JP2002153606A - Game machine - Google Patents

Game machine

Info

Publication number
JP2002153606A
JP2002153606A JP2000354930A JP2000354930A JP2002153606A JP 2002153606 A JP2002153606 A JP 2002153606A JP 2000354930 A JP2000354930 A JP 2000354930A JP 2000354930 A JP2000354930 A JP 2000354930A JP 2002153606 A JP2002153606 A JP 2002153606A
Authority
JP
Japan
Prior art keywords
game
game information
symbol variation
gaming machine
variation display
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP2000354930A
Other languages
Japanese (ja)
Other versions
JP2002153606A5 (en
Inventor
Hiroshi Enomoto
宏 榎本
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Kyoraku Sangyo Co Ltd
Original Assignee
Kyoraku Sangyo Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Kyoraku Sangyo Co Ltd filed Critical Kyoraku Sangyo Co Ltd
Priority to JP2000354930A priority Critical patent/JP2002153606A/en
Publication of JP2002153606A publication Critical patent/JP2002153606A/en
Publication of JP2002153606A5 publication Critical patent/JP2002153606A5/ja
Pending legal-status Critical Current

Links

Abstract

PROBLEM TO BE SOLVED: To provide novel enjoyment at all times to keep a player from boredom by varying characters or the like displayed on a variable pattern display. SOLUTION: The game machine includes a backup means for continuously and cumulatively storing a variety of game information even while power is shut off. A game condition control means is provided for controlling a variety of output devices based on the variety of game information cumulatively stored in the backup means.

Description

【発明の詳細な説明】DETAILED DESCRIPTION OF THE INVENTION

【0001】[0001]

【発明の属する技術分野】本発明はパチンコ遊技機等の
遊技機における興趣を増大させるための構造に関するも
のである。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a structure for increasing interest in a gaming machine such as a pachinko gaming machine.

【0002】[0002]

【従来の技術】周知のように「フィーバー機」と称され
る第1種パチンコ遊技機は、遊技盤にカラー液晶ディス
プレイ,CRT等の図柄変動表示器が設けられ、始動入
賞口に打球が入ると、1〜8の数字および☆◆◎等の記
号またはキャラクター等(以下、図柄という)が該図柄
変動表示器に例えば上から下に流れる如くに3列で変動
表示され、その表示の変動は数秒後に左列,右列,中列
の順に停止し、その停止図柄が所定の確率で偶然性をも
って例えば「777」,「☆☆☆」のように3列とも同
じ図柄となった場合に大当たり(特別遊技状態)とな
り、可変入賞装置(大入賞口)の開閉扉が電動開閉装置
の作動により開成状態となるようにしたもので、その開
成状態の可変入賞装置に打球が所定個数(通常は10
個)入球するか、または開成状態で所定制限時間(通常
は30秒)が経過すると、いわゆる第1ラウンドが終わ
って該可変入賞装置は一旦は閉じるが、その第1ラウン
ド中に可変入賞装置内に設けられている継続入賞口(V
ゾーンと称される)に打球が入球した場合には第2ラウ
ンドが始まりすぐにまた該可変入賞装置が開かれ、開成
状態となった可変入賞装置にまた打球が所定個数入球す
るか、または開成状態で所定制限時間が経過すると、第
2ラウンドが終わって該可変入賞装置はまた閉じるが、
その第2ラウンド中に可変入賞装置内に設けられている
継続入賞口に打球が入球した場合には第3ラウンドが始
まりすぐにまた該可変入賞装置が開かれ、こうして各ラ
ウンド中に継続入賞口に打球が入賞したことを条件とし
て最終ラウンド(例えば第16ラウンド)になるまで該
可変入賞装置が継続的に開かれるようにしている。この
ように特別遊技状態の期間中に可変入賞装置の開閉扉が
所定ラウンド数を限度として継続的に開かれ打球が極め
て入り易い状況が続くので多数の景品球を獲得できて遊
技者に多くの利益がもたらされるものである。
2. Description of the Related Art As is well known, a first-class pachinko game machine called a "fever machine" is provided with a pattern variation display such as a color liquid crystal display and a CRT on a game board, and a ball is hit into a start winning opening. And the symbols 1 to 8 and symbols such as ☆ ◆ ◎ or characters (hereinafter referred to as symbols) are variably displayed on the symbol variance display in three columns so as to flow from top to bottom, for example. After a few seconds, the left row, right row, and middle row stop in this order, and if the stopped symbol becomes coincident with a predetermined probability, for example, "777" or "☆☆☆", the jackpot ( (Special game state), and the opening and closing door of the variable winning device (large winning opening) is opened by the operation of the electric opening and closing device.
When a predetermined time limit (usually 30 seconds) elapses when the ball is thrown in or in the open state, the so-called first round is over and the variable prize apparatus is closed once, but during the first round, the variable prize apparatus is closed. The continuous winning opening (V
In the case where a hit ball hits the zone, the variable winning device is opened immediately after the second round starts, and a predetermined number of hit balls hits the opened variable winning device, or Or, if the predetermined time limit elapses in the open state, the second round is over and the variable winning device is closed again,
If a hit ball enters the continuous winning opening provided in the variable winning device during the second round, the variable winning device is opened again immediately after the third round is started, and thus the continuous winning is performed during each round. The variable winning device is continuously opened until the final round (for example, the 16th round), provided that the hit ball has won the mouth. As described above, during the special game state, the opening and closing door of the variable prize device is continuously opened up to a predetermined number of rounds, and the situation where the hit ball is extremely easy to enter continues. Benefit.

【0003】また、上記図柄変動表示器の変動表示は、
通常は左列,右列,中列の順に停止するが、左列と右列
が同じ図柄で停止した場合(一般にリーチと称されてい
る)に、中列が一旦は違う図柄に停止してもその中列が
再び逆方向に流れ、その結果、各列が総て同一図柄で停
止し特定遊技状態となり得るようにするなどいろいろな
変動態様を持たせることによって、大当たり発生に対す
る期待感を大きくさせ、遊技者を楽しませるようにして
いる。
[0003] In addition, the fluctuation display of the above-mentioned symbol fluctuation display,
Normally, the left, right, and middle rows stop in this order, but if the left and right rows stop at the same symbol (generally called reach), the middle row stops once at a different symbol. The middle row also flows in the opposite direction again, and as a result, by giving various fluctuation modes such that all the rows can stop at the same symbol and be in a specific game state, the expectation for the occurrence of big hits is increased. To keep the players entertained.

【0004】なお、従来からこの種のパチンコ遊技機で
は、大当たりの発生回数や、始動入賞口へ入賞して図柄
変動表示器に図柄が変動表示された回数(以下スタート
回数という)、リーチ別発生回数,確率変動の発生回数
等がメモリに累積記憶され電源が遮断されてもこうした
遊技情報を数日間に亘って継続して記憶しておき、こう
した各種の遊技情報を遊技者に開示することで遊技者に
遊技台選択に指針を与えるサービスを行うことがなされ
ていたが、こうした各種遊技情報はその他に何等利用す
るものではなかった。
[0004] Conventionally, in this type of pachinko gaming machine, the number of occurrences of jackpots, the number of times a symbol is variably displayed on a symbol variation display after winning in a start winning prize mouth (hereinafter referred to as the number of starts), the number of occurrences of each reach. The number of occurrences, the number of occurrences of the probability variation, and the like are accumulated and stored in the memory, and such game information is continuously stored for several days even if the power is cut off, and such various game information is disclosed to the player. There has been provided a service for giving a guide to the selection of a gaming table to a player, but such various game information is not used for any other purpose.

【0005】[0005]

【発明が解決しようとする課題】ところで、上記のよう
に図柄変動表示器を備えたこの種の遊技機では、1台の
機種では何時遊技しても同じ図柄で同じキャラクターに
よる表示であるので、新鮮味がなく、遊技に飽きが来る
欠点がある。
By the way, in a game machine of this type having a symbol variation display as described above, the same symbol and the same character are displayed on a single model regardless of the game. There is a drawback that there is no freshness and the game gets tired.

【0006】そこで本発明は、上記の各種遊技情報を利
用することで、常に新しい表示,動作がなされ、常に新
鮮な遊技態様に制御される遊技機を提供し、遊技者を飽
きさせることなくその娯楽性を高めようとするものであ
る。
Therefore, the present invention provides a gaming machine which always displays a new display and operation by using the above various kinds of game information, and is always controlled in a fresh game mode, without causing the player to get bored. It is intended to enhance entertainment.

【0007】[0007]

【課題を解決するための手段】そのために本発明の遊技
機は、各種遊技情報を電源遮断時にも継続して累積記憶
するバックアップ手段を備え、該バックアップ手段に累
積記憶された各種遊技情報に基づいて各種出力装置を制
御する遊技態様制御手段を設けてなることを特徴とす
る。また本発明は上記遊技機において、遊技態様制御手
段は各種遊技情報が特定値となることで遊技者に有利と
なるように各種出力装置を制御するものであることを特
徴とする。また本発明は上記遊技機において、出力装置
はパチンコ遊技機における図柄変動表示器であり、累積
記憶する遊技情報は該図柄変動表示器の変動回数であっ
て、該図柄変動表示器に表示されるキャラクタや図柄等
がその遊技情報に基づいて変わるように制御することを
特徴とする。また本発明は上記遊技機において、出力装
置はパチンコ遊技機における図柄変動表示器であり、累
積記憶する遊技情報は大当たりの発生回数に基づく特別
遊技情報であって、該図柄変動表示器に表示されるキャ
ラクタや図柄等がその特別遊技情報に基づいて変わるよ
うに制御することを特徴とする。
For this purpose, the gaming machine of the present invention includes a backup means for continuously accumulating and storing various game information even when the power is turned off, and based on the various game information accumulated and stored in the backup means. And a game mode control means for controlling various output devices. Further, the present invention is characterized in that in the above-mentioned gaming machine, the game mode control means controls various output devices so that various game information becomes a specific value, which is advantageous to the player. Further, in the gaming machine, the output device is a symbol variation display in the pachinko gaming machine, and the game information accumulated and stored is the number of times of variation of the symbol variation indicator, and is displayed on the symbol variation indicator. It is characterized in that a character, a pattern, and the like are controlled to change based on the game information. Further, in the gaming machine according to the present invention, the output device is a symbol variation display in the pachinko gaming machine, and the game information to be accumulated and stored is special game information based on the number of occurrences of big hits, and is displayed on the symbol variation display. The control is performed such that the character, design, and the like change based on the special game information.

【0008】[0008]

【発明の実施の形態】次に図面に従い本発明の実施の形
態を説明する。図1にこのパチンコ遊技機における遊技
盤1の正面を示し、図中、2は該遊技盤1上に設けられ
たカラー液晶ディスプレイからなる図柄変動表示器、3
は普通入賞口、4は通過ゲート、5は始動口である。始
動口5には一対の羽根6が設けられ、通過ゲート4を打
球が通過することにより普通図柄変動表示装置(デジタ
ル表示器)10の数字が変動しその数字が奇数であった
場合など所定の数字で停止した場合にソレノイドにより
該羽根6が0.5秒間開き打球が該始動口5に入賞し得
るようになる。また、7は始動口5の下方に設けられた
大きな長方形状の大入賞口からなる可変入賞装置で、該
可変入賞装置7にはソレノイドの作動により開閉動する
開閉扉8が設けられている。なお、9は該可変入賞装置
7内の中央部に形成された継続入賞口である。11は装
飾ランプである。
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Next, embodiments of the present invention will be described with reference to the drawings. FIG. 1 shows the front of a gaming board 1 in this pachinko gaming machine. In the drawing, reference numeral 2 denotes a symbol variation display comprising a color liquid crystal display provided on the gaming board 1;
Is a normal winning opening, 4 is a passage gate, and 5 is a starting opening. The starting port 5 is provided with a pair of blades 6, and when a hit ball passes through the passage gate 4, the number of a normal symbol change display device (digital display) 10 changes and a predetermined number such as when the number is odd. When stopped by a number, the blade 6 is opened for 0.5 second by the solenoid so that a hit ball can win the starting port 5. Reference numeral 7 denotes a variable winning device comprising a large rectangular winning port provided below the starting port 5. The variable winning device 7 is provided with an opening / closing door 8 which is opened and closed by the operation of a solenoid. Reference numeral 9 denotes a continuous winning opening formed at the center of the variable winning device 7. 11 is a decoration lamp.

【0009】一方、図2はこのパチンコ遊技機の本発明
に関連する遊技制御回路の要部を示したブロック図で、
13は前記始動口5に入賞した打球を検出する始動スイ
ッチ、14は前記可変入賞装置7への入賞球を計数する
スイッチ、15は前記継続入賞口9への入賞球を検出す
るスイッチである。遊技制御基板100には、CPU,
RAM,ROMにより遊技態様制御手段が構成され、前
記図柄変動表示器2、前記可変入賞装置7のソレノイド
16、前記装飾ランプ11、および効果音発生用スピー
カ17をドライブするよう構成される。また、該遊技制
御基板100に構成される遊技情報演算手段は、図柄変
動表示器の変動回数(スタート回数に同じ)や大当たり
の発生回数を記憶するとともに、それらの記憶された遊
技情報から大当たりの発生確率等を演算する。
On the other hand, FIG. 2 is a block diagram showing a main part of a game control circuit relating to the present invention of this pachinko game machine.
Reference numeral 13 denotes a start switch for detecting a hit ball winning the starting port 5, 14 a switch for counting the winning balls to the variable winning device 7, and 15 a switch for detecting a winning ball to the continuous winning opening 9. The game control board 100 includes a CPU,
The game mode control means is constituted by RAM and ROM, and is configured to drive the symbol variation display 2, the solenoid 16 of the variable winning device 7, the decorative lamp 11, and the speaker 17 for generating a sound effect. In addition, the game information calculation means configured on the game control board 100 stores the number of fluctuations (same as the number of starts) of the symbol fluctuation display and the number of occurrences of the jackpot, and obtains the jackpot from the stored game information. Calculate the occurrence probability and the like.

【0010】200は該遊技制御基板100に作動用の
直流安定化電源を供給している電源基板で、該電源基板
には、バックアップ電源と、電圧低下監視手段が設けら
れる。そして遊技制御基板100のレジスタ退避手段が
電圧低下信号を受信すると遊技情報演算手段の現況の遊
技情報をそのRAM領域に記憶するよう指令し、該RA
M領域にバックアップ電源から継続して電源が供給され
ることで、図柄変動表示器の累積変動回数や大当たりの
発生回数等がその後電源が遮断されても継続的に記憶さ
れるようにしている。
Reference numeral 200 denotes a power supply board for supplying a DC stabilized power supply for operation to the game control board 100. The power supply board is provided with a backup power supply and a voltage drop monitoring means. When the register evacuation means of the game control board 100 receives the voltage drop signal, it instructs the game information calculation means to store the current game information in its RAM area.
By continuously supplying power from the backup power supply to the M area, the number of times the symbol change indicator has been changed and the number of occurrences of jackpots are continuously stored even if the power is subsequently cut off.

【0011】次にこのパチンコ遊技機の作動の特徴とす
るところを図3,図4のフローチャート、および図5〜
図7に示した図柄変動表示器2の表示推移図に従い説明
する。図3のステップAにて始動スイッチ13によって
始動口5に入賞した打球が検知されると、ステップBに
移行し図4のキャラクタ選択ルーチンが実行される。こ
のキャラクタ選択ルーチンは、予め記憶された図柄変動
表示器2の累積変動回数をステップaにて読み込み、ス
テップb,d,fにて夫々その変動回数に応じて所定の
キャラクタを選択するもので、例えば記憶された変動回
数が1〜5000であるときは「赤ちゃん」のキャラク
タが選択され、変動回数が5001〜10000である
ときは「子供」のキャラクタが選択され、変動回数が1
0001〜15000であるときは「学生」のキャラク
タが選択される。また、変動回数が15000に達した
ときはステップiにて前記始動口5の羽根6の開放時間
が通常は0.5秒間であったところを2秒間に延長し打
球がより入賞し易くなるようにして遊技者に有利な状況
をもたらす。
Next, the features of the operation of the pachinko gaming machine will be described with reference to the flowcharts of FIGS.
A description will be given with reference to the display transition diagram of the symbol variation display 2 shown in FIG. When the starting switch 13 detects a hit ball hitting the starting opening 5 in step A of FIG. 3, the process proceeds to step B and the character selection routine of FIG. 4 is executed. In this character selection routine, a cumulative change count of the symbol change indicator 2 stored in advance is read in step a, and a predetermined character is selected in steps b, d, and f according to the change count, respectively. For example, when the stored number of changes is 1 to 5000, the character "baby" is selected, and when the number of changes is 5001 to 10,000, the character "child" is selected, and the number of changes is 1
If the number is between 0001 and 15000, the character "student" is selected. When the number of changes reaches 15,000, the opening time of the blade 6 of the starting port 5 is normally 0.5 seconds in step i, but is extended to 2 seconds so that the hit ball can be more easily won. And bring a favorable situation to the player.

【0012】そして選択されたキャラクタが図3のステ
ップCにて図柄変動表示器2に図柄変動表示とともに表
示される。図5〜図7は、「赤ちゃん」が選択された場
合と、「子供」が選択された場合と、「学生」が選択さ
れた場合の表示例図であり、これらのキャラクタは、1
〜8の数字および☆◆◎等の記号が上方から下方に流れ
る如くに変動表示される脇に動画として表示される。そ
してステップDにて累積変動回数の記憶をプラス1す
る。
The selected character is displayed on the symbol variation display 2 together with the symbol variation display at step C in FIG. FIGS. 5 to 7 are display examples when “baby” is selected, “child” is selected, and “student” is selected.
A number is displayed as a moving image beside the number 88 and symbols such as ☆ ◆ ◎ which are variably displayed so as to flow downward from above. Then, in step D, the storage of the cumulative number of times of change is incremented by one.

【0013】そして数秒後にステップEにて図柄変動が
停止し、ステップFにて各列の停止図柄が同一であるか
どうかが判別され、同一であった場合はステップGにて
可変入賞装置7を継続的に開放状態とし多数の打球を容
易に入賞可能にするとともに、装飾ランプ11,効果音
発生用スピーカ17等を作動させる大当たり作動がなさ
れ、ステップHにてその累積大当たり回数の記憶をプラ
ス1する。
After a few seconds, the symbol change stops in step E, and it is determined in step F whether or not the stopped symbols in each row are the same. If they are the same, the variable winning device 7 is activated in step G. A continuous jackpot is opened to enable a large number of hit balls to be easily won, and a jackpot operation for operating the decorative lamp 11, the sound effect generating speaker 17 and the like is performed. I do.

【0014】このため、図柄変動表示器2に表示される
キャラクタはその変動回数が増すに従って「赤ちゃん」
→「子供」→「学生」へと成長することとなり、遊技者
はこうしたキャラクタの変化により飽きることなくゲー
ムを続けられる。そして、その変化に従い上記のように
変動回数が特定値となると始動口5の開放時間が延長さ
れるなど遊技者に有利な状況がもたらされることで、楽
しみが増す。
For this reason, the character displayed on the symbol variation display 2 becomes "baby" as the number of variations increases.
→ “Child” → “Student”, and the player can continue the game without getting bored by the change of the character. Then, when the number of times of change becomes a specific value as described above according to the change, a situation advantageous to the player such as the opening time of the starting port 5 being extended is brought about, and the pleasure is increased.

【0015】また、遊技者に例えば定期的に現況の情報
情報を提供するべく、図8にフローチャートを示したよ
うに、大当たり回数や変動回数を読み込んで大当たり発
生確率を演算し、図9,図10に例示したように、図柄
変動表示器2に、その大当たり回数,変動回数,大当た
り発生確率等を表示するとともに、遊技者に対するコメ
ント,激励文等を同時に表示することも、これらの遊技
情報を累積記憶することで可能となる。また、大当たり
回数が特定値となると、その大当たり作動中におけるデ
モ表示を通常のデモ表示とは異なるものにすることも可
能である。
In order to periodically provide the player with information on the current situation, for example, as shown in the flowchart of FIG. 8, the number of jackpots and the number of fluctuations are read to calculate the jackpot occurrence probability. As exemplified in FIG. 10, the symbol change display 2 displays the number of jackpots, the number of changes, the probability of jackpot occurrence, and the like, and simultaneously displays comments, encouragement sentences, and the like for the player. This is made possible by cumulative storage. When the number of jackpots reaches a specific value, the demonstration display during the operation of the jackpot can be different from the normal demonstration display.

【0016】なおこの実施形態では、累積記憶された遊
技情報に基づいて図柄変動表示器に表示されるキャラク
タを変化させるようにしたが、図柄の種類やリーチの種
類を変化させることも可能である。また、出力装置とし
てはこの実施形態に示した図柄変動表示器だけでなく、
前記装飾ランプ11やスピーカ17を出力装置とし、そ
の点滅状況や効果音,音声等を変化させるようにしても
よい。
In this embodiment, the character displayed on the symbol change display is changed based on the accumulated game information. However, it is also possible to change the type of the symbol and the type of the reach. . In addition, as an output device, not only the symbol variation display device shown in this embodiment,
The decorative lamp 11 and the speaker 17 may be used as output devices to change the blinking state, sound effect, sound, and the like.

【0017】また、変動回数が特定値となると、リーチ
態様を特別なものとし大当たりの発生確率を上昇させる
などのことで遊技者に有利な状況がもたらされるように
することもできる。なお、変動回数が特定値となること
で、図柄変動表示器の表示を例えば通常の変動パターン
とは異なる特別な変動パターンで行うようにすれば、遊
技者は珍しいものを見たという優越感に浸れるので、必
ずしも遊技者に有利な状況をもたらすようにしなくても
よい。
Further, when the number of times of change becomes a specific value, it is possible to bring a situation advantageous to the player by, for example, setting a special reach mode and increasing the probability of occurrence of a jackpot. In addition, if the number of times of change becomes a specific value, if the display of the symbol change display is performed in a special change pattern different from the normal change pattern, for example, the player feels superiority that he saw an unusual thing Because they are soaked, they do not necessarily have to bring a favorable situation to the player.

【0018】[0018]

【発明の効果】このように本発明の遊技機は、各種遊技
情報を電源遮断時にも継続して累積記憶するバックアッ
プ手段を備え、該バックアップ手段に累積記憶された各
種遊技情報に基づいて各種出力装置を制御する遊技態様
制御手段を設けてなるので、図柄変動表示器の変動回数
や大当たりの発生回数等の記憶に基づいて図柄変動表示
器に表示するキャラクタ等を変化させることで常に斬新
な娯楽性を提供でき遊技者を飽きさせないようにする効
果がある。
As described above, the gaming machine of the present invention is provided with the backup means for continuously accumulating and storing various game information even when the power is turned off, and various output based on the various game information accumulated and stored in the backup means. The game mode control means for controlling the device is provided, so that the characters and the like displayed on the symbol variation display are changed based on the storage of the number of variations and the number of occurrences of jackpots on the symbol variation display, so that a novel entertainment is always provided. It is possible to provide the player with the character and to keep the player from getting tired.

【図面の簡単な説明】[Brief description of the drawings]

【図1】本発明に係る遊技機の遊技盤の実施形態を示す
正面図。
FIG. 1 is a front view showing an embodiment of a gaming board of a gaming machine according to the present invention.

【図2】本発明に係る遊技機の実施形態を示すブロック
図。
FIG. 2 is a block diagram showing an embodiment of the gaming machine according to the present invention.

【図3】本発明に係る遊技機の実施形態を示すフローチ
ャート。
FIG. 3 is a flowchart showing an embodiment of the gaming machine according to the present invention.

【図4】本発明に係る遊技機の実施形態を示すフローチ
ャート。
FIG. 4 is a flowchart showing an embodiment of the gaming machine according to the present invention.

【図5】図柄変動表示器の図柄の表示例図。FIG. 5 is a diagram showing a display example of a symbol on a symbol variation indicator.

【図6】図柄変動表示器の図柄の表示例図。FIG. 6 is a diagram showing a display example of a symbol on a symbol variation indicator.

【図7】図柄変動表示器の図柄の表示例図。FIG. 7 is a diagram showing a display example of a symbol on a symbol variation indicator.

【図8】本発明に係る遊技機の実施形態を示すフローチ
ャート。
FIG. 8 is a flowchart showing an embodiment of the gaming machine according to the present invention.

【図9】図柄変動表示器の表示例図。FIG. 9 is a display example diagram of a symbol variation display device.

【図10】図柄変動表示器の表示例図。FIG. 10 is a display example diagram of a symbol variation display device.

【符号の説明】[Explanation of symbols]

1 遊技盤 2 図柄変動表示器 4 通過ゲート 5 始動口 6 羽根 7 可変入賞装置 13 始動スイッチ 100 遊技制御基板 200 電源基板 DESCRIPTION OF SYMBOLS 1 Game board 2 Symbol change display 4 Passage gate 5 Starting port 6 Blade 7 Variable winning device 13 Start switch 100 Game control board 200 Power supply board

Claims (4)

【特許請求の範囲】[Claims] 【請求項1】 各種遊技情報を電源遮断時にも継続して
累積記憶するバックアップ手段を備え、該バックアップ
手段に累積記憶された各種遊技情報に基づいて各種出力
装置を制御する遊技態様制御手段を設けてなることを特
徴とした遊技機。
A backup means for continuously accumulating and storing various game information even when the power is turned off, and a game mode control means for controlling various output devices based on the various game information accumulated and stored in the backup means are provided. A gaming machine characterized by:
【請求項2】 遊技態様制御手段は各種遊技情報が特定
値となることで遊技者に有利となるように各種出力装置
を制御するものである請求項1に記載の遊技機。
2. The game machine according to claim 1, wherein the game mode control means controls various output devices so that the various game information becomes a specific value, which is advantageous to the player.
【請求項3】 出力装置はパチンコ遊技機における図柄
変動表示器であり、累積記憶する遊技情報は該図柄変動
表示器の変動回数であって、該図柄変動表示器に表示さ
れるキャラクタや図柄等がその遊技情報に基づいて変わ
るように制御する請求項1に記載の遊技機。
3. The output device is a symbol variation display in a pachinko gaming machine, and the game information accumulated and stored is the number of variations of the symbol variation display, such as characters and symbols displayed on the symbol variation display. 2. The gaming machine according to claim 1, wherein the game machine is controlled to change based on the game information.
【請求項4】 出力装置はパチンコ遊技機における図柄
変動表示器であり、累積記憶する遊技情報は大当たりの
発生回数に基づく特別遊技情報であって、該図柄変動表
示器に表示されるキャラクタや図柄等がその特別遊技情
報に基づいて変わるように制御する請求項1に記載の遊
技機。
4. The output device is a symbol variation display in a pachinko gaming machine, and the game information accumulated and stored is special game information based on the number of occurrences of jackpots, and characters and symbols displayed on the symbol variation display. 2. The gaming machine according to claim 1, wherein the game machine controls the game machine to change based on the special game information.
JP2000354930A 2000-11-21 2000-11-21 Game machine Pending JP2002153606A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2000354930A JP2002153606A (en) 2000-11-21 2000-11-21 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2000354930A JP2002153606A (en) 2000-11-21 2000-11-21 Game machine

Related Child Applications (1)

Application Number Title Priority Date Filing Date
JP2007263397A Division JP2008018285A (en) 2007-10-09 2007-10-09 Game machine

Publications (2)

Publication Number Publication Date
JP2002153606A true JP2002153606A (en) 2002-05-28
JP2002153606A5 JP2002153606A5 (en) 2007-11-22

Family

ID=18827434

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2000354930A Pending JP2002153606A (en) 2000-11-21 2000-11-21 Game machine

Country Status (1)

Country Link
JP (1) JP2002153606A (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007029567A (en) * 2005-07-28 2007-02-08 Newgin Corp Game machine
JP2007125421A (en) * 2007-01-12 2007-05-24 Sophia Co Ltd Game system
JP2008200171A (en) * 2007-02-19 2008-09-04 Daiichi Shokai Co Ltd Game machine
JP2009279423A (en) * 2009-07-21 2009-12-03 Sanyo Product Co Ltd External device for game machine
JP2015100498A (en) * 2013-11-25 2015-06-04 京楽産業.株式会社 Game machine

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0994328A (en) * 1995-09-29 1997-04-08 Sophia Co Ltd Game machine
JPH0999135A (en) * 1995-10-09 1997-04-15 Sophia Co Ltd Game machine
JPH10127888A (en) * 1996-10-31 1998-05-19 Maruhon Ind Co Ltd Pachinko machine
JPH11267283A (en) * 1998-03-24 1999-10-05 Sankyo Kk Game machine
JP2000279591A (en) * 1999-03-30 2000-10-10 Sankyo Kk Game machine
JP2002035359A (en) * 2000-07-21 2002-02-05 Maruhon Ind Co Ltd Pachinko game machine

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0994328A (en) * 1995-09-29 1997-04-08 Sophia Co Ltd Game machine
JPH0999135A (en) * 1995-10-09 1997-04-15 Sophia Co Ltd Game machine
JPH10127888A (en) * 1996-10-31 1998-05-19 Maruhon Ind Co Ltd Pachinko machine
JPH11267283A (en) * 1998-03-24 1999-10-05 Sankyo Kk Game machine
JP2000279591A (en) * 1999-03-30 2000-10-10 Sankyo Kk Game machine
JP2002035359A (en) * 2000-07-21 2002-02-05 Maruhon Ind Co Ltd Pachinko game machine

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007029567A (en) * 2005-07-28 2007-02-08 Newgin Corp Game machine
JP2007125421A (en) * 2007-01-12 2007-05-24 Sophia Co Ltd Game system
JP2008200171A (en) * 2007-02-19 2008-09-04 Daiichi Shokai Co Ltd Game machine
JP2009279423A (en) * 2009-07-21 2009-12-03 Sanyo Product Co Ltd External device for game machine
JP2015100498A (en) * 2013-11-25 2015-06-04 京楽産業.株式会社 Game machine

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