JP6505987B2 - Gaming machine - Google Patents

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JP6505987B2
JP6505987B2 JP2014118896A JP2014118896A JP6505987B2 JP 6505987 B2 JP6505987 B2 JP 6505987B2 JP 2014118896 A JP2014118896 A JP 2014118896A JP 2014118896 A JP2014118896 A JP 2014118896A JP 6505987 B2 JP6505987 B2 JP 6505987B2
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effect
movable
game
special
control
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JP2015231434A (en
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小倉 敏男
敏男 小倉
裕彦 小平
裕彦 小平
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株式会社三共
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Description

  The present invention relates to a gaming machine for playing a game.
  In gaming machines such as pachinko gaming machines and slot machines, for example, machines have been proposed in which the effect is improved by moving a movable body movable in the vertical direction.
  As a pachinko game machine provided with a moving body of this type, for example, a moving member connected to the tip of a wire is provided so as to freely fall to a lower position by its own weight, and is moved to an upper position by pulling upward with the wire There has been one that is made to do (see, for example, Patent Document 1).
JP, 2009-273527, A
  In the gaming machine described in Patent Document 1, the movable body is held at the upper position by the tension of the wire at the upper position, but in order to prevent the mobile object from falling from the upper position due to vibration or the like, the holding member It is conceivable to set up etc. However, when the load from the movable body is always applied to the holding member, there is a problem that the holding by the holding member can not be released smoothly at the timing of dropping.
  The present invention has been made in view of such problems, and an object of the present invention is to provide a gaming machine capable of smoothly releasing the holding of the moving object by the holding means.
In order to solve the above-mentioned subject, a game machine according to claim 1 of the present invention,
It is a gaming machine that plays a game,
A movable body movably provided at least between an upper position and a lower position;
Moving means for moving the moving body upward;
Holding means for holding the movable body moved to the upper position at the upper position;
Equipped with
The movable body can be dropped from the upper position to the lower position by its own weight,
The holding means is movable to a holding position for holding the movable body and a holding release position for releasing the holding of the movable body, and when the movable body at the upper position is dropped by its own weight, from the upper position Further, while moving upward, the holding means is moved from the holding position to the holding release position, and the holding by the holding means is released .
The gaming machine of means 1 of the present invention is
A gaming machine that plays a game (for example, a pachinko gaming machine 1),
A movable body (for example, effect movable body 302) provided so as to be movable between at least an upper position (for example, first upper position, see FIG. 7) and a lower position (for example, lower position, see FIG. 8) ,
Moving means (for example, moving mechanisms 304L and 304R) for moving the moving body upward;
And a holding mechanism (eg, holding mechanism 340) for holding the moving body (eg, effect movable body 302) moved to the upper position in the upper position,
The movable body can fall from the upper position to the lower position by its own weight (for example, as shown in FIG. 17, the first effect motor 310 is turned off (non-energized state) and the first effect solenoid The solenoid 316 for the second effect and the second effect 341 are turned on (energized state), whereby the second gear 312 rotates from the meshing position to the meshing release position, and the holding member 343 retracts to the retracted position. Since the connection between the movable body 302 and the first effect motor 310 is released and the free state is achieved, the effect movable body 302 drops from the second upper position to the lower position by its own weight via the first upper position. )
When the mobile object at the upper position is to be dropped by its own weight, it is moved further upward from the upper position to release the holding by the holding means (for example, as shown in FIG. 16, in the first effect pattern described above) Based on the above, when the drop effect for dropping the effect movable body 302 is started, the first effect motor 310 slightly rotates the left bobbin 314 in the first direction (clockwise in front view) before reaching the drop timing. The effect movable body 302 is rotated from the first upper position to the second upper position by rotation, whereby the holding piece 354a of the first effect movable body 303L is a holding member as shown in the enlarged view in FIG. Next, as shown in FIG.17, when it comes to the fall timing of the effect movable body 302, first, the first effect motor 310 is turned off. The first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state), thereby rotating the second gear 312 from the meshing position to the meshing release position. The holding member 343 retracts to the retraction position.)
It is characterized by
According to this feature, it is possible to release the holding smoothly in a state where the load of the moving body is not applied to the holding means.
The gaming machine according to means 2 of the present invention is the gaming machine according to means 1;
Game control means (for example, the CPU 103 of the game control microcomputer 100) for controlling the game;
Effect control means (for example, CPU 120 for effect control) which controls effect based on control information (for example, command) outputted from the game control means;
It is characterized by
According to this feature, the attraction of the game is improved by the effect.
The gaming machine according to means 3 of the present invention is the gaming machine according to means 1 or 2;
The moving means is
A band member (for example, a constant load spring 315) having a predetermined width (for example, width dimension L1) and attached to the movable body;
A winding unit (for example, a bobbin 314) for winding the band member;
Have
The band member is taken up by the take-up unit when the movable body moves to the upper position (for example, as shown in FIG. 18, after the effect by the effect movable body 302 at the lower position is finished) When returning to the first upper position, the first effect motor 310 is turned on (energized state) to rotate the bobbin 314 in the first direction (clockwise in front view), whereby a constant load spring is applied to the circumferential surface of the bobbin 314. As the 315 is wound up, the effect movable body 302 ascends.),
The band member has a width corresponding to the width (for example, width dimensions L2 to L3) of the winding portion (for example, when winding the constant load spring 315, it does not largely deviate in the width direction) It is preferable to have a width that is the same size but has a slight play between the flanges 318a and 318b. Specifically, for the width L1, the width L2 is approximately 1.05 to 10 It is preferable that the width dimension L3 is about 1.2 times and about 1.1 times.)
It is characterized by
According to this feature, when the band member is taken up by the take-up part, it is possible to prevent the take-up from being biased in the width direction of the take-up part.
The gaming machine of means 4 of the present invention is the gaming machine according to any one of means 1 to 3, and
The movable body (for example, effect movable body 302) includes a first movable body (for example, first effect movable body 303L) and a second movable body (for example, second effect movable body 303R),
The first moving body and the second moving body are dropped to the lower position at the same timing, and moved to the upper position at the same timing (for example, the first effect movable body 303L and the second effect movable body Since the 303R is integrated by the connecting rod 305, it always falls together from the upper position to the lower position at the same timing.)
It is characterized by
According to this feature, since a plurality of moving bodies can be dropped or lifted at the same timing, the rendering effect is improved.
The gaming machine according to means 5 of the present invention is the gaming machine according to any one of means 1 to 4, and
A plurality of gear members (for example, a first gear 311, a second gear 312, a third gear 313) for transmitting the rotational force of a motor (for example, the first effect motor 310);
The meshing position (see FIG. 11A) at which at least one gear member (for example, the second gear 312) of the plurality of gear members is meshed with the other gear member (for example, the third gear 313) Gear member moving means (for example, the first effect solenoid 316, the rotation member 330) to be moved between the release position (see FIG. 11B) to be released;
Equipped with
The one gear member is positioned at the meshing position, and the moving body is moved to the upper position by transmitting the rotational force of the motor by the plurality of gear members (see FIGS. 16 and 18).
The moving member at the upper position is dropped to the lower position by its own weight by moving the one gear member to the meshing release position by the gear member moving means (see FIG. 17).
It is characterized by
According to this feature, it is possible to suppress that the force in the falling direction of the moving body is weakened by the load of the motor.
  The present invention may have only the invention specific matters described in the claims of the present invention, and has the configuration other than the invention specific matters together with the invention specific matters described in the claims of the present invention. It may be something.
It is the front view which looked at a pachinko game machine from the front. It is a block diagram showing an example of circuit composition of a game control board (main board). It is a flow chart which shows an example of timer interrupt processing for game control. It is a flow chart which shows an example of special symbol process processing. It is a flow chart which shows an example of production control main processing. It is a flow chart which shows an example of production control process processing. (A) is a front view showing a rendering unit, (B) is a perspective view showing the rendering unit obliquely from the front. (A) is a perspective view showing a state in which the effect movable body has moved to the lower position, (B) is a perspective view showing the operation mode of the first effect movable portion and the second effect movable portion. It is a disassembled perspective view which shows the state which looked at the production unit diagonally from the front. It is a disassembled perspective view which shows the state which looked at the production | presentation unit from diagonally back. (A) is a front view showing a state in which the second gear is in the meshing position, and (B) is a front view showing the state in which the second gear is moved to the meshing release position. (A) is a perspective view showing a bobbin, (B) is a front view, (C) is an exploded perspective view, and (D) is an A-A sectional view of (A). (A) is a B-B sectional view of FIG. 12 (B), (B) is a C-C sectional view of FIG. 12 (B), (C) is a sectional view showing an essential part of a peripheral surface of a bobbin. (A) is a cross-sectional view showing a state in which the holding member is in the holding position, and (B) is a cross-sectional view showing a state in which the holding member is moved to the holding release position. It is the schematic which shows the state in which the movable body for presentation is in a 1st upper position. It is the schematic which shows the state which raised the movable body for presentation to the 2nd upper position. It is the schematic which shows the state which the movable body for presentation fell. It is the schematic which shows the state which raises the movable body for presentation to an upper position. (A) is a timing chart showing an operation mode of the moving mechanism when executing a fall effect, and (B) is a timing chart showing an operation mode of the moving mechanism when not performing a drop effect. (A)-(C) is a schematic front view which shows the operation aspect of a 1st presentation movable part and a 2nd presentation movable part. (A)-(C) are schematic rear views which show the operation aspect of a 1st presentation movable part and a 2nd presentation movable part. (A)-(F) is a schematic plan view which shows the operation aspect of a 1st presentation movable part and a 2nd presentation movable part.
  A mode for carrying out a gaming machine according to the present invention will be described below based on an embodiment.
  First, the overall configuration of a pachinko gaming machine 1 which is an example of a gaming machine will be described. FIG. 1 is a front view of a pachinko gaming machine as viewed from the front. FIG. 2 is a block diagram showing an example of a circuit configuration on the main substrate. In the following, the front side of FIG. 1 will be described as the front (front, front) side of the pachinko gaming machine 1 and the back side as the rear (back) side. Note that the front surface of the pachinko gaming machine 1 in the present embodiment is an opposing surface facing a player who plays a game in the pachinko gaming machine 1.
  FIG. 1 is a front view of a pachinko gaming machine according to the present embodiment, showing a layout of main members. Pachinko gaming machines (hereinafter sometimes abbreviated as gaming machines) 1 are roughly classified into a gaming board (gauge board) 2 constituting a gaming board surface and a gaming machine frame (underframe) for supporting and fixing the gaming board 2 It consists of three. In the game board 2, a game area 10 having a substantially circular frontal view surrounded by the guide rails 2b is formed. In this game area 10, a game ball as a game medium is fired from a ball striking device (not shown) and shot. In the gaming machine frame 3, a glass door frame 50 having a glass window 50a is rotatably provided centering on the left side, so that the game area 10 can be opened and closed by the glass door frame 50. When the glass door frame 50 is closed, the game area 10 can be seen through the glass window 50a.
  As shown in FIG. 1, the game board 2 is formed in a substantially square shape in a front view by a non-light-transmissive member such as a veneer board, and obstacle nails (not shown) and guide rails 2b are provided on the game board surface which is the front. It is composed of a printed board. In the present embodiment, the game board 2 is formed of a plywood, but is formed of a transparent synthetic resin material such as acrylic resin, polycarbonate resin, methacrylic resin, etc. (Not shown) and a spacer member (not shown) integrally attached to the back side of the board.
  At a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower right position of the game area 10), a first special symbol display 4A and a second special symbol display 4B are provided. The first special symbol display 4A and the second special symbol display 4B are each composed of, for example, 7 segments or LEDs (light emitting diodes) of dot matrix, etc. Special symbols (also referred to as “special figures”) that are plural types of possible identification information (special identification information) are variably displayed (also referred to as variable display or variable display). For example, the first special symbol display 4A and the second special symbol display 4B respectively change and display a plurality of types of special symbols composed of numbers indicating "0" to "9" and symbols indicating "-", etc. Do. The special symbols displayed on the first special symbol display 4A and the second special symbol display 4B are limited to those composed of numbers indicating "0" to "9" or symbols indicating "-", etc. For example, a plurality of types of lighting patterns may be set in advance as a plurality of types of special symbols, in which combinations of what are turned on and turned off in the 7-segment LED are different.
  In the following, the special symbol variably displayed in the first special symbol display 4A is also referred to as "the first special view", and the special symbol variably displayed in the second special symbol display 4B is also referred to as the "second special view" .
  Near the center of the game area 10 in the game board 2, an effect display device 5 is provided. The effect display device 5 is configured of, for example, an LCD (Liquid Crystal Display Device) or the like, and forms a display area for displaying various effect images. In the display area of the effect display device 5, corresponding to the fluctuation display of the first special drawing by the first special symbol display 4A in the special drawing game and the fluctuation display of the second special drawing by the second special symbol display 4B. For example, in the effect pattern display area serving as a plurality of variable display units such as three, effect patterns which are plural types of identification information (decorative identification information) capable of identifying each are variably displayed. The variable display of this effect pattern is also included in the variable display game.
  As an example, in the display area of the effect display device 5, effect symbol display areas 5L, 5C, 5R of "left", "middle" and "right" are arranged. When the finalized special symbol is stopped and displayed as the variation display result in the special figure game, effects are displayed in each of the “left”, “middle” and “right” effect symbol display areas 5L, 5C, 5R in the effect display device 5 The finalized design symbol (final stop symbol) which is the result of the variable display of the symbol is stopped and displayed.
  Thus, in the display area of the effect display device 5, the special drawing game using the first special drawing in the first special symbol display 4A or the special drawing using the second special drawing in the second special symbol display 4B In synchronization with the figure game, the variable display of a plurality of types of effect symbols that can be identified respectively is performed, and the finalized effect symbols to be the variable display result are derived and displayed (or simply referred to as "derivation"). In addition, for example, deriving and displaying various display symbols such as special symbols and effect symbols means to stop identification information such as effect symbols etc (also referred to as complete stop indication or final stop indication) and to end variable display. .
  For example, eight types of symbols (alphanumeric characters “1” to “8” or “han” or “han” are displayed on the effect symbols that are variably displayed in the “left”, “middle”, and “right” effect symbol display areas 5L, 5C, 5R The character image may be, for example, a person, an animal, an object other than these, or a combination of a number, English letters, eight character images relating to a predetermined motif, a number or a character or a combination of a symbol and a character image. , A symbol such as a character, or any other decorative image representing an arbitrary figure). Corresponding symbol numbers are attached to each of the rendering symbols. For example, symbol numbers “1” to “8” are attached to alphanumeric characters indicating “1” to “8”, respectively. In addition, the production design is not limited to eight types, but may be any number (for example, seven types, nine types, etc.) as long as it can constitute an appropriate number of combinations such as a big hit combination and a lost combination.
  A first hold storage display area 5D and a second hold storage display area 5U are set in two places on the left and right of the lower part of the display area of the effect display device 5. In the first hold storage display area 5D and the second hold storage display area 5U, a hold storage display is performed to display the number of hold storages for the variable display corresponding to the special view game (the number of special view hold storages) in an identifiable manner.
  Here, the game ball passes the first start winning opening formed by the normal winning ball device 6A and the second starting winning opening formed by the normally variable winning ball device 6B, with the suspension of the variable display corresponding to the special view game. It occurs based on the start-up winning by (entering). That is, although the start condition (also referred to as "execution condition") for executing the variable display game such as the special drawing game and the variable display of the production symbol is satisfied, the variable display game based on the start condition established earlier is being executed. If the start condition for allowing the start of the variable display game is not satisfied due to the fact that the pachinko gaming machine 1 is controlled to the big hit gaming state, etc., suspension of the variable display corresponding to the satisfied start condition is To be done. In this embodiment, the holding memory display generated based on the start winning by the game ball passing (entering) the first starting winning opening is displayed as a round white display, and the game ball passes the second starting winning opening ( Similarly, the holding storage display generated based on the start-up winning due to the entry is made a round white display.
  In the example shown in FIG. 1, the first hold indicator 25A and the second hold for displaying the number of special view hold memories in an identifiable manner at the upper position of the first special symbol display 4A and the second special symbol display 4B. A display 25B is provided. The first hold indicator 25A displays the number of first special view hold memories in an identifiable manner. The second hold indicator 25B displays the second special view hold storage number in a distinguishable manner.
  Under the effect display device 5, a normal winning ball device 6A and a normal variable winning ball device 6B are provided. The regular winning ball device 6A, for example, forms a first starting winning opening as a starting area (first starting area) which is always kept in a constant open state by a predetermined ball receiving member. The normally variable winning ball device 6B is an electric motor having a pair of movable winglets that changes between a normally open state in a vertical position and an enlarged open state in a tilting position by a solenoid 81 for a normal electric symbol shown in FIG. A tulip type character (usually an electric character) is provided to form a second start winning opening as a start area (second start area).
  As an example, in the case of the normally variable winning ball device 6B, the game ball passes through the second starting winning opening by the movable wing piece being in the vertical position when the solenoid 81 for the normal motorized combination is off. It will be in the normally open state which is unfortunate. On the other hand, in the case of the normally variable winning ball device 6B, the game ball passes through the second start winning opening by tilting control in which the movable wing piece is in the tilting position when the solenoid 81 for the ordinary electric combination is on. It becomes an expansion and release state which is easy to enter.
  The game ball which has passed (entered) the first starting winning opening formed in the normal winning ball device 6A is detected by, for example, a first starting opening switch 22A shown in FIG. The game ball which has passed (entered) the second starting winning opening formed in the normally variable winning ball device 6B is detected by, for example, a second starting opening switch 22B shown in FIG. A predetermined number (for example, three) of game balls are paid out as a prize ball based on the detection of the game ball by the first starting opening switch 22A, and the first special view reserve memory number is a predetermined upper limit (for example, " 4 ′ ′) If not, the first start condition is satisfied. A predetermined number (for example, three) of game balls are paid out as a prize ball based on the detection of the game ball by the second start opening switch 22B, and the second special view reserve memory number is a predetermined upper limit (for example, " 4 ′ ′) If not, the second start condition is satisfied. The number of winning balls to be paid out based on the detection of the gaming ball by the first starting opening switch 22A, and the number of the winning balls to be paid out based on the detection of the gaming ball by the second starting opening switch 22B. The numbers may be the same or different from each other.
  A special variable winning ball device 7 is provided below the normal winning ball device 6A and the normal variable winning ball device 6B. The special variable winning prize ball device 7 includes a special winning opening door which is driven to open and close by a solenoid 82 serving as a special winning opening door shown in FIG. 2 and a specific area which changes to an open state and a closed state by the special winning opening door. To form a winning opening as.
  As an example, in the special variable winning prize ball device 7, when the solenoid 82 for the big winning mouth door is off, the big winning mouth door closes the big winning mouth, and the gaming ball passes the big winning mouth (enter) I can not do it. On the other hand, in the special variable winning prize ball device 7, when the solenoid 82 for the big winning mouth door is in the on state, the big winning mouth door opens the big winning mouth, and the gaming ball passes the big winning mouth (enter ) To make it easier. In this manner, the special winning opening as a specific area changes into an open state in which the game ball easily passes (enters), which is advantageous for the player, and a closed state in which the game ball can not pass (enter). Do. In place of the closed state where the game ball can not pass (enter) the big winning opening, or in addition to the closed state, a partially open state in which the game ball does not easily pass (enter) the big prize opening may be provided.
  The game ball which has passed (entered) the special winning opening is detected by, for example, the count switch 23 shown in FIG. A predetermined number (for example, 15) of game balls are paid out as winning balls based on the detection of the game balls by the count switch 23. Thus, when the game ball passes (enters) the special winning opening that is in the open state in the special variable winning winning ball device 7, the gaming ball is in the other winning opening such as the first starting winning opening and the second starting winning opening. More balls will be paid out than when passing (entering). Therefore, if the special winning prize opening is opened in the special variable winning prize ball device 7, the gaming ball can enter into the special winning prize opening, which is an advantageous first state for the player. On the other hand, if the special winning hole is closed in the special variable winning ball device 7, it becomes impossible or difficult to get the winning ball by passing the game ball to the big winning hole, which is difficult for the player. It is a disadvantageous second state.
  A normal symbol display 20 is provided at the upper position of the second hold display 25B. As an example, the normal symbol display 20 is composed of LEDs or the like of 7 segments or dot matrix similarly to the first special symbol display 4A and the second special symbol display 4B, and plural kinds of identification information different from the special symbol The symbol which is a normal symbol (also referred to as "common figure" or "ordinary figure") is variably displayed (variation display). Such a variation display of an ordinary symbol is referred to as a common-play game (also referred to as a "normal-figure game").
  Above the normal symbol display 20, a general drawing reserve display 25C is provided. The general drawing retention indicator 25C is configured to include, for example, four LEDs, and displays the general drawing retention memory number as the number of effective passing balls passed through the passing gate 41.
  On the surface of the game board 2, besides the above-described configuration, a windmill and a large number of obstacle nails for changing the flow direction and speed of the game ball are provided. Also, as a winning opening different from the first starting winning opening, the second starting winning opening and the large winning opening, for example, a single or a plurality of general winning openings can be provided which are always kept in a constant open state by a predetermined ball receiving member. It may be done. In this case, a predetermined number (for example, 10) of game balls may be paid out as winning balls based on the fact that a game ball entering one of the general winning openings is detected by a predetermined general winning ball switch. At the lowermost position of the game area 10, an out port is provided where game balls that have not entered any of the winning ports are captured.
  At the left and right upper positions of the gaming machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided, and further, a gaming effect lamp 9 is provided in the peripheral part of the gaming area 10 . A decorative LED may be arranged around each structure (for example, the normal winning ball device 6A, the normal variable winning ball device 6B, the special variable winning ball device 7 etc.) in the game area 10 of the pachinko gaming machine 1 . At the lower right portion of the gaming machine frame 3 is provided a striking operation handle (operation knob) operated by a player or the like to fire a gaming ball as a gaming medium toward the gaming area 10. For example, the hit ball operating handle adjusts the resilience of the gaming ball according to the amount of operation (the amount of rotation) by the player or the like. The hitting control handle may be provided with a single-shot firing switch for stopping the drive of the firing motor provided in the hit shooting device (not shown) or a touch ring (touch sensor).
  At a predetermined position of the gaming machine frame 3 below the gaming area 10, it is possible to supply the gaming balls paid out as winning balls or gaming balls lent out by a predetermined ball lending machine to a launch device (not shown). An upper plate (ball hitting supply plate) is provided to hold (reserve). At the lower part of the gaming machine frame 3, a lower tray is provided which holds (retains) surplus balls and the like overflowing from the upper tray so as to be discharged to the outside of the pachinko gaming machine 1.
  A stick controller 31A which can be held and tilted by the player is attached to a member forming the lower tray, for example, at a predetermined position on the upper surface of the lower tray main body (for example, the central portion of the lower tray). There is. The stick controller 31A includes an operating rod held by the player, and a trigger button is provided at a predetermined position of the operating rod (for example, a position where the index finger of the operating hand is hit when the player holds the operating rod). There is. The trigger button can perform a predetermined instruction operation by pushing and pulling with a predetermined operation finger (for example, index finger or the like) while the player holds the operation stick of the stick controller 31A with the operation hand (for example, left hand or the like) It should just be comprised. Inside the operating rod, a trigger sensor may be incorporated so as to detect a predetermined instruction operation by pushing and pulling the trigger button.
  A controller sensor unit 35A for detecting a tilting operation with respect to the operating rod may be provided inside the main body of the lower tray at the lower part of the stick controller 31A. For example, the controller sensor unit is a two transparent photosensor (parallel sensor) disposed parallel to the board of the game board 2 on the left side of the center position of the operating rod as viewed from the player facing the pachinko game machine 1 4) a combination of a pair of two photo sensors (vertical sensor pair) arranged perpendicular to the face of the game board 2 on the right side of the center position of the operating rod as seen from the player's side It may be configured to include a photo sensor.
  The member forming the upper tray is, for example, a push button 31B which allows a player to perform a predetermined instruction operation by pressing operation or the like at a predetermined position on the front side of the upper surface of the upper tray main body (for example, above the stick controller 31A). It is provided. The push button 31B may be configured to be able to detect the pressing operation from the player mechanically, electrically or electromagnetically. A push sensor 35B may be provided inside the main body of the upper tray or the like at the installation position of the push button 31B, for detecting a pressing operation performed by the player on the push button 31B.
  Next, the progress of the game in the pachinko gaming machine 1 will be schematically described. In the pachinko gaming machine 1, the variation display of the normal symbol is executed by the normal symbol display 20 that the gaming ball having passed through the passing gate 41 provided in the gaming area 10 is detected by the gate switch 21 shown in FIG. For example, based on the fact that the normal drawing start condition for starting the fluctuation display of the normal symbol is started, for example, that the previous normal drawing game has ended, after the common drawing start condition for holding is established, the normal symbol display A regular game by 20 is started.
  In this common-play game, after starting the fluctuation of the normal symbol, when a predetermined time as the common-pattern fluctuation time elapses, the determined normal symbol as the variable display result of the normal symbol is stopped and displayed (derived display). At this time, if a specific normal symbol (a symbol per common figure) such as a number indicating "7" is stopped and displayed as the determined normal symbol, the variation display result of the normal symbol becomes "per common figure". On the other hand, if the normal symbol other than the symbol per symbol is stopped and displayed, such as a number or symbol other than the number indicating “7”, for example, as the determined normal symbol, the variation display result of the normal symbol is “general symbol lost” Become. In response to the variation display result of the normal symbol being "per common figure", the enlargement and release control (tilting control) in which the movable wing piece of the electric tulip forming the variable winning prize ball device 6B is tilted is performed The normal opening control is performed to return to the vertical position when a predetermined time has elapsed.
  For example, after the first starting condition is satisfied, for example, by detecting the gaming ball passing through (entering) the first starting winning opening formed in the regular winning ball device 6A by the first starting opening switch 22A shown in FIG. A special drawing game by the first special symbol display 4A is started based on the establishment of the first start condition due to the previous special drawing game or the end of the big hit gaming state. In addition, the second starting condition is established because the game ball which has passed (entered) the second starting winning opening formed in the normally variable winning ball device 6B is detected by the second starting opening switch 22B shown in FIG. Later, based on the fact that the second start condition is satisfied, for example, by the end of the previous special figure game or the big hit gaming state, the special figure game by the second special symbol display 4B is started.
  In the special figure game by the first special symbol display 4A and the second special symbol display 4B, after starting the variation display of the special symbol, when the variation display time as the special figure variation time elapses, the variation display of the special symbol The finalized special symbol (special drawing display result) to be the result is derived and displayed. At this time, if a specific special symbol (big hit symbol) is stopped and displayed as a confirmed special symbol, it becomes "big hit" as a specific display result, and a special symbol different from the big hit symbol is stopped and displayed as a confirmed special symbol. It is a loss. In addition, a predetermined special symbol (small hit symbol) different from the big hit symbol may be stopped and displayed, and when a predetermined special symbol (small hit symbol) as a result of the predetermined display is stopped and displayed. The small hit game state may be controlled as a special game state different from the big hit game state.
  After the variable display result in the special figure game becomes a "big hit", it is controlled to a big hit gaming state as a specific gaming state in which a round advantageous to the player (also referred to as a "round game") is executed a predetermined number of times.
  In the pachinko gaming machine 1 according to the present embodiment, as an example, special symbols indicating the numbers “3”, “5”, and “7” are used as a big hit symbol, and special symbols indicating the symbol “-” are used as a lost symbol. When the small hit symbol is to be stopped and displayed, for example, a special symbol indicating the number "2" may be used as the small hit symbol. Each symbol such as a big hit symbol or lost symbol in the special symbol game by the first special symbol indicator 4A may be a special symbol different from each symbol in the special symbol game by the second special symbol indicator 4B. Also, the special symbol common to both of the special figure games may be a big hit symbol or a lost symbol.
  In the big hit gaming state, after the big hit symbol showing the numbers of "3", "5" and "7" is stopped and displayed as a confirmed special symbol in the special figure game and it becomes "big hit" as a specific display result In a period until the predetermined upper limit time (for example, 29 seconds or 0.1 seconds) elapses or a predetermined number (for example, nine) of winning balls are generated. , The big winning opening is open. As a result, a round is performed in which the special variable winning prize ball device 7 is put into the first state (open state) which is advantageous for the player.
  The special winning opening door with the big winning opening opened during execution of the round receives the game ball falling on the surface of the game board 2, and then the special winning opening is closed, thereby the special variable winning winning ball device 7 is changed to a second state (closed state) disadvantageous to the player, and one round is ended. The round, which is the opening cycle of the special winning opening, can be repeatedly executed until the number of times of execution reaches a predetermined upper limit number (for example, “16” or the like). In addition, even before the number of times of execution of the round reaches the upper limit number of times, execution of the round may be ended by establishment of a predetermined condition (for example, the game ball did not win a prize winning opening etc.) .
  Among the rounds in the jackpot gaming state, the round in which the upper limit time for making the special variable winning prize ball device 7 the first state (open state) advantageous to the player is relatively long (for example, 29 seconds) is normally open It is also called a round. On the other hand, a round in which the upper limit time for making the special variable winning prize ball device 7 in the first state (opened state) is relatively short (for example, 0.1 second) is also referred to as a short-term open round.
  In the case of displaying the small hit symbol (for example, the number “2”) in a stopped state, if these small hit symbols are derived as a finalized special symbol, the small hit game state as a special game state is controlled. good. Specifically, in the small hit gaming state, for example, as described above, in the special variable winning ball device 7 as well as the short-term open big hit state in which the winning ball is not obtained substantially It is sufficient to execute a variable winning operation for changing to the first state (open state).
  In the "left", "middle" and "right" effect symbol display areas 5L, 5C, 5R provided in the effect display device 5, a special figure game using the first special figure in the first special symbol display 4A In response to the start of one of the special drawing games of the second special symbol display 4B and the special drawing game using the second special drawing, the variable display of the effect design is started. And the period from when fluctuation display of the production design is started until fluctuation display ends with the stop display of the fixed production design in each production design display area 5L, 5C and 5R of “left”, “middle”, “right” In such a case, the variable display state of the effect pattern may be in a predetermined reach state.
  Here, with the reach state, when the effect pattern stopped and displayed in the display area of the effect display device 5 constitutes a part of the big hit combination, the effect pattern is not displayed yet and stopped (“reach variation symbol” The display state in which the fluctuation continues, or the display state in which all or part of the effect pattern changes synchronously while constituting all or part of the jackpot combination. Specifically, in "left", "middle", "right" effect symbol display areas 5L, 5C, 5R (for example, "left" and "right" effect symbol display areas 5L, 5R, etc.) in advance The remaining effect symbol display area (for example, "inside") which is not displayed as stopped when the effect symbols (for example, effect symbols indicating alphanumeric characters of "7") constituting the determined big hit combination are stopped and displayed In the symbol display area 5C, etc.) The display condition in which the effect pattern is fluctuating, or the effect pattern is a big hit in all or a part of the effect pattern display areas 5L, 5C, 5R of "left", "middle", "right" It is a display state which fluctuates synchronously while constituting all or a part of the combination.
  In addition, in response to the reaching state, the variation speed of the production design is reduced, or a character image (production image imitating a person or the like) different from the production design is displayed in the display area of the production display device 5 Or, by changing the display mode of the background image, reproducing / displaying a moving image different from the effect pattern, or changing the change mode of the effect pattern, the effect operation different from before reaching the reach state is executed. May be Such a rendering operation such as display of character images, change in display mode of background image, reproduction display of moving images, and change in change mode of effect pattern is referred to as reach effect display (or simply reach effect display). In the reach effect, not only the display operation in the effect display device 5, but also the sound output operation by the speakers 8L and 8R, the lighting operation (flickering operation) in the light emitter such as the game effect lamp 9, etc. An operation mode different from the previous operation mode may be included.
  As the effect operation in the reach effect, a plurality of effect patterns (also referred to as “reach patterns”) having different operation modes (reach modes) may be prepared in advance. And each reach mode differs in the possibility of becoming a "big hit" (also referred to as "reliability" or "big hit reliability"). That is, the possibility that the variable display result will be a "big hit" can be differentiated depending on which of the plurality of reach effects is executed.
  When a special symbol to be a lost symbol is stop-displayed (derived) as a finalized special symbol in the special drawing game, the variation display state of the presentation symbol does not reach the reach state after the variation display of the presentation symbol is started. In some cases, a fixed effect design that is a predetermined non-reach combination may be stopped and displayed. Such a variation display mode of the effect pattern is referred to as a "non-reach" (also referred to as "normally lost") variation display mode when the variation display result is "loss".
  When a special symbol to be a lost symbol is stop-displayed (derived) as a finalized special symbol in the special drawing game, the variation display state of the presentation symbol becomes a reach state after the variation display of the presentation symbol is started. Depending on the situation, after the reach effect is performed or the reach effect is not performed, the finalized design pattern to be a predetermined reach losing combination may be stopped and displayed. Such a fluctuation display result of the effect pattern is referred to as a fluctuation display mode of “reach” (also referred to as “reach loss”) when the fluctuation display result is “loss”.
  If the big hit symbol indicating the number "3" is displayed as a special symbol in the special figure game as the special symbol to be the big hit symbol, the variation display state of the production symbol corresponds to the reach state. Then, after the predetermined reach effect is executed, a fixed effect pattern to be a predetermined normal big hit combination (also referred to as "non-probable variation big hit combination") is displayed in a stopped state among a plurality of types of big hit combinations. The reach effect may not be executed, and the non-probable variation big hit combination may be stopped and displayed as a confirmed effect pattern.
  The determined effect design that is usually a big hit combination (non-probable variation big hit combination) is variably displayed, for example, in each of the left, middle, and right effect symbol display areas 5L, 5C, 5R in the effect display device 5 Among the effect symbols of symbol numbers “1” to “8”, any one of the effect symbols whose symbol numbers are even “2”, “4”, “6” and “8” is “left” or “left” It may be any as long as it is aligned and displayed on a predetermined effective line in each of the effect symbol display areas 5L, 5C, 5R of "middle" and "right". The effect symbols having symbol numbers of "2", "4", "6" and "8" which usually constitute a big hit combination are usually referred to as normal symbols (also referred to as "non-probable variation symbols").
  In response to the determined special symbol in the special figure game becoming a big hit symbol normally, after a predetermined reach effect is executed, the fixed effect symbol of the big hit combination (non-probable variation big hit combination) is stopped and displayed. The variable display mode is referred to as a variable display mode (also referred to as “big hit type”) of “non-probable change” (also referred to as “usually big hit”) when the variable display result is “big hit”. In addition, you may stop-display the big hit combination (non-probable variation big hit combination) normally as a fixed production pattern, without a reach production being performed. Based on the fact that the variable display result is "big hit" in the big hit type of "non-deterministic change", it is controlled to a normally open big hit state, and after that, time shortening control (time saving control) is performed. By performing the time saving control, the variation display time (special figure variation time) of the special symbol in the special figure game is shortened as compared with the normal state. In the time saving control, as described later, so-called electric Chu support is implemented in which the winning frequency of the normal symbol is increased and the winning frequency of the normally variable winning ball device 6B is increased. Here, the normal state is a normal gaming state different from a specific gaming state such as a big hit gaming state, etc., and an initial setting state of the pachinko gaming machine 1 (for example, as in the case where a system reset is performed) The same control as in the state where the initialization process is performed is performed. In the time-saving control, either of the special figure game being executed a predetermined number of times (for example, 100 times) after the end of the big hit gaming state and the variation display result being a "big hit", either condition is established first When it is done, you should finish.
  Among the special symbols that will be the big hit symbols as a final symbol in the special drawing game, the variation display state of the production symbols when the big hit symbols such as the special symbols showing the numbers “5” and “7” are stopped and displayed. After the reach effect similar to the case where the variation display mode of the effect design is "normal" is executed corresponding to the reach state being reached, a predetermined probability change big hit combination and a plurality of big hit combinations There is a case that the fixed effect design symbol is stopped and displayed. Note that the reach effect may not be executed, and the probability variation big hit combination may be stopped and displayed as a confirmed effect pattern. For example, the fixed effect symbols that will be the probability variation big hit combination have symbol numbers “1” that are variably displayed in the “left”, “middle” and “right” effect symbol display areas 5L, 5C, 5R in the effect display device 5, for example. Among the effect symbols of “8”, the effect symbols whose symbol number is “7” among the effect symbols are “left”, “middle”, and “right” predetermined effective lines in the effect symbol display areas 5L, 5C, 5R. What is necessary is just the one displayed on top and stopped. A production symbol whose symbol number "7" constitutes a combination of a probability variation big hit is called a probability variation symbol. When a probability variation big hit symbol is stopped and displayed as a determined special symbol in a special figure game, a fixed effect symbol that is usually a big hit combination may be stopped and displayed as a variation display result of the created symbol.
  The variation display mode in which the probability variation big hit symbol is stopped and displayed as the final special symbol in the special figure game is the variation display result is "big hit" regardless of whether the finalization design is usually a big hit combination or a positive variation big hit combination. It is referred to as a variation display mode (also referred to as a “big hit type”) of “certain change” in a case. In the present embodiment, among the jackpot types of "probability", control is made to the normally open big hit state based on the fact that "5" and "7" are displayed as "big hit" as the determined special symbol. After that, probability fluctuation control (probability change control) is performed together with time-saving control.
  The probability variation control result (special figure display result) becoming "big hit" in the special figure game of each time is improved to be higher than that in the normal state by performing these probability change control. The probability change control may be ended when the condition that the variation display result becomes “big hit” after the end of the big hit gaming state and the big hit gaming state is controlled again is satisfied. As with the time saving control, when the special figure game is executed a predetermined number of times (for example, 100 times same as the time shortening or 90 times different from the time shortening) after the end of the big hit gaming state, the probability change control ends May be In addition, even if the probability change control is ended when it is determined that the probability change control is to be ended in the probability change fall lottery executed each time the special figure game is started after the end of the big hit gaming state, even if the probability change control is ended. Good.
  When time saving control is performed, control to make the variation time (general figure variation time) of the normal symbol in the regular drawing game by the regular symbol display 20 shorter than that in the normal state, or the variation of the normal symbol in each regular drawing game Control to improve the probability that the display result will be "per common view" than in the normal state, and tilt control of the movable wing in the ordinary variable winning ball device 6B based on the fact that the variable display result is "per common view" The game ball is likely to pass through (enter) the second start winning opening, such as control to make the tilt control time to perform longer than in the normal state, and control to increase the number of tilts more than in the normal state. By increasing the possibility that the start condition is satisfied, control (power-chute support control) that is advantageous to the player is performed. As described above, the control that facilitates the game ball to enter the second starting winning opening with the time saving control and is advantageous for the player is also referred to as high open control. As high open control, any one of these controls may be performed, or a plurality of controls may be combined and performed.
  By performing the high open control, the frequency at which the second start winning opening is in the wide open state is increased more than when the high open control is not performed. As a result, the second start condition for executing the special drawing game using the second special figure in the second special symbol display 4B is easily established, and the special drawing game can be executed frequently, so that The time until the variable display result is a "big hit" is shortened. The period during which the high release control can be performed is also referred to as a high release control period, and this period may be the same as the period during which the time saving control is performed.
  The gaming state in which both time saving control and high opening control are performed is also referred to as a time saving state or a high base state. Further, the gaming state in which the probability change control is performed is also referred to as a probability change state or a high probability state. The gaming state in which time-saving control or high opening control is performed along with the probability variation control is also referred to as high-probability high-base state. In the present embodiment, although the game state to be controlled is not set, the probability change state in which only the probability change control is performed and the time saving control or the high opening control is not performed is also referred to as a high probability low base state. In addition, only the gaming state in which time saving control and high open control are performed together with probability variation control may be referred to as a "probability state", and in order to distinguish it from the high probability low base status, it may be referred to as a time reduction probability variation state. On the other hand, in order to distinguish from the high probability high base state, the positive variation state (high probability low base state) in which only time variation control is performed and short time control or high open control is not performed may be referred to as time short non definite variable state. The short time state in which time saving control or high open control is performed without performing the probability change control is also referred to as a low probability high base state. The normal state in which neither the probability change control nor the time saving control nor the high open control is performed is also referred to as a low probability low base state. When at least one of time reduction control and probability change control is performed in a game state other than the normal state, the special figure game can be executed frequently, and the probability that the variation display result in the special figure game of each time will be a "big hit" Is enhanced for the player. A game state advantageous to a player different from the big hit game state is also referred to as a special game state.
  It should be noted that in the case of stopping display of the small hit symbol, the game state is not changed after being controlled to the above-described small hit gaming state, and the gaming state before the variable display result becomes "small hit" Control should be continued.
  The pachinko gaming machine 1 is mounted with various control boards such as a main board 11, an effect control board 12, a voice control board 13 and a lamp control board 14 as shown in FIG. The pachinko gaming machine 1 also includes a relay board 15 for relaying various control signals transmitted between the main board 11 and the effect control board 12. Besides, various substrates such as a payout control substrate, an information terminal substrate, a launch control substrate, an interface substrate and the like are arranged on the back of the gaming board 2 etc. in the pachinko gaming machine 1.
  The main board 11 is a control board on the main side, and various circuits for controlling the progress of the game in the pachinko gaming machine 1 are mounted. The main substrate 11 is mainly directed to a sub-side control substrate consisting of a setting function of random numbers used in the special view game, a function of inputting a signal from a switch disposed at a predetermined position, etc. And a function of outputting and transmitting a control command as an example of command information as a control signal, and a function of outputting various information to a hall management computer. Also, the main board 11 performs lighting / extinguishing control of each LED (for example, segment LED) constituting the first special symbol display 4A and the second special symbol display 4B, and the first special figure or the second special figure Of the predetermined display pattern, such as controlling the variable display of the normal symbol display 20 and performing the on / off / coloring control of the normal symbol display 20 to control the variable display of the normal symbol by the normal symbol display 20 It also has a function to control.
  The main circuit board 11 includes, for example, a microcomputer 100 for game control, a switch circuit 110 for capturing detection signals from various switches for detecting game balls, and transmitting the detection signals to the microcomputer 100 for game control, and the microcomputer 100 for game control A solenoid circuit 111 for transmitting a solenoid drive signal to the solenoids 81 and 82 is mounted.
  The effect control board 12 is a sub-side control board independent of the main board 11, receives the control signal transmitted from the main board 11 via the relay board 15, and displays the effect display device 5 and the speakers 8L and 8R. And various circuits for controlling the rendering operation by the electric parts for presentation such as the game effect lamp 9 are mounted. That is, the effect control board 12 produces effects such as all or part of the display operation in the effect display device 5, all or part of the sound output operation from the speakers 8L, 8R, all or part of the on / off operation in the game effect lamp 9 etc. It has a function of determining the control content for causing the electric component for the purpose to execute a predetermined rendering operation.
  The voice control board 13 is a control board for voice output control provided separately from the effect control board 12 and causes the speakers 8L and 8R to output voice based on commands and control data from the effect control board 12 and the like. The processing circuit etc. which perform the audio | voice signal processing for this are mounted. The lamp control board 14 is a control board for lamp output control provided separately from the effect control board 12, and based on commands and control data from the effect control board 12, lighting / extinguishing the game effect lamp 9 etc. A lamp driver circuit for driving is mounted.
  As shown in FIG. 2, the main board 11 is connected to a wire for transmitting detection signals from the gate switch 21, the first start port switch 22A, the second start port switch 22B, the count switch 23, and the out ball switch 24. ing. The gate switch 21, the first start opening switch 22A, the second start opening switch 22B, the count switch 23, and the out ball switch 24 detect game balls as game media, such as those called sensors. What is necessary is just to have an optional configuration. In addition, the main board 11 has a first special symbol display 4A, a second special symbol display 4B, a normal symbol display 20, a first hold indicator 25A, a second hold indicator 25B, and a common view hold indicator 25C. Wiring for transmitting a command signal for performing display control such as is connected.
  The control signal transmitted from the main substrate 11 to the effect control substrate 12 is relayed by the relay substrate 15. The control command transmitted from the main substrate 11 to the effect control substrate 12 via the relay substrate 15 is, for example, an effect control command transmitted and received as an electric signal. The effect control command includes, for example, a change pattern designation command indicating a change pattern indicating a change pattern of the change time of the effect pattern and the type of reach effect, the presence or absence of the pseudo ream, and the image display operation in the effect display device 5 Control commands used to control the display, control commands used to control the voice output from the speakers 8L and 8R, and lamp control commands used to control the lighting operation of the game effect lamp 9 and the decorative LED It is included.
  The game control microcomputer 100 mounted on the main substrate 11 is, for example, a one-chip microcomputer, and has a ROM (Read Only Memory) 101 for storing a program for game control, fixed data, etc., and a work area for game control. A RAM (Random Access Memory) 102 to be provided, a CPU (Central Processing Unit) 103 for executing control operations by executing a program for game control, and a random number circuit 104 for updating numerical data indicating random numbers independently of the CPU 103; And I / O (Input / Output port) 105.
  As an example, in the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 to execute a process for controlling the progress of the game in the pachinko gaming machine 1. At this time, a fixed data read operation in which the CPU 103 reads fixed data from the ROM 101, a variable data write operation in which the CPU 103 writes various fluctuation data to the RAM 102 and temporarily stores it, and various fluctuation data temporarily stored in the RAM 102 by the CPU 103 Data reading operation to read out the data, reception operation in which the CPU 103 receives input of various signals from the outside of the gaming control microcomputer 100 via the I / O 105, to the outside of the gaming control microcomputer 100 via the I / O 105 Also, a transmission operation for outputting various signals is performed.
  As shown in FIG. 2, the effect control board 12 is provided with a CPU for effect control 120 which performs control operation according to a program, a ROM 121 for storing a program for effect control, fixed data and the like, and a work area for the CPU 120 for effect control. RAM 122, the display control unit 123 for executing processing for determining the control content of the display operation in the effect display device 5, etc., and the random number for indicating the random value independently of the CPU 120 for effect control A circuit 124 and an I / O 125 are mounted.
  As an example, the effect control board 12 executes a program for effect control read out from the ROM 121 by the effect control CPU 120 to execute a process for controlling the effect operation by the effect electric component. At this time, a fixed data read operation in which the effect control CPU 120 reads out fixed data from the ROM 121, a change data write operation in which the effect control CPU 120 writes various change data in the RAM 122 and temporarily stores them, and the effect control CPU 120 in the RAM 122 Fluctuation data read operation to read out various fluctuation data temporarily stored, reception operation to receive various signal input from outside of the effect control board 12 via the I / O 125, the effect control CPU 120 to I / O for effect control CPU 120 A transmission operation of outputting various signals to the outside of the effect control board 12 via O125 is also performed.
  Further, in the present embodiment, the effect display device 5 is disposed on the back side of the game board 2 so as to be visible through the opening 2 c formed in the game board 2. In the opening 2c of the game board 2, a frame-shaped center decoration frame 51 is provided. In addition, a rendering unit 300 is provided between the rear surface of the game board 2 and the effect display device 5, and various effects, such as motors, solenoids, sensors, light A plurality of electronic components such as LED) are connected.
  Next, the operation (action) of the pachinko gaming machine 1 in the present embodiment will be described. In the description of each step of the flowchart in the present embodiment, for example, a portion described as “step S1” may be abbreviated as “S1”. In the main substrate 11, when power supply from a predetermined power supply substrate is started, the gaming control microcomputer 100 is activated, and the CPU 103 executes predetermined processing to be gaming control main processing. When the game control main processing is started, the CPU 103 sets the interrupt prohibition and then performs necessary initialization. In this initial setting, for example, the RAM 102 is cleared. Further, the register setting of the CTC (counter / timer circuit) built in the game control microcomputer 100 is performed. As a result, thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 milliseconds), and the CPU 103 can periodically execute timer interrupt processing. When initialization is complete, after enabling the interrupt, it enters loop processing. In the game control main process, the loop process may be entered after executing the process for restoring the internal state of the pachinko gaming machine 1 to the state at the time of the previous power supply stop.
  When the CPU 103 that has executed the game control main process receives an interrupt request signal from the CTC and receives an interrupt request, the CPU 103 executes a game control timer interrupt process shown in the flowchart of FIG. 3. When the game control timer interrupt process shown in FIG. 3 is started, the CPU 103 first executes a predetermined switch process to make the gate switch 21, the first start opening switch 22A, and the second start opening via the switch circuit 110. The state of the detection signal input from various switches such as the switch 22B and the count switch 23 is determined (S11). Subsequently, by executing predetermined main side error processing, abnormality diagnosis of the pachinko gaming machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (S12). Thereafter, by executing predetermined information output processing, for example, data such as jackpot information, start information, probability fluctuation information and the like supplied to the hole management computer installed outside the pachinko gaming machine 1 is output (S13 ).
  Following the information output process, the game random number updating process for updating at least a part of the gaming random numbers such as the random number values MR1 to MR4 used on the main substrate 11 side by software is executed (S14). Thereafter, CPU 103 executes special symbol process processing (S15). In the special symbol process processing, the value of the special view process flag provided in the game control flag setting unit (not shown) is updated according to the progress of the game in the pachinko gaming machine 1, and the first special symbol indicator 4A or 2) Various processes are selected and executed in order to perform control of display operation in the special symbol display 4B, opening / closing operation of the special winning opening in the special variable winning prize ball device 7 and the like in a predetermined procedure.
  Following the special symbol process processing, normal symbol process processing is executed (S16). The CPU 103 executes the normal symbol process processing to control the display operation (for example, lighting and extinguishing of the segment LED, etc.) in the normal symbol display 20, and the variable display of the normal symbol and the movable in the normal variable winning ball device 6B. Allows setting of tilting movement of winglet etc.
  After executing the normal symbol process processing, the CPU 103 transmits a control command from the main board 11 to the sub-side control board such as the effect control board 12 by executing the command control process (S17). As an example of these, in the command control process, the output port included in the I / O 105 corresponding to the setting in the command transmission table designated by the value of the transmission command buffer provided in the game control buffer setting unit (not shown) After setting the control data in the output port for transmitting the effect control command to the effect control board 12 among them, set the predetermined control data in the output port of the effect control INT signal, and specify the effect control INT signal By switching the state from the on state to the off state over time, transmission of a rendering control command based on settings in the command transmission table is enabled. After executing the command control process, the game control timer interrupt process is ended after setting to the interrupt enabled state.
  FIG. 4 is a flowchart showing an example of the process executed in S15 shown in FIG. 3 as the special symbol process process. In the special symbol process process, the CPU 103 first executes a start winning determination process (S21). After executing the start winning determination process, the CPU 103 selects and executes one of the processes in S22 to S29 according to the value of the special view process flag provided in the game control flag setting unit (not shown). .
  In the start winning process of S21, it is determined whether or not there is a first start winning or a second start winning by the first starting opening switch 22A or the second starting opening switch 22B, and if there is a winning, the special view display result The random number value MR1 for determination, the random number value MR2 for big hit type determination, and the random value MR3 for variation pattern determination are extracted, and if it is the first start winning combination, an empty entry in the first special figure storage section 151A In the case of the second start winning combination, it is stored in the top of the empty entry in the second special view reserve storage unit 151B.
  The special symbol normal processing of S22 is executed when the value of the special drawing process flag is "0". In the special symbol normal processing, the first special symbol display 4A or the second special symbol is displayed based on the presence / absence of the pending data stored in the first special view pending storage unit 151A or the second special view pending storage unit 151B. It is determined whether the special drawing game is started by the display 4B. In addition, in the special symbol normal processing, based on the numerical data indicating the random number value MR1 for the special image display result determination, whether the variable display result of the special symbol or the effect pattern is "big hit" Make a decision (pre-decision) before being displayed. Furthermore, in the special symbol normal processing, in response to the variation display result of the special symbol in the special figure game, the finalized special symbol in the special figure game by the first special symbol display 4A or the second special symbol display 4B (big hit symbol or Missing symbol) is set. In the special symbol normal processing, when the variable display result of the special symbol or the effect symbol is determined in advance, the value of the special processing process flag is updated to “1”.
  The variation pattern setting process of S23 is executed when the value of the special drawing process flag is "1". In this fluctuation pattern setting process, the fluctuation pattern can be selected from any of a plurality of kinds of fluctuation patterns using numerical data indicating the random value MR3 for fluctuation pattern determination based on the result of the prior determination of whether or not the fluctuation display result is "big hit". It includes the process of deciding whether or not. When the variation pattern setting process is executed and the variation display of the special symbol is started, the value of the special figure process flag is updated to "2".
  By the special symbol normal processing of S22 and the fluctuation pattern setting processing of S23, the fluctuation pattern including the fluctuation display time of the finalized special symbol, the special symbol and the effect symbol as the fluctuation display result of the special symbol is determined. That is, the special symbol normal processing and the variation pattern setting processing use the random number value MR1 for special figure display result determination, the random number value MR2 for big hit type determination, and the random number value MR3 for variation pattern determination. Processing for determining the variable display mode of
  The special symbol variation process of S24 is executed when the value of the special drawing process flag is "2". In this special symbol variation process, a process to make settings for varying the special symbol in the first special symbol indicator 4A and the second special symbol indicator 4B, and an elapsed time from the start of the variation of the special symbol Processing etc. is included. For example, every time the special symbol variation process of S24 is executed, the special figure variation timer value which is the storage value in the special figure variation timer provided in the game control timer setting unit (not shown) is decremented by 1 or added 1 The same is true regardless of whether it is a special figure game using the first special figure in the first special symbol display 4A or a special figure game using the second special figure in the second special symbol display 4B. The timer measures the elapsed time. Further, it is also determined whether the measured elapsed time has reached the special figure fluctuation time corresponding to the fluctuation pattern. Thus, the special symbol variation process of S24 is the variation of the special symbol in the special figure game using the first special figure in the first special symbol indicator 4A, and the second special figure in the second special symbol indicator 4B. It is sufficient that the process of controlling the variation of the special symbol in the special drawing game using the symbol is controlled by the common processing routine. Then, when the elapsed time from the start of the variation of the special symbol reaches the special figure variation time, the value of the special figure process flag is updated to "3".
  The special symbol stopping process of S25 is executed when the value of the special drawing process flag is "3". In this special symbol stop processing, the variation of the special symbol is stopped by the first special symbol display 4A and the second special symbol display 4B, and the finalized special symbol as the variation display result of the special symbol is stopped and displayed (derived) It includes the process of making settings for Then, it is determined whether the big hit flag provided in the game control flag setting unit (not shown) is on or not, and if the big hit flag is on, the value of the special processing process flag is "4. Is updated to On the other hand, when the big hit flag is off, the value of the special process process flag is updated to “0”.
  The big hit opening pre-processing of S26 is executed when the value of the special processing process flag is "4". In this big hit opening pre-processing, on the basis of the fluctuation indication result becoming “big hit” and the like, the processing etc which does the setting in order to start execution of the round in big hit game state and open the big winning opening include. At this time, for example, the upper limit of the period in which the big winning opening is in the open state may be set according to whether the big hit type is “non-probable variation big hit” or “probable variation big hit”. At this time, the value of the special drawing process flag is updated to "5".
  The big hit open processing of S27 is executed when the value of the special processing process flag is "5". The big hit opening process is based on the process of measuring the elapsed time from opening the big winning opening, the elapsed time measured, the number of gaming balls detected by the count switch 23, etc. It includes a process of determining whether it is time to return from the open state to the closed state. Then, when returning the special winning opening to the closed state, the processing of stopping the supply of the solenoid drive signal to the solenoid 82 for the special winning opening door is executed, and then the value of the special processing process flag is updated to "6". .
  The big hit opening post process of S28 is executed when the value of the special processing process flag is "6". In this big hit opening post-processing, processing to determine whether the number of executions of the round with the big winning opening opened reached the large winning opening opening frequency maximum value, the winning opening opening frequency maximum value was reached In this case, the process of setting for transmitting the big hit end designation command is included. Then, when the number of round executions has not reached the maximum winning opening open number maximum value, while the value of the special drawing process flag is updated to "5", when the maximum winning opening opening number maximum value is reached, the special drawing The value of the process flag is updated to "7".
  The big hit end processing of S29 is executed when the value of the special processing process flag is "7". In this big hit end processing, waiting corresponding to a period in which ending effect is executed as a rendering operation to notify the end of the big hit gaming state by a rendering device such as the rendering display device 5, the speakers 8L, 8R, the gaming effect lamp 9, etc. It includes processing to stand by until time elapses, processing to perform various settings (set of probability change flag and time reduction flag) to start probability change control and time reduction control corresponding to the end of the big hit gaming state, etc. . When such setting is performed, the value of the special drawing process flag is updated to "0".
  In the big hit end process, the big hit type buffer value stored in the game control buffer setting unit (not shown) is read out, and it is specified whether the big hit type is “non-probable variation big hit” or “probable variation big hit”. . Then, if it is determined that the identified jackpot type is not "non-probable variation big hit", setting (setting of a probability variation flag) for starting the probability variation control is performed.
  In addition, when the specified big hit type is “non-probable variation big hit”, the setting for starting the time reduction control (preset corresponding to the upper limit value of the special figure game executable during the setting of the time reduction flag and time reduction control) A predetermined count initial value ("100" in this embodiment) is set in the time reduction counter.
  Next, the operation of the effect control board 12 will be described. FIG. 5 is a flowchart showing effect control main processing executed by the effect control CPU 120 mounted on the effect control board 12. When the power is turned on, the effect control CPU 120 starts execution of the main processing. In the main processing, first, initialization processing is performed to clear the RAM area, set various initial values, and initialize the timer for determining the start interval (for example, 2 ms) of effect control (S51). Thereafter, the effect control CPU 120 shifts to loop processing for monitoring the timer interrupt flag (S52). When a timer interrupt occurs, the effect control CPU 120 sets a timer interrupt flag in the timer interrupt process. In the main processing, when the timer interrupt flag is set (on), the effect control CPU 120 clears the flag (S53), and executes the following processing.
  The effect control CPU 120 first analyzes the received effect control command, and performs processing such as setting a flag according to the received effect control command (command analysis processing: S54). In this command analysis process, the effect control CPU 120 confirms the content of the command transmitted from the main substrate 11 stored in the reception command buffer. The effect control command transmitted from the game control microcomputer 100 is received in an interrupt process based on the effect control INT signal, and is stored in the buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 3) is the effect control command stored in the buffer area.
  Next, the effect control CPU 120 performs effect control process processing (S55). In the effect control process, among the processes corresponding to the control state, the process corresponding to the current control state (effect control process flag) is selected to execute display control of the effect display device 5.
  Next, an effect random number updating process for updating the count value of a counter for generating effect random numbers such as a jackpot symbol determination random number is executed (S56), and then the process proceeds to S52.
  The effect control command transmitted from the game control microcomputer 100 is received in an interrupt process based on the effect control INT signal, and is stored in the buffer area formed in the RAM. In the command analysis process, it is analyzed which command the rendering control command stored in the buffer area is.
  FIG. 4 is a flowchart showing the effect control process (S55) in the effect control main process. In the effect control process, the effect control CPU 120 first causes the pending storage display in the first pending storage display area 5D and the second pending storage display area 5U of the effect display device 5 to be stored in the start winning reception command buffer 194A. A pending display update process is performed to update the display according to (S72).
  Thereafter, the effect control CPU 120 performs one of the processes in S73 to S79 in accordance with the value of the effect control process flag. In each process, the following process is performed.
  Fluctuation pattern designation command reception waiting process (S73): It is confirmed whether a fluctuation pattern designation command is received from the game control microcomputer 100 or not. Specifically, it is checked in the command analysis process whether or not the fluctuation pattern designation command has been received. If the fluctuation pattern designation command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol fluctuation start process (S74).
  Effect pattern fluctuation start process (S74): Control is performed so that the change of effect pattern is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol process (S75).
  During the effect symbol fluctuation process (S75): While controlling the switching timing and the like of each fluctuation state (the fluctuation speed) constituting the fluctuation pattern, the end of the fluctuation time is monitored. Then, when the fluctuation time is over, the value of the effect control process flag is updated to a value corresponding to the effect symbol fluctuation stop process (S76).
  Effect pattern fluctuation stop process (S76): Based on the fact that the effect control command (pattern confirmation command) instructing all symbol stop is received, the fluctuation of the effect pattern is stopped and the control to derive and display the display result (stop pattern) Do. Then, the value of the effect control process flag is updated to a value corresponding to the big hit display process (S77) or the fluctuation pattern designation command reception waiting process (S73).
  Big hit display process (S77): After the end of the fluctuation time, control is performed to display a screen for notifying the effect display device 5 of the occurrence of a big hit. Then, the value of the effect control process flag is updated to a value corresponding to the processing during the big hit game (S78).
  During the big hit game processing (S78): Control during the big hit game. For example, when a special winning opening open designation command or a special winning opening open designation command is received, display control of the number of rounds in the effect display device 5 is performed. Then, the value of the effect control process flag is updated to a value corresponding to the big hit end effect processing (S79).
  Big hit end effect processing (S79): In the effect display device 5, display control is performed to notify the player that the big hit gaming state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the fluctuation pattern designation command reception waiting process (S73).
  Next, the rendering unit 300 will be described based on FIGS. 7 to 18. FIG. 7A is a front view showing a rendering unit, and FIG. 7B is a perspective view showing the rendering unit obliquely from the front. FIG. 8A is a perspective view showing a state in which the effect movable body has moved to the lower position, and FIG. 8B is a perspective view showing the operation mode of the first effect movable portion and the second effect movable portion. FIG. 9 is an exploded perspective view showing the effect unit obliquely from the front. FIG. 10 is an exploded perspective view showing the effect unit as viewed obliquely from behind. 11A is a front view showing a state in which the second gear is in the meshing position, and FIG. 11B is a front view showing the state in which the second gear is moved to the meshing release position. 12A is a perspective view showing a bobbin, FIG. 12B is a front view, FIG. 12C is an exploded perspective view, and FIG. 12D is an A-A sectional view of FIG. 13A is a cross-sectional view taken along the line B-B in FIG. 12B, FIG. 13B is a cross-sectional view taken along the line C-C in FIG. 12B, and FIG. FIG. FIG. 14A is a cross-sectional view showing a state in which the holding member is in the holding position, and FIG. 14B is a cross-sectional view showing a state in which the holding member is moved to the holding release position. FIG. 15 is a schematic view showing a state in which the effect movable body is in the first upper position. FIG. 16 is a schematic view showing a state in which the effect movable body is raised to the second upper position. FIG. 17 is a schematic view showing a state in which the effect movable body is dropped. FIG. 18 is a schematic view showing a state in which the effect movable body is raised to the upper position. FIG. 19A is a timing chart showing the operation mode of the moving mechanism when executing a fall effect, and FIG. 19B is a timing chart showing the operation mode of the moving mechanism when not performing a fall effect.
  As shown in FIGS. 7 to 10, the rendering unit 300 has a base member 301, and a rendering movable body 302 provided movable relative to the base member 301 at least between the upper position and the lower position. . The base member 301 is formed in a substantially downward U-shape in a front view by the upper side portion 301a and the side portions 301b and 301c extending downward from the left and right ends of the upper side portion 301a, as shown in FIG. It is disposed along the upper side and the left and right sides of the display screen of the device 5.
  The effect movable body 302 is a position corresponding to the upper side portion 301a of the base member 301, that is, an upper position above the display screen of the effect display device 5 (see FIG. 3) and the left and right side portions 301b and 301c. It is possible to move between a substantially central position in the vertical direction, that is, a lower position (see FIG. 4) superimposed on the substantially central position in front of the display screen of the effect display device 5. Can be dropped from the upper position to the lower position.
  In the present embodiment, the upper position of the effect movable body 302 is the drive initial position, but the lower position may be the drive initial position. Further, in the present embodiment, the effect movable body 302 is provided so as to be movable above the upper position. That is, the upper position includes the first upper position which is the drive initial position and is held by the holding mechanism 340 described later, and the second upper position above the first upper position, and the effect movable body 302 Is movable between at least a second upper position and a lower position.
  Moreover, in the present embodiment, the effect movable body 302 is provided movably between the second upper position and the lower position, but the present invention is not limited to this, and at least The second upper position may be movable upward as long as the second upper position is movably provided.
  In addition, the movable body for effect 302 can move up and down with respect to the first effect movable body 303L as a first effect body supported so as to be vertically movable with respect to the side portion 301b on the left side and the side portion 301c on the right side The second effect movable body 303R as a second effect body supported by the lower moving mechanism 304L, 304R as moving means provided on the left and right sides of the upper side portion 301a of the base member 301 respectively It is possible to move from the position to the upper position. Since the first effect movable body 303L and the second effect movable body 303R are integrated by the connecting rod 305, they always fall together from the upper position to the lower position at the same timing.
  As shown in FIGS. 9 and 10, on the left and right side portions 301b and 301c of the base member 301, guide rails 306 for linearly guiding the movable movable object 302 in the vertical direction are extended in the vertical direction. . Further, below the guide rail 306, there is provided a drop regulating member 307 which abuts on the effect movable body 302 which has been dropped and which regulates the dropping of the effect downward. The drop regulating member 307 is made of a rubber material, a urethane resin material or the like, and can buffer when the effect movable body 302 collides.
  Next, the moving mechanisms 304L and 304R will be described. The left and right moving mechanisms 304L and 304R are configured in the same manner except that the left and right moving mechanisms 304L and 304R are arranged symmetrically to the left and right, so only the left moving mechanism 304L will be described here. The detailed explanation is omitted by attaching the sign of.
  As shown in FIGS. 9 to 11, the moving mechanism 304L includes a mounting plate 309 mounted on the upper side portion 301a of the base member 301, a first effect motor 310 fixed on the back side of the mounting plate 309, and a mounting plate A first gear 311 fixed to a drive shaft 310a which is inserted through 309 and protrudes to the front side, a second gear 312 meshed with the first gear 311, and a third gear 313 meshed with the second gear 312; A bobbin 314 as a winding unit integrally provided on the back side of the third gear 313, a constant load spring 315 which is an example of a band member rotatably provided on the bobbin 314, and a second gear 312 are moved. And a solenoid 316 for producing the first effect.
  As shown in FIGS. 12 and 13, the bobbin 314 is formed by integrating the front cylindrical portion 317a and the flange portion 318a, and the rear cylindrical portion 317b and the flange portion 318b with the screw N1. The third gear 313 is formed on the front flange portion 318a. A through hole 319 is formed at the center of the cylindrical portions 317 a and 317 b and the third gear 313, and is rotatable around a rotating shaft 320 protruding from the mounting plate 309 and directed in the front-rear direction.
  Flat portions 321a and 321b are formed on the circumferential surfaces of the cylindrical portions 317a and 317b, and a screw hole 322 is formed on the rear cylindrical portion 317b. By screwing the screw N2 into the screw hole 322, one end of the constant load spring 315 can be attached. By attaching one end of the constant load spring 315 to the flat portions 321a and 321b in this manner, the constant load spring 315 does not protrude from the head of the screw N2 or deviate in the width direction, and the circumferential surface of the cylindrical portions 317a and 317b It can be rolled up beautifully.
  As shown in FIG. 13C, the constant load spring 315 is a belt-like spring member having a predetermined width L1 (for example, about 8 mm) and a predetermined length, and one end thereof is a flat portion of the bobbin 314. 321 a and 321 b are attached, and the other end is attached to the effect movable body 302. Also, when the effect movable body 302 is at the upper position, it is wound around the circumferential surfaces of the cylindrical portions 317a and 317b, and has a length necessary for the effect movable body 302 to be drawn out so as to fall at least downward. doing.
  In the constant load spring 315, the return force (load) generated when extending linearly is substantially constant regardless of the stroke, and the effect movable body 302 has a weight that is larger than the return force of the constant load spring 315 It is supported by As described above, when the weight of the effect movable body 302 exceeds the return force of the constant load spring 315, the effect movable body 302 can be dropped by its own weight, but is raised by the first effect motor 310 with a small output ( Or down).
  In the present embodiment, the effect movable body 302 is supported in a state in which its own weight is larger than the return force of the constant load spring 315, but the present invention is not limited to this, and its own weight is It may be supported in a state of being balanced with the return force of the constant load spring 315. By doing this, the weight of the effect movable body 302 is theoretically zero, and can be raised (or lowered) by the first effect motor 310 with a small output.
  A width dimension L2 (for example, about 8.5 mm) in the axial direction (longitudinal direction) on the circumferential surface of the cylindrical portions 317a and 317b is slightly (for example, about 0.5) the width dimension L1 of the constant load spring 315 1 mm or so) long. In addition, the width dimensions of the flange portions 318a and 318b serving as guides when winding the constant load spring 315 gradually become longer as the distance from the axial center increases, and the width dimension L3 at the tip end (for example, 9.7 mm) Is wider than the width dimension L2 on the base side.
  That is, the width dimension L1 of the constant load spring 315 as the band member has a width dimension corresponding to the width dimension L2 of the cylindrical portions 317a and 317b as the winding portion. The width dimension corresponding to the width dimension L2 of the circumferential surface of the cylindrical portions 317a and 317b is, for example, substantially the same size so as not to be largely deviated in the width direction when winding the constant load spring 315, It is preferable that the width dimension is such that there is a slight play between the flange portions 318a and 318b. Specifically, it is preferable that the width L2 is about 1.05 to about 1.1 times and the width L3 is about 1.2 times the width L1.
  Thus, by making the width dimension L1 of the constant load spring 315 and the width dimension L2 of the peripheral surface of the cylindrical portions 317a and 317b approximately the same, as shown by the alternate long and short dash line in FIG. Even when the constant load spring 315 shifts in the width direction due to some factor during winding, the shift is corrected by the flange portions 318a and 318b coming into contact with the end portion of the constant load spring 315. It can be wound without bias.
  Further, the width dimension of the flanges 318a and 318b is gradually longer as it is separated from the axial center, so that the space between the flanges 318a and 318b becomes wider and narrower toward the center, so that it is possible to The constant load spring 315 can be smoothly wound without deviation in the width direction.
  As described above, the width of the winding portion in the present embodiment includes the width dimension L2 and the width dimension L3 which are the dimensions in the direction of the rotation axis 320 in the cylindrical portions 317a and 317b of the bobbin 314. That is, when the winding portion is formed in a substantially concave shape in a cross-sectional view along the rotation shaft 320 of the bobbin 314, the width of the winding portion is the width dimension of the concave groove. Further, as in the present embodiment, when the width dimension L2 on the base end side of the recessed groove and the width dimension L3 on the tip end are different, the dimensions of these width dimensions L2 to L3 are included in the width of the winding portion. .
  As described above, by forming the circumferential surfaces of the cylindrical portions 317a and 317b of the bobbin 314 as the winding portion in a substantially concave groove shape, both end portions in the width direction of the constant load spring 315 have flange portions at the time of winding. As guided by the guides 318a and 318b, the constant load spring 315 can be smoothly wound without deviation in the width direction. In the present embodiment, although the width dimension of the winding portion, that is, the separation width dimension of the flange portions 318a and 318b is different between the base end side and the tip end side (width dimension L2 ≠ L3), the present invention The present invention is not limited to this, and all width dimensions may be the same from the proximal end toward the distal end.
  As shown in FIG. 11, in the bobbin 314 configured in this way, the rotational force of the drive shaft 310 a of the first effect motor 310 is transmitted to the first gear 311, the second gear 312 and the third gear 313. , And rotates about the rotation axis 320. The constant load spring 315 is wound around the bobbin 314 by rotating the bobbin 314 in the first direction (clockwise in the front view), and the constant load spring is rotated by rotating the bobbin 314 in the second direction (counterclockwise in the front view). A numeral 315 is drawn from the bobbin 314 vertically downward.
  The second gear 312 is centered on a pivot shaft 331 which is directed in the front-rear direction to one end of a pivot member 330 having a substantially inverted V shape in a front view substantially rotatably supported about a drive shaft 310 a of the first gear 311. It is provided rotatably. The other end of the pivoting member 330 is connected to the tip of the plunger 316a of the first effect solenoid 316, and the pivoting member 330 is driven by turning on the first effect solenoid 316 (energized state) It is configured to rotate around a shaft 310a.
  Specifically, when the first effect solenoid 316 is off (in the non-energized state), the second gear 312 is biased and extended by the biasing spring 316 b by the plunger 316 a, and the rotating member 330 is extended in the first direction ( By being rotated clockwise as viewed from the front, the first gear 311 and the third gear 313 are respectively meshed, and the meshing position where the rotational force of the drive shaft 310 a can be transmitted to the third gear 313 is maintained ( 11 (A)).
  In addition, when the first effect solenoid 316 is on (energized state), the plunger 316a contracts against the biasing force of the biasing spring 316b, and the rotating member 330 is in the second direction (counterclockwise as viewed from the front). By rotating to the third gear 313, it rotates (moves) in the direction away from the third gear 313, and moves the rotational force of the drive shaft 310a to the disengagement position where it can not be transmitted to the third gear 313 (FIG. )reference). The second gear 312 moves away from the third gear 313 by moving around the first gear 311 around the drive shaft 310 a, so that the second gear 312 meshes with the first gear 311. While leaving the third gear 313 alone.
  As described above, the engagement of the first gear 311, the second gear 312, and the third gear 313 is released, so that the bobbin 314 is freed from the load of the first effect motor 310, and its own weight is reduced. By exceeding the return force of the constant load spring 315, it is possible to drop from the upper position to the lower position.
  As shown in FIG. 14, a holding mechanism 340 as holding means for holding the effect movable body moved to the upper position at the upper position is provided on the upper portion of the side portion 301 b of the base member 301. There is. The holding mechanism 340 is connected via a second effect solenoid 341 attached with the plunger 341a directed downward and a connecting member 342 attached to the tip of the plunger 341a, and is provided movably in the front-rear direction. And a holding member 343.
  The holding member 343 is formed with a connecting groove 343a which inclines upward toward the front side, and a connecting shaft 342a formed in the connecting member 342 is inserted into the connecting groove 343a. When the second effect solenoid 341 is off (non-energized state), the connecting shaft 342a is positioned at the rear end of the connecting groove 343a by the plunger 341a being biased downward by the biasing spring 341b and extended. In order to do so, the holding member 343 is positioned at a holding position where the holding portion 343b at the tip projects to the front side relative to the side portion 301b. In addition, when the second effect solenoid 341 is turned on (energized state), the connecting shaft 342a is raised by the plunger 341a being contracted against the biasing force of the biasing spring 341b, so that the holding member 343 is The holding portion 343b at the tip is moved to the holding release position where it is retracted backward.
  Since the holding member 343 is guided by the side portion 301b so as to be slidable in the front-rear direction, when the holding member 343 is positioned at the holding position, the first effect of the effect movable body 302 is displayed on the holding portion 343b. When the movable body 303L is locked, the load of the first effect movable body 303L can be supported, and the effect movable body 302 can be held at the upper position.
  Returning to FIG. 9 and FIG. 10, the first effect movable body 303L is directed from the top of the guide portion 350 to the right from the guide portion 350 which moves the front side of the side portion 301b of the base member 301 in the vertical direction. , And a second effect movable portion 353 provided on the back side of the first effect movable portion 352. The first effect movable portion 352 is provided so as to slide in the lateral direction with respect to the horizontal portion 351. And the auxiliary movable portion 358. The detailed structure will be described later based on FIGS.
  A horizontal holding piece 354a (see FIG. 11) as a held portion held by the holding portion 343b of the holding member 343 at a predetermined portion of the guide portion 350, and a control piece 354b abutting on the drop regulating member 307 at the lower position. And the stopper part 354 which consists of.
  A slide rail 356 slidably mounted on the guide rail 306 of the base member 301 is provided on the back surface of the guide portion 350. In addition, a spring attachment portion 357 to which the other end of the constant load spring 315 is attached is provided on the upper portion of the guide portion 350. As described above, in the present embodiment, the first effect movable body 303L is vertically movable with respect to the base member 301 by assembling the slide rail 356 to the guide rail 306. The constant load spring 315 is attached to the base member 301 so that the width L1 is in the front-rear direction, and the spring attachment portion 357 can move up and down just under the left side of the circumferential surface of the bobbin 314 as shown in FIG. Because the effect movable body 302 falls to the lower position, the constant load spring 315 is pulled out substantially vertically downward.
  Further, in this embodiment, as a notice effect performed during the variable display of the effect symbol, for example, an operation notice performed on condition that the player operates the stick controller 31A or the push button 31B, a predetermined image is Step up notice that changes in stages, Serif notice that a character appears and speaks serif, Cut-in notice that a predetermined image is interrupted and displayed, and whether it will be a big hit notice effect or reach that suggests the possibility of a big hit Suggested reach notice, pseudo-notice to notice whether it will be pseudo-run, stop symbol notice to give notice of stop symbol, notice if the gaming state is in probability fluctuation state (hidden or not) In addition to multiple announcements that are executed at the time of variable display start and reach establishment, such as a latent announcement, it is executed during a big hit game. High hit after the big hit end by notifying the transition to the high probability state at the end of the big hit during the big hit during the big hit, or changing the normal big hit combination to the definite change big hit combination combination of the regular variation at the end of the variable display of the production symbol It is possible to execute various advance notice effects such as promotion notification effects for notifying transition to probability states, and at such predetermined timings of these various advance notice effects, the lower position of the effect movable body 302 located above in this manner by its own weight. It is possible to execute a drop effect (a movable effect) in which the light is dropped to the end.
  Further, the movable body for effect 302 does not necessarily fall at a predetermined timing of these various effects, and for example, in the above-mentioned big hit advance effect, when the variation display result is a big hit, a higher ratio than when lost For example, it is made to fall at 100%), or in reach notice, it is made to fall at a higher rate (e.g., 100% is included) when reach is established, or in pseudo link notice When the pseudo ream continues, it is made to fall at a higher rate (including, for example, 100%) than when it does not continue, or when it develops into super reach, it is higher rate than when it does not evolve (for example, 100% ), And in this way, the player expects the movable body for effect 302 to fall. Since, it is possible to watch the dropping operation of the effect for the movable body 302.
  Also, the timing at which the effect movable body 302 is dropped can be performed at any timing during execution of the above-mentioned various notices, and is, for example, any timing such as when reach is established or develops into super reach. The timing may be when the player operates the stick controller 31A or the push button 31B. That is, according to the present invention, the effect movable body 302 located at the upper position is prevented from falling at timings other than the various falling timings predetermined as described above.
  Further, in the present embodiment, for example, when the falling condition of the effect movable body 302 is satisfied as an effect pattern of super reach effect executed by the effect control CPU 120 (for example, the push button 31B is operated within the operation effective period) First effect pattern that causes the movable body for effect 302 to drop from the upper position to the lower position when the operation effective period has not been operated during the operation or the operation effective period, and the fall of the effect movable body 302 One of a plurality of effect patterns including a second effect pattern that does not cause the effect movable body 302 to fall from the upper position to the lower position even if the condition is satisfied is determined.
  Specifically, the CPU 120 for effect control specifies the display result of the variable display based on the set fluctuation pattern at the start of the variable display, and executes the super reach effect based on the specified display result. In the case of the presence or absence and the execution, the effect pattern is determined to be one of a plurality. For example, when the variation display result is a big hit, the first effect pattern is determined as the super reach effect pattern at a higher rate (including, for example, a 100% rate) than the case where the variation display result is lost. If the player loses the game, the second effect pattern is determined as the super reach effect pattern at a higher rate (including, for example, a rate of 100%) than when the variable display result is a big hit.
  Therefore, even when the effect control CPU 120 determines either the first effect pattern or the second effect pattern, a predetermined timing before the fall condition is satisfied (for example, when the push button 31B is operated within the operation valid period) Alternatively, the bobbin 314 is rotated by the first effect motor 310 to move the effect movable body 302 to the first upper position by the first effect motor 310 at a timing before the operation effective period elapses without being operated within the operation effective period. To the second upper position. By doing this, the player predicts whether or not the effect movable body 302 will fall depending on whether or not the effect movable body 302 rises from the first upper position to the second upper position at a predetermined timing. It is possible to avoid being able to do it.
  Next, operation control of each part executed by the effect control CPU 120 when the effect movable body 302 is dropped or raised will be described based on FIG. 15 to FIG. 18 with reference to the timing chart of FIG. .
  As shown in FIG. 15, in the drive initial state, the effect movable body 302 is held at the first upper position. At this time, the holding piece 354a of the first effect movable body 303L is engaged with the holding portion 343b of the holding member 343, and the load of the effect movable body 302 is supported by the holding member 343. Is held in the first upper position.
  In this state, the first effect motor 310 for winding the constant load spring 315, the first effect solenoid 316 for moving the second gear 312, and the second effect solenoid 341 for holding are both off (non-energized State) (see timing a in FIG. 19A). Thus, the second gear 312 is located at the meshing position.
  As shown in FIG. 16, based on the above-described first effect pattern, when the fall effect for dropping the effect movable body 302 starts (see the timing a in FIG. 19A), before the fall timing is reached, The effect presentation body 310 slightly rotates the bobbin 314 on the left side in the first direction (clockwise as viewed from the front) by the motor 310 for effect production, and raises the movable body 302 for effect from the first upper position to the second upper position (FIG. 19 (A Timing b))). As a result, as shown in the enlarged view in FIG. 16, the holding piece 354a of the first effect movable body 303L is lifted from the holding portion 343b of the holding member 343.
  Next, as shown in FIG. 17, when it comes to the drop timing of the effect movable body 302 (see timing c in FIG. 19A), first, the first effect motor 310 is turned off (non-energized state) At the same time, the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state). As a result, the second gear 312 rotates from the meshing position to the meshing release position, and the holding member 343 retracts to the holding release position. Further, since the connection between the effect movable body 302 and the first effect motor 310 is released and the free state is achieved, the effect movable body 302 moves from the second upper position to the lower position through the first upper position. Fall by.
  When the second gear 312 rotates from the meshing position to the meshing release position, the first effect motor 310 is preferably turned off (non-energized state). That is, while moving the effect movable body 302 from the first upper position to the second upper position by the first effect motor 310 and holding it at the second upper position, in the winding direction of the first effect motor 310 In this state, the falling of the effect movable body 302 is restricted by the rotational driving force of Therefore, since the teeth of the second gear 312 and the teeth of the third gear 313 are in pressure contact with each other, the force of the second effect solenoid 341 releases the meshing of the second gear 312 with the third gear 313. Is difficult.
  Then, the first gear motor 311, the second gear 312 and the third gear 313 all become free to rotate by turning the first effect motor 310 off (non-energized state), so the third gear 313 drops. Since the rotation in the direction is permitted by the rotation of the second gear 312 and the first gear 311, the second gear 312 can easily rotate to the mesh release position with respect to the third gear 313.
  In this embodiment, at timing c, the first effect motor 310 is turned off (non-energized state), and at the same time, the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state). However, the present invention is not limited to this, and the first effect solenoid 316 and the second effect solenoid 341 are turned on after the first effect motor 310 is turned off (non-energized state). It may be set to (energized state).
  At timing c, the first effect motor 310 is turned off (non-energized state), and at the same time, the first effect solenoid 316 and the second effect solenoid 341 are turned on (energized state). The present invention is not limited to this, and when the first effect motor 310 is turned off (non-energized state) simultaneously or after turned off (non-energized state), the second effect solenoid 341 is turned on. After releasing the holding state of the movable body 302, the first effect solenoid 316 may be turned on to move the second gear 312 to the meshing release position. When the first effect motor 310 is turned off (non-energized state) at the same time or turned off (non-energized state), the first effect solenoid 316 is turned on to move the second gear 312 to the meshing release position. From the above, the holding state of the effect movable body 302 may be released by setting the second effect solenoid 341 to on.
  Also, after moving up the effect movable body 302 from the first upper position to the second upper position by the first effect motor 310, the second effect solenoid 341 is turned on (energized state), and the holding member 343 is moved from the holding position Evacuated to holding release position. That is, since the holding member 343 is retracted from the holding position to the holding release position in a state where the load of the effect movable body 302 is not applied to the holding portion 343b, it can not only be moved by a small force, but also surely from the holding position It can be moved to the holding release position.
  Next, when the predetermined effect period has passed after the effect movable body 302 has dropped to the lower position, the second effect solenoid 341 is turned off (non-energized state) to return the holding member 343 to the holding position (FIG. Timing d in A), the first effect solenoid 316 is turned off (non-energized state) to return the second gear 312 to the meshing position (see timing e in FIG. 19A).
  In the present embodiment, the second gear 312 is returned to the meshing position after the holding member 343 is returned to the holding position, but the present invention is not limited to this, and the second gear 312 to the meshing position After the return, the holding member 343 may be returned to the holding position, or the timing at which the second gear 312 is returned to the meshing position and the timing at which the holding member 343 is returned to the holding position may be simultaneous. Further, the holding member 343 may be returned to the holding position when the series of operations until the returning to the upper position is finished after the effect movable body 302 is dropped. Also, after the holding member 343 is moved from the holding position to the holding release position to drop the effect movable body 302, the holding member 343 is held from the holding release position before the effect movable body 302 reaches the lower position. You may return to the position.
  Further, in the present embodiment, the constant load spring 315 is applied as an example of the band member, and when the effect movable body 302 falls to the lower position against the return force of the constant load spring 315, the bobbin 314 In the constant force spring 315 pulled out from the above, the force for unwinding to the bobbin 314 acts, so that the constant force spring 315 drawn out does not bend or twist. In addition, since the bias of the winding is suppressed, the constant load spring 315, which has been wound up even when it is dropped, is pulled out smoothly, so it is possible to suppress stopping or rattling in the middle of falling.
  Then, after the effect by the effect movable body 302 at the lower position is finished, when returning to the first upper position, the first effect motor 310 is turned on (energized state) to turn the bobbin 314 in the first direction (front view clockwise) (See timing f in FIG. 19A). As a result, the constant load spring 315 is wound around the circumferential surfaces of the cylindrical portions 317a and 317b of the bobbin 314, whereby the effect movable body 302 is lifted. At this time, since the winding force by the constant load spring 315 works, the force can be raised by a small force. Then, when it is detected by the position sensor (not shown) that the effect movable body 302 has reached the first upper position, the first effect motor 310 is turned off (non-energized state) (in FIG. 19A). Timing g)).
  When the effect movable body 302 ascends from the lower position to the first upper position, even if the holding member 343 protrudes to the holding position, the tapered surface formed at the lower portion of the holding portion 343b moves the first effect movable body 303L. The holding piece 354a comes into contact, and while pushing up, pressing the holding member 343 against the biasing force of the biasing spring 341b allows the holding piece 354a to pass. Then, after passing, the holding member 343 is returned to the holding position by the urging force of the urging spring 341b, whereby the holding piece 354a is engaged with the holding portion 343b and the first effect movable body 303L is held at the first upper position. And the drop effect ends.
  Next, as shown in FIG. 19 (B), based on the above-described second effect pattern, when the fall effect for causing the effect movable body 302 to fall is started (see timing a in FIG. 19 (B)), Before reaching the timing, the bobbin for left side 314 is slightly rotated in the first direction (clockwise in front view) by the first effect motor 310 to move the movable object for effect 302 from the first upper position to the second upper position. (See timing b in FIG. 19B). As a result, as shown in the enlarged view in FIG. 16, the holding piece 354a of the first effect movable body 303L is lifted from the holding portion 343b of the holding member 343.
  Next, when the falling timing of the effect movable body 302 (see timing c in FIG. 19B), the first effect motor 310 remains on (energized state) and the first effect solenoid 316 and The second effect solenoid 341 is also kept off (non-energized state). In other words, after the effect movable body 302 rises from the first upper position to the second upper position, it does not drop to the lower position from the second upper position via the first upper position to the second upper position. It is held.
  When the first effect motor 310 is turned off (non-energized state) after the predetermined period has elapsed, the effect movable body 302 falls from the second upper position to the first upper position, and is held by the holding member 343. It is held at the first upper position (see timing d in FIG. 19B). Further, after the predetermined period has elapsed, the fall effect ends (see timing e in FIG. 19B).
  Thus, for example, in the state in which the effect movable body 302 is held at the first upper position, it is possible to be visually recognized from the player side, and before it is dropped from the first upper position to the lower position, When an operation to slightly raise the second upper position is performed, even when the second effect pattern in which the effect movable body 302 is not dropped at the drop timing is performed, it is before the drop timing at which the effect movable body 302 is dropped Since, as in the case of the first effect pattern, the effect movable body 302 is raised from the first upper position to the second upper position (also in the effect display device 5, etc., a common effect is executed). It can be difficult to predict whether the movable body 302 falls.
As described above, in the pachinko gaming machine 1 according to the embodiment of the present invention, the effect movable body 302 as a movable body provided movable at least between the upper position and the lower position, and the width A constant load spring 315 as a band member having a dimension L1 and attached to the effect movable body 302, and a bobbin 314 as a take-up portion for winding the constant load spring 315, and the effect movable body 302 has its own weight The constant load spring 315 is wound on the bobbin 314 when the effect movable body 302 moves to the upper position, and the width corresponding to the width dimensions L2 to L3 of the bobbin 314 By having the dimension L 1, when the constant load spring 315 is wound by the bobbin 314, it is possible to prevent the winding by being biased in the width direction of the bobbin 314. Therefore, when the constant load spring 315 is biased and wound when raising the effect movable body 302, it is possible to avoid that the rising speed changes, the rising timing is shifted, and the like.
  Moreover, in the present embodiment, the constant load spring 315, which is a spring member that biases the effect movable body 302 upward, is applied as an example of the band member, so that the effect movable body 302 is positioned above Since the force for moving to the lower position is reduced, it is possible to increase even a motor or the like with a small output. In addition, since rising is always assisted with a constant force from the lower position to the upper position, not only can it be stably raised, but the band member itself has a winding force, Since there is no need to provide an urging member such as a spring member or the like for supporting the elevation of the effect movable body 302 other than the members, the structure is simplified.
  In the present embodiment, the constant load spring 315 is applied as an example of the band member, but the present invention is not limited to this, and a spring member other than the constant load spring (for example, a spring) is used. It may be. Furthermore, a band member such as a cloth or a rubber material having no winding force like a spring may be applied. When a spring member other than the constant load spring is applied as described above, a biasing member such as a spring member for supporting the ascent of the effect movable body 302 may be separately provided.
  Further, in the present embodiment, the bobbin 314 is applied as an example of the winding unit, but the present invention is not limited to this, and a tubular member, a pulley, or the like may be used.
  The effect movable body 302 includes a first effect movable body 303L as a first movable body and a second effect movable body 303R as a second movable body, and the first effect movable body 303L and the first effect movable body 303L Since the second effect movable body 303R is dropped to the lower position at the same timing and moved to the upper position at the same timing, the effect of the rendering is improved.
  In the present embodiment, since the first effect movable body 303L and the second effect movable body 303R are integrated through the connecting rod 305, even though the moving mechanisms 304L and 304R are separately provided. However, the present invention is not limited to this, and the first effect movable body 303L and the second effect movable body 303R are provided separately movably, It may be made to be able to move up and down at the same time or up and down separately by the separate moving mechanisms 304L and 304R respectively.
  Further, as described above, the first effect movable body 303L and the second effect movable body 303R are separately provided so as to be able to move up and down separately, and are separately moved up or down at the same timing by the respective moving mechanisms 304L and 304R. Even in the case where the constant load spring 315 can be driven, as in the present embodiment, the constant load spring 315 has a width L1 corresponding to the width L2 to L3 of the bobbin 314 and is not biased in the width direction of the bobbin 314 By being wound up, it becomes difficult to cause deviation in winding in the separate moving mechanisms 304L and 304R respectively, so the left and right first effect movable bodies 303L and the second effect movable bodies 303R are not shifted together. Can be raised.
  Further, in the present embodiment, the effect movable body 302 includes the first effect movable body 303L and the second effect movable body 303R, but the present invention is not limited to this. It may be comprised only with the movable body of, or may be comprised with three or more multiple movable bodies.
  Moreover, in the present embodiment, the effect movable body 302 is positioned above the effect display device 5 at the upper position, and is superimposed on the front surface of the effect display device 5 by falling to the lower position. The present invention is not limited to this, and the effect movable body 302 may be provided so as to be able to move up and down at a position unrelated to the effect display device 5, for example, on the back side of the transparent game board.
  Further, at least one of the first gear 311, the second gear 312 and the third gear 313 for transmitting the rotational force of the first effect motor 310, and the first gear 311, the second gear 312 and the third gear 313. Gear member moving means for moving a gear member (for example, the second gear 312) between a meshing position where it meshes with another gear member (for example, the third gear 313) and a meshing release position where meshing is released A first effect solenoid 316 and a pivoting member 330 are provided, the second gear 312 is positioned at the meshing position, the rotational force of the first effect motor 310 is transmitted by a plurality of gear members, and a constant load is provided by the bobbin 314 By winding up the spring 315, the effect movable body 302 is moved to the upper position, and the second gear 312 is moved to the meshing release position by the first effect solenoid 316 and the rotation member 330. It is to, to drop by its own weight the effect for the movable body 302 of the upper position to the lower position.
  In this way, when the effect movable body 302 is dropped from the upper position, the connection with the first effect motor 310 can be released, so that the effect movable due to the load of the first effect motor 310 It can be suppressed that the force in the falling direction of the body 302 becomes weak.
  Further, in the present embodiment, the second gear 312 of the first gear 311, the second gear 312 and the third gear 313 is movable between the meshing position and the meshing release position, but the present invention is limited thereto Instead of the second gear 312, the first gear 311 or the third gear 313 may be movably provided, as long as at least one of the plurality of gear members is movable. . Furthermore, not only the second gear 312 but also a plurality of gear members may be provided movably with respect to other gear members.
  Further, in the present embodiment, even if the second gear 312 is moved from the meshing position to the meshing release position, the meshing with the first gear 311 is not released, so one gear is restored when the meshing state is returned. The meshing is performed smoothly because it is only necessary to mesh with the third gear 313, which is a member, but the present invention is not limited to this, and the meshing position is moved to the meshing release position By doing this, the meshing state with two or more gear members may be released.
  In addition, the gear member moving means is not limited to the solenoid, and may be driven by another drive source such as a motor, or to move up the moving body such as the first effect motor 310. It may be an interlocking mechanism interlocked by a driving source of
  Furthermore, in the present embodiment, the movement of the second gear 312 from the meshing position to the meshing release position is a rotation about the drive shaft 310a, which is the rotation axis of the first gear 311, so that Although the meshing with the first gear 311 is not released like this, the present invention is not limited to this, and the movement from the meshing position to the meshing release position is limited to the rotation. It may be linear movement. Further, the present invention is not limited to the movement in the direction away from the circumferential surface of the target gear member, and may be moved in the axial direction of the gear member.
  In addition, a holding mechanism 340 as holding means for holding the effect movable body 302 moved to the first upper position at the first upper position is provided, and the effect movable body 302 at the first upper position is dropped by its own weight Sometimes, it is moved from the first upper position to the upper second position, and the holding by the holding mechanism 340 is released.
  By doing this, it is possible to release the holding smoothly in a state where the load of the effect movable body 302 is not applied to the holding member 343 which is the holding mechanism 340.
  In the present embodiment, when the effect movable body 302 is dropped, the holding member 343 is moved from the holding position to the holding release position after being moved from the first upper position to the second upper position. The present invention is not limited to this. For example, the holding member 343 may be moved obliquely upward from the holding position toward the holding release position, or friction may be generated between the holding portion 343b and the holding piece 354a. A friction reduction means (not shown) such as a roller for reducing resistance is provided so that the holding member 343 can be smoothly moved to the holding release position even in a state where a load of the effect movable body 302 is applied. May be
  Further, in this embodiment, the moving mechanism for raising the effect movable body 302 from the lower position to the first upper position and the moving mechanism for raising the effect movable body 302 from the first upper position to the second upper position are the same moving mechanism. However, the present invention is not limited to this, and may be a separate moving mechanism.
  Further, in the present embodiment, the moving mechanisms 304L and 304R for moving the effect movable body 302 from the lower position to the first upper position are raised by winding the constant load spring 315 by the bobbin 314, The present invention is not limited to this, and the moving mechanism may be configured by separate moving mechanisms such as a rack and a pinion.
  Further, in the present embodiment, the movement of the effect movable body 302 is controlled by the effect control CPU 120, but the present invention is not limited to this, and the movement may be controlled by the CPU 103. In this case, the CPU 103 outputs control information (command) indicating the state of the moving object to the effect control board 12, and the effect control CPU 120 controls the effect display device 5 based on the received control information (command). The presentation may be performed at the same time.
  Further, in the present embodiment, when performing the drop effect, the effect movable body 302 always drops from the upper position to the same lower position, but the present invention is not limited to this. It may be possible to drop in stages. That is, the lower position below the upper position includes a plurality of lower positions including a first lower position and a second lower position where the distance from the upper position is longer than the first lower position, and can be dropped to each of these lower positions. It may be
  In this case, for example, when the variation display result is a big hit, it falls to the second lower position at a higher rate (including, for example, a percentage of 100%) than when the variation display result is a loss, and the variation display If the result is a loss, it may fall to the first lower position at a higher rate (including, for example, a rate of 100%) than when the variable display result is a big hit, by doing so, Since the player expects the effect movable body 302 to fall further downward, the effect of the effect is improved.
  Next, the effect movable body 302 will be described based on FIGS. FIG. 20: (A)-(C) is a schematic front view which shows the operation aspect of a 1st presentation movable part and a 2nd presentation movable part. FIGS. 21A to 21C are schematic rear views showing operation modes of the first effect movable unit and the second effect movable unit. FIG. 22: (A)-(F) is a schematic plan view which shows the operation aspect of a 1st presentation movable part and a 2nd presentation movable part.
  As shown in FIGS. 20 to 22, the first effect movable body 303L and the second effect movable body 303R are, as described above, a horizontal portion 351 extending from the top of the guide portion 350 toward the center in the left-right direction A first effect movable portion 352 provided slidably in the left-right direction with respect to the horizontal portion 351; a second effect movable portion 353 operatively provided on the back side of the first effect movable portion 352; A movable portion 358 is provided.
  Specifically, the left and right horizontal portions 351 are disposed apart from each other on the left and right, and are integrated through the connecting rod 305. Further, slide grooves 360 are extended in the left-right direction in the left and right horizontal portions 351, and rack gears 361 provided on the left and right first effect movable portions 352 can slide in the slide grooves 360. It is provided. In addition, a second effect motor 362 is provided on the back of the left and right horizontal portions 351, and a first pinion gear 363 is fixed to a drive shaft of the second effect motor 362. The second pinion gear 364 is engaged, and the second pinion gear 364 is engaged with the rack gear 361.
  Therefore, the horizontal part 351 between the united position where the divided surfaces contact each other and the separated position where the divided surfaces are separated left and right by the second effect motor 362 It is provided to be movable in the lateral direction. The left and right first effect movable units 352 are configured to form one substantially circular effect unit by being united at the united position.
  The second effect movable portion 353 has a shape imitating a finger, and is provided so as to be pivotable about a pivot shaft 365 (see FIG. 22) facing in the vertical direction. Specifically, as shown in FIG. 22 (A), when the first effect movable portion 352 is in the combined position, a retracted position disposed on the back of the first effect movable portion 352, and FIG. As shown in), when the first effect movable portion 352 is at the separated position, it is possible to rotate between the effect position arranged to project forward from the division surface of the first effect movable portion 352 Provided in
  The pivot shaft 365 is slidably supported by the support member 366 in the left-right direction. In addition, since the other end of the compression spring 367 whose one end is attached to the first effect movable portion 352 is attached, it is always urged toward the retracted position side.
  In addition, the auxiliary movable portion 358 is provided slidably on the back of the first effect movable portion 352 in the left and right direction, and when the first effect movable portion 352 is in the combined position, the first effect movable portion 352 is A retracted position disposed on the back of the display, and an effect position disposed to project laterally from the dividing surface of the first effect movable portion 352 when the first effect movable portion 352 is at the separated position It is provided slidably between the two. In addition, the other end of the compression spring 368 having one end attached to the first effect movable portion 352 is always urged toward the retracted position.
  Here, based on FIG. 22, the operation aspect of the 1st presentation movable part 352 and the 2nd presentation movable part 353 is demonstrated. In the following, the description of the operation mode of the auxiliary movable portion 358 will be omitted.
  First, when the effect movable body 302 is at the drive initial position or falls to the lower position, as shown in FIG. 22A, the first effect movable portion 352 is at the combined position, and the second effect is generated. The movable portion 353 is in the retracted position (see FIG. 21A).
  As shown in FIG. 22B, when the first effect movable unit 352 starts moving from the combined position to the separated position by the second effect motor 362, first, the pivot shaft 365 of the second effect movable unit 353 The position close to the center contacts the end of the horizontal portion 351 (see the contact point P1). At this time, since the tip of the second effect movable portion 353 is in contact with the back surface of the first effect movable portion 352 (see the contact point P2), the second effect movable portion 353 rotates around the rotation axis 365 There is nothing to do.
  As shown in FIG. 22C, when the first effect movable portion 352 moves toward the separated position while the second effect movable portion 353 is held at the end of the horizontal portion 351, the second effect movable portion 353 is The front end contacts the corner of the dividing surface 352a (see the contact point P2) and is exposed from the dividing surface 352a, so it starts to rotate about the rotation shaft 365 (see FIG. 21B).
  Next, as shown in FIG. 22 (D), as the first effect movable portion 352 moves toward the separated position, the second effect movable portion 353 rotates around the rotation axis 365, and FIG. 22 (E) As shown in FIG. 22F, after the second effect movable portion 353 rotates about 80 degrees from the retracted position and the finger rotates forward to the effect position, the rotation is restricted, as shown in FIG. Only the one effect movable portion 352 slides to the separated position (see FIG. 21C).
  As described above, in the second effect movable unit 353 provided rotatably around the rotation shaft 365, the rotation shaft 365 is provided slidably. And it is retracted to the back side of the first effect movable portion 352 at the retracted position, but it is exposed to the front side by sliding to the effect position side while rotating in conjunction with the slide movement of the first effect movable portion 352 It is supposed to Therefore, as shown in FIG. 20, the left and right second effect movable parts 353 imitating a finger may seem to push the left and right first effect movable parts 352 apart from the dividing surface 352a so as to split it left and right. it can.
  Further, after the second effect movable portion 353 is pivoted to the effect position, as particularly shown in FIG. 22E, as shown in FIG. 22F, only the first effect movable portion 352 slides to the separated position. By doing this, only the first effect movable portion 352 slides further to the separated position after the second effect movable portion 353 bulges forward, so that the first effect movable portion 352 is torn left and right with a finger. I can show it.
  Although the embodiments of the present invention have been described above with reference to the drawings, the specific configuration is not limited to these embodiments, and any changes or additions may be made without departing from the scope of the present invention. Be
  For example, although the pachinko gaming machine 1 is illustrated as an example of a gaming machine in the above embodiment, the present invention is not limited to this, and for example, gaming balls having a predetermined number of balls are inside the gaming machine In addition, the number of balls that have been enclosed so as to be able to circulate and is lent out in response to a player's request for lending, and the number of prize balls awarded in response to winnings are added, while the number of gaming balls used in the game is subtracted. The present invention can also be applied to so-called enclosed game machines that are stored.
  Further, in the above embodiment, a pachinko game machine is applied as an example of a game machine, but the game can be started by setting a predetermined number of bets for one game using, for example, a game value At the same time, one game is ended by the display result being derived on the variable display device capable of variably displaying a plurality of types of symbols that can be identified respectively, and a prize is generated according to the display result derived on the variable display device The present invention is also applicable to a slot machine that is enabled.
  In the above embodiment, the drop effect for dropping the effect movable body 302 at the upper position to the lower position is executable as various effects such as a notice effect and a big hit effect, but in the case of a slot machine, for example, Granting a gaming state (eg, big bonus, regular bonus, etc.) that is advantageous to the player, giving an assist time (hereinafter abbreviated as AT) in which the pushing order advantageous to the player is notified, increasing the AT continuation rate, As a suggestive effect that suggests the possibility that the more advantageous AT such as the stock number increase of AT, the transition to AT can be given, the assignment of the specific part, etc. A drop effect for dropping the movable body 302 to the lower position may be applied.
  In such a case, the effect control means for controlling the effect based on the control information output from the game control means for controlling the progress of the game determines the case where the internal lottery result is a bonus or the addition of the AT If there is a loss, or if the assignment of AT is not determined, the first effect pattern is determined at a higher rate (including, for example, a rate of 100%), and the internal lottery result is a loss or If the AT award is not determined, the second effect pattern is determined at a higher rate (for example, including a rate of 100%) than in the case of being a bonus or when the AT increment is determined. It is also good.
1 Pachinko gaming machine 300 effect unit 302 effect movable body 303L first effect movable body 303R second effect movable body 304L, 304R moving mechanism 314 bobbin 311 first gear 312 second gear 313 third gear 315 constant load spring 316 First effect solenoid 341 Second effect solenoid 343 Holding member

Claims (1)

  1. It is a gaming machine that plays a game,
    A movable body movably provided at least between an upper position and a lower position;
    Moving means for moving the moving body upward;
    Holding means for holding the movable body moved to the upper position at the upper position;
    Equipped with
    The movable body can be dropped from the upper position to the lower position by its own weight,
    The holding means is movable to a holding position for holding the movable body and a holding release position for releasing the holding of the movable body, and when the movable body at the upper position is dropped by its own weight, from the upper position The gaming machine further moves the holding means from the holding position to the holding releasing position while releasing the holding means by the holding means .
JP2014118896A 2014-06-09 2014-06-09 Gaming machine Active JP6505987B2 (en)

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JP6505987B2 true JP6505987B2 (en) 2019-04-24

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JP6385147B2 (en) * 2014-06-09 2018-09-05 株式会社三共 Game machine
JP6505986B2 (en) * 2014-06-09 2019-04-24 株式会社三共 Gaming machine
JP6064157B1 (en) * 2015-12-25 2017-01-25 株式会社大都技研 Amusement stand
JP6112589B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6152953B1 (en) * 2016-03-23 2017-06-28 株式会社サンセイアールアンドディ Game machine
JP6112587B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112588B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine
JP6112586B1 (en) * 2016-03-23 2017-04-12 株式会社サンセイアールアンドディ Game machine

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JP4534767B2 (en) * 2005-01-14 2010-09-01 奥村遊機株式会社 Game machine
JP4508203B2 (en) * 2007-02-14 2010-07-21 株式会社サンセイアールアンドディ Game machine
JP2012100866A (en) * 2010-11-10 2012-05-31 Sansei R&D:Kk Game machine
JP6505986B2 (en) * 2014-06-09 2019-04-24 株式会社三共 Gaming machine
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