JP2002177503A - Pachinko game machine - Google Patents

Pachinko game machine

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Publication number
JP2002177503A
JP2002177503A JP2000381455A JP2000381455A JP2002177503A JP 2002177503 A JP2002177503 A JP 2002177503A JP 2000381455 A JP2000381455 A JP 2000381455A JP 2000381455 A JP2000381455 A JP 2000381455A JP 2002177503 A JP2002177503 A JP 2002177503A
Authority
JP
Japan
Prior art keywords
winning
game state
specific game
winning number
gaming machine
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.)
Granted
Application number
JP2000381455A
Other languages
Japanese (ja)
Other versions
JP4067271B2 (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 JP2000381455A priority Critical patent/JP4067271B2/en
Publication of JP2002177503A publication Critical patent/JP2002177503A/en
Application granted granted Critical
Publication of JP4067271B2 publication Critical patent/JP4067271B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

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Abstract

PROBLEM TO BE SOLVED: To provide a Pachinko game machine generating a specific game state such as a big bonus state at a quite new occurrence opportunity and giving a sufficient feeling of satisfaction to a player unlike the conventional Pachinko game machine having a uniform game property. SOLUTION: This Pachinko game machine is provided with an arithmetic processing circuit 2 determining the game state of the Pachinko game machine according to the winning of game balls. The arithmetic processing circuit 2 is provided with a specific game state occurrence determining means (specific game state occurrence determining process A) and a winning ball number storage erasing means (winning number storage erasing process B). The specific game state occurrence determining means measures and stores the number of winning game balls and generates a specific game state when the number of winning balls reaches a prescribed value. The winning ball number storage erasing means erases the storage of the number of winning balls under prescribed conditions.

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、
詳しくは、特定遊技状態(例えば大当たり状態)の発生
契機を新規なものとするパチンコ遊技機に関する。
TECHNICAL FIELD The present invention relates to a pachinko game machine,
More specifically, the present invention relates to a pachinko gaming machine that newly generates a specific game state (for example, a jackpot state).

【0002】[0002]

【従来の技術】周知のように、ホールに設置されるパチ
ンコ遊技機の大多数は、図柄表示装置を備え、図柄表示
装置において同一図柄で停止したときに大当たり状態
(特定遊技状態)を発生させるものである。
2. Description of the Related Art As is well known, the majority of pachinko gaming machines installed in halls have a symbol display device, and generate a big hit state (specific gaming state) when the symbol display device stops at the same symbol. Things.

【0003】[0003]

【発明が解決しようとする課題】しかしながら、「この
ようなパチンコ遊技機は同じ図柄が揃ったら大当たりに
なる画一的なゲームである」と思う遊技者もおり、いま
までにない発生契機で大当たり状態を発生させるパチン
コ遊技機の出現が望まれるようになってきた。
However, some players think that such a pachinko gaming machine is a uniform game that will be a big hit if the same symbols are aligned. The emergence of pachinko gaming machines that generate a state has been desired.

【0004】本発明は、上記の点にかんがみなされたも
のであり、新規な発生契機で特定遊技状態を発生するパ
チンコ遊技機を提供することを目的とする。
[0004] The present invention has been made in view of the above points, and has as its object to provide a pachinko gaming machine that generates a specific gaming state at a new occasion.

【0005】[0005]

【課題を解決するための手段】本発明のパチンコ遊技機
は、遊技球の入賞に応じてパチンコ遊技機の遊技状態を
決定する演算処理回路を備えるパチンコ遊技機におい
て、演算処理回路は特定遊技状態発生判定手段と入賞個
数記憶消去手段とを備え、特定遊技状態発生判定手段
は、入賞した遊技球の個数を計測記憶してゆき、入賞個
数が所定値に達したとき特定遊技状態を発生させるよう
構成され、また、入賞個数記憶消去手段は、所定条件下
で入賞個数の記憶を消去するよう構成されることを特徴
とする。
A pachinko gaming machine according to the present invention is a pachinko gaming machine having an arithmetic processing circuit for determining a gaming state of a pachinko gaming machine in accordance with a winning of a game ball. The game device includes an occurrence determining unit and a winning number storage and erasing unit. The specific game state occurrence determining unit measures and stores the number of winning game balls and generates a specific game state when the winning number reaches a predetermined value. The winning number storage erasing means is configured to erase the storage of the winning number under a predetermined condition.

【0006】また、パチンコ遊技機は、遊技球の入賞に
応じて特定遊技状態の発生を演出するための演出画像を
表示する表示装置を備え、特定遊技状態発生判定手段
は、演出画像表示中に入賞個数を計測記憶してゆき、ま
た、入賞個数記憶消去手段は、演出画像の表示終了に伴
い入賞個数の記憶を消去するよう構成される。
Further, the pachinko gaming machine has a display device for displaying an effect image for producing an occurrence of a specific game state in accordance with a winning of a game ball. The winning number is measured and stored, and the winning number storage erasing means is configured to erase the storing of the winning number when the display of the effect image is completed.

【0007】ここで、演出画像の表示時間は、予め定め
た複数の互いに異なる時間のうちからランダムに選択さ
れる。
[0007] Here, the display time of the effect image is randomly selected from a plurality of different times determined in advance.

【0008】また、パチンコ遊技機は、遊技球の入賞毎
に所定時間を計測するタイマ手段を備え、特定遊技状態
発生判定手段は、前記所定時間計測中の入賞個数が前記
所定値に達したとき特定遊技状態を発生させるよう構成
され、また、入賞個数記憶消去手段は、前記所定時間計
測中に遊技球が入賞しなかったとき入賞個数の記憶を消
去するよう構成される。
Further, the pachinko gaming machine has timer means for measuring a predetermined time each time a game ball is won, and the specific game state occurrence determining means determines when the number of winnings during the measurement of the predetermined time reaches the predetermined value. It is configured to generate a specific game state, and the winning number storage erasing means is configured to erase the storing of the winning number when the gaming ball does not win during the measurement of the predetermined time.

【0009】本発明の他のパチンコ遊技機は、遊技球の
入賞に応じてパチンコ遊技機の遊技状態を決定する演算
処理回路を備えるパチンコ遊技機において、演算処理回
路は特定遊技状態発生判定手段を備え、特定遊技状態発
生判定手段は、入賞した遊技球の入賞種類に応じて定め
られた個数を計測記憶し、入賞個数が所定値に達したと
き、特定遊技状態を発生させるよう構成されることを特
徴とする。
According to another aspect of the present invention, there is provided a pachinko gaming machine having an arithmetic processing circuit for determining a gaming state of the pachinko gaming machine in accordance with a prize of a game ball, wherein the arithmetic processing circuit includes a specific gaming state occurrence determining means. The specific game state occurrence determination means is configured to measure and store the number determined according to the winning type of the winning game balls, and to generate the specific game state when the winning number reaches a predetermined value. It is characterized by.

【0010】[0010]

【発明の実施の形態】以下、本発明のパチンコ遊技機の
第1、第2、第3実施形態を図面に基づいて説明する。
DESCRIPTION OF THE PREFERRED EMBODIMENTS First, second, and third embodiments of the pachinko gaming machine of the present invention will be described below with reference to the drawings.

【0011】図1は、第1、第2、第3実施形態のパチ
ンコ遊技機に共通のブロック構成図、図2は、第1実施
形態に係る演算処理回路が実行するメインルーチンの内
容を示すフローチャート、図3は、特定遊技状態発生判
定処理の内容を示すフローチャート、図4は、入賞個数
記憶消去処理の内容を示すフローチャート、図5は、第
2実施形態に係る演算処理回路が実行する演算処理内容
を示すフローチャート、図6は、第3実施形態に係る遊
技盤の概略正面図をそれぞれ示す。
FIG. 1 is a block diagram common to the pachinko gaming machines of the first, second and third embodiments, and FIG. 2 shows the contents of a main routine executed by an arithmetic processing circuit according to the first embodiment. Flowchart, FIG. 3 is a flowchart showing the contents of the specific game state occurrence determination processing, FIG. 4 is a flowchart showing the contents of the winning number storage erasure processing, and FIG. 5 is an operation executed by the arithmetic processing circuit according to the second embodiment. FIG. 6 is a flowchart showing the processing content, and FIG. 6 is a schematic front view of the game board according to the third embodiment.

【0012】図1において、1つ又は複数の入賞検出器
1は、それぞれ、遊技盤上の入賞口に遊技球が入賞した
ことを検出するための検出器であり、例えば、近接スイ
ッチなどにより構成される。
In FIG. 1, one or a plurality of prize detectors 1 are each a detector for detecting that a game ball has won a prize port on a game board, and includes, for example, a proximity switch or the like. Is done.

【0013】演算処理回路2は、CPU21、ROM2
2、RAM23、入力ポート24、出力ポート25など
から構成され、遊技球の入賞に応じてパチンコ遊技機の
遊技状態を決定する。
The arithmetic processing circuit 2 includes a CPU 21 and a ROM 2
2, a RAM 23, an input port 24, an output port 25, and the like, and determines a gaming state of the pachinko gaming machine according to a winning of a game ball.

【0014】表示装置3は、従来からの図柄表示装置と
異なり、遊技球の入賞に応じて特定遊技状態の発生を演
出するための演出画像を表示する装置であり、例えば、
液晶表示器などにより構成される。
The display device 3 is different from a conventional symbol display device, and is a device for displaying an effect image for effecting the occurrence of a specific game state in accordance with a winning of a game ball.
It is composed of a liquid crystal display and the like.

【0015】可変入賞装置4は、遊技盤上に設けられ、
演算処理回路2が大当たり状態など特定遊技状態の発生
を判定したとき、所定期間、開閉扉などが遊技球の入賞
し易い開放状態に制御される公知の装置である。
The variable winning device 4 is provided on a game board,
When the arithmetic processing circuit 2 determines the occurrence of a specific game state such as a big hit state, the open / close door and the like are controlled to be in an open state in which a game ball can easily win, for a predetermined period.

【0016】第1実施形態に係るCPU21は、図2に
示すメインルーチンを所定周期で繰り返し実行する。
The CPU 21 according to the first embodiment repeatedly executes a main routine shown in FIG. 2 at a predetermined cycle.

【0017】メインルーチンは、特定遊技状態発生判定
処理Aとこれに続く入賞個数記憶消去処理Bとから構成
される。
The main routine includes a specific game state occurrence determining process A, followed by a winning number storage erasing process B.

【0018】特定遊技状態発生判定処理Aは、図3のフ
ローチャートで表される。
The specific game state occurrence determination processing A is represented by a flowchart in FIG.

【0019】特定遊技状態発生判定処理Aにおいては、
入賞検出器1からの信号に基づいて入賞口に入賞したか
どうかを判定し(ステップS1)、入賞口への入賞が無
い場合は、入賞個数記憶消去処理Bへ移行する。
In the specific game state occurrence determination processing A,
Based on a signal from the winning detector 1, it is determined whether or not the winning opening has been won (step S1). If there is no winning in the winning opening, the process proceeds to a winning number storage erasing process B.

【0020】入賞口への入賞が有る場合は、入賞個数記
憶カウンタの内容を+1し(ステップS2)、入賞個数
記憶カウンタの内容が所定値例えば「8」であるかどう
かを判定する(ステップS3)。入賞個数記憶カウンタ
の内容が「8」でない場合は、入賞個数記憶消去処理B
へ移行する。
If there is a winning in the winning opening, the content of the winning number storage counter is incremented by 1 (step S2), and it is determined whether or not the content of the winning number storage counter is a predetermined value, for example, "8" (step S3). ). If the content of the winning number storage counter is not "8", the winning number storage erasing process B
Move to.

【0021】入賞個数記憶カウンタの内容が「8」であ
る場合は、特定遊技状態を発生させて可変入賞装置を所
定期間開放状態にする(ステップS4)。そして、入賞
個数記憶カウンタをクリアし(ステップS5)、入賞個
数記憶消去処理Bへ移行する。
When the content of the winning number storage counter is "8", a specific game state is generated and the variable winning device is opened for a predetermined period (step S4). Then, the winning number storage counter is cleared (step S5), and the process proceeds to the winning number storage erasing process B.

【0022】入賞個数記憶消去処理Bは、図4のフロー
チャートで表される。
The winning number storing / erasing process B is represented by a flowchart in FIG.

【0023】入賞個数記憶消去処理Bにおいては、演出
用表示が終了したかどうかを判定する(ステップS
6)。ここで、演出用表示は、表示装置3によって行わ
れ、表示装置は、特定遊技状態の発生を演出するための
演出画像を表示することによって演出用表示を行う。演
出用表示は、例えば、入賞口への遊技球の入賞によって
開始され、所定時間が経過するまでの間に新たな入賞が
無かった場合に終了し、一方、この間に新たな入賞が有
った場合に継続するよう制御される。演出用表示は、具
体的には、例えば、入賞口に遊技球が入賞したとき自動
車レースの画像を表示させることによって行われる。そ
の場合、その後に新たな入賞が無いまま所定時間が経過
すると、演出用表示の終了として自動車がクラッシュす
る画像を表示させる。
In the winning number storage / erasing process B, it is determined whether or not the effect display has been completed (step S).
6). Here, the effect display is performed by the display device 3, and the display device performs the effect display by displaying an effect image for effecting the occurrence of the specific game state. The display for production is started, for example, by winning a game ball into a winning opening, and ends when there is no new winning until a predetermined time elapses, while there is a new winning during this time. It is controlled to continue in the case. The effect display is performed, for example, by displaying an image of a car race when a game ball wins in a winning opening. In this case, if a predetermined time elapses without a new prize thereafter, an image in which the car crashes is displayed as the end of the effect display.

【0024】演出用表示が終了していない場合は、メイ
ンルーチンを終了する。
If the effect display has not ended, the main routine ends.

【0025】演出用表示が終了している場合は、入賞個
数記憶カウンタの内容を−1し(ステップS7)、メイ
ンルーチンを終了する。
If the effect display has been completed, the content of the winning number storage counter is decremented by one (step S7), and the main routine ends.

【0026】したがって、演算処理回路2は、入賞口に
入賞すると演出用表示を開始させるとともに入賞個数記
憶カウンタの内容を+1し、この演出用表示が行われて
いる間に新たな入賞が有るたびに入賞個数記憶カウンタ
の内容を+1ずつしてゆき、入賞個数記憶カウンタの内
容が「8」に達すると特定遊技状態を発生させる。ま
た、演出用表示が行われている間に新たな入賞が無く演
出用表示が終了した場合には、入賞個数記憶カウンタの
内容を−1する。
Therefore, the arithmetic processing circuit 2 starts the display for the effect when the winning opening is won, increases the content of the winning number storage counter by one, and every time a new winning is made during the display for the effect. Then, the content of the winning number storage counter is incremented by one, and when the content of the winning number storage counter reaches "8", a specific game state is generated. When the display for production ends without any new prize during the display for production, the content of the winning number storage counter is decremented by one.

【0027】以上説明したように、第1実施形態のパチ
ンコ遊技機は、遊技球の入賞に応じてパチンコ遊技機の
遊技状態を決定する演算処理回路2を備えるパチンコ遊
技機において、演算処理回路2は特定遊技状態発生判定
手段(特定遊技状態発生判定処理A)と入賞個数記憶消
去手段(入賞個数記憶消去処理B)とを備え、特定遊技
状態発生判定手段は、入賞した遊技球の個数を計測記憶
してゆき、入賞個数が所定値に達したとき特定遊技状態
を発生させるよう構成され、また、入賞個数記憶消去手
段は、所定条件下で入賞個数の記憶を消去するよう構成
される。さらに、パチンコ遊技機は、遊技球の入賞に応
じて特定遊技状態の発生を演出するための演出画像を表
示する表示装置3を備え、特定遊技状態発生判定手段
は、演出画像表示中に入賞個数を計測記憶してゆき、ま
た、入賞個数記憶消去手段は、演出画像の表示終了に伴
い入賞個数の記憶を消去するよう構成される。
As described above, the pachinko gaming machine according to the first embodiment is a pachinko gaming machine provided with the arithmetic processing circuit 2 for determining the gaming state of the pachinko gaming machine according to the winning of the game ball. Has a specific game state occurrence determination means (specific game state occurrence determination processing A) and a winning number storage and deletion means (winning number storage and deletion processing B), and the specific game state occurrence determination means measures the number of winning game balls. When the number of winnings reaches a predetermined value, a specific game state is generated, and the winning number storage erasing means is configured to erase the storage of the winning number under predetermined conditions. Further, the pachinko gaming machine includes a display device 3 for displaying an effect image for effecting the occurrence of a specific game state in accordance with a winning of the game ball, and the specific game state occurrence determination means determines a winning number during the effect image display. The winning number memory erasing means is configured to erase the memory of the winning number when the display of the effect image is completed.

【0028】このため、第1実施形態のパチンコ遊技機
は、従来からの画一的なゲーム性を有するパチンコ遊技
機と異なり、全く新規な発生契機によって大当たり状態
など特定遊技状態が発生することとなり、遊技者に十分
な満足感を与えることが期待できる。
For this reason, the pachinko gaming machine of the first embodiment differs from the conventional pachinko gaming machine having a uniform game characteristic in that a specific gaming state such as a jackpot state occurs due to a completely new occurrence. It can be expected that the player will be given a sufficient satisfaction.

【0029】なお、演出画像の表示時間は、予め定めた
複数の互いに異なる時間のうちからランダムに選択され
るようにしてもよく、このような構成を採用することで
意外性をより一層もたせることができる。
Note that the display time of the effect image may be selected at random from a plurality of different times determined in advance. By adopting such a configuration, unexpectedness can be further enhanced. Can be.

【0030】第2実施形態に係る演算処理回路2は、図
5に示すような演算処理を所定周期で繰り返し実行す
る。
The arithmetic processing circuit 2 according to the second embodiment repeatedly executes the arithmetic processing as shown in FIG. 5 at a predetermined cycle.

【0031】図5に示す演算処理は、入賞個数計測と特
定遊技状態発生判定とタイマ計測とから構成される。
The arithmetic processing shown in FIG. 5 is composed of winning number measurement, determination of occurrence of a specific game state, and timer measurement.

【0032】入賞個数計測においては、入賞口に入賞し
たかどうかを判定し(ステップS11)、入賞口への入
賞が有る場合は、入賞個数記憶カウンタの内容を+1し
(ステップS12)、一方、入賞口への入賞が無い場合
は、特定遊技状態発生判定へ移行する。
In the winning number measurement, it is determined whether or not a winning opening has been won (step S11). If there is a winning in the winning opening, the content of the winning number storage counter is incremented by 1 (step S12). If there is no winning in the winning opening, the process proceeds to a specific game state occurrence determination.

【0033】特定遊技状態発生判定においては、入賞個
数記憶カウンタの内容が所定値例えば「8」かどうかを
判定し(ステップS13)、入賞個数記憶カウンタの内
容が「8」でない場合は、タイマ計測へ移行し、一方、
入賞個数記憶カウンタの内容が「8」である場合は、特
定遊技状態を発生させる(ステップS14)。
In the specific game state occurrence determination, it is determined whether or not the content of the winning number storage counter is a predetermined value, for example, "8" (step S13). If the content of the winning number storage counter is not "8", the timer is counted. , While
When the content of the winning number storage counter is "8", a specific game state is generated (step S14).

【0034】タイマ計測においては、前回の入賞から所
定時間例えば20秒が経過したかどうかを判定し(ステ
ップS15)、前回の入賞から20秒が経過していない
場合は、今回の演算処理を終了し、一方、前回の入賞か
ら20秒が経過した場合は、入賞個数記憶カウンタの内
容を「0」にクリアし(ステップS16)、今回の演算
処理を終了する。
In the timer measurement, it is determined whether a predetermined time, for example, 20 seconds, has elapsed since the last prize (step S15). If 20 seconds have not elapsed since the last prize, the current arithmetic processing is terminated. On the other hand, if 20 seconds have elapsed since the last winning, the content of the winning number storage counter is cleared to "0" (step S16), and the current calculation processing is terminated.

【0035】したがって、演算処理回路2は、入賞口に
入賞するとタイマを始動するとともに入賞個数記憶カウ
ンタの内容を+1し、タイマが所定時間例えば20秒を
計測している間に新たな入賞が有るたびに入賞個数記憶
カウンタの内容を+1ずつしてゆき、入賞個数記憶カウ
ンタの内容が所定値例えば「8」に達すると特定遊技状
態を発生させる。また、タイマが所定時間を計測してい
る間に新たな入賞が無く所定時間の計測が終了した場合
には、入賞個数記憶カウンタの内容をクリアする。
Accordingly, the arithmetic processing circuit 2 starts the timer when the winning opening is won, increments the content of the winning number storage counter by one, and there is a new winning while the timer measures a predetermined time, for example, 20 seconds. Each time the content of the winning number storage counter is incremented by one, the specific game state is generated when the content of the winning number storage counter reaches a predetermined value, for example, “8”. If the measurement of the predetermined time is completed without any new winning while the timer is measuring the predetermined time, the content of the winning number storage counter is cleared.

【0036】以上説明したように、第2実施形態のパチ
ンコ遊技機は、遊技球の入賞に応じてパチンコ遊技機の
遊技状態を決定する演算処理回路2を備えるパチンコ遊
技機において、演算処理回路2は特定遊技状態発生判定
手段(ステップS13、14)と入賞個数記憶消去手段
(ステップS16)とを備え、特定遊技状態発生判定手
段は、入賞した遊技球の個数を計測記憶してゆき、入賞
個数が所定値に達したとき特定遊技状態を発生させるよ
う構成され、また、入賞個数記憶消去手段は、所定条件
下で入賞個数の記憶を消去するよう構成される。さら
に、このパチンコ遊技機は、遊技球の入賞毎に所定時間
を計測するタイマ手段(ステップS15)を備え、特定
遊技状態発生判定手段は、所定時間計測中の入賞個数が
所定値に達したとき特定遊技状態を発生させるよう構成
され、また、入賞個数記憶消去手段は、所定時間計測中
に遊技球が入賞しなかったとき入賞個数の記憶を消去す
るよう構成される。
As described above, the pachinko gaming machine of the second embodiment is a pachinko gaming machine provided with the arithmetic processing circuit 2 for determining the gaming state of the pachinko gaming machine in accordance with the winning of the game ball. Comprises a specific game state occurrence determining means (steps S13 and S14) and a winning number storage and erasing means (step S16). The specific game state occurrence determining means measures and stores the number of winning game balls, Is configured to generate a specific game state when the value reaches a predetermined value, and the winning number storage erasing means is configured to erase the storage of the winning number under predetermined conditions. The pachinko gaming machine further includes timer means (step S15) for measuring a predetermined time every time a game ball is won, and the specific game state occurrence determining means determines when the number of winnings during the predetermined time measurement reaches a predetermined value. The winning number storage erasing means is configured to generate a specific game state, and is configured to erase the storing of the winning number when the gaming ball does not win during the predetermined time measurement.

【0037】このため、第2実施形態のパチンコ遊技機
も、従来からの画一的なゲーム性を有するパチンコ遊技
機と異なり、全く新規な発生契機によって大当たり状態
など特定遊技状態が発生することとなり、遊技者に十分
な満足感を与えることが期待できる。
For this reason, the pachinko gaming machine of the second embodiment also differs from the conventional pachinko gaming machine having uniform game characteristics in that a specific gaming state such as a jackpot state occurs due to a completely new occurrence. It can be expected that the player will be given sufficient satisfaction.

【0038】第3実施形態のパチンコ遊技機は、タイマ
手段を遊技盤に設けた例であり、遊技盤の概略正面を図
6に示す。
The pachinko gaming machine of the third embodiment is an example in which timer means is provided on a game board, and FIG. 6 shows a schematic front view of the game board.

【0039】この遊技盤10において、上部の入賞口1
1に入賞した遊技球は遊技盤裏面の樋12に溜められ
る。回転体13は所定時間例えば20秒かかって1回転
し、樋12内の遊技球は回転体13が図示の回転位置に
達したとき回転体13の凹部13aに入る。その後、回
転体13が半回転したとき、凹部13a内の遊技球は回
転体13の下側の入賞口14に入り、演算処理回路2に
おいて入賞個数として計測記憶されるとともに、表示部
15に入賞個数が表示される。
In this game board 10, the upper winning port 1
The game balls that win 1 are stored in the gutter 12 on the back of the game board. The rotating body 13 makes one rotation for a predetermined time, for example, 20 seconds, and the game ball in the gutter 12 enters the concave portion 13a of the rotating body 13 when the rotating body 13 reaches the rotation position shown in the figure. Thereafter, when the rotating body 13 makes a half turn, the game balls in the concave portion 13a enter the winning opening 14 on the lower side of the rotating body 13, are measured and stored as the winning number in the arithmetic processing circuit 2, and are displayed on the display unit 15. The number is displayed.

【0040】その後、回転体13が再び図示の回転位置
に達したとき、樋12内に遊技球が溜められている場合
には、この遊技球が回転体13の凹部13aに入り、回
転体13が半回転したとき入賞口14に入って入賞個数
として計測記憶される。一方、回転体13が図示の回転
位置に達したとき、樋12内に遊技球が無い場合には、
その後回転体13が半回転したとき入賞個数の計測記憶
が途切れて入賞個数の記憶が消去されるとともに表示部
15による入賞個数の表示が消灯される。
Thereafter, when the rotating body 13 reaches the rotation position shown in the figure again, if the game balls are stored in the gutter 12, the game balls enter the recess 13 a of the rotating body 13 and Is rotated half a turn, enters the winning opening 14 and is measured and stored as the winning number. On the other hand, when the rotating body 13 reaches the rotation position shown in the figure, if there is no game ball in the gutter 12,
Thereafter, when the rotating body 13 rotates half a turn, the measurement and storage of the winning number is interrupted, the memory of the winning number is erased, and the display of the winning number on the display unit 15 is turned off.

【0041】そして、樋12内の遊技球が所定個数例え
ば8個連続して入賞口14に入ると、演算処理回路2に
おいて特定遊技状態を発生させ、可変入賞装置の開閉扉
16を所定期間開放する。
When a predetermined number of game balls in the gutter 12, for example, eight consecutively enter the winning opening 14, a specific game state is generated in the arithmetic processing circuit 2, and the opening / closing door 16 of the variable winning device is opened for a predetermined period. I do.

【0042】このように、第3実施形態のパチンコ遊技
機は、タイマ手段(回転体13等)を遊技盤10に設け
たことを除けば第2実施形態のパチンコ遊技機と同様に
構成されており、タイマ手段は遊技球の入賞毎に所定時
間を計測し、特定遊技状態発生判定手段は、所定時間計
測中の入賞個数が所定値に達したとき特定遊技状態を発
生させるよう構成され、また、入賞個数記憶消去手段
は、所定時間計測中に遊技球が入賞しなかったとき入賞
個数の記憶を消去するよう構成される。
As described above, the pachinko gaming machine of the third embodiment is configured in the same manner as the pachinko gaming machine of the second embodiment except that the timer means (the rotating body 13 and the like) is provided on the gaming board 10. The timer means measures a predetermined time each time a game ball is won, and the specific game state occurrence determination means is configured to generate a specific game state when the number of winnings during the measurement of the predetermined time reaches a predetermined value; The winning number storage erasing means is configured to erase the storing of the winning number when the gaming ball does not win during the predetermined time measurement.

【0043】このため、第3実施形態のパチンコ遊技機
も、従来からの画一的なゲーム性を有するパチンコ遊技
機と異なり、全く新規な発生契機によって大当たり状態
など特定遊技状態が発生することとなり、遊技者に十分
な満足感を与えることが期待できる。
Therefore, the pachinko gaming machine of the third embodiment also differs from the conventional pachinko gaming machine having a uniform game characteristic in that a specific gaming state such as a jackpot state occurs due to a completely new occurrence. It can be expected that the player will be given sufficient satisfaction.

【0044】第4実施形態のパチンコ遊技機は、図示は
しないが、遊技盤に複数の入賞口例えばa、b、c、d
を設け、入賞口aに入賞すると入賞個数を+2し、入賞
口bに入賞すると入賞個数を+1し、入賞口cに入賞す
ると入賞個数を−1し、入賞口dに入賞すると入賞個数
を−2するように設定し、入賞個数が8に達すると大当
たり状態を発生させるよう構成される。この場合、遊技
中に、入賞個数を増減する値を変動させるようにしても
よい(例えば、入賞口aへの入賞時は+5、入賞口bへ
の入賞時は−3、入賞口cへの入賞時は−4、入賞口d
への入賞時は+1に変更する。)。
Although not shown, the pachinko gaming machine of the fourth embodiment has a plurality of winning ports, for example, a, b, c, d on a gaming board.
The winning number is increased by +2 when the winning opening a is won, the winning number is increased by one when winning the winning opening b, the winning amount is decreased by one when winning in the winning opening c, and the winning amount is reduced by winning the winning opening d. 2 is set, and when the winning number reaches 8, a big hit state is generated. In this case, during the game, the value for increasing or decreasing the winning number may be changed (for example, +5 when winning in winning opening a, -3 when winning in winning opening b, and -3 when winning in winning opening c). -4 at the time of winning, winning opening d
Change to +1 when winning. ).

【0045】この第4実施形態のパチンコ遊技機によっ
ても、従来からの画一的なゲーム性を有するパチンコ遊
技機と異なり、全く新規な発生契機によって大当たり状
態など特定遊技状態が発生することとなり、遊技者に十
分な満足感を与えることが期待できる。
Also according to the pachinko gaming machine of the fourth embodiment, unlike a conventional pachinko gaming machine having uniform game characteristics, a specific gaming state such as a jackpot state occurs due to a completely new occurrence. It can be expected that the player will be given a sufficient satisfaction.

【0046】[0046]

【発明の効果】本発明によると、全く新規な発生契機に
よって大当たり状態など特定遊技状態を発生させる構成
としたため、従来からの画一的なパチンコ遊技機と異な
り遊技者に十分な面白みを与えることが期待できる。
According to the present invention, a specific gaming state such as a jackpot state is generated by a completely new occurrence trigger, so that unlike a conventional uniform pachinko gaming machine, sufficient fun is given to a player. Can be expected.

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

【図1】第1、第2、第3実施形態のパチンコ遊技機に
共通のブロック構成図である。
FIG. 1 is a block diagram common to pachinko gaming machines according to first, second, and third embodiments.

【図2】第1実施形態に係る演算処理回路が実行するメ
インルーチンの内容を示すフローチャートである。
FIG. 2 is a flowchart showing the contents of a main routine executed by the arithmetic processing circuit according to the first embodiment.

【図3】特定遊技状態発生判定処理の内容を示すフロー
チャートである。
FIG. 3 is a flowchart showing a specific game state occurrence determination process.

【図4】入賞個数記憶消去処理の内容を示すフローチャ
ートである。
FIG. 4 is a flowchart showing the contents of a winning number storage erasure process.

【図5】第2実施形態に係る演算処理回路が実行する演
算処理内容を示すフローチャートである。
FIG. 5 is a flowchart illustrating a content of an arithmetic processing executed by an arithmetic processing circuit according to a second embodiment.

【図6】第3実施形態に係る遊技盤の概略正面図であ
る。
FIG. 6 is a schematic front view of a game board according to a third embodiment.

【符号の説明】[Explanation of symbols]

2 演算処理回路 3 表示装置 A(S13、14) 特定遊技状態発生判定手段 B、S16 入賞個数記憶消去手段 13等、(S15) タイマ手段 2 Arithmetic processing circuit 3 Display device A (S13, 14) Specific game state occurrence determining means B, S16 Winning number storage / erasing means 13, etc. (S15) Timer means

Claims (5)

【特許請求の範囲】[Claims] 【請求項1】 遊技球の入賞に応じてパチンコ遊技機の
遊技状態を決定する演算処理回路を備えるパチンコ遊技
機において、 演算処理回路は特定遊技状態発生判定手段と入賞個数記
憶消去手段とを備え、 特定遊技状態発生判定手段は、入賞した遊技球の個数を
計測記憶してゆき、入賞個数が所定値に達したとき特定
遊技状態を発生させるよう構成され、 また、入賞個数記憶消去手段は、所定条件下で入賞個数
の記憶を消去するよう構成されることを特徴とするパチ
ンコ遊技機。
1. A pachinko gaming machine comprising an arithmetic processing circuit for determining a gaming state of a pachinko gaming machine in accordance with a winning of a game ball, wherein the arithmetic processing circuit comprises a specific gaming state occurrence determining means and a winning number storage erasing means. The specific game state occurrence determination means is configured to measure and store the number of winning game balls, and to generate a specific game state when the number of winnings reaches a predetermined value. A pachinko game machine configured to erase the storage of the winning number under a predetermined condition.
【請求項2】 遊技球の入賞に応じて特定遊技状態の発
生を演出するための演出画像を表示する表示装置を備
え、 特定遊技状態発生判定手段は、演出画像表示中に入賞個
数を計測記憶してゆき、 また、入賞個数記憶消去手段は、演出画像の表示終了に
伴い入賞個数の記憶を消去するよう構成されることを特
徴とする請求項1記載のパチンコ遊技機。
2. A display device for displaying an effect image for producing an occurrence of a specific game state according to a winning of a game ball, wherein the specific game state occurrence determination means measures and stores the number of winnings during the display of the effect image. The pachinko gaming machine according to claim 1, wherein the winning number storage erasing means is configured to erase the storing of the winning number when the display of the effect image is completed.
【請求項3】 演出画像の表示時間は、予め定めた複数
の互いに異なる時間のうちからランダムに選択されるこ
とを特徴とする請求項2記載のパチンコ遊技機。
3. The pachinko game machine according to claim 2, wherein the display time of the effect image is randomly selected from a plurality of different times determined in advance.
【請求項4】 遊技球の入賞毎に所定時間を計測するタ
イマ手段を備え、 特定遊技状態発生判定手段は、前記所定時間計測中の入
賞個数が前記所定値に達したとき特定遊技状態を発生さ
せるよう構成され、 また、入賞個数記憶消去手段は、前記所定時間計測中に
遊技球が入賞しなかったとき入賞個数の記憶を消去する
よう構成されることを特徴とする請求項1記載のパチン
コ遊技機。
4. A timer means for measuring a predetermined time every time a game ball is won, wherein the specific game state occurrence determining means generates a specific game state when the number of winnings during the measurement of the predetermined time reaches the predetermined value. The pachinko machine according to claim 1, wherein the winning number storage erasing means is configured to erase the storing of the winning number when the game ball does not win during the measurement of the predetermined time. Gaming machine.
【請求項5】 遊技球の入賞に応じてパチンコ遊技機の
遊技状態を決定する演算処理回路を備えるパチンコ遊技
機において、 演算処理回路は特定遊技状態発生判定手段を備え、 特定遊技状態発生判定手段は、入賞した遊技球の入賞種
類に応じて定められた個数を計測記憶し、入賞個数が所
定値に達したとき、特定遊技状態を発生させるよう構成
されることを特徴とするパチンコ遊技機。
5. A pachinko gaming machine having an arithmetic processing circuit for determining a gaming state of a pachinko gaming machine in accordance with a winning of a game ball, wherein the arithmetic processing circuit includes a specific game state occurrence determining means, and the specific game state occurrence determining means. A pachinko gaming machine characterized in that it is configured to measure and store a number determined according to a winning type of a winning game ball, and to generate a specific gaming state when the winning number reaches a predetermined value.
JP2000381455A 2000-12-15 2000-12-15 Pachinko machine Expired - Fee Related JP4067271B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2000381455A JP4067271B2 (en) 2000-12-15 2000-12-15 Pachinko machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2000381455A JP4067271B2 (en) 2000-12-15 2000-12-15 Pachinko machine

Publications (2)

Publication Number Publication Date
JP2002177503A true JP2002177503A (en) 2002-06-25
JP4067271B2 JP4067271B2 (en) 2008-03-26

Family

ID=18849445

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2000381455A Expired - Fee Related JP4067271B2 (en) 2000-12-15 2000-12-15 Pachinko machine

Country Status (1)

Country Link
JP (1) JP4067271B2 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006015128A (en) * 2004-05-31 2006-01-19 Okumura Yu-Ki Co Ltd Game machine
JP2011206570A (en) * 2004-05-31 2011-10-20 Okumura Yu-Ki Co Ltd Game machine

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006015128A (en) * 2004-05-31 2006-01-19 Okumura Yu-Ki Co Ltd Game machine
JP2011206570A (en) * 2004-05-31 2011-10-20 Okumura Yu-Ki Co Ltd Game machine

Also Published As

Publication number Publication date
JP4067271B2 (en) 2008-03-26

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