number counter storage area. Other initial value generation random number counters are updated in the same manner. The CPU 201 is configured to repeatedly execute various random number update processes except during a timer interrupt process that is executed intermittently.
The above describes the case where it is determined in step S12 that the RAM clear switch is ON. Next, the case where the RAM clear switch is OFF will be described. For example, at the time of recovery from a power failure state, the initialization switch (RAM clear signal) is in an OFF state. In such a case, the main control CPU 100 advances the process from step S12 to S13, and determines the backup flag value. The backup flag is set to the ON state when the power is shut off, and is reset to the OFF state in the first timer interrupt processing after the power is restored.
Therefore, when the power is turned on or when recovering from a power failure, the backup flag should normally be in the ON state. However, the backup flag is reset (OFF) if the predetermined processing is not completed before the power is cut off for some reason. Therefore, when the backup flag is in the OFF state, the main control CPU 100 advances the process from step S13 to S16, and returns the operation of the gaming machine to the initial state.
On the other hand, if the backup flag is in the ON state, the main control CPU 100 advances the process from step S13 to S14, and executes a checksum calculation for calculating a checksum value. Here, the checksum operation is an 8-bit addition operation for the work area of the main control RAM 102.
When the checksum value is calculated, the calculation result is compared with the stored value at the SUM address in the main control RAM 102. This SUM address stores a checksum value obtained by the same checksum calculation when the power is shut off. The stored calculation result is maintained by the backup power source together with other data of the main control RAM 102. Therefore, originally, both should match according to the determination in step S14.
However, there may be a case where the checksum operation cannot be executed when the power is turned off, or even if it can be executed, the data in the work area is damaged after the checksum operation of the main process is executed. In such a case, the determination result in step S14 is inconsistent.
If data corruption is detected due to the discrepancy of the determination results, the main control CPU 100 proceeds from step S14 to step S16, executes RAM clear processing, and returns the operating state of the gaming machine to the initial state.
If the checksum value obtained by the checksum calculation in step S14 matches the stored value at the SUM address, the main control CPU 100 proceeds to step S15, and returns the stack pointer before power-off based on the backup data. A game restoration process necessary for starting a game from the processing state at the time of power-off is executed.
When the game recovery process at step S15 is completed, the process proceeds to the process at step S19, the CTC is initialized and the CPU is set in the interrupt enabled state, and thereafter, the interrupt disabled state and the interrupt enabled state are generated until an interrupt occurs. In the meantime, various random number update processes described above are executed (steps S20 to S22).
  Next, timer interrupt processing of the main control CPU 100 will be described. FIG. 7 shows the timer interrupt process of the main control CPU 100. This main control timer interrupt process is activated by interruption every predetermined time (about 4 ms) from the CTC, and is interrupted and executed during execution of the main process described above.
  When a timer interrupt occurs, the main control CPU 100 saves the contents of the register in the stack area, and then first performs a power supply abnormality check process for monitoring the power supply state from the power supply board 58 in step S51 of FIG. In this power abnormality check process, it is mainly monitored whether the power is normally supplied. Here, for example, when an abnormality such as a power interruption occurs, a backup process is performed in which predetermined game information at the time of power interruption is stored in the RAM so that the game can be restored without trouble when the power is restored.
  In step S52, the main control CPU 100 performs a timer management process for managing a timer used for gaming operation control. Timer values of various timers (for example, special symbol accessory operation timer) used for game operation control of the pachinko gaming machine 1 are managed (updated) by this processing.
In step S53, the main control CPU 100 performs input management processing. In this input management process, information detected by various sensors provided in the pachinko gaming machine 1 is stored in the winning counter. Here, the detection information by the various sensors includes, for example, an upper start opening sensor 91 , a lower start opening sensor 92 , a gate sensor (ordinary symbol start opening sensor) 93 , a first large winning opening sensor 95 , and a second large winning opening sensor. 96 , ON / OFF information (winning detection information) of a switch signal output from a winning detection switch such as the general winning opening sensor 94 .
Through the processing in step S53, it is monitored for each interrupt whether or not a winning is detected (winning has occurred) at each winning opening. The “winning counter” is a counter provided corresponding to each winning opening and counting the number of game balls (winning balls) won. In the present embodiment, in a predetermined area of the main control RAM 102, an upper start opening winning counter for the upper starting opening 41, a lower starting opening winning counter for the lower starting opening 42a, a normal symbol starting opening winning counter for the gate 44, A first grand prize winning counter for the first grand prize winning opening 45a, a second big winning prize winning prize counter for the second big winning prize opening 46a, a general winning prize winning counter for the general winning opening 43, and the like are provided. .
Further, in this input management process, it is also monitored whether or not there is an illegal prize based on whether or not the detection information from the prize detection switch has won a prize during a period in which the prize should be allowed. For example, when the first and second big prize opening sensors 95 and 96 detect a game ball even though the big hit game is not being played, this is regarded as an illegal prize and the prize detection information is invalidated and invalidated. In order to notify the outside of the fact, a predetermined error process is performed in an error management process in step S55 described later.
  In step S54, the main control CPU 100 performs a timer interrupt random number management process for periodically updating the random numbers related to each variation display. In this periodic random number update process, a special symbol determination random number or auxiliary per-subject determination random number is updated (+1 is added for each interrupt), and a process for changing the start value of the random number counter is performed each time the random number counter makes a round. For example, the value of the special symbol judgment random number counter is updated (added by +1) within a predetermined range, and the special symbol judgment random number counter initial value generation counter value is read each time the special symbol judgment random number counter makes one round. The value of the generation counter is stored in the special symbol determination random number counter. As a result, the start value of the special symbol determination random number counter is changed according to the value of the generation counter, so that the count value of the special symbol determination random number counter is random while the update cycle is constant.
In step S55, the main control CPU 100 performs an error management process for monitoring whether or not there is an abnormality in the gaming operation state. In this error management process, as abnormalities in the game operation state, these operational abnormalities (errors) occur, for example, by monitoring whether or not a break has occurred between the boards or whether or not there has been an illegal winning. If so, predetermined error processing corresponding to the error is performed.
As the error processing, for example, the progress of a predetermined game operation (for example, a game ball payout operation or a game ball launch operation) is stopped, or an error notification command is transmitted to the effect control unit 51 to generate the effect means. To notify that an error has occurred.
In step S56, the main control CPU 100 performs prize ball management processing. In this prize ball management process, the data stored in the input management process in step S53 is grasped, and the above-mentioned prize counter is checked. Transmit to the substrate 53.
Upon receiving this payout control command, the payout control board 53 controls the game ball payout device 55 to perform a payout operation for the designated number of prize balls. Thereby, the number of winning balls corresponding to each winning opening is paid out. The number of winning balls corresponding to a winning opening is the predetermined number of winning balls per winning ball set for each winning opening × the number of winning balls corresponding to the value of the winning counter.
  In step S57, the main control CPU 100 performs normal symbol management processing. In this normal symbol management process, a lottery per auxiliary in the normal symbol variation display is performed, and based on the lottery result, the variation pattern of the normal symbol and the stop display mode of the normal symbol are determined, or the blinking is repeated every predetermined time. Create symbol data (data for LED blinking display during normal symbol variation), or create data for stop display (data for LED blinking display during normal symbol stop display) if normal symbol is not varying Or
In step S <b> 58, the main control CPU 100 performs a normal electric accessory management process. In this ordinary electric accessory management process, generation of an excitation signal for solenoid control for the ordinary electric accessory solenoid 77 and its data (solenoid control data) based on the lottery result of the auxiliary symbol lottery in the normal symbol management process in step S57. Set up. Based on the data set here, an excitation signal is output to the ordinary electric utility solenoid 77 in a solenoid management process in step S64 described later, whereby the operation of the movable blade piece 42b is controlled.
In step S59, the main control CPU 100 performs special symbol management processing. In this special symbol management process, the big hit lottery in the special symbol variation display is mainly performed, and based on the lottery result, the variation pattern of the special symbol (look-ahead variation pattern, variation pattern at the start of variation), the special stop symbol, etc. decide.
In step S60, the main control CPU 100 performs a special electric accessory management process. In this special electric utility management process, when the big hit lottery result is “big hit” or “small win”, a setting process necessary to execute and control the hit game corresponding to the win is performed.
In step S61, the main control CPU 100 performs a right-handed notification information management process. In this right-handed notification information management process, for example, a right-handed instruction is given in situations where right-handed is advantageous, such as when the first and second big prize winning holes 45a and 46a are opened or when the movable blade piece 42b is driven. A process for making a “launch position guidance effect (right-handed notification effect)” for performing the notification appears. Specifically, the right-handed instruction is an effect operation instructing the player to aim at the right game area 3c. For example, an image prompting the player to “right-hand” is displayed on the main liquid crystal display device 32M. Or a right-handed message sound is generated from the speaker 25.
When a right-handed notification effect is performed, in this right-handed notification information management process, a “right-handed instruction command” instructing execution of a right-handed notification effect is transmitted to the effect control unit 51 as an effect control command. Then, the production control unit 51 performs execution control of right-handed notification using an image or sound.
In step S62, the main control CPU 100 performs LED management processing. This LED management process is a process of outputting display data for normal symbol display and first and second special symbol displays to the symbol display unit 33. By this processing, normal symbol and special symbol change display and stop display are performed. The normal symbol display data created in the normal symbol management process in step S57 and the special symbol display data created in the special symbol display data update process in the special symbol management process in step S59 are the LED management process. Is output.
In step S63, the main control CPU 100 performs an external terminal management process. In this external terminal management process, the operation state information of the pachinko gaming machine 1 is output to an external device such as a hall computer or an island lamp through the frame external terminal board 57. The operating state information includes that a big hit game has occurred (condition device has been activated), that a small hit game has occurred, that a symbol variation display has been executed (a special symbol variation display game has started or ended) , Information such as winning information (information indicating that the player has won a winning opening or a big winning opening and information on the number of winning balls) is included.
In step S64, the main control CPU 100 performs solenoid management processing. In this solenoid management process, an excitation signal output process for the ordinary electric accessory solenoid 77 based on the solenoid control data created in the ordinary electric accessory management process in step S58, or a special electric accessory management process in step S60. Excitation signal output processing for the first and second big prize opening solenoids 78 and 79 based on the solenoid control data is performed. Thereby, the movable wing piece 42b and the open doors 45b and 46b operate in a predetermined pattern, and the lower start port 42a and the big winning ports 45a and 46b are opened and closed.
After completing the above steps S51 to S64, the main control CPU 100 restores the saved register contents and sets the interrupt permitted state in step S65. As a result, the timer interrupt process is ended, the process returns to the main process on the main control side in FIG. 6 before the interruption, and the main control main process is performed until the next timer interrupt occurs.
<4. Processing of production control unit>

Then, the process of the production | presentation control part 51 is demonstrated. As the processing of the effect control unit 51, mainly processing performed every 16 ms on the main loop (hereinafter also referred to as “16 ms processing”) and interrupt processing performed every 1 ms (hereinafter referred to as “1 ms timer interrupt processing”). Say).
First, main processing including 16 ms processing will be described.
FIG. 8 shows the main process of the effect control unit 51. The production control unit 51 (production control CPU 200) starts the main process of FIG.
In this main process, the effect control CPU 200 first performs a necessary initial setting process before starting the game operation in step S101. For example, as the initial setting process, command reception interrupt setting, origin return processing of the movable object 71, CTC initial setting, timer interrupt permission, initial setting of register values in the CPU including each part of the microcomputer, and the like are performed.
When the initial setting process in step S101 is completed, the processes in steps S102 to S118 are repeated as a process during normal operation.
That is, in this example, the effect control CPU 200 performs the ID check in step S102 and the random number update in step S117 every loop, and performs the processing of steps S105 to S117 (16 ms processing) every 16 ms.
In the ID check in step S102, the effect control CPU 200 confirms the ID of itself or each connected part set on the system. If an ID abnormality is detected for some reason, system stop processing is performed as step S103.
In normal times when there is no problem with the ID, the effect control CPU 200 performs the processing of step S104 and subsequent steps. That is, the effect control CPU 200 determines whether or not the value of the interrupt counter for determining whether to execute the 16 ms process is greater than “15”. This interrupt counter is a counter that is incremented in step S207 of the 1 ms timer interrupt process described later. Therefore, when the value of the interrupt counter is larger than “15”, it means that the processing timing is 16 ms.
When the value of the interrupt counter is “15” or less, the production control CPU 200 proceeds from step S104 to S117, performs the production soft random number update process, finishes one main process, and again performs the process from step S102. I do.
On the other hand, when the value of the interrupt counter is “16” or more, the effect control CPU 200 executes the processes of steps S105 to S117, and then updates the effect software random number in step S118 to perform one main process. The process from step S102 is performed again.
Thus, every 16 ms counted by the interrupt counter, the effect control CPU 200 performs the 16 ms processing from step S105.
In that case, first, in step S105, the interrupt counter is reset to zero. Thereafter, the counting up to the next 16 ms processing is performed again.
In step S106, the effect control CPU 200 performs error processing. The error processing includes error processing timer processing during a RAM clear error, an accessory error, a right-handed error, etc., scenario registration processing for error notification when various errors occur, error scenario after error notification Clearing processing will be performed.
The scenario is data defining various operations to be executed such as effect control and error processing. The scenario data to be executed is registered in the work area of the effect control RAM 202 as scenario registration information.
  Next, in step S107, the effect control CPU 200 performs a demo process. In this demonstration process, processing such as scenario registration and command set for playback sound control, demonstration movie execution, and accessory origin correction are performed. In the customer waiting state or the like, the demonstration movie display is executed by executing the scenario set in the demonstration process.
  In step S108, the effect control CPU 200 performs command analysis processing. In this command analysis process, the effect control CPU 200 monitors whether or not the effect control command supplied from the main control unit 50 is stored in the command reception buffer, and reads out this command if the effect control command is stored. . Then, an effect control process corresponding to the read effect control command is performed.
  In step S109, the effect control CPU 200 performs input detection processing. In this input detection process, an input is detected by operating the operation elements (the effect buttons 11a and 11b and the cross key 13) of the operation unit 60. When an input is detected, a process corresponding to the operation is performed.
  In step S110, effect control CPU200 performs a scenario update process. In this process, the main scenario and subscenario are updated. At that time, the lighting pattern registration of the decorative lamp parts 64 and 65, the registration of the sound to be reproduced, the registration of the motor operation for driving the movable body accessory, the registration of the vibration pattern of the vibration effect, etc. are also performed.
For example, the effect control CPU 200 stores a plurality of sub-scenario tables in which operation data specifying the operation of each effect device and information specifying the execution time are stored, and information specifying the sub-scenario table and the execution time are stored. A plurality of main scenario tables are used. Then, the main scenario table is specified based on the effect control command from the main control CPU 100, the sub-scenario table is specified according to the contents of the specified main scenario table, and each effect device is identified according to the contents of the specified sub-scenario table. Control to operate is performed.
That is, a hierarchical structure in which the sub-scenario table is derived from the main scenario table is employed, and as actual individual production devices, light emitting devices (decorative lamp units 63 and 64), sound devices (sound source IC 59), motor devices (movable bodies) The operations of the accessory driving unit 65) and the vibration device (vibration unit 70) are defined in the sub-scenario table.
In this step S110, the main scenario and the sub-scenario are sequentially updated, and the operation of the effect device for various effects is executed and controlled based on the main scenario and the sub-scenario.
In this case, the presentation control CPU 200 can perform integrated control of a plurality of presentation devices only by specifying the main scenario table, and can easily manage and control various presentation operations using the plurality of presentation devices. As a result, various effects can be realized while reducing the processing load on the effect control CPU 200. In addition, by having a hierarchical structure of main scenarios and sub-scenarios, you can easily set various scenarios by, for example, having a large number of main scenario tables with different combinations of sub-scenario tables, and reduce the memory capacity for that. .
  In step S111, the effect control CPU 200 performs sound reproduction processing. The effect control CPU 200 outputs data such as a phrase number and volume to the sound source IC 59 in accordance with the sound data registered for each sound channel in the work based on the scenario data. Thereby, the reproduction output of the sound effect, music / sound, etc. from the speaker 25 is performed.
  In step S112, the effect control CPU 200 performs an accessory error process. Here, position error determination such as the origin return of the movable body accessory 71 is not performed is performed.
  In step S113, the effect control CPU 200 updates the LED drive data. Here, processing for creating LED output data (driving data) is performed based on the lamp data registered as a lamp channel in the workpiece based on the scenario data. The LED output data is output to the frame driver unit 61 and the panel driver unit 62 at a predetermined timing in the 1 ms timer interrupt process.
  In step S114, the effect control CPU 200 performs vibration drive data update. Here, processing for creating vibration drive data is performed based on the vibration data registered in the workpiece based on the scenario data. The vibration drive data is output to the vibration driver 74 at a predetermined timing in the 1 ms timer interruption process.
In step S115, the effect control CPU 200 performs checksum calculation and storage for the work area of the effect control RAM 202, and in step S116, saves backup data.
In step S117, the scenario update counter is reset to zero. The scenario update counter is a counter that is incremented by a 1 ms timer interrupt process described later.
  The 16 ms processing as described above is performed every 16 ms in the main loop processing of FIG.
Next, the 1 ms timer interrupt process will be described with reference to FIG. The effect control CPU 200 executes the 1 ms timer interrupt process of FIG. 9 in response to an interrupt request generated every 1 ms by the time count.
In this 1 ms timer interrupt process, first, in step S201, it is determined whether or not a checksum is being calculated according to a test command from the main control CPU 100. If the checksum is not being calculated, the effect control CPU 200 proceeds to the input process in step S202.
The input process in step S202 is a process for every 1 ms for performing input detection by operating the operation elements (the effect buttons 11a and 11b and the cross key 13) together with the input detection process in step S109 of FIG. For example, in this input process, when an edge is detected in the signal waveform of the operation detection signal of the operation element, the input counter is reset, and thereafter, the input counter is counted up during a period in which no edge occurs. In the 1 ms timer interrupt process, input information (H or L of the input signal waveform) is detected, and the input counter is reset or incremented depending on the presence or absence of an edge. In step S109 in the main loop process (16 ms process), when the input counter value is 16 or more and the input information has changed from the previous time, the input change is recognized.
Such input processing (S202) and input detection processing (S109) can prevent erroneous input recognition due to noise chattering. Also, since an input counter is used and, in this embodiment, for example, a 16-bit counter can be used to count up to 65535 ms (about 65 seconds), so-called long press can be detected.
  In step S203, the effect control CPU 200 performs a motor operation update process. In this case, the effect control CPU 200 performs a process of creating motor drive data based on the motor data registered as a motor channel in the work based on the scenario data. This is motor drive data output to the panel driver unit 62 in order to drive and control each motor of the movable body accessory drive unit 65. In the present embodiment, the LED drive data is updated every 16 ms in step S113, while the motor data is updated every 1 ms.
  In step S204, the effect control CPU 200 outputs motor drive data. As described above, the stepping motor 121 of the movable body accessory driving unit 65 and the like are connected to some LED drivers 90 of the panel driver unit 62. In this step S204, serial data as drive data for the stepping motor 121 is output to the panel driver unit 62.
In step S205, the effect control CPU 200 executes each process according to the value of the interrupt counter. The interrupt counter is reset to zero in step S105 of the 16 ms process described above, and incremented in step S208 of the 1 ms timer interrupt process. Therefore, when step S205 is executed in the 1 ms timer interrupt process, the value of the interrupt counter is 0-15.
According to the interrupt counter values 0 to 15, the process of step S205 is defined as case 0 to case 15.
For example, in the present embodiment, in case 0, a WDT (watchdog timer) clear signal ON and initialization processing of each driver in the frame driver unit 61 and the panel driver unit 62 are performed.
In cases 1 to 3, the LED driver 90 is initialized.
In case 8, the WDT clear signal is turned OFF.
In cases 12 to 15, LED drive data is output to the frame driver unit 61 and the panel driver unit 62.
  In step S206, the effect control CPU 200 outputs an effect control command to the liquid crystal control board 52. For example, one command (2 bytes) is transmitted in one 1 ms timer interrupt process. That is, a 2-byte effect control command as a mode and an event is transmitted.
  In step S207, the effect control CPU 200 outputs vibration drive data. That is, the vibration drive data set in step S114 of the 16 ms process is output to the vibration driver 74.
Thereafter, the effect control CPU 200 increments the interrupt counter in step S208, and increments the scenario update counter in step S209. If the value of the scenario update counter is less than 100, the 1 ms timer interrupt process ends.
Since the scenario update counter is reset to zero in step S117 of the 16 ms process as described above, the value of the scenario update counter does not normally exceed 100. The value of 100 or more is a case where the 16 ms process is not executed due to a calculation abnormality, a process response abnormality or the like, or the progress of a certain process in the 16 ms process is stopped. In such a case, an infinite loop is entered, and the time-up process is performed by WDT.
When it is determined that the checksum is being calculated in step S201 when entering the 1 ms timer interrupt process, the effect control CPU 200 advances the process to step S211 and clears WDT. In step S212, an effect control command is transmitted to the liquid crystal control board 52. In step S213, the interrupt counter is incremented and the 1 ms timer interrupt process is completed.
<5. Operation model of button vibration production>

In the pachinko gaming machine 1 of the present embodiment, both or one of the effect buttons 11a and 11b is provided with the vibration unit 70 as one of the effect devices, and the effect buttons 11a and 11b can be vibrated. Hereinafter, the expression “effect button 11” is used when referring to one or both of the effect buttons 11a and 11b for performing the vibration effect.
  In the present embodiment, three types of effect operations are performed as vibration effects. A vibration effect related to the button notice effect, a vibration effect related to the movable object effect, and a vibration effect related to the final effect (winning effect) before the winning determination. These vibration effects will be described using an operation model.
[Vibration effect related to button notice effect]
In the button notice effect, the player is requested to operate the effect button 11 in the process of a predetermined effect, and in response to the player operating the effect button 11, a notice message (character line or the like) is displayed. It is an effect that changes the production story. Whether or not the player operates the effect button 11 is arbitrary, but game performance can be improved by giving a notice in accordance with the player's operation.
In the present embodiment, as a vibration effect related to such a button notice effect, a case where button vibration is executed when the player presses the effect button 11 is provided. When the player does not press the production button 11, the button vibration is not executed.
Then, in the opportunity to execute the vibration effect in relation to the button notice effect, the player is surely touching the effect button 11, and therefore it is possible to convey some event to the player by the vibration of the effect button 11. . Therefore, the reliability of the winning notice by the effect is expressed by the length of the button vibration period when the player presses the effect button 11. The degree of reliability is the degree of reliability (expectation level for the player) as to whether or not the current notice effect message, further the effect by video / light emission / sound, etc. represents a win.
  In other words, the vibration effect related to the button notice effect is a vibration effect that is not activated unless an operation is performed when the player is requested to operate the effect button 11, but may be activated when an operation is performed. is there. Moreover, in the case of the present embodiment, this vibration effect is performed as an effect that expresses the reliability of the winning notice by vibration. For the sake of explanation, the vibration effect that expresses the reliability by the vibration mode itself is called a first type vibration effect.
FIG. 10 shows operation models MD2 and MD3 as vibration effects related to the button notice effect. The motion model MD1 is an example of normal vibration that does not particularly change the vibration period length.
FIG. 10 shows a state in which the effect button 11 is vibrated on a time series from when the change starts at the time point t0 to when the effect ends or ends at the time point t3.
It is assumed that the operation of the effect button 11 becomes valid at the time t1 and the operation becomes invalid at the time t2 while the effect by the video / light emission / sound is performed from the start of the fluctuation at the time t0. That is, the time point t1 to t2 is the operation effective period.
In the production, a message such as “Press the button!” Or an image of the production button 11 is displayed immediately before or simultaneously with the time t1, and the player is asked to press the production button 11. In response to this, it is assumed that the player presses the effect button 11 at the time tBP. In response to this operation, a button notice effect is performed for a certain period.
The motion model MD1 exemplifies a case where the presence or absence of vibration occurs. That is, there is a case where the vibration VB is executed for a certain period from the time point tBP or a case where the vibration is not performed according to the player's operation.
In the operation models MD2 and MD3 of the present embodiment, when vibration is executed, vibrations having different vibration period lengths are selectively executed.
In addition, although control which always performs a vibration from the time tBP according to a player's operation is also considered, the following operation | movement model MD2, MD3 is applicable also in that case.
  The motion model MD2 is a mode that expresses the reliability of the button notice effect with the length of the vibration period. That is, when expressing that the reliability is high, vibration of a relatively long period (long-term vibration VBL) is executed from the time tBP, and when expressing that the reliability is low, the vibration of a relatively short period from the time tBP is executed. This is an example of executing vibration (short-term vibration VBS).
The operation model MD3 is a mode in which the reliability of the button notice effect is expressed in three stages by the length of the vibration. That is, when expressing that the reliability is high, the long-term vibration VBL is executed from the time tBP, and when expressing that the reliability is medium, the medium-period vibration VBM is executed from the time tBP. Further, when expressing that the reliability is low, short-term vibration VBS is executed.
If the reliability of the big hit notification is high, the long-term vibration VBL is executed. If the reliability of the small hit notification is high, the medium-period vibration VBM is executed. If the reliability is low, the short-time vibration is executed. An example of executing VBS is also conceivable.
For example, in the above-described behavior models MD2 and MD3, as the vibration effect related to the button notice effect, the first type vibration effect expressing the reliability of the notice by the vibration can be performed.
In the motion models MD2 and MD3, “no vibration” can be positioned as a case where the reliability is further low.
[Vibration production related to movable object production]
Next, a vibration effect related to the movable object effect effect will be described. The vibration effect related to the movable object effect is a vibration effect (movable object-corresponding vibration) corresponding to the operation of the movable object accessory 71. For example, when the movable body accessory 71 is driven with a predetermined effect such as a super reach effect, the vibration corresponding to the movable object is executed. In this case, the player is requested to operate the effect button 11 in the effect process. However, it is assumed that the vibration corresponding to the movable object is performed regardless of whether or not the player presses the effect button 11.
When the vibration corresponding to the movable object is performed regardless of the player's operation, it is not known whether or not the player is touching the effect button 11 during the vibration. For this reason, it is not very effective to express the reliability with the length of the vibration period (the above-described first type vibration effect) as in the vibration effect operation models MD2 and MD3 related to the button notice effect described above. However, some expression is possible depending on the presence or absence of vibration.
Here, considering the movable body accessory 71, the operation of the movable body accessory 71 conveys the expected degree of winning to the player by the completion / incompleteness of the operation. For example, when the operation to reach the second position state is completed as shown in FIGS. 4B and 4D, the winning expectation is high.
As a vibration effect related to such a movable body accessory 71, it is effective to have a function of notifying completion / incompleteness of the operation of the movable body accessory 71. That is, if the vibration corresponding to the movable object is performed as an effect for notifying the confirmation matter, that is, the operation completion of the movable body accessory 71 by the vibration, the player's interest can be enhanced as the vibration effect.
Therefore, at least the movable body-corresponding vibration is started before the movable body accessory 71 reaches the second position state, thereby having a function of notifying the operation completion of the movable body accessory 71.
Note that the vibration itself does not represent the reliability, but the vibration effect performed for notifying the matters that the vibration is determined is referred to as a second type vibration effect for the sake of explanation.
Operation models MD4, MD5, MD6, and MD7 in the case of performing vibration corresponding to a movable object as the second type vibration effect will be described with reference to FIG.
FIG. 11 shows a state in which the vibration corresponding to the movable object is performed by the effect button 11 on the time series from the start of the change at the time t10 to the end of the effect or the end of the change at the time t13. It is assumed that the operation of the effect button 11 becomes valid at time t11 and becomes invalid at time t12. The user can operate the effect button 11 according to a message on the screen during the operation valid period (time t11 to t12), but may not press it.
Here, it is assumed that the production by the movable body accessory 71 is started in response to the operation of the production button 11. If the player does not perform the button operation, the effect of the movable object 71 is started from time t12 when the operation valid period ends.
The motion model MD4 is an example in the case where an effect scenario in which the operation of the movable body accessory 71 is completed is selected, and the player operates the effect button 11.
The movable body accessory 71 starts moving from the origin position at time tBP and reaches the second position at a certain time. Then, it returns to the origin position. In other words, when the operation of the movable body accessory 71 is completed (reaching the second position and returning to the origin position), it is produced that the gaming state is “hot”.
In this case, the vibration VB is executed from the time point tBP. This informs the player that the production of the movable body accessory 71 is complete, and excites the entertainment.
The motion model MD5 is also an example in which the effect scenario in which the operation of the movable article 71 is completed is selected, but the player does not operate the effect button 11.
The movable body accessory 71 starts moving from the origin position at time t12 when the operation effective period ends, and reaches the second position at a certain time. Then, it returns to the origin position. That is, the operation of the movable body accessory 71 is completed.
In this case, vibration VB is executed from time t12. As a result, the player is informed that the production of the movable body accessory 71 is completed, and the excitement is raised.
The motion model MD6 is an example in which an effect scenario in which the operation of the movable body accessory 71 is incomplete is selected, and the player operates the effect button 11.
The movable object 71 starts moving from the origin position from the time point tBP, but the operation is terminated without entering the second position state. In this case, the vibration VB is not executed.
The motion model MD7 is also an example in which an effect scenario in which the operation of the movable body accessory 71 ends incompletely is selected, but the player does not operate the effect button 11.
The movable object 71 starts moving from the origin position at time t12, but the operation is terminated without entering the second position state. Also in this case, the vibration VB is not executed.
  For example, in the above-described behavior models MD4 to MD7, by performing the movable object-corresponding vibration in response to the effect of the movable body accessory 71, a notification function by the vibration of the effect button 11 is provided, and the game is improved. be able to.
[Vibration production related to final production before winning judgment (winning production)]
Next, a vibration effect related to the final effect (winning effect) before the winning determination will be described. The winning effect is, for example, an effect of finally telling the player whether the player has won or lost after the start of fluctuation.
At the time of this winning effect, regardless of whether or not the player operates the effect button 11, a vibration effect is also performed including the case where the effect button 11 is not activated in the first place.
However, when vibration is performed regardless of whether or not the player is operating, it is not known whether or not the player is touching the effect button 11 during vibration. In addition, as a type of winning effect, there is an effect whose content requires the player to press the effect button 11, and there is an effect whose content is not required. Therefore, it is not known whether or not the player is touching the effect button 11 during vibration, and it is considered that the player is not touching the effect button 11 depending on the contents of the effect.
However, since the winning effect is an effect that finally confirms the winning result, it has a role to convey a big hit etc. to the player, and it is desirable to perform this effectively.
Therefore, the effect of rendering is enhanced by entanglement with the operation of another rendering device, rather than expressing the reliability or notifying the definite matter. For the sake of explanation, such a vibration effect will be referred to as a “third type vibration effect”.
The effects by other effect devices include display of effect images by the main / sub liquid crystal display devices 32M and 32S, sound reproduction from the speaker 25, and LED lighting and blinking drive in the decoration lamp units 63 and 64 (decoration lamps 20w and 20b). And the operation of the movable body accessory 71 by the motor of the movable body accessory driving unit 65.
The operation models MD8, MD9, MD10 when performing vibration as the third type vibration effect will be described with reference to FIG.
In FIG. 12, after the winning effect is started at time t20, a predetermined effect of another effect device is started at time t23, and the decorative design is confirmed on the display of the main liquid crystal display device 32M at time 24, and time t25. This represents the operation on the time series that the winning effect ends.
The predetermined effect started from the time point t23 is, for example, a specific video scene during the winning effect, a light emission operation of a specific pattern, an operation of the movable object 71, a specific music / voice, and the like.
The motion model MD8 is an example in which the vibration VB of the effect button 11 is started together with the start of the predetermined effect at time t23, and the vibration VB is continued until the end of the current effect at time t25, for example, after the end of the predetermined effect. An example in which the vibration is continued until time t24 when the decorative symbol is determined is also conceivable.
The motion model MD9 is an example in which the vibration VB of the effect button 11 is started together with the start of the predetermined effect at time t23, and the vibration VB is ended while the predetermined effect is continued.
The motion model MD10 is an example in which the vibration VB of the effect button 11 is started with the start of the predetermined effect at time t23 and the vibration VB is ended with the end of the predetermined effect.
By performing the vibration effect in association with the operation of other effect devices as described above, the effect of the effect during the winning effect can be enhanced.
By the way, when the movable body accessory 71 is assumed as another effect device, the third type vibration effect is executed in a combined sense with the vibration corresponding to the movable object (second type vibration effect) described in FIG. You can also. This is shown as behavior models MD11, MD12, MD13, and MD14 in FIG.
FIG. 13 exemplifies a case where the player is requested to operate the effect button 11 during the winning effect, and it is assumed that the time points t21 to t22 are the operation valid period. The case where the player operates the effect button 11 at the time tBP and the case where the player does not perform the operation within the operation valid period are shown.
The motion model MD11 is an example when the player operates the effect button 11 and the operation of the movable body accessory 71 is completed.
The movable body accessory 71 starts moving from the origin position from the time point tBP, and reaches the second position at a certain time point. Then, it returns to the origin position. That is, the operation of the movable body accessory 71 is completed. In this case, the vibration VB is executed from the time point tBP. As a result, the player is notified that the production of the movable body accessory 71 is completed, and the production effect during the winning production is enhanced.
The motion model MD12 is an example in the case where the player operates the effect button 11 and the operation of the movable body accessory 71 is incomplete.
The movable object 71 starts moving from the origin position from the time point tBP, but the operation is terminated without entering the second position state. In response to this, the vibration VB is not executed.
The motion model MD13 is an example in the case where the player does not operate the effect button 11 and the operation of the movable object 71 is completed.
The movable object 71 starts moving from the origin position at time t22 when the operation valid period ends, and reaches the second position at a certain time. Then, it returns to the origin position. That is, the operation of the movable body accessory 71 is completed. In this case, the vibration VB is executed from time t22. As a result, the player is notified that the production of the movable body accessory 71 is completed, and the production effect during the winning production is enhanced.
The motion model MD14 is an example in which the player does not operate the effect button 11 and the motion of the movable object 71 is not completed.
The movable accessory 71 starts moving from the origin position at the time t22 when the operation effective period ends, but the operation is ended without entering the second position state. In response to this, the vibration VB is not executed.
As described above, the operation models MD1 to MD14 illustrated in FIGS. 10 to 13 are various functions for the vibration effect. That is, as a type by the function of vibration production,
・ First-class vibration effect that expresses the reliability of the winning announcement by vibration ・ Second-type vibration effect that informs of certain fixed matters by vibration ・ Direction in cooperation with other effect devices at the final winning effect There is a type 3 vibration effect that enhances the effect.
Properly perform vibration effects by using these properly.
<6. Example of vibration operation>

Hereinafter, the vibration operation examples EX1 to EX14 will be described with reference to FIGS. These are specific examples of the vibration effect of the effect button 11, and are examples that can be applied to any one of the operation models MD1 to MD14.
Each of FIGS. 14 to 23 is represented in time series, and time points ta to tg are the following timings.
Time ta: Fluctuation start timing (may be the start timing of the winning effect)
Time point tb: timing when the operation of the effect button 11 becomes valid Time point tc: timing when the operation of the effect button 11 becomes invalid Time point tb to time point tc: operation effective period Time point td: timing when the effect ends or changes end Time te: button notice Presentation start timing of production Time tf: Decoration symbol determination timing Time tg: Production start timing of the movable object 71 after the production stop period
[Operation example EX1]
The operation example EX1 is an example in which when the vibration effect is started, the timing to end the vibration is the same regardless of the operation timing of the effect button 11 and the presence or absence of the operation.
FIG. 14 shows operation examples EX1-1 and EX1-2 corresponding to this.
The operation example EX1-1 shows a case where the effect button 11 is operated at various timings within the operation effective period.
When the player operates the effect button 11 at time tBP1, a vibration effect is performed as vibration VB1 from time tBP1 to time td.
When the player operates the effect button 11 at time tBP2, a vibration effect is performed as vibration VB2 from time tBP2 to time td.
That is, in the operation example EX1-1, the player starts the vibration from the operation timing of the effect button 11, but since the vibration end is always a fixed timing, the vibration period length changes according to the operation timing of the player. Become.
Note that the vibration stop timing is the time point td is merely an example. It may be at another time.
In addition, when there are a plurality of operation means such as the production buttons 11a and 11b, the present invention can also be applied to the case where each is operated at time points tBP1 and tBP2.
This operation example EX1-1 can be applied as follows.
That is, when performing the vibration effect as the motion model MD4 or MD11, the vibration end timing is fixed regardless of the player's operation timing (= vibration start timing). Thereby, the vibration stop timing can be made uniform for the vibration of the second type vibration effect.
As an application example, in the motion model MD2 or MD3, by setting different vibration end timings depending on the reliability, short-period vibration VBS, long-term vibration VBL, medium-period vibration VBM, etc. may be realized. Conceivable.
The operation example EX1-2 shows a case where the operation of the effect button 11 is performed and a case where it is not performed within the operation effective period.
When the player operates the effect button 11 at the time point tBP, the vibration effect is performed as the vibration VB3 from the time point tBP to the time point td.
When the player does not operate the effect button 11, the vibration effect is performed as the vibration VB4 from the time tc to the time td when the operation valid period ends.
That is, in the operation example EX1-2, if the player operates the effect button 11, the vibration is started from the operation timing. When the player does not operate, the vibration is started from the time when the operation valid period has passed, but the vibration is always ended. The timing is fixed. As a result, the vibration period length changes depending on the operation timing of the player and the presence or absence of the operation.
Note that the vibration stop timing is the time point td is merely an example. It may be at another time.
This operation example EX1-2 can be applied as follows.
That is, when the motion model MD4 and MD5 perform the vibration corresponding to the movable object, the vibration end timing is fixed regardless of the operation timing of the player and the presence or absence of the operation. Thereby, it is possible to align the vibration stop timing for the vibration of the second type vibration effect regardless of the presence or absence of the operation.
Moreover, when performing vibration corresponding to movable objects as the motion models MD11 and MD13, it is also conceivable to fix the vibration end timing regardless of the operation timing of the player and the presence or absence of the operation.
[Operation example EX2]
The operation example EX2 is an example in which vibrations having different vibration period lengths are selectively executed when the button notice effect is executed in response to the operation button 11 being operated within the operation effective period.
In particular, even when the same notice is executed, it is assumed that the big hit and the expected change probability are higher when the long-term vibration VBL is selected than the short-term vibration VBS.
As shown in FIG. 15, in the operation example EX2, when the player operates the effect button 11 at the time tBP, the vibration effect and the notice effect (any one of the notices A, B, and C) are performed from the time tBP. At this time, the long-term vibration VBL or the short-term vibration VBS is selectively executed according to the reliability of the winning notice.
For example, in the case of the long-term vibration VBL, the vibration is performed until, for example, the time td, and in the case of the short-term vibration VBS, the vibration is terminated at a time before the time td.
  Note that the long-term vibration VBL is set as the time point td is merely an example, and may be set at another time point. The short-term vibration VBS may be shorter than the long-term vibration VBL, but providing a difference in the period length to some extent is suitable for expressing the reliability of the notice effect to the player. These points are the same in the other operation examples when the short-term vibration VBS is selectively executed for the long-term vibration VBL.
This operation example EX2 is a specific example of the operation model MD2.
If the vibration period length is selected in three stages, it can be applied as a specific example of the motion model MD3.
[Operation example EX3]
The operation example EX3 is an example in which the vibration of the effect button 11 is started before the notice effect that is displayed according to the operation of the effect button 11 regarding the vibration effect at the time of the button notice effect.
In the operation example EX3 of FIG. 15, when the player operates the effect button 11 at the time point tBP, the notice effect (any one of the notices A, B, or C) is displayed on the liquid crystal screen in an undisclosed state from the time point tBP. Appears, and at a later time te, the notice content is set in a notice disclosure state that can be recognized by the player. The non-disclosure state includes, for example, a frame for displaying a message as a notice content, a character line, etc., but the content is a non-display state. For example, a display frame appears at time tBP, and a line or the like is displayed in the display frame at time te.
In this case, the long-term vibration VBL or the short-term vibration VBS is selectively executed from the time tBP according to the reliability of the winning notice.
In this way, by starting the vibration of the effect button 11 before displaying the notice content, the reliability of the change when the notice (A to C) appears can be expressed to the player at an early stage.
In particular, as shown in the figure, if the short-term vibration VBS ends before the time te, which is the notice start timing, and the long-term vibration VBL continues after the time te, it is suitable for expressing the notice reliability.
Further, the player does not know which of the notices (A to C) will appear while the notices (A to C) are in a non-disclosure state. Therefore, during the non-disclosure state of the advance notice, the long-term vibration VBL or the short-term vibration VBS is selectively executed. By executing a vibration effect that can immediately distinguish the vibration VBL for a long period of time, it is possible to give the expectation of a notice to appear. For example, when the reliability of each notice is set as notice A> notice B> notice C, it is possible to give the player a sense of expectation that notice A with high reliability may appear due to the vibration period length. .
This operation example EX3 can be applied as a specific example of the operation model MD2.
Further, if the vibration period length is selected in three stages, it can be applied as a specific example of the motion model MD3.
[Operation example EX4]
In the operation example EX4, when the operation of the movable body accessory 71 is started in response to the operation of the effect button 11, and the vibration effect is started as the vibration corresponding to the movable object, the movable body accessory 71 is moved to the first position (the origin position). This is an example in which the vibration is executed in the movement period from the state to the second position state and the period after reaching the second position. That is, the vibration period length is made longer than the period in which the movable body accessory 71 reaches the second position from the origin position.
As shown in FIG. 16, in the operation example EX4, when the player operates the effect button 11 at the time point tBP, after the time point tBP, a plurality of movable body accessories 71 (movable objects A, B, C, D) are used. Although the effect is performed, the vibration effect also starts at time tBP.
The vibration VB10 continues the vibration started at the time tBP after reaching the moving body accessory 71 during the movement of the movable body accessory 71 to the second position, and further after the movable body accessory 71 returns to the origin position (for example, the time td). This is an example of a vibration effect.
The vibration VB11 is an example in which the vibration started at the time point tBP is continued during the movement of the movable body accessory 71 to the second position, and is ended at a certain time after reaching the second position.
That is, in both cases illustrated as vibrations VB10 and VB11, vibration is performed at least until the movable accessory 71 reaches the second position, that is, until the accessory operation is completed.
Thus, it becomes possible to improve the production effect by associating the operation of the movable body accessory 71 with the execution of the vibration production.
Such a vibration effect as the operation example EX4 can be applied as a specific example of the operation models MD4 and MD11. That is, the second type vibration effect that notifies the completion of the operation of the movable body accessory 71 by the vibrations VB10 and VB11 can be realized.
Further, the vibration effect of the operation example EX4 is linked to the operation of the movable body accessory 71 according to the operation of the effect button 11, but when the movable body accessory 71 is operated when the operation valid period has passed, The vibrations VB10 and VB11 can be applied to the operation models MD5 and MD13.
  In addition, when the vibration effect is performed when the movable object 71 reaches the second position, it means that the player is in a state advantageous for the player (hit, probability change, effect development, etc.). By having it, the playability can be further enhanced. That is, the vibration effect is used as a notification that it is determined that an advantageous state (hit, probability change, effect development, etc.) is established as the game progresses.
  Still further, the vibration speed and vibration pattern of the vibration effect may be changed in accordance with the movable speed and the movable pattern of the movable body accessory 71. In this way, it is possible to remarkably improve the game performance by providing relevance to the rendering operation by different rendering devices.
In addition, in the operation example EX4 of FIG. 16, the time point tf is set as the decorative symbol determination timing. The decorative symbol determination is a state in which the decorative symbol is stopped in a manner in which the decorative symbol indicates the result of the variation before the variation of the symbol is completely completed. By temporarily stopping, the player is notified of the fluctuation result.
If the example shown in the figure is considered to show the case of hit fluctuation, the movable accessory 71 operates at the time of hit fluctuation, but does not operate (or does not reach the second position) at the time of loss change. ) Can be configured as follows. By configuring in this way, it is easier for the player to know the result of the success / failure result, and more impact is given when hitting. In such a case, by performing a vibration effect such as vibration VB10 or vibration VB11, the operation completion of the movable body accessory 71, that is, the winning is notified, and the vibration effect is continued even after reaching the second position. The production effect can be enhanced.
However, in this case, the player can recognize that he / she has won, but cannot determine whether the hit is normal or probable, so the decorative symbols are then stopped or temporarily stopped in a predetermined manner (even or odd). By stopping it, it plays the role of informing the player of the result of the variable game.
In addition, the decoration design confirmation timing (time tf) and the timing of the vibration effect are compared, and the vibration effect is executed until the decoration design is determined, or the vibration effect is executed even after the decoration symbol is determined. It may be possible to notify whether the design is an even number or an odd number, that is, whether it is a probability change or normal.
In addition, the short-term vibration VBS and the long-term vibration VBL are selectively executed as vibration effects until the decoration design is determined, and the reliability of whether the decoration design is even or odd, that is, whether it is normal or normal. It is also possible to express expectations.
[Operation example EX5]
In the operation example EX5, when the operation of the movable object accessory 71 is started in response to the operation of the effect button 11, the vibration effect as the vibration corresponding to the movable object is displayed before the movable object accessory 71 reaches the second position state. This is an example of starting at the timing.
As shown in FIG. 17, in the operation example EX5-1, when the player operates the effect button 11 at the time point tBP, after the time point tBP, a plurality of movable body accessories 71 (movable objects A, B, C, D ), But the vibration effect also starts at time tBP.
The vibration VB20 is an example in which the vibration starts at time tBP, and continues until the movable body accessory 71 returns to the origin position after reaching the second position during the movement of the movable body accessory 71 to the second position. is there.
The vibration VB21 is an example in which the vibration is started at the time point tBP and the vibration is ended during the movement of the movable body accessory 71 to the second position.
That is, in both cases illustrated as vibrations VB20 and VB21, the vibration is started at least before the movable body accessory 71 reaches the second position.
Thus, it is possible to improve the production effect by relating the operation of the movable article 71 and the execution of the vibration production.
In particular, the vibration effect is started earlier than the movable object 71 arrives at the second position, so that a state advantageous to the player (such as big hit decision, certain change decision, promotion decision, production development decision, etc.) is notified. In particular, it is possible to improve game playability. That is, it is possible to appropriately execute notification of the completion of the operation of the movable body accessory 71 by vibration before completion.
Note that the vibration effect may be started earlier than at least one of the plurality of movable body accessories 71 (movable objects A, B, C, D) reaches the second position. In this way, it is possible to remarkably improve the game performance by providing relevance to the rendering operation by different rendering devices.
Further, by setting so that the expectation that an advantageous state (big hit, probability change, development of the production, etc.) becomes advantageous by starting the vibration production earlier than the movable object 71 reaches the second position is further increased. Gameability can be improved.
Similarly, an operation example EX5-2 illustrated in FIG. 17 is an example in which the vibration effect starts earlier than the movable body accessory 71 starts the moving operation.
When the player operates the effect button 11 at the time tBP, after the time tBP, the effect is performed with a plurality of movable object accessories 71 (movable objects A, B, C, and D). The movement starts from time point th.
The vibration VB22 is an example in which vibration starts at time tBP and continues until time td.
The vibration VB23 is an example in which the vibration is started at the time point tBP and the vibration is ended during the movement of the movable body accessory 71 to the second position.
That is, in both cases exemplified as the vibrations VB22 and VB23, the vibration is started at least before the moving body accessory 71 starts moving (time point th). Although the vibration start timing is set to the time point tBP is an example, the vibration may be started before the time point th at the latest.
Thus, it is possible to improve the production effect by relating the operation of the movable article 71 and the execution of the vibration production. In particular, it is suitable for notifying a state advantageous to the player (big hit confirmation, certain change confirmation, promotion confirmation, production development confirmation, etc.) by starting the vibration effect faster than the movable object 71 starts moving. Therefore, it is possible to improve game play.
For example, when the movable body accessory 71 moves when triggered by the operation of the effect button 11, in a situation where a state advantageous to the player is notified, it is necessary to notify the player as soon as possible. . At this time, the button just pressed by the player now performs a vibration effect, so that the movable object 71 is in an advantageous state (a big hit decision, a certain change decision, a promotion decision, a production development decision or a big hit, a certain change, a production development) It is possible to notify the player surely earlier than informing the state of the degree or the degree of reliability.
By configuring in this way, it is notified that it will be in an advantageous state sooner and reliably using the vibration effect, and then performing the motion effect by the movable body accessory 71, thereby making a more impactful notification. It is possible to perform an effect that makes the most of the characteristics of the effect operations of various effect devices. Thereby, it is possible to remarkably improve the playability.
The vibration effects as the above operation examples EX5-1 and EX5-2 can be applied as specific examples of the operation models MD4 and MD11. That is, it is possible to realize the second type vibration effect that notifies the operation completion of the movable body accessory 71 by the vibrations VB20, VB21, VB22, VB23.
In addition, the vibration effects of the operation examples EX5-1 and EX5-2 are linked to the operation of the movable object accessory 71 according to the operation of the effect button 11, but the movable object accessory 71 when the operation effective period has elapsed. When operating the above, the vibrations VB20, VB21, VB22, VB23 can be applied to the operation models MD5, MD13.
[Operation example EX6]
The operation example EX6 is an example of selectively executing a long-term vibration VBL having a longer period and a short-term vibration VBS having a shorter period than the operation effective period with respect to the vibration effect at the time of the button notice effect.
In the operation example EX6 of FIG. 16, when the player operates the effect button 11 at the time tBP, the long-term vibration VBL or the short-term vibration VBS is selectively executed according to the reliability of the winning notice. In the case of the short period vibration VBS, the vibration is executed from the time point tBP for a period length T2 shorter than the operation effective period length T1. The long-term vibration VBL vibrates for a period length T3 longer than the operation effective period length T1 from the time point tBP.
  In other words, the game performance is improved by configuring the player so that it is more advantageous for the player to execute a vibration effect having a longer vibration time than to execute a vibration effect having a shorter vibration time than the operation effective period. Can be planned.
The setting of the period lengths of the short-term vibration VBS and the long-term vibration VBL shown as the operation example EX6 is similar to that of the short-term vibration VBS and the long-term vibration VBL expressing the reliability of the notice effect as in the operation model MD2. It can be applied as a period length setting.
Regarding the motion model MD3 that selects the vibration period length in three stages, the short period vibration VBS and the long period vibration VBL are set based on the operation effective period length, and the vibration period of the medium period vibration VBM is the same as the operation effective period. An example is also conceivable.
In the example shown in the figure, the vibration effect is executed in response to the operation of the effect button 11, but not limited to this, the time tc when the operation valid period ends or the time point even when the effect button 11 is not operated. The vibration effect may be executed after a predetermined time has elapsed from tc. Even in that case, if the vibration time of the vibration production is longer than the operation valid period, it is advantageous for the player (confirmation of jackpot, probability change, promotion confirmation, production development confirmation, jackpot, probability change, production development expectation and trust) It may be configured such that the degree is high).
Further, in the conventional gaming machine, during the operation valid period, the player is notified that the operation of the effect button 11 is effective, and a button operation guidance notification that prompts the player to press the button is displayed on the liquid crystal. However, a short short-term vibration VBS and a long long-term vibration VBL may be provided as compared with the operation effective notification. As described above, it is possible to remarkably improve the game performance by associating what is conventionally merely informing the player of the period during which the buttons can be effectively operated with the vibration effect.
[Operation example EX7]
The operation example EX7 is an example in which vibration may be started simultaneously with the start of the operation effective period of the effect button 11.
In the operation example EX7-1 in FIG. 18, for example, in the operation effective period (time tb to tc), the case where the vibration effect is started in response to the operation of the effect button 11 is indicated as the vibration VB30, and the operation effective period is started. A case where a vibration effect is started at time tb is shown as vibration VB31.
Like the vibration VB31, the vibration effect is executed simultaneously with the start of the operation effective period, so that a player who does not normally press the effect button 11 can also enjoy the vibration effect.
Furthermore, the vibration effect and the operation effective period of the effect button 11 proceed simultaneously, so that the player can feel that a special effect that is clearly different from the effect that accompanies the usual button operation is being executed. It is possible.
In addition, during the button operation effective period, the player is notified that the operation of the effect button 11 is effective, and a button operation guidance notification that prompts the player to press the button is performed. May be executed simultaneously. As a result, it is possible to significantly improve game playability.
As this operation example EX7-1, the reliability of the button notice effect can be expressed by selectively executing the vibration VB31 and the vibration VB30. For example, in the case of the button notice effect, if the vibration VB 31 is started with the start of the operation valid period, the reliability of the notice is high, while if the vibration VB 30 is started in response to the operation, the reliability of the notice effect is low. Such an expression becomes possible.
For example, in the above-described motion model MD2, reliability is expressed by the short-term vibration VBS and the long-term vibration VBL, but the difference in vibration start timing that can be clearly recognized by the player as in the operation example EX7-1. It is also possible to express reliability.
Further, as an example of using the long-term vibration VBL and the short-term vibration VBS in addition to executing the vibration effect simultaneously with the start of the operation effective period, the operation example EX 7-2 is also assumed.
In the operation example EX 7-2 shown in FIG. 18, in the operation effective period (time tb to tc), the case where the vibration effect is started in response to the operation of the effect button 11 is shown as the vibration VB32 and the operation effective period is started. The case where the vibration effect is started at the time point tb is shown as vibration VB33. In this case, both the vibrations VB32 and VB33 are terminated, for example, at time td.
Then, the vibration VB32 becomes the short-term vibration VBS, and the vibration VB33 becomes the long-term vibration VBL.
Therefore, by selectively executing the vibrations VB32 and VB33, the reliability of the button notice effect can be expressed, that is, the vibration VB33 when the reliability is high and the vibration VB32 when the reliability is low. It becomes.
If the player vibrates before the operation of the effect button 11, the player can expect a highly reliable notice effect by operating the effect button 11, so that the game can be greatly improved and the button operation is promoted. .
In the example of the figure, the vibration effect is performed longer than the effective operation period T1 in both the vibration period T5 of the vibration VB33 and the vibration period T4 of the vibration VB32. Increasing the vibration period makes it easier for the player to recognize the vibration, but this makes it easier to recognize whether the vibration is before operation or after operation. When the vibration effect of the vibration VB33 is executed, it is advantageous for the player (a state of high expectation or reliability that is a big hit decision, a probability change decision, a promotion decision, a production development decision or a big hit, a probability change, a production development, etc. ), It is possible to express high reliability by vibration VBL for a long period of time and to enhance the interest of the player.
Therefore, the operation example 7-2 can be applied as a specific example of the operation model MD2.
[Operation example EX8]
The operation example EX8 is an example in which vibration may be started before the operation effective period of the effect button 11 is started.
In the operation example EX8 of FIG. 18, for example, in the operation effective period (time tb to tc), the case where the vibration effect is started in response to the operation of the effect button 11 is shown as the vibration VB34, and before the operation effective period is started. The case where the vibration effect is started from the time is shown as vibration VB35.
In an ordinary gaming machine, button operation guidance notification for urging the player to operate the button is executed as the operation effective period of the effect button 11 starts. The player feels that the operation of the effect button 11 is effective by the operation guidance notification.
However, like the vibration VB35 shown in the figure, when the vibration effect is executed before the operation effective period that has not yet been started and before the button operation guidance notification, the vibration effect is related to the effect accompanying the button operation. Since the player cannot perceive whether or not the operation effective period comes after the start of the vibration effect, it is desirable to make a notification.
In the illustrated example, both the vibrations VB34 and VB35 are terminated at, for example, time td.
Then, the vibration VB34 becomes the short-term vibration VBS, and the vibration VB35 becomes the long-term vibration VBL.
Therefore, by selectively executing the vibrations VB 34 and VB 35 , the reliability of the button notice effect is expressed, that is, the vibration VB 35 when the reliability is high, and the vibration VB 34 when the reliability is low. Vibration production is possible.
Therefore operation example EX 8 can also be applied as a specific example of an operation model MD2.
Also, when the vibration effect is executed before the start of the operation effective period as in the vibration VB35, the state is more advantageous than the case of the vibration VB34 that is started after the button is pressed (decision of big hit, confirmation of certain change, promotion confirmation, production development) It is also possible to configure such that the degree of expectation and reliability that are confirmed, big hit, probability change, and development of production are high).
Further, when the vibration effect is executed before the start of the operation effective period, when the vibration is started at the start of the button effective period as in the operation example EX7, or when the vibration is started at the end of the operation effective period. For example, it may be configured to be more advantageous for the player than other vibration effects are executed.
  Further, when the vibration effect is executed before the start of the operation effective period, a specific notice (for example, suggesting whether or not the player will be in an advantageous state for the liquid crystal player in parallel with the progress of the variable game) , Step-up notices, pseudo-continuous notices, message notices, cut-in notices, notices with color variations such as white, green, red, etc., and other notices that give the player an indication of an advantageous state) It may be limited to when is executed. By associating the vibration effect with other notices in this way, it is possible to further improve the effect.
[Operation example EX9]
The operation example EX9 is an example in which vibration is intermittently performed.
An operation example EX9-1 shown in FIG. 19 shows an example in which the vibration VB40 is performed from the time point tBP when the operation of the effect button 11 is performed. The vibration VB40 is an intermittent vibration with a pause period interposed therebetween. Yes.
It is possible to prevent heat from being accumulated in the vibration motor by providing a pause time for the vibration operation during the vibration effect.
At this time, in order to execute a better vibration effect, it is desirable that the vibration effect be executed in a relationship of (vibration time)> (rest time).
Each vibration time may be constant or different.
19 is an example in which an LED (decorative lamp 20b arranged in the effect button 11 as shown in FIG. 5; hereinafter referred to as “button LED”) is caused to emit light during the execution period of the vibration VB40. It is.
By causing the button LED to emit light when the intermittent vibration VB 40 is executed in this way, even if it is during the pause time, it looks as if the effect is being executed without interruption. Is possible.
  The intermittent vibrations such as EX9-1 and EX9-2 can be applied to any of the cases where the vibration models are produced as motion models MD1 to MD5, MD8 to MD10, MD11, and MD13.
[Operation Example EX10]
The operation example EX10 is an example having other vibration patterns in addition to the short-term vibration VBS and the long-term vibration VBL, and here, an example using the hybrid vibration VBMIX.
Operation example EX10-1 in FIG. 20 shows a case where short-period vibration VBS, long-term vibration VBL, and hybrid vibration VBMIX are selectively performed as vibration effects from time tBP when operation of effect button 11 is performed. . The hybrid vibration VBMIX in this case is a vibration pattern that first vibrates for a short period and vibrates for a long period after a stop period.
For example, in the button announcement effect, when the reliability is high, it can be used as short-term vibration VBS, when the reliability is medium, long-term vibration VBL, when reliability is high, it can be used as hybrid vibration VBMIX. That is, the operation example EX10-1 can be applied as a variation of the operation model MD3.
Further, it can be applied as a variation of the operation model MD2 by selectively executing the short-term vibration VBS and the hybrid vibration VBMIX or selectively executing the long-term vibration VBL and the hybrid vibration VBMIX.
In the case of this hybrid vibration VBMIX, the player is given a stronger impression than the long-term vibration VBL in order to make the player perceive that the vibration vibrates for a long period of time, once thought of as a short-term vibration VBS. Therefore, when the hybrid vibration VBMIX is executed, it is preferable that the degree of expectation advantageous to the player and the reliability of whether or not the fluctuation in which the vibration effect is performed are high.
An operation example EX10-2 in FIG. 20 is an example in which the button LED emits light during the execution period of the short-term vibration VBS, the long-term vibration VBL, and the hybrid vibration VBMIX.
Here, as for the hybrid vibration VBMIX that includes a vibration pattern that stops the vibration operation in the middle, the button LED may be caused to emit light even during the stop period, but as shown in the example of FIG. The button LED may be in a non-light emitting mode during the vibration stop time. By setting the button LED to the non-light-emitting state during the stop period, it is possible to make it appear that the once-finished vibration effect is started again, and to give the player an unexpectedness.
Further, even after the vibration operation of the vibration effect is completed, the LED of the button unit may emit light in various effect light emission modes until the end of the change or until a predetermined time. By configuring in this way, it is possible to improve the production effect.
  The vibration effects as the hybrid vibration VBMIX shown by EX10-1 and EX10-2 can be applied to any of the vibration effects as the operation models MD1 to MD5, MD8 to MD10, MD11, and MD13.
[Operation Example EX11]
The operation example EX11 is an example of enhancing the effect using a period without vibration.
The operation example EX11-1 in FIG. 21 includes, as vibration effects, vibration VB50 that starts from the time tBP when the operation of the effect button 11 is performed, and vibration VB51 that starts after a predetermined no-vibration period from the time tBP. Show. In other words, the vibration VB 51 starts the vibration operation with a slight delay from the timing when the player actually presses the button when the vibration effect is performed in response to the pressing of the effect button 11.
By doing in this way, it is possible to give a surprising effect to the vibration effect that is normally executed only at a predetermined timing, and it is possible to improve the game performance.
In addition, when a vibration effect is performed in which the vibration operation is performed after a period when the vibration operation is not performed from the button pressing timing, the vibration that performs the vibration operation without performing the vibration operation period from the button pressing timing. It may be expressed that it is more advantageous for the player than when the performance is performed.
Further, the operation example EX11-2 in FIG. 21 is an example in which the button LED emits light during the execution period of the vibrations VB50 and VB51.
As described above, in the case of the vibration VB 51, it is desirable to keep the button LED in a non-light emitting state during a period without vibration. By doing so, it is possible to make the player feel as if the vibration effect has not been selected and executed once, and to increase the unexpectedness of the vibration effect to be performed thereafter.
  The vibration effects such as the vibration VB51 shown by EX11-1 and EX11-2 can be applied to any of the vibration effects as the operation models MD1 to MD5, MD8 to MD10, MD11, and MD13.
[Operation example EX12]
The operation example EX12 is an example in which the player vibrates only while the player is pressing the effect button 11.
The operation example EX12-1 in FIG. 22 shows a vibration VB60 as a vibration effect, and this vibration VB60 is executed during a period in which the player touches the effect button 11. That is, the period from the time tBP1 at which the effect button 11 is operated (pressed) to the time tOF when the player releases the finger and the time tBP2 from the time tBP2 at which the player performs the second operation to the time tc when the button operation is disabled. It is a period.
The time when the player touches the effect button 11 is the time when the effect of the effect due to vibration can be exhibited most. Therefore, it is also effective to execute the vibration VB 60 when a button operation is performed so that it can be felt when touching with a hand.
Actually, for example, when the input of the effect button 11 is detected to be ON, or when the detection sensor for detecting that the player has touched the unit of the effect button 11 is ON, that is, the player The vibration operation may be performed only when it is determined that the button is being pressed or touched.
In this way, heat generation of the vibration motor can be suppressed by not performing the vibration operation during a period when the player is not actually touching the button.
Furthermore, by using this period, an effect that is performed only when the player presses the button, an effect that is performed only when the player touches the button, and an effect that is performed only when the player is not touching the button are set. Also good. By doing so, it is possible to remarkably enhance the production effect of the production rather than using the vibration production.
Further, the operation example EX12-2 of FIG. 22 shows the light emission mode of the button LED.
In the case of the vibration VB60, it is conceivable that the button LED emits light only during the vibration period. Specifically, the button LED only when the input of the effect button 11 is detected to be ON or when the detection sensor for detecting that the player has touched the unit of the effect button 11 is ON. May be made to emit light.
Further, when the button is input or the detection sensor is turned off, that is, when the player releases the button, the LED of the button may be in a non-light emitting state.
Further, after that, when operated by the player, the LED of the button may be made to emit light again. At this time, the light emission mode (light emission color or continuous lighting / flashing / flashing cycle) is different from the previous light emission mode. The LED may be caused to emit light in a pattern such as.
As the vibration VB 61, when the operation effective period of the effect button 11 ends and the vibration effect continues to be performed thereafter, or when the button operation effective period ends or a new vibration effect that starts after a predetermined time has elapsed from the end. This is an example in which the LED of the button is made to emit light continuously when performing the above.
The light emission (1) of the button LED is switched to a different light emission mode with light emission L1 up to time tBP3 and light emission L2 after time tBP3. Regarding the vibration effect that is performed after the operation effective period of the effect button 11 ends, the button is not normally in an effective period, but at this time (tBP3), when the effect button 11 is pressed, By changing the light emission mode, it is possible to remarkably enhance the effect of the effect rather than using the vibration effect.
The light emission (2) of the button LED is switched to a different light emission mode with light emission L1 from time tBP1 to time tOF, light emission L2 from time tBP2 to time tc, and light emission L3 after time tc. First, by switching between the light emission L1 and L2, the player emits light in a different light emission mode every time the effect button 11 is pressed, thereby enhancing the effect. In addition, after the operation valid period ends, the light emission mode of the period in which the operation is invalid is changed by the light emission L3, thereby informing that the operation is invalid and improving the effect.
  The vibrations such as EX12-1 and EX12-2 can be applied to any of cases where a vibration effect is produced as the motion models MD1 to MD3, MD4, and MD11 (that is, when the player operates the effect button 11).
[Operation Example EX13]
The operation example EX13 is an example in which the vibration during the operation effective period of the effect button 11 and the vibration after the operation effective period are separated.
In the operation example EX13-1 shown in FIG. 23, the short-period vibration VBS, the long-term vibration VBL, and the hybrid vibration VBMIX are selectively used as the vibration effects from the time tBP when the operation of the effect button 11 is performed during the operation effective period. Shows the case to do. In any case, the vibration VB70 from the time point tc to td is performed as the vibration after the operation effective period ends.
That is, the vibration time at the time of button operation is different, but the vibration time starting after the button effective period ends is common.
In addition, when the operation of the production button 11 is not performed, the vibration is not performed.
In this way, the time of the vibration effect performed in response to the pressing of the effect button 11 may be different from the time of the vibration effect performed from the timing after the operation effective period ends.
In addition, when there are a plurality of patterns of vibration effects that are performed in response to button presses, such as the short-term vibration VBS, long-term vibration VBL, and hybrid vibration VBMIX, these vibration effects can be performed at various vibration times for each vibration pattern. It is desirable that it is set. On the other hand, when there are a plurality of patterns of vibration effects performed from the timing after the operation valid period ends, not depending on whether or not the effect button 11 has been operated, these vibration times are set in common. It is desirable that
This is because, with regard to the vibration production performed in response to pressing of the button, it is conceivable that the player is touching the button with certainty, and there are more variations of vibration operation to transmit vibration to the player's hand. Furthermore, this is because it is suitable for differentiating the vibration time and for expressing the degree of reliability for the player and informing the determined items.
However, in the case of the vibration effect performed from the timing after the operation valid period ends, it cannot be said that the player is touching the effect button 11 and the vibration operation of the vibration effect performed at this time is not necessarily performed. It is difficult to tell a player something by variation. Rather, with respect to the vibration effect performed at this time, the vibration effect is executed by using the effect operation of other effect devices rather than transmitting the vibration operation to the player's hand such as simultaneously operating the movable body accessory 71. This is because a more effective performance can be executed.
In this way, in consideration of the situation and timing of performing the vibration effect, by executing the optimum vibration effect suitable for each, it is possible to significantly improve the effect and game play. In the figure, the operation of the movable body accessory 71 (movable object A), the notice effect (notice A), and other effect actions that simultaneously perform the light emission of the button LED and the like are illustrated.
  In the operation example EX13-2 shown in FIG. 23, when the vibration effect (vibration VB70) is performed at the timing after the operation effective period of the effect button 11 ends, the vibration effect starts from the end of the operation effective period (time tc). In this example, a predetermined period (production stop period) is provided. In addition, as another effect operation performed simultaneously with the vibration VB 70, the operation of the movable body accessory 71 (movable objects A and B) and the light emission of the button LED are illustrated.
During the production stop period, for example, the video production on the liquid crystal is temporarily stopped, or the LEDs (decorative lamps 20b and 20w) and the movable body accessory 71 provided on the board and the frame are stopped (stopped). Means not only non-operation and non-light emission but also means a state where the operation is stopped at a predetermined operation position or a state where light emission is performed without changing the light emission mode). Good.
When the vibration effect is accompanied by the action of a movable object or the light emission of the button LED, in order to make the action, light emission and vibration effect more relevant, after the aforementioned production stop period has elapsed. , Make it a mode to execute them. In other words, a video production in which the operation or mode is temporarily stopped after the production stop period, or a production that has more impact on the player by making the movable body accessory 71 or LED appear to resume production all at once. It becomes possible to provide.
The vibration effects shown by EX13-1 and EX13-2 can be applied to any of the cases where the vibration effects are produced as the operation models MD1 to MD5, MD11, and MD13.
Further, the vibration VB 70 after the operation valid period can be applied as a specific example of the motion models MD8, MD9, MD10.
[Operation Example EX14]
If the effect button 11 is not operated, the vibration effect may be shorter than the other effects (or will not vibrate in the first place).
This is because the gimmick action by the movable body accessory 71 or the like is often automatically activated without the operation of the effect button 11.
Although the above operation examples EX1 to EX14 have been described, these are only examples, and various embodiments of the vibration effect can be considered. Alternatively, various combinations of the operation examples EX1 to EX14 are also conceivable.
<7. Example of processing for vibration production>

Processing of the effect control unit 51 (effect control CPU 200) for realizing various vibration effects will be described. As described above, the effect control CPU 200 updates the scenario in S110 of FIG. 8, and updates the vibration drive data in step S114. In this case, a process of creating vibration drive data is performed based on the vibration data registered in the work in the scenario data update process. The vibration drive data is output to the vibration driver 74 in step S207 of the 1 ms timer interruption process of FIG.
The process performed in step S110 of FIG. 8, that is, the work registration of vibration data will be described with reference to FIG. FIG. 24 is a flowchart showing the concept of processing for selecting what vibration pattern to execute in response to a command, and it is natural that the actual program flow does not have to be the same as FIG. . The actual program may be any program as long as the vibration pattern is set according to the command, and as a result, the vibration effects as exemplified in the various operation examples EX1 to EX14 are realized.
  The effect control CPU 200 is a process for determining the contents of the current effect for selecting a vibration pattern of the required vibration effect according to the effect command from the main control CPU 100 in steps S301 to S303 in FIG. In step S301, it is determined whether or not it is a button notice effect, whether or not it is a final winning effect in step S302, and whether or not it is an accessory driving effect that does not correspond to the winning effect in step S303. . When it does not correspond to these, vibration data setting is not performed (vibration effect is not executed). The discrimination of these effect types can actually be performed by command data itself.
When the effect to be executed is the button notice effect, the effect control CPU 200 proceeds from step S301 to S305, and performs vibration pattern selection reflecting the presence / absence of vibration and the reliability.
For example, if the content of the effect to be implemented is “notice effect 1” and the current lottery result is a win, for example, the total number of lotteries is “128”, “vibrates” is “90/128”, and “does not vibrate”. A lottery process for determining whether to vibrate at a rate of “38/128” is performed. When vibrations are selected by lottery, a vibration pattern of long-term vibration VBL is selected. That is, a highly reliable vibration expression is realized.
Similarly, if the production content is “notice production 1” and the current lottery result is a loss, whether “vibrates” is vibrated at a ratio of “38/128” and “not vibrates” is “90/128”. The lottery process of no is performed. When vibrations are drawn, the vibration pattern of the short-term vibration VBS is selected. That is, a vibration expression with low reliability is realized.
If “no vibration” is selected in step S305, the process of FIG. 24 is ended in step S306, and vibration data setting is not performed.
When the short-term vibration VBS or the long-term vibration VBL is selected, the process proceeds from step S306 to S307, and vibration data is set according to the selected vibration pattern. Specifically, the operation information of the vibration table that realizes the selected vibration pattern is set in the work.
FIG. 26 shows various vibration tables VP0, VP1, VP2, VP3. Here, not the specific table contents, but the types of vibration patterns meant by each table are shown as start conditions, end conditions, and vibration modes.
Various types of vibration tables are prepared as conditions for starting vibration, conditions for ending vibration, and what kind of vibration is performed (vibration mode).
As the start condition, “pressing (= operation of the effect button 11)” or “end of the operation effective period” is defined, and as the end condition, “vibration time has elapsed”, “production / variation end”, etc. depending on the vibration mode Is defined.
As the vibration mode, an operation pattern for realizing a continuous signal, intermittent vibration, hybrid vibration, etc. for a predetermined time is described.
If the length of X seconds and Y seconds in the vibration tables VP0 and VP1 in the figure is X seconds> Y seconds, the vibration table VP0 in the case of long-term vibration VBL, and the vibration table VP1 in the case of short-term vibration VBS. An example of selecting is assumed.
When the effect to be executed is the final winning effect, the effect control CPU 200 proceeds from step S302 to S308, and selects vibration presence / absence and vibration pattern according to the winning effect.
For example, the vibration pattern (vibration table) to be executed is selected by selecting “no vibration” in the case of a loss and performing vibration in the case of a win.
If “no vibration” is selected in step S308, the process of FIG. 24 is ended in step S309, and vibration data setting is not performed.
When a certain vibration table is selected for performing a vibration effect, the process proceeds from step S309 to S310, and vibration data is set according to the selected vibration pattern. Specifically, the operation information described in the selected vibration table is set in the work.
When the effect to be executed is the accessory driving effect, the effect control CPU 200 proceeds from step S303 to S311 and performs the vibration presence / absence and vibration pattern selection according to the completion / incomplete operation of the movable object 71.
For example, the vibration pattern (vibration table) to be executed is selected by selecting “no vibration” when the vibration is not completed, and performing vibration corresponding to the movable body when the vibration is completed.
If “no vibration” is selected in step S311, the process in FIG. 24 is ended in step S312, and vibration data setting is not performed.
When a certain vibration table is selected to perform the vibration corresponding to the movable body, the process proceeds from step S312 to S313, and vibration data is set according to the selected vibration pattern. Specifically, the operation information described in the selected vibration table is set in the work.
  As described above, vibration data of various vibration patterns are selectively set as a work for effect control. Vibration drive data is generated according to the information set for the workpiece, and is output in the process of FIG. 25, for example, in step S207 of FIG.
In FIG. 25, the effect control CPU 200 performs the following monitoring in steps S401 to S406.
In step S401, in the case of vibration (vibration flag Fv = on, pause flag Fc = off), it is monitored whether or not the vibration end condition is satisfied.
In step S402, in the case of vibration (vibration flag Fv = on, pause flag Fc = off), it is monitored whether or not the pause timing is reached.
In step S403, it is monitored whether vibration is not occurring (vibration flag Fv = off) and whether the vibration start condition is satisfied.
In step S404, it is monitored whether or not the suspension is in progress (pause flag Fc = on) and the restart timing is reached.
In step S405, it is confirmed by the temporary stop flag Fc whether or not it is temporarily stopped.
In step S406, it is confirmed by the vibration flag Fv whether or not vibration is occurring.
The case where the vibration effect is started is a case where the effect control CPU 200 determines that the start condition is satisfied in step S403. In step S403, it is determined whether or not the start condition is satisfied while the vibration flag Fv is off.
For example, if the start condition is a press of the effect button 11 as the contents of the vibration table registered in the work, the effect control CPU 200 confirms whether or not the event of the press is detected in step S403.
If the start condition is satisfied when the vibration flag Fv is off, the effect control CPU 200 turns on the vibration flag Fv in step S407, and outputs vibration drive data to the vibration driver 74 in step S409. Thereby, the vibration of the vibration unit 70 is started.
  After the vibration is started in this process, in the next 1 ms timer interruption process, a negative result is obtained in steps S401 to S405. In step S406, the vibration flag Fv is determined to be on and the vibration is determined to be in step S409. Therefore, vibration continues to be executed. The vibration is continued by executing the process of step S409 for each 1 ms timer interruption process during the period until the vibration is ended or temporarily stopped.
The end of the vibration thus continued is determined by the determination in step S401.
In step S401, the effect control CPU 200 determines whether or not the vibration is presently occurring and the end condition is satisfied. Whether or not the vibration is present is confirmed by whether or not the vibration flag Fv is on. The end condition is determined, for example, as to whether or not the condition described in the vibration table is satisfied (for example, the change end timing or the vibration duration time).
If the end condition is satisfied, the effect control CPU 200 turns off the vibration flag Fv in step S411 and exits the process. The vibration is stopped by not proceeding to step S409.
In the subsequent 1 ms timer interruption process, since a negative result is obtained in steps S401 to S406, no vibration is performed.
In addition, for example, the vibration may be temporarily stopped like the intermittent vibration of the operation example EX9 or the hybrid vibration of the operation example EX10. When the suspension timing comes during the vibration, that is, when the vibration flag Fv is on and the vibration period in the vibration pattern provided with the vibration stop for a predetermined period ends, the effect control CPU 200 performs the step as the suspension timing. The process proceeds from S402 to S410. Then, the temporary stop flag Fc is turned on. In this case, since the process does not proceed to step S409, the vibration is stopped.
Thereafter, during the period when the temporary stop flag Fc is on, it is determined that the temporary stop flag Fc is on in step S405 in the 1 ms timer interruption process, and the process does not proceed to step S406. Therefore, the vibration remains stopped.
Thereafter, when it is a resumption timing, the effect control CPU 200 proceeds from step S404 to S408, and turns off the temporary stop flag Fc. And since it progresses to step S409, a vibration is restarted.
In the subsequent 1 ms timer interrupt process, the suspension flag Fc is off, and it is not determined that the suspension is paused in step S405. Therefore, vibration drive data is output in step S406. Therefore, the vibration is continued.
The vibration unit 70 is driven by the above processing, and various effects such as the various operation examples EX1 to EX14 described above can be executed.
<8. Summary and Modification>

In the embodiment described above, it is possible to appropriately perform the vibration effect by the effect button 11 that is the operation means, and it is possible to realize a gaming machine that improves the interest of the player.
Furthermore, in the embodiment, the following various effects can be obtained.
The pachinko gaming machine 1 according to the embodiment controls the game operation in an integrated manner, and outputs a control command related to the game operation (main control unit 50, main control CPU 100), and can be operated by the player. Operation means (production button 11), production control means (production control unit 51, production control CPU 200) for controlling the operation of the production device in response to a command from the main control means, and production device. Vibration means (vibration unit 70) for vibrating the means is provided.
Then, for example, as described in the operation example EX1-2, the effect control CPU 200 starts the vibration of the effect button 11 by the vibration unit 70 in response to the operation of the effect button 11 within the operation effective period in the predetermined effect state. The vibration that stops the vibration at a common timing in the case where the effect button 11 is not operated and the vibration of the effect button 11 by the vibration unit 70 is started in response to the expiration of the operation effective period. Production control is performed.
For this reason, vibrations with different vibration period lengths are realized. In addition, the effect of the length of the vibration period can be changed in accordance with the player's button operation, and the game performance can be improved. In other words, when the player operates the effect button 11, the vibration can be experienced for a relatively long time to enhance the interest, and even when the operation is not performed, the effect can be slightly enhanced by vibrating. Can do.
In addition, since the vibration end timing can be defined, it is possible to obtain a vibration effect that does not affect the subsequent effects regardless of the difference in vibration start timing.
In addition, when performing the first type vibration effect that expresses the reliability of the winning announcement by vibration and the second type vibration effect that notifies the predetermined confirmation item by vibration, It is assumed that a certain effect as the second type vibration effect is being executed. For example, the operation example EX1-2 is applied to the operation models MD11 and MD13.
In this way, when there is a vibration of reliability expression and a vibration of the notification function, in the vibration production as the notification function, the vibration is performed regardless of whether or not the vibration is pressed, thereby ensuring the notification function and the production. Can be raised.
Further, for example, as described in the operation example EX2, the effect control CPU 200 vibrates the effect button 11 by the vibration unit 70 when executing a predetermined effect in response to the operation of the effect button 11 within the operation effective period. Vibrations with different period lengths (long-term vibration VBL, short-term vibration VBS) are selectively executed.
Thereby, vibrations with different vibration period lengths are realized, and the playability can be enhanced by diversifying the effect of the player when operating the buttons.
These are vibration effects when the player touches the effect button 11, and the effect of the effect can be effectively transmitted to the player by the vibration period length.
Moreover, the vibration effect that selectively executes the vibrations having different vibration period lengths is executed as the first type vibration effect that expresses the reliability of the winning notice of the predetermined effect. For example, the operation example EX2 is applied to the operation model MD2.
By properly using the short-term vibration VBS and the long-term vibration VBL as reliability expressions, it is possible to clearly present the reliability to the player touching the button.
In particular, a long-term vibration VBL is executed as a vibration effect expressing that the reliability of the winning notice is high, and a short-time vibration VBS is executed as a vibration effect expressing that the reliability of the winning notice is low. It can be a vibration effect that is easy to understand for the person.
In addition, the pachinko gaming machine 1 according to the embodiment is a movable object driving means (movable object) that drives a movable object (movable body accessory 71) that moves between the first position state and the second position state as one of the effect devices. A body accessory driving unit 65) is provided.
In this case, for example, as described in the operation example EX4, the effect control CPU 200 causes the movable object accessory driving unit 65 to drive the movable object accessory 71 and causes the vibration unit 70 to vibrate the effect button 11. When the corresponding vibration effect is executed, the movable object corresponding vibration effect is at least after the movable object 71 has reached the second position and the moving period from the first position state (origin position state) to the second position state. It is made to execute in the period.
As described above, the playability can be enhanced by realizing the vibration in conjunction with the movable object effect. In particular, it is effective in increasing the production effect by vibrating continuously or intermittently after reaching the second position from the start of movement from the first position state. This is because the player may not be touching the effect button 11, and therefore it is appropriate to vibrate for a certain period of time to obtain the effect.
Moreover, such a movable object corresponding | compatible vibration effect is performed as a 2nd type vibration effect which alert | reports a predetermined fixed matter by vibration. For example, the operation example EX4 is applied to the operation models MD4 and MD5. By performing the movable object corresponding vibration effect in the second type vibration effect as the notification function, it is possible to notify the completion / unfinished end of the movable object effect, and it is possible to improve the game performance.
In particular, as in the motion models MD4 and MD5, it is desirable to execute the movable object corresponding vibration effect as a vibration effect that notifies the completion of the operation of the movable object. In this case, by vibrating before reaching the second position, it is possible to obtain a function to notify in advance whether the operation of the movable object is completed or incomplete, and also notify that the movable object has been successfully achieved by reaching the second position. It is suitable for and can improve game playability.
  Moreover, when driving the movable body accessory 71 in response to the operation means being operated within the operation effective period, it is desirable to execute the above-described movable object corresponding vibration effect. This is because when a movable object effect is started in response to a button operation, the player touches the button, and in this case, the vibration due to the movable object-related vibration effect is easily perceived by the player, and the effect can be enhanced.
Further, as described in the operation example EX5, the effect control CPU 200 causes the movable object accessory driving unit 65 to drive the movable object accessory 71 and also causes the vibration unit 70 to vibrate the effect button 11 to generate the movable object-related vibration effect. When it is executed, the movable object corresponding vibration effect is started at a timing before the movable body accessory 71 reaches the second position state.
In other words, in addition to enhancing the playability by simply realizing the vibration in conjunction with the moving object effect, it is possible to exert the effect of exciting the moving object effect, particularly by starting the vibration before reaching the second position. .
Moreover, such a movable object corresponding | compatible vibration effect is performed as a 2nd type vibration effect which alert | reports a predetermined fixed matter by vibration. For example, the operation example EX5 is applied to the operation models MD4 and MD5.
By performing the movable object corresponding vibration effect in the second type vibration effect as a notification function, the completion / incomplete end of the movable object effect can be notified secondly by starting the vibration before reaching the position. Can increase the sex.
In particular, it is desirable to execute the movable object corresponding vibration effect as a vibration effect for informing the completion of the operation of the movable object. This is because by vibrating before reaching the second position, it is possible to obtain a function for informing whether the operation of the movable object is completed or not completed.
In addition, the effect control CPU 200 executes the vibration of the effect button 11 by the vibration unit 70 in conjunction with the operation of other effect devices in the winning effect state in which winning or winning is notified as in the case of the operation models MD8, MD9, and MD10. Vibration production control can also be performed. That is, the vibration is performed as a third type of vibration effect that enhances the effect of the effect by tying it with the operation of another effect device, instead of expressing the reliability or notifying the definite matter. As a result, game play can be improved.
Furthermore, in this case, it is preferable that the other effect device is a movable body accessory driving unit 65 that drives the movable body accessory 71 moving between the first position state and the second position state. In other words, the effect of exciting the production can be remarkably enhanced by linking the vibration to the powerful production of the moving object production.
Particularly in this case, the effect of the winning effect can be further enhanced by starting the vibration of the effect button 11 by the vibration unit 70 simultaneously with the start of the operation of the other effect device.
Note that the present invention is not limited to the examples given in the embodiment, and various modifications and application examples are conceivable.
For example, in the above description, an example in which the present invention is applied to a ball game machine such as the pachinko gaming machine 1 has been shown, but the present invention can also be suitably applied to a revolving game machine (so-called slot machine). Is. That is, the above-described vibration effect by the effect control CPU 200 can be suitably applied as a button vibration effect as an operation means in the slot machine.
Regarding the vibration effect, the following various modifications are assumed.
First, during execution of the vibration effect, the effect can be easily understood by notifying that the effect button 11 is vibrating on the liquid crystal screen.
In addition, it is also suitable for raising the effect to notify the user that “vibrates if the user presses the button now” on the LCD screen or by voice.
In addition, all or part of each winning means in the game area (upper start opening 41, lower start opening 42a, normal symbol start opening 44, first large winning opening 45a, second large winning opening 46a, general winning opening 43), You may make it perform a vibration effect at the time of winning a prize. That is, in this example, a vibration effect is performed regardless of the press of the effect button 11.
Further, in the case of an effect in which the effect button 11 is repeatedly hit, it may be vibrated continuously during the hit.
In the case of an effect in which the effect button 11 is pressed for a long time, the effect may be continuously vibrated during the long press.
In addition, when the long-term vibration VBL and the short-term vibration VBS are selectively executed, the vibration pattern may be changed depending on whether or not the button is pressed.
For example, when the button is pressed, it is assumed that the long-term vibration VBL vibrates for 5 seconds and the short-term vibration VBS vibrates for 2 seconds. In this case, when no button operation is performed, the long-term vibration VBL is vibrated for 3 seconds and the short-term vibration VBS is vibrated for 1 second, or the long-term vibration VBL is vibrated for 1 second and the short-term vibration VBS is 0.5 seconds. Such as vibration for seconds.
In addition, an example in which a button that vibrates and a button that does not vibrate is provided and the button that vibrates even when the button that does not vibrate is operated can be considered.
The effect button 11 is not limited to the type of pressing, but may be anything. For example, it may be an operation means such as rotating a rotor, operating a lever, pulling a knob, sliding, or the like, or an operation for touching a touch panel.
  In the description, the vibration effect that informs the predetermined definite matter by the vibration is called the second type vibration effect. However, in this case, the notification contents include the hit / disappearance, the normal type, the probable change type, and the like. You may notify.
DESCRIPTION OF SYMBOLS 1 Pachinko machine 11, 11a, 11b Effect button 13 Cross key 20w, 20b Decoration lamp 25 Speaker 32M Main liquid crystal display device 32S Sub-liquid crystal display device 50 Main control board (main control part)
51 Production control board (production control unit)
52 Liquid Crystal Control Board 53 Dispensing Control Board 54 Launch Control Board 58 Power Supply Board 59 Sound Source IC
60 Operation Unit 61 Frame Driver Unit 62 Panel Driver Unit 63, 64 Decoration Lamp Unit 65 Movable Body Actuator Drive Unit 67 Amplifier Unit 70 Vibrating Unit 71 Movable Unit Accompaniment 74 Vibrating Driver 100 Main Control CPU
200 Production control CPU

Claims (1)

  1. Main control means for comprehensively controlling gaming operations;
    Production control means for controlling the operation of the production device;
    An operation means operable by the player
    As the production device,
    Vibration means capable of vibration;
    A movable object movable between the origin position and the production position;
    With
    The presentation control means is operated in response to the operating means within the validity period is operated, a movement directed to the friendly animal is moved to the presentation position from the home position, by Ri said operation to said vibrating means and the vibration production for vibrating the means, it is possible to run,
    After the movable object reaches the effect position, at least the movable object ends the vibration effect at a timing before starting to move from the effect position to the origin position. .
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JP6372717B2 (en) * 2016-09-28 2018-08-15 株式会社サンセイアールアンドディ Game machine
JP6407320B2 (en) * 2017-02-06 2018-10-17 京楽産業.株式会社 Game machine
JP6338716B1 (en) * 2017-02-06 2018-06-06 京楽産業.株式会社 Game machine
JP6338717B1 (en) * 2017-02-06 2018-06-06 京楽産業.株式会社 Game machine
JP6522022B2 (en) * 2017-02-21 2019-05-29 株式会社高尾 Ball game machine
JP6478348B2 (en) * 2017-03-28 2019-03-06 株式会社大一商会 Gaming machine
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JP6465505B2 (en) * 2017-03-28 2019-02-06 株式会社大一商会 Game machine
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JP2018166663A (en) * 2017-03-29 2018-11-01 京楽産業.株式会社 Game machine
JP6762512B2 (en) * 2018-09-18 2020-09-30 株式会社サンセイアールアンドディ Game machine

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JP2010279530A (en) * 2009-06-04 2010-12-16 Taiyo Elec Co Ltd Game machine
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