JP2004073736A - Pinball game machine and simulation game program - Google Patents

Pinball game machine and simulation game program Download PDF

Info

Publication number
JP2004073736A
JP2004073736A JP2002241922A JP2002241922A JP2004073736A JP 2004073736 A JP2004073736 A JP 2004073736A JP 2002241922 A JP2002241922 A JP 2002241922A JP 2002241922 A JP2002241922 A JP 2002241922A JP 2004073736 A JP2004073736 A JP 2004073736A
Authority
JP
Japan
Prior art keywords
jackpot
game
winning
probability
probability variation
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.)
Withdrawn
Application number
JP2002241922A
Other languages
Japanese (ja)
Inventor
Fumio Nakano
中野 文夫
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.)
Universal Entertainment Corp
Original Assignee
Aruze Corp
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 Aruze Corp filed Critical Aruze Corp
Priority to JP2002241922A priority Critical patent/JP2004073736A/en
Publication of JP2004073736A publication Critical patent/JP2004073736A/en
Withdrawn legal-status Critical Current

Links

Images

Landscapes

  • Pinball Game Machines (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

<P>PROBLEM TO BE SOLVED: To achieve a novel game performance with enhanced unique attraction by allowing room for a player's technical intervention while a jackpot is made. <P>SOLUTION: The pinball game machine has a jackpot start winning umber recording means for cumulatively recording the number of winning balls into a starting hole during a jackpot and a probability variation execution frequency determining means for determining the frequency of execution of a probability variation game in which the probability of election of a jackpot afterwards is higher than normal time according to the recorded value of the recording means. Since the frequency of execution of the probability variation game thereafter is increased as the winning into the starting hole is increased, the player is interested not only in the winning into a large winning hole but in the winning into the starting hole. The net profit is varied according to the level of the player's technique to shoot game balls, etc. <P>COPYRIGHT: (C)2004,JPO

Description

【0001】
【発明が属する技術分野】
本発明は、パチンコ遊技機などの弾球遊技機及びそのシュミレーションゲームプログラムに関する。代表的には、風俗営業等の規制及び業務の適正化等に関する法律第2条第1項第7号のぱちんこ屋や同第8号の店舗等の営業に供される遊技機、これらを一般ユーザ向け仕様にした新・中古品等、及び、これらのシュミレーションゲームをパソコン上やゲーム機上等で実行するシュミレーションゲームプログラムに関する。
【0002】
【従来の技術】
この種の遊技機は、遊技者の射幸心を適度に刺激するため、遊技盤上の始動口への入賞を契機に大当たり抽選を起動し、液晶ディスプレイ等の図柄表示装置上において複数の図柄を変動させ、その変動停止態様により大当たり抽選の結果を導出し、例えば左・中・右図柄の三つ揃いによる、大当たりの発生時は、アタッカと称する大入賞口を所定態様、例えば一ラウンド最大30秒か10球入賞までの間開き且つその間に特定領域への球通過(V入賞)により最大15ラウンドまで繰り返す等の態様で開放し、2000個前後の賞球の払い出しを期待できるようにしている。
【0003】
そして、大当たり図柄が確変図柄である例えば奇数図柄の三つ揃いとなる場合は、次回の大当たりの当選確率を通常の例えば325分の1から65分の1等のように5倍程度に高める確率変動遊技に移行させ、確変図柄で大当たりすることにより大当たりの連荘を期待できるようにしている。
【0004】
【発明が解決しようとする課題】
しかし、従来の遊技機は、大当たりの発生中は大入賞口への入賞のみに関心が向くワンパターンの遊技性を付与できるに止まり、また、確率変動遊技では確変図柄で大当たりする限り次回の大当たりまで高確率状態が継続されるものであった。このため、全体として遊技の変化に乏しく、スリルと醍醐味に一歩欠け、遊技者が技術介入できる余地は極めて少なかった。
【0005】
本発明の課題は、大当たり発生中に遊技者が技術介入できる余地を取り入れ、従来にない面白味を増した新たな遊技性を付与する点にある。
【0006】
【課題を解決するための手段】
請求項1記載の発明は、始動口への入賞を契機に大当たり抽選を起動し、図柄表示装置上の図柄の変動停止態様により前記大当たり抽選の結果を導出し、大当たりの発生時は大入賞口を所定態様で開放させる弾球遊技機において、前記大当たりの発生中に生じる前記始動口への入賞数を累積的に記録する大当たり中始動入賞数記録手段と、この記録手段の記録値に応じて後の大当たりの当選確率を通常よりも高めた確率変動遊技の実行回数を決定する確変実行回数決定手段とを設けた。尚、奇数図柄等の特定図柄に限って確率変動させるものも、確率変動遊技の実行回数を大当たり中の始動入賞数に応じて決定する限り本件の範囲に含まれる。
【0007】
これにより、大当たりの発生中は、単に大入賞口への入賞のみが関心事となるのではなく、これに加え、始動口への入賞が多いほど後の確率変動遊技の実行回数が増えるため、始動口への入賞をも遊技者の関心事となる。また、遊技球の打ち出し技術等の優劣により実利益が変化するため、遊技者が技術介入できる余地ができ、従来にない遊技性を付与できる。
【0008】
請求項2記載の発明は、確変中に大当たりを引けなかった遊技者を救済するため、前記確率変動遊技により大当たりに至らないとき、所定回数を限度に前記図柄表示装置上の図柄の変動時間を通常よりも短縮した時間短縮遊技を行わせる確変後時短実行手段を設けた。
【0009】
これにより、確率変動遊技が終わっても、所定回数を限度とする時間短縮遊技により、図柄の変動待ちとされる保留球の消化が促進され、例えば保留球4個の制限にかかって大当たり抽選から除外される始動入賞数を少なくでき、大当たり抽選のロスを少なくすることができる。このため、たとえ確変中に大当たりに至らなかったとしても、引き続き行われる時間短縮遊技により、再度の大当たりの早期発生を期待することができる。
【0010】
請求項3記載の発明は、遊技状態を遊技者に明確にするため、前記確率変動遊技の状態及び又は前記時間短縮遊技の状態を報知する遊技状態報知手段を設けた。これにより、遊技者に通常よりも有利な遊技状態にあるかどうかが知らされ、公正を担保できると共に、報知の有無により遊技の止めどきの判断等の目安に使うことが可能になる。
【0011】
請求項4記載の発明は、確変の利益状態を明確にするため、前記確率変動遊技の残回数を報知する確変残回数報知手段を設けた。こうして、最初に報知される残回数により大当たり中に生じた始動入賞数つまり獲得した実利益が遊技者に知らされ、満足感等を付与できるし、有利な遊技状態が後どれだけ続くのかを客観的に知らせることができる。
【0012】
請求項5記載の発明は、時短の利益状態を明確にするため、前記時間短縮遊技の残回数を報知する時短残回数報知手段を設けた。こうして、確変が終わっても、引き続き、時短による有利な遊技状態が後どれだけ続くのかを客観的に知らせることができる。
【0013】
請求項6記載の発明は、ROMカートリッジ、CD−ROM、DVD等の記録媒体に担持され、或は、インターネット、衛星通信等のネットワーク環境下で配信されるシュミレーションゲームプログラムにおいて、実機での遊技と同様に新たな遊技性を付与せんとするものである。すなわち、始動口への入賞を契機に大当たり抽選を起動し、図柄表示装置上の図柄の変動停止態様により前記大当たり抽選の結果を導出し、大当たりの発生時は大入賞口を所定態様で開放させる弾球遊技機のシュミレーションゲームプログラムであって、前記大当たりの発生中に生じる前記始動口への入賞数を累積的に記録する大当たり中始動入賞数記録ステップと、これによる記録値に応じて後の大当たりの当選確率を通常よりも高めた確率変動遊技の実行回数を決定する確変実行回数決定ステップとを有し、これら各ステップをコンピュータに実行させるためのシュミレーションゲームプログラムである。
【0014】
【発明の実施の形態】
図1は、本発明に係るパチンコ遊技機1であり、遊技枠10に本体11を開扉可能に支持している。本体11の前面上部には、丸窓12にガラス13を嵌めたフロント扉14を有し、その内方に遊技盤2を備える。本体11の前面下部には、貸球及び賞球を受止める上皿3、その満杯時に球出口30の内方で溢れた球を受止める下皿4、球発射装置5のハンドル50を備える。上皿3には、効果音やBGM、エラー音等を出力するステレオ式のスピーカ6を内蔵していると共に、CR機仕様とした場合に遊技機1に隣接設置するCRサンドから球貸し等をする操作スイッチ部31を備える。貸球は現行1個4円である。
【0015】
図2のとおり、遊技盤2には、遊技領域を区画し且つ球発射装置5からの発射球を導くガイドレール20,21、飾り枠22、その内方画面上に左中右の三列にわたって数字・記号等の複数の図柄(以下、後述の普通図柄との区別のため、特別図柄という)を変動及び停止させる液晶ディスプレイLCDから成る図柄表示装置7(以下、後述の普通図柄表示装置との区別のため、特別図柄表示装置7という)、その特別図柄の変動を開始させると共に左中右で三つ揃いさせる大当たりとするか否かの抽選に関与するチューリップ式普通電動役物から成る始動口24、大当たり時に開くアタッカと称する特別電動役物の大入賞口25、一般入賞口となる左右の上入賞口26,26及び下入賞口27,27、左右の風車28,28を備える。29は遊技盤2での入賞を逃したアウト球を排出するアウト口である。図示は省略したが、遊技盤2には多数の遊技釘が打たれている。
【0016】
図2中、71〜74は始動口24に対する保留球表示器であり、特別図柄表示装置7における特別図柄の変動待ちの保留球を最大4個まで記憶するようにしている。保留球が4個フルに貯まっているとき、更に追加発生する始動口24への入賞によっては大当たり判定用乱数を抽出せず、抽選処理の対象外としている。保留球に空きがあるとき、始動口24への入賞の発生により、後述する主基板MC上のRAMに確保する始動入賞記憶領域に、大当たり判定用乱数を格納して抽出するものとしている。
【0017】
図2中、8は当りランプ81及び外れランプ82で構成する普通図柄表示装置、9はその普通図柄の変動すなわち当りランプ81と外れランプ82との交互点灯を開始させると共に、その変動を当りランプ81の点灯で止める当たりとするか否かの抽選に関与する通過ゲートである。91〜94は通過ゲート9に対する保留球表示器であり、普通図柄の変動表示待ちの保留通過球を最大4個まで記憶するようにしている。保留通過球が4個フルに貯まっているとき、更に追加発生する通過球によっては普通図柄当たり判定用乱数を抽出せず、抽選処理の対象外としている。保留通過球に空きがあるとき、通過ゲート9への通過球の発生により、RAMの別領域に確保するゲート通過記憶領域に、普通図柄当たり判定用乱数を格納するものとしている。
【0018】
普通図柄が当りランプ81の点灯で停止される当たり時には、始動口24のチューリップを例えば1秒間開く。チューリップを閉じた状態では始動口24は球一個分の狭い開口幅であり、チューリップを開いた状態では始動口24の開口幅が拡大されて入賞率が高まる。チューリップの開放中に1個の始動入賞があると1秒経過前でもチューリップは閉じる。
【0019】
尚、大入賞口25に対する入賞球一個当たりの賞球は例えば15個に、大入賞口25以外の始動口24並びに上入賞口26及び下入賞口27に対する入賞球一個当たりの賞球は例えば5個に設定している。図2中、9Lは演出用の左LED、9Cは同中LED、9Rは同右LEDである。
【0020】
図3〜6のとおり、特別図柄表示装置7には特別図柄Dを変動表示及び停止表示させると共に、背景に例えば忠臣蔵を題材にした動画演出を表示させている。特別図柄Dには、左中右の各列につき、例えば「一」、「二」、「三」、「四」、「五」、「六」、「七」、「八」、「九」、「大石内蔵助」、「吉良上野介」、「討ち入り太鼓」の全12種類の図柄を用いている。うち、「三」、「五」、「七」、「大石内蔵助」、「吉良上野介」、「討ち入り太鼓」の6種類を確変図柄としており、これら確変図柄で大当たりすると、大当たり中の始動入賞数に基づく実行回数分について、大当たり遊技後の次回の大当たりの当選確率を通常時の315分の1から5倍の63分の1に高めた確率変動遊技に突入するものとしている。
【0021】
図7は、遊技機の制御装置のブロック図である。各種抽選処理や入賞球処理などの一切の入賞判定処理を担い、遊技の主要事項を決定する主制御装置たる主基板MCを備える。また、この主基板MCに一方向通信回線PLで結ぶサブ制御装置として、特別図柄制御装置を構成する特別図柄制御基板SC1、普通図柄制御装置を構成する普通図柄制御基板SC2、装飾ランプ制御装置を構成するランプ制御基板SC3、音声制御装置を構成する音声制御基板SC4、賞球制御装置を構成する賞球制御基板SC5を備える。
【0022】
主基板MCは、マイクロプロセッサとして、メインのCPU、ROM、RAM、CTC(カウンタタイマサーキット)を備え、入力側に、始動口24の入賞球を検出する始動入賞球センサJ1、一般入賞口26,27の入賞球を検出する一般入賞球センサJ2、大入賞口25の入賞球を検出する大入賞球センサJ3、大入賞口25内のVゾーンの通過球を検出するV入賞球センサJ4、通過ゲート9の通過球センサJ5を接続している。また、出力側に、始動口24のチューリップを開閉するソレノイド又はモータ等の始動口アクチュエータD1、大入賞口25を開閉する同じくソレノイド又はモータ等の大入賞口アクチュエータD2を接続している。
【0023】
特別図柄制御基板SC1は、マイクロプロセッサとして、サブのCPU、ROM、RAM、CTC、VDP、リセットIC、画像ROMを具備し、D/Aコンバータを介して特別図柄表示装置7を構成する液晶ディスプレイLCDの画像を制御している。普通図柄制御基板SC2は、普通図柄表示装置8を構成する当りランプ81及び外れランプ82の点灯を制御している。ランプ制御基板SC3は、演出用の左LED9L、中LED9C、右LED9Rなどの装飾ランプ表示装置を制御している。音声制御基板SC4は、スピーカ6から成る音声出力装置を制御している。賞球制御基板SC5は、球発射装置5及び賞球の払出装置を制御している。尚、普通図柄制御基板SC2とランプ制御基板SC3は、単一の制御基板で構成してもよい。
【0024】
図8のとおり、主基板MCでは、電源投入から、全出力ポートの初期化、パワーダウンエラー判定、CPU初期化などを含むMPU動作初期設定処理の後(Sa)、割込を許可し(Sb)、始動口24への入賞を契機に起動する大当たりの抽選処理並びに特別図柄の変動及び停止処理等を含む特別図柄処理(Sc)、外れ図柄決定用乱数、演出決定用乱数、リーチ発生用乱数の各乱数更新処理(Sd)のループ処理がされる。
【0025】
図9のとおり、主基板MCの割込処理では、各レジスタを退避し(Se)、大当たり判定用乱数、普通図柄当たり判定用乱数、大当たり図柄決定用乱数の更新処理(Sf)、タイマ更新処理(Sg)、各入賞球センサの入力信号処理(Sh)、普通図柄処理(Si)、演出用LED等の装飾制御処理(Sj)、賞球の払出処理(Sk)、エラー処理(Sl)、RAMに格納した図柄変動コマンド等をサブ制御装置側に送信するコマンド送信処理(Sm)を経て、各レジスタを復帰し(Sn)、割込を許可して(So)一処理を終える。
【0026】
図10のとおり、前記入力信号処理(図9のSh)では、始動口24への入賞を判定し(Sh1)、始動入賞がある場合は払出要求コマンドをRAMに格納し(Sh2)、確変図柄での大当たり時にセットされてONとなる特定遊技フラグを判定し(Sh3)、ONの場合は高確率カウンタをプラス1する(Sh4)。高確率カウンタは、大当たりの発生中に生じる始動口への入賞数を累積的に記録する大当たり中始動入賞数記録手段を構成する。次に、始動入賞記憶が保留球の上限に達したか否か判定し(Sh5)、上限に達せず空きがある場合は大当たり判定用乱数を始動入賞記憶領域に格納する(Sh6)。続いて、大入賞口25への入賞を判定し(Sh7)、入賞がある場合は払出要求コマンドをRAMに格納する(Sh8)。引き続き、一般入賞口25,27への入賞の有無を判定し(Sh9)、入賞がある場合は払出要求コマンドをRAMに格納する(Sh10)。
【0027】
図11のとおり、前記特別図柄処理(図8のSc)では、特別図柄変動開始処理(Sp,Sq)、特別図柄変動中処理(Sr,Ss)、特別図柄終了処理(St,Su)の各処理を必要に応じて順次行う。
【0028】
図12のとおり、前記特別図柄変動開始処理(図11のSq)では、RAM上の始動入賞記憶の有無を判定し(S1)、始動入賞記憶が無い場合は前回の停止図柄の表示とデモ画面との切換処理を含むデモ制御処理(S2)を経てリターンする。
【0029】
始動入賞記憶が有る場合は、通常遊技状態、確率変動遊技状態(確変遊技状態)、時間短縮遊技状態(時短遊技状態)の別を遊技状態フラグに設定する遊技状態設定処理(S10)、各遊技状態別に特別図柄表示装置7における図柄変動パターンを決定する図柄変動決定処理(S20,S40,S60)を経て、各特別図柄の変動を開始させる図柄変動コマンド、各停止図柄を指定する左図柄コマンド、右図柄コマンド、中図柄コマンドをRAMに格納し(S3)、特別図柄変動中処理に遷移する(S4)。尚、RAMに格納されたコマンドは、割込処理におけるコマンド送信処理(図9のSm)によりサブ側に送信される。
【0030】
図13のとおり、前記遊技状態設定処理(図12のS10)では、前記高確率カウンタの値を判定し(S11)、その値が0でない場合は遊技状態フラグを確変遊技状態にセットする(S12)。高確率カウンタの値が0の場合、時間短縮させる実行回数をカウントする時短カウンタの値を判定し(S13)、その値が0でない場合は遊技状態フラグを時短遊技状態にセットする(S14)。時短カウンタの値が0の場合は、遊技状態フラグを通常遊技状態にセットする(S15)。
【0031】
図14のとおり、遊技状態フラグが通常遊技状態にある場合、前記図柄変動決定処理(図12のS20)では、大当たりの当選確率を315分の1とした通常時の低確率テーブルをセットする(S21)。大当たり判定用乱数の範囲は0〜314としており、低確率テーブルでは、例えば数字の7のみを大当たりとしている。
【0032】
続いて、始動入賞時にRAMに格納した大当たり判定用乱数に基づいて大当たりか否か判定し(S22)、外れと判定された場合はリーチ発生用乱数に基づいてリーチの有無を判定し(S23)、リーチ無しの場合は、リーチなし外れ図柄決定処理(S24)、リーチなし演出決定処理(S25)を経て、リーチ無しに見合う短めの特別図柄変動時間を設定し(S26)、また、リーチ有りの場合は、リーチあり外れ図柄決定処理(S27)、リーチ演出決定処理(S28)を経て、リーチ有りに見合う長めの特別図柄変動時間を設定する(S29)。前記図3〜6は、リーチ演出の一例として、特別図柄変動開始後、左・右図柄が「七」で揃ってリーチが発生し、動画キャラクターの「吉良」を追っかける「追っかけリーチ」から「スーパー追っかけリーチ」に発展する例である。外れの場合、最終的に中図柄は「七」以外で停止される。
【0033】
大当たり判定(S22)により大当たりと判定された場合は、大当たり図柄決定用乱数に基づいて大当たり図柄を「一」〜「九」、「大石内蔵助」、「吉良上野介」、「討ち入り太鼓」の何れか一つに決定し(S30)、リーチを必ず伴う大当たり演出の決定処理(S31)の後、そのリーチ当たり演出に見合う特別図柄変動時間を設定する(S32)。大当たりの場合、前記図6の「スーパー追っかけリーチ」の後、最終的に中図柄が「七」で停止し、「七」−「七」−「七」の三つ揃いが導出される。
【0034】
図15のとおり、遊技状態フラグが確変遊技状態にある場合、前記図柄変動決定処理(図12のS40)では、高確率カウンタをマイナス1し(S41)、その値が0となったら(S42)、ここで時短カウンタを時短遊技の最大実行回数である例えば100にセットしておく(S43)。次に、大当たりの当選確率を65分の1とした高確率テーブルをセットする(S44)。高確率テーブルでは、例えば数字の7,67,127,187,247の5種類の数字を大当たりとしている。高確率カウンタに基づいて高確率テーブルをセットするS41,S44のステップにより、確変実行回数決定手段を構成している。
【0035】
続いて、始動入賞時にRAMに格納した大当たり判定用乱数に基づいて大当たり判定をし(S45)、外れと判定された場合は、リーチなし外れ図柄決定処理(S46)、リーチなし短時間演出決定処理(S47)を経て、リーチなし短時間演出に見合う特別図柄変動時間を設定する(S47)。このリーチなし短時間演出は、後述の時間短縮遊技と同様、通常遊技状態でのリーチなし演出よりも更に短時間で特別図柄の変動停止態様を導出するものである。また、確変遊技状態では、外れ時にガセのリーチ演出は出現させず、特別図柄の変動時間を大きく短縮している。もっとも、外れ時も低頻度でガセリーチを出現させてもよい。
【0036】
大当たり判定(S45)により大当たりと判定された場合は、大当たり図柄決定用乱数に基づいて大当たり図柄を「一」〜「九」、「大石内蔵助」、「吉良上野介」、「討ち入り太鼓」の何れか一つに決定し(S49)、リーチを必ず伴う大当たり演出の決定処理(S50)の後、そのリーチ当たり演出に見合う特別図柄変動時間を設定する(S51)。大当たりを導出する場合、演出上の時間短縮は行わないものとしている。
【0037】
図16のとおり、遊技状態フラグが時短遊技状態にある場合、前記図柄変動決定処理(図12のS60)では、前記時短カウンタをマイナス1し(S61)、大当たりの当選確率を315分の1とした通常の低確率テーブルをセットする(S62)。
【0038】
続いて、始動入賞時にRAMに格納した大当たり判定用乱数に基づいて大当たり判定をし(S63)、外れと判定された場合は、リーチなし外れ図柄決定処理(S64)、リーチなし短時間演出決定処理(S65)を経て、リーチなし短時間演出に見合う特別図柄変動時間を設定する(S66)。このリーチなし短時間演出は、上述の確率変動遊技と同様、通常遊技状態でのリーチなし演出よりも更に短時間で特別図柄の変動停止態様を導出するものであり、また、時短遊技状態では、外れ時にガセのリーチ演出は出現させず、特別図柄の変動時間を大きく短縮している。もっとも、外れ時も低頻度でガセリーチを出現させてもよい。
【0039】
大当たり判定(S63)により大当たりと判定された場合は、大当たり図柄決定用乱数に基づいて大当たり図柄を「一」〜「九」、「大石内蔵助」、「吉良上野介」、「討ち入り太鼓」の何れか一つに決定し(S67)、リーチを必ず伴う大当たり演出の決定処理(S68)の後、そのリーチ当たり演出に見合う特別図柄変動時間を設定する(S69)。この場合も、大当たりを導出するものであるから、演出上の時間短縮は行わない。
【0040】
図17のとおり、前記特別図柄変動中処理(図12のS4)では、特別図柄変動時間の経過を判定し(S71)、時間経過により図柄確定コマンドをRAMに格納する(S72)。大当たりの場合は(S73)、高確率カウンタと時短カウンタをともに0クリアし(S74)、大当たり図柄が確変図柄か否か判定し(S75)、確変図柄なら特定遊技フラグをONする(S76)。その後、大入賞口25の開放回数を0クリアし(S77)、開放時間例えば30秒を設定し(S78)、特別遊技処理に遷移する(S79)。大当たりでない場合は(S73)、特別図柄終了処理に遷移する(S80)。
【0041】
図18のとおり、前記特別遊技処理(図17のS79)では、大入賞口25の開放が規定回数例えば最終ラウンド15回に達したか否か判定し(S81)、規定回数内ならば、大入賞口25の入賞球が10個に達するか(S82)、大入賞口25の開放時間が30秒に達するか(S83)の何れかの間にVゾーンへの入賞が有ったか否か判定する(S84)。V入賞のある場合は、いわゆる役物連続作動装置が作動し、再度大入賞口25の開放時間を30秒に設定し(S85)、開放回数を1加算してラウンドを継続させる(S86)。V入賞がないか、最終ラウンドに達すると、特定遊技フラグをOFFした後(S87)、特別図柄終了処理に遷移する(S88)。
【0042】
尚、主基板MCで特別遊技処理が開始されているとき、サブ側の特別図柄制御基板SC1では、大当たり遊技開始時のファンファーレ画面表示や、ラウンドの進行等に伴い、所定の動画演出が行われる。音声制御基板SC4においても同様、所定のサウンド演出が行われる。大当たりの特別遊技が15ラウンドで満了する場合、その間に、始動口24へは20〜30個程度の入賞が期待できる。
【0043】
図19の通り、前記特別図柄終了処理(図17のS80、図18のS88)では、高確率カウンタの値が0か否か判定し(S91)、0でない場合はそのカウンタ値(確率変動遊技の残実行回数)と確率変動遊技である旨をセットした残回数表示コマンドをRAMに格納する(S92)。高確率カウンタの値が0の場合は(S91)、時短カウンタの値が0か否か判定し(S93)、0でない場合はそのカウンタ値(時間短縮遊技の残実行回数)と時間短縮である旨をセットした残回数表示コマンドをRAMに格納する(S92)。そして、再び特別図柄変動開始処理に遷移する(S94)。
【0044】
前記特別図柄変動中処理(図17)において大当たりでなく外れ図柄が導出されたとき、特別図柄表示装置7の画面上に確率変動遊技の残実行回数か時間短縮遊技の残実行回数の何れかが遊技状態とともに表示される。また、前記特別遊技処理(図18)により確変図柄で当った大当たり遊技が終了したとき、特別図柄表示装置7の画面上に確率変動遊技の残実行回数つまり大当たり中に生じた始動入賞数の累計が遊技状態とともに表示される。
【0045】
ところで、確率変動遊技状態にあるときは、例えば演出用左・中・右LED9L,9C,9Rを時計回りに低速で点滅させ、時間短縮遊技状態にあるときは同LED9L,9C,9Rを時計回りに高速で点滅させ、通常遊技状態にあるときは同LED9L,9C,9Rを消灯させ、遊技状態が何れであるのかを報知するようにしている。この他、確率変動遊技状態にあるときは前記LED9L,9C,9Rを赤色で点滅させ、時間短縮遊技状態にあるときは同LED9L,9C,9Rを緑色で点滅させ、通常遊技状態にあるときは同LED9L,9C,9Rを消灯させるようにしてもよい。
【0046】
尚、以上の構成において例示した各種当選確率や回数等のデータは一例であり、適宜変更してよいのは言うまでもない。また、特別図柄表示装置7に機械式リールを用いたものでもよい。
【0047】
図20は、以上のパチンコ遊技機と同じ遊技仕様をもつシュミレーションゲームプログラムの構造を示す。ROMカートリッジ、CD−ROM、DVD等の記録媒体に担持され、或は、インターネット、衛星通信等のネットワーク環境下で配信されるものである。大当たりの発生中に生じる始動口への入賞数を前記図10と同様の処理により累積的に記録する大当たり中始動入賞数記録ステップST1と、この記録ステップによる記録値に応じて後の大当たりの当選確率を通常よりも高めた確率変動遊技の実行回数を前記図15と同様な処理により決定する確変実行回数決定ステップST2とを有する。
【0048】
そして、テレビゲームコントローラやパソコンなどのコンピュータTCに前記各ステップST1,ST2を実行させるものであり、コンピュータTCの画像モニターM上に特別図柄表示装置7の画面を含めた遊技盤2の全体の画像を映し出すと共に、発射ハンドル50のレバー51に変わるキーボード上の特定キーや専用操作ボタンなどから成る操作スイッチJを操作しながら擬似遊技が楽しめるようにしている。
【図面の簡単な説明】
【図1】本発明弾球遊技機の一例であるパチンコ遊技機の斜視図。
【図2】同弾球遊技機の遊技盤の正面図。
【図3】特別図柄表示装置上での特別図柄変動開始時の一例を示す図。
【図4】特別図柄表示装置上でのリーチ発生時の演出例を示す図。
【図5】特別図柄表示装置上でのリーチ演出例を示す図。
【図6】特別図柄表示装置上での発展リーチ演出例を示す図。
【図7】同弾球遊技機の制御装置のブロック図。
【図8】主基板における電源投入処理フロー図。
【図9】同主基板における割込処理フロー図。
【図10】同主基板における入力信号処理フロー図。
【図11】同主基板における特別図柄処理フロー図。
【図12】同主基板における特別図柄変動開始処理フロー図。
【図13】同主基板における遊技状態設定処理フロー図。
【図14】同主基板における通常遊技状態時の図柄変動決定処理フロー図。
【図15】同主基板における確率変動遊技状態時の図柄変動決定処理フロー図。
【図16】同主基板における時間短縮遊技状態時の図柄変動決定処理フロー図。
【図17】同主基板における特別図柄変動中処理フロー図。
【図18】同主基板における特別遊技処理フロー図。
【図19】同主基板における特別図柄終了処理フロー図。
【図20】本発明シュミレーションゲームのプログラム構造図。
【符号の説明】
7 図柄表示装置(特別図柄表示装置)
24 始動口
25 大入賞口
[0001]
[Technical field to which the invention belongs]
The present invention relates to a ball game machine such as a pachinko game machine and a simulation game program thereof. Typically, amusement machines that are used for business operations such as pachinko shops in Article 2, Paragraph 1, Item 7 of the Act on Regulation of Customs Business and Optimization of Business, etc. The present invention relates to new and second-hand goods that have been specified for users, and a simulation game program for executing these simulation games on a personal computer or a game machine.
[0002]
[Prior art]
This type of gaming machine activates a jackpot lottery in response to a prize at the starting port on the game board in order to stimulate the player's gambling moderately, and displays a plurality of symbols on a symbol display device such as a liquid crystal display. The result of the jackpot lottery is derived by varying the variation stop mode, and when the jackpot is generated by, for example, three sets of left, middle, and right symbols, a big winning opening called an attacker is set in a predetermined mode, for example, a maximum of 30 rounds. It opens for a period of up to 10 seconds, and it is opened in a manner such as repeating up to 15 rounds by passing the ball to a specific area (V winning) during that time, so that about 2000 winning balls can be expected to be paid out. .
[0003]
And if the jackpot symbol is a probabilistic symbol, for example, an odd number of three symbols, the probability of increasing the next jackpot winning probability to about 5 times, for example, from 1/325 to 1/65, etc. By shifting to floating games and winning big hits with probabilistic symbols, you can expect jackpots.
[0004]
[Problems to be solved by the invention]
However, conventional gaming machines can only give one pattern of gameplay that is only interested in winning the big prize opening during a big hit, and in the probability variation game, the next big hit will be as long as it wins with a probabilistic variation. Until then, the high probability state was continued. For this reason, the overall change in the game was poor, and there was little room for players to intervene in technology, lacking thrill and excitement.
[0005]
An object of the present invention is to provide room for a player to be able to intervene during a jackpot, and to provide a new game with an unprecedented interest.
[0006]
[Means for Solving the Problems]
The invention according to claim 1 activates the jackpot lottery in response to a winning at the start opening, derives the result of the jackpot lottery according to the pattern variation stop mode on the symbol display device, and when the jackpot occurs, In the bullet ball game machine that releases the jackpot in a predetermined manner, the jackpot medium start winning number recording means for cumulatively recording the number of winnings to the start opening generated during the jackpot occurrence, and according to the recorded value of the recording means Probability change execution number determination means for determining the number of executions of the probability variation game in which the subsequent jackpot winning probability is higher than usual is provided. It should be noted that those whose probability is varied only for a specific symbol such as an odd symbol are also included in the scope of this case as long as the number of executions of the probability variation game is determined according to the number of start winning prizes.
[0007]
Because of this, during the jackpot occurrence, it is not just the prize winning to the big winning opening, but in addition to this, the more winnings to the starting opening, the more the number of later probability variation games will be executed, Players are also interested in winning a prize at the starting point. Further, since the actual profit changes due to the superiority or inferiority of the game ball launching technology, there is room for the player to intervene in technology, and unprecedented game characteristics can be imparted.
[0008]
The invention according to claim 2, in order to rescue a player who did not win the jackpot during the probability change, when the jackpot is not reached by the probability variation game, the variation time of the symbol on the symbol display device is limited to a predetermined number of times. Short-time execution means after probability change that allow a time-saving game that is shorter than usual is provided.
[0009]
As a result, even if the probability variation game is over, the digestion of the reserved balls that are waiting for the variation of the symbol is promoted by the time-reducing game with a predetermined number of times as the limit. The number of start prizes that are excluded can be reduced, and the loss of the big hit lottery can be reduced. For this reason, even if the jackpot is not reached during the probability change, it is possible to expect an early occurrence of the jackpot again by the time-saving game that is continued.
[0010]
In order to clarify the game state to the player, the invention according to claim 3 is provided with a game state notifying means for notifying the state of the probability variation game and / or the state of the time-reduced game. As a result, whether it is in the player to a gaming state that is more advantageous than normal is informed, it is possible to ensure the fair, it is possible to use a measure of judgment of the stop earthenware of the game by the presence or absence of the notification.
[0011]
In order to clarify the profit state of probability variation, the invention according to claim 4 is provided with probability variation remaining number notifying means for notifying the remaining number of probability variation games. In this way, the number of starting prizes generated during the jackpot, that is, the actual profit earned, is given to the player based on the remaining number of times that is initially notified, and a satisfaction can be imparted, and the objective of how long the advantageous gaming state continues Can be informed.
[0012]
The invention according to claim 5 is provided with short time remaining number notifying means for notifying the remaining number of time-saving games in order to clarify a short time profit state. In this way, even after the probability change is completed, it is possible to objectively inform how long the advantageous gaming state due to the short time will continue.
[0013]
The invention according to claim 6 is a simulation game program that is carried on a recording medium such as a ROM cartridge, a CD-ROM, a DVD, or distributed under a network environment such as the Internet or satellite communication. Similarly, a new gameability is to be given. In other words, the jackpot lottery is activated in response to a winning at the start opening, the result of the jackpot lottery is derived by the symbol fluctuation stop mode on the symbol display device, and the jackpot opening is opened in a predetermined manner when the jackpot occurs. A simulation game program for a ball game machine, wherein a jackpot medium start winning number recording step for cumulatively recording the number of winnings at the starting port that occurs during the jackpot occurrence, and a subsequent number according to the recorded value A simulation game program for causing a computer to execute a probability variation execution number determination step for determining the number of times of execution of a probability variation game in which a jackpot winning probability is higher than usual.
[0014]
DETAILED DESCRIPTION OF THE INVENTION
FIG. 1 shows a pachinko gaming machine 1 according to the present invention, in which a main body 11 is supported by a game frame 10 so that the door can be opened. A front door 14 in which a glass 13 is fitted to a round window 12 is provided at the upper front portion of the main body 11, and the game board 2 is provided inside the front door 14. The lower part of the front surface of the main body 11 is provided with an upper plate 3 for receiving a rented ball and a prize ball, a lower plate 4 for receiving a ball overflowing inside the ball outlet 30 when the ball is full, and a handle 50 of the ball launcher 5. The upper plate 3 has a built-in stereo speaker 6 for outputting sound effects, BGM, error sound, and the like, and in the case of a CR machine specification, lending a ball from the CR sand installed adjacent to the gaming machine 1 The operation switch unit 31 is provided. A rental ball is currently 4 yen per piece.
[0015]
As shown in FIG. 2, the game board 2 includes guide rails 20 and 21, a decorative frame 22 that divides a game area and guides a ball to be fired from the ball launcher 5, and three rows of left, middle, and right on the inner screen thereof. A symbol display device 7 (hereinafter referred to as a normal symbol display device to be described later) composed of a liquid crystal display LCD that fluctuates and stops a plurality of symbols such as numbers and symbols (hereinafter referred to as a special symbol for distinction from a normal symbol to be described later). For distinction, it is called a special symbol display device 7), and a starting port made up of a tulip-type ordinary electric accessory that participates in a lottery to decide whether or not to make a variation of the special symbol and to arrange three in the middle left and right 24, a large winning opening 25 of a special electric accessory called an attacker opened at the time of a big hit, left and right upper winning openings 26, 26 and lower winning openings 27, 27 serving as general winning openings, and left and right wind turbines 28, 28. Reference numeral 29 denotes an out port that discharges an out ball that missed the winning on the game board 2. Although illustration is omitted, a large number of game nails are struck on the game board 2.
[0016]
In FIG. 2, reference numerals 71 to 74 denote reserved ball indicators for the start port 24, and store up to four reserved balls waiting for the special symbol change in the special symbol display device 7. When four holding balls are fully stored, a random number for jackpot determination is not extracted depending on the winning to the start opening 24 that is additionally generated, and is not subject to the lottery process. When there is a vacant ball in the holding ball, a big hit determination random number is stored and extracted in a start winning storage area secured in a RAM on the main board MC, which will be described later, due to the occurrence of a win at the start opening 24.
[0017]
In FIG. 2, 8 is a normal symbol display device composed of a hit lamp 81 and an off-lamp 82, and 9 is a variation of the normal symbol, that is, alternate lighting of the hit lamp 81 and the off-lamp 82 is started, and the fluctuation is detected as a hit lamp. This is a passing gate involved in a lottery for determining whether or not to stop when 81 is turned on. Numerals 91 to 94 are reserved ball indicators for the pass gate 9 and store up to four reserved pass spheres waiting for normal symbol variation display. When four reserved passing balls are fully stored, a random number for determination per symbol is not extracted depending on the additional passing balls, and is excluded from the lottery process. When there is a vacant pass ball, a normal random number for symbol determination is stored in a gate pass storage area secured in another area of the RAM due to the occurrence of a pass ball at the pass gate 9.
[0018]
When the normal symbol is stopped by the lighting of the hit lamp 81, the tulip of the start port 24 is opened for 1 second, for example. When the tulip is closed, the starting port 24 has a narrow opening width corresponding to one sphere, and when the tulip is opened, the opening width of the starting port 24 is expanded to increase the winning rate. If there is one starting prize while the tulip is open, the tulip will close even before 1 second.
[0019]
The number of winning balls per winning ball for the big winning opening 25 is, for example, 15, and the number of winning balls per winning ball for the starting opening 24 other than the big winning opening 25 and the upper winning opening 26 and the lower winning opening 27 is, for example, 5 It is set to pieces. In FIG. 2, 9L is a production left LED, 9C is the same LED, and 9R is the right LED.
[0020]
As shown in FIGS. 3 to 6, the special symbol display device 7 displays the special symbol D in a variably displayed and stopped manner, and displays a moving image effect on the background of, for example, Chushingura. The special symbol D includes, for example, “one”, “two”, “three”, “four”, “five”, “six”, “seven”, “eight”, “nine” for each column in the middle left and right. , "Oishi built-in assistant", "Kira Uenosuke", "defeated drum" all 12 types of patterns are used. Among them, there are six types of “three”, “five”, “seven”, “Oishi built-in assistant”, “Kira Uenosuke”, and “defeated drum”, and if you win big hits with these probable symbols, you will start a big hit With respect to the number of executions based on the number of wins, the probability of winning the next jackpot after the jackpot game is assumed to enter a probability variation game in which the probability is increased from 1/315 of normal times to 1/63 of 5 times.
[0021]
FIG. 7 is a block diagram of the control device of the gaming machine. It has a main board MC as a main control unit that performs all winning determination processes such as various lottery processes and winning ball processes, and determines the main items of the game. In addition, as a sub-control device connected to the main board MC through a one-way communication line PL, a special symbol control board SC1 constituting a special symbol control apparatus, a normal symbol control board SC2 constituting a normal symbol control apparatus, and a decorative lamp control apparatus. A lamp control board SC3 that constitutes a voice control board SC4 that constitutes a voice control apparatus, and a prize ball control board SC5 that constitutes a prize ball control apparatus are provided.
[0022]
The main board MC includes a main CPU, ROM, RAM, and CTC (counter timer circuit) as a microprocessor, and on the input side, a start winning ball sensor J1 that detects a winning ball of the starting port 24, a general winning port 26, A general winning ball sensor J2 that detects 27 winning balls, a big winning ball sensor J3 that detects a winning ball in the big winning port 25, a V winning ball sensor J4 that detects a passing ball in the V zone in the big winning port 25, and passes. A passing ball sensor J5 of the gate 9 is connected. Further, on the output side, a starting port actuator D1 such as a solenoid or motor for opening and closing the tulip of the starting port 24 and a large winning port actuator D2 such as a solenoid or motor for opening and closing the large winning port 25 are connected.
[0023]
The special symbol control board SC1 includes a sub CPU, ROM, RAM, CTC, VDP, reset IC, and image ROM as a microprocessor, and a liquid crystal display LCD constituting the special symbol display device 7 via a D / A converter. Control the image. The normal symbol control board SC <b> 2 controls lighting of the hit lamp 81 and the detachment lamp 82 constituting the normal symbol display device 8. The lamp control board SC3 controls decorative lamp display devices such as a left LED 9L, a middle LED 9C, and a right LED 9R for effects. The sound control board SC4 controls a sound output device including the speaker 6. The prize ball control board SC5 controls the ball launcher 5 and the prize ball payout device. The normal symbol control board SC2 and the lamp control board SC3 may be configured by a single control board.
[0024]
As shown in FIG. 8, in the main board MC, after the MPU operation initial setting process including initialization of all output ports, power-down error determination, CPU initialization and the like after power-on (Sa), interrupts are permitted (Sb ), A special symbol process (Sc) including a lottery process for winning a jackpot that is triggered by a winning at the start opening 24, a special symbol change and a stop process, a random symbol for determining a losing symbol, a random number for determining an effect, a random number for generating a reach Each of the random number update processing (Sd) is looped.
[0025]
As shown in FIG. 9, in the interrupt processing of the main board MC, each register is saved (Se), the big hit determination random number, the normal symbol determination random number, the big hit symbol determination random number update processing (Sf), and the timer update processing (Sg), input signal processing of each winning ball sensor (Sh), normal symbol processing (Si), decoration control processing (Sj) of effect LEDs, etc., winning ball payout processing (Sk), error processing (Sl), After a command transmission process (Sm) for transmitting a symbol variation command stored in the RAM to the sub-control device side, each register is restored (Sn), an interrupt is permitted (So), and one process is completed.
[0026]
As shown in FIG. 10, in the input signal processing (Sh in FIG. 9), a winning to the starting port 24 is determined (Sh1), and when there is a starting winning, a payout request command is stored in the RAM (Sh2). The specific game flag that is set to ON when the big hit is made is determined (Sh3), and if it is ON, the high probability counter is incremented by 1 (Sh4). The high probability counter constitutes a jackpot / medium start winning number recording means for cumulatively recording the number of winnings to the starting port that occurs during the jackpot occurrence. Next, it is determined whether or not the start winning memory has reached the upper limit of the holding ball (Sh5), and if it does not reach the upper limit and there is a vacancy, a big hit determination random number is stored in the starting winning memory area (Sh6). Subsequently, it is determined whether or not a prize is awarded to the special winning opening 25 (Sh7). If there is a prize, a payout request command is stored in the RAM (Sh8). Subsequently, the presence / absence of winning in the general winning openings 25 and 27 is determined (Sh9). If there is a winning, a payout request command is stored in the RAM (Sh10).
[0027]
As shown in FIG. 11, in the special symbol process (Sc in FIG. 8), each of the special symbol variation start process (Sp, Sq), the special symbol variation process (Sr, Ss), and the special symbol end process (St, Su). Processing is performed sequentially as necessary.
[0028]
As shown in FIG. 12, in the special symbol variation start process (Sq in FIG. 11), it is determined whether or not there is a start winning memory on the RAM (S1). If there is no starting winning memory, the previous stop symbol display and demo screen After the demo control process (S2) including the switching process, the process returns.
[0029]
When there is a start winning memory, a game state setting process (S10) for setting a game state flag as a distinction between a normal game state, a probability variation game state (probability variation game state), and a time-reduced game state (time-short game state), and each game Through a symbol variation determination process (S20, S40, S60) for determining a symbol variation pattern in the special symbol display device 7 for each state, a symbol variation command for starting the variation of each special symbol, a left symbol command for designating each stop symbol, The right symbol command and middle symbol command are stored in the RAM (S3), and the process proceeds to the special symbol changing process (S4). The command stored in the RAM is transmitted to the sub side by the command transmission process (Sm in FIG. 9) in the interrupt process.
[0030]
As shown in FIG. 13, in the gaming state setting process (S10 in FIG. 12), the value of the high probability counter is determined (S11), and if the value is not 0, the gaming state flag is set to the probability changing gaming state (S12). ). When the value of the high-probability counter is 0, the value of the time-saving counter that counts the number of executions to shorten the time is determined (S13), and when the value is not 0, the gaming state flag is set to the time-saving gaming state (S14). When the value of the time reduction counter is 0, the game state flag is set to the normal game state (S15).
[0031]
As shown in FIG. 14, when the gaming state flag is in the normal gaming state, in the symbol variation determination process (S20 in FIG. 12), a low probability table at normal time with a jackpot winning probability set to 1/315 is set ( S21). The range of the jackpot determination random number is 0 to 314, and in the low probability table, for example, only the number 7 is a jackpot.
[0032]
Subsequently, it is determined whether or not the jackpot is based on the jackpot determination random number stored in the RAM at the time of starting winning (S22), and if it is determined that it is out, the presence or absence of reach is determined based on the reach generation random number (S23). In the case of no reach, a short special symbol change time corresponding to no reach is set (S26) through a reach-less out-of-reach symbol determination process (S24) and an unreachable effect determination process (S25) (S26). In such a case, a long special symbol variation time commensurate with the reach is set through the reach / decrease symbol determination process (S27) and the reach effect determination process (S28) (S29). 3 to 6, as an example of reach production, after the start of the special symbol variation, the left and right symbols are aligned with “seven”, and reach occurs, and “chase reach” that tracks the video character “Kira” is changed to “super” This is an example of developing into “chase reach”. In case of detachment, the middle symbol is finally stopped at other than “7”.
[0033]
If it is determined that the jackpot is determined by the jackpot determination (S22), the jackpot symbols are "1" to "9", "Oishi built-in assistant", "Kira Uenosuke", After deciding to any one (S30), after determining the jackpot effect always accompanied by reach (S31), a special symbol variation time corresponding to the reach per reach effect is set (S32). In the case of a big hit, after the “super chasing reach” in FIG. 6, the middle symbol finally stops at “seven”, and a triple of “seven”-“seven”-“seven” is derived.
[0034]
As shown in FIG. 15, when the gaming state flag is in the probability variation gaming state, in the symbol variation determination process (S40 in FIG. 12), the high probability counter is decremented by 1 (S41), and the value becomes 0 (S42). Here, the time-shortage counter is set to 100, for example, which is the maximum number of times the time-short game is executed (S43). Next, a high probability table with 1/65 of the jackpot winning probability is set (S44). In the high probability table, for example, five types of numbers such as numbers 7, 67, 127, 187, and 247 are jackpots. Probability change execution number determination means is configured by steps S41 and S44 for setting a high probability table based on the high probability counter.
[0035]
Subsequently, a jackpot determination is performed based on the jackpot determination random number stored in the RAM at the time of starting winning (S45). When it is determined that the player has missed, the reachless symbol determination process (S46) and the reachless short-time effect determination process are performed. Through (S47), a special symbol variation time commensurate with the reachless short-time effect is set (S47). This reachless short-time effect derives the variation stop mode of the special symbol in a shorter time than the non-reach effect in the normal gaming state, as in the time-reduced game described later. Also, in the probabilistic gaming state, the reach effect of gusset does not appear at the time of losing, and the variation time of the special symbol is greatly shortened. Of course, gasuleach may appear at a low frequency even when it is off.
[0036]
If it is determined that the jackpot is determined by the jackpot determination (S45), the jackpot symbols are "1" to "9", "Oishi built-in assistant", "Kira Uenosuke", After deciding to one of them (S49), after determining the jackpot effect always accompanied by reach (S50), a special symbol variation time corresponding to the reach per reach effect is set (S51). In the case of deriving the jackpot, it is assumed that the time on the production is not shortened.
[0037]
As shown in FIG. 16, when the gaming state flag is in the short-time gaming state, in the symbol variation determination process (S60 in FIG. 12), the time-counter is decremented by 1 (S61), and the jackpot winning probability is 1/315. The normal low probability table is set (S62).
[0038]
Subsequently, a jackpot determination is made based on the jackpot determination random number stored in the RAM at the time of starting winning (S63). When it is determined that the player has missed, a reachless losing symbol determination process (S64), a reachless short-time effect determination process. Through (S65), a special symbol variation time commensurate with the reachless short-time effect is set (S66). This reachless short-time effect is to derive a special symbol variation stop mode in a shorter time than the reachless effect in the normal gaming state, similar to the probability variation game described above, and in the short-time gaming state, Gase's reach production does not appear at the time of departure, and the variation time of special symbols is greatly shortened. Of course, gasuleach may appear at a low frequency even when it is off.
[0039]
If it is determined that the jackpot is determined to be a jackpot (S63), the jackpot symbols are "1" to "9", "Oishi built-in assistant", "Kira Uenosuke", After determining to any one (S67) and determining the jackpot effect always with reach (S68), a special symbol change time corresponding to the reach per reach effect is set (S69). Also in this case, since the big hit is derived, the time for production is not shortened.
[0040]
As shown in FIG. 17, in the special symbol variation processing (S4 in FIG. 12), the elapse of the special symbol variation time is determined (S71), and the symbol determination command is stored in the RAM as time elapses (S72). In the case of a big hit (S73), both the high probability counter and the hourly time counter are cleared to 0 (S74), it is determined whether or not the big hit symbol is a probable variation symbol (S75), and if it is a probable variation symbol, the specific game flag is turned ON (S76). Thereafter, the number of times the special winning opening 25 is opened is cleared to 0 (S77), an opening time, for example, 30 seconds is set (S78), and a transition is made to special game processing (S79). If it is not a big hit (S73), the process proceeds to a special symbol end process (S80).
[0041]
As shown in FIG. 18, in the special game process (S79 in FIG. 17), it is determined whether or not the special winning opening 25 has reached a specified number of times, for example, 15 times in the final round (S81). It is determined whether or not there has been a prize in the V zone during any of whether the winning ball 25 reaches 10 (S82) or the opening time of the big winning hole 25 reaches 30 seconds (S83). (S84). If there is a V prize, a so-called consecutively actuating device is activated, and the opening time of the big prize opening 25 is set to 30 seconds again (S85), and the round is continued by adding 1 to the number of times of opening (S86). If there is no V prize or the final round is reached, the specific game flag is turned off (S87), and then the process proceeds to a special symbol ending process (S88).
[0042]
When the special game process is started on the main board MC, the sub-side special symbol control board SC1 performs a predetermined animation effect with the fanfare screen display at the start of the jackpot game, the progress of the round, and the like. . Similarly, the sound control board SC4 performs a predetermined sound effect. In the event that the jackpot special game expires in 15 rounds, about 20 to 30 winnings can be expected in the starting port 24 during that time.
[0043]
As shown in FIG. 19, in the special symbol ending process (S80 in FIG. 17, S88 in FIG. 18), it is determined whether or not the value of the high probability counter is 0 (S91). And the remaining number display command in which the fact that the game is a probability variation game is stored in the RAM (S92). When the value of the high probability counter is 0 (S91), it is determined whether or not the value of the time reduction counter is 0 (S93). The remaining number display command in which the effect is set is stored in the RAM (S92). And it changes to a special symbol change start process again (S94).
[0044]
When an out-of-game symbol is derived instead of a big hit in the special symbol variation processing (FIG. 17), either the remaining number of executions of the probability variation game or the remaining execution number of the time shortening game is displayed on the screen of the special symbol display device 7. Displayed along with the game status. In addition, when the jackpot game that has been won with a probability variable symbol is completed by the special game process (FIG. 18), the remaining number of executions of the probability varying game on the screen of the special symbol display device 7, that is, the cumulative number of start winnings that occurred during the jackpot Is displayed together with the game state.
[0045]
By the way, when in the probability variation gaming state, for example, the production left / middle / right LEDs 9L, 9C, 9R blink at a low speed clockwise, and when in the time reduction gaming state, the LEDs 9L, 9C, 9R rotate clockwise. The LED 9L, 9C, 9R is extinguished to notify which game state is in the normal gaming state. In addition, the LED 9L, 9C, 9R blinks in red when in the probability varying gaming state, the LED 9L, 9C, 9R blinks in green when in the time-saving gaming state, and when in the normal gaming state The LEDs 9L, 9C, 9R may be turned off.
[0046]
Note that the data such as various winning probabilities and the number of times exemplified in the above configuration is an example, and it goes without saying that the data may be changed as appropriate. Further, the special symbol display device 7 may use a mechanical reel.
[0047]
FIG. 20 shows the structure of a simulation game program having the same game specifications as the above pachinko gaming machines. It is carried on a recording medium such as a ROM cartridge, CD-ROM, DVD, or distributed under a network environment such as the Internet or satellite communication. The jackpot medium start winning number recording step ST1 for cumulatively recording the number of wins to the starting port that occurs during the jackpot generation by the same processing as in FIG. There is a probability variation execution number determination step ST2 for determining the number of executions of the probability variation game with the probability higher than normal by the same processing as in FIG.
[0048]
Then, the computer TC such as a video game controller or a personal computer is caused to execute the steps ST1 and ST2, and the entire image of the game board 2 including the screen of the special symbol display device 7 on the image monitor M of the computer TC. And a pseudo game can be enjoyed while operating an operation switch J consisting of a specific key on the keyboard or a dedicated operation button that changes to the lever 51 of the launch handle 50.
[Brief description of the drawings]
FIG. 1 is a perspective view of a pachinko gaming machine that is an example of a bullet ball gaming machine of the present invention.
FIG. 2 is a front view of a game board of the same ball game machine.
FIG. 3 is a diagram showing an example when a special symbol change is started on a special symbol display device;
FIG. 4 is a diagram showing an example of an effect when reach occurs on a special symbol display device.
FIG. 5 is a diagram showing an example of a reach effect on a special symbol display device.
FIG. 6 is a diagram showing an example of an extended reach effect on a special symbol display device.
FIG. 7 is a block diagram of a control device of the same ball game machine.
FIG. 8 is a flowchart of power-on processing on the main board.
FIG. 9 is a flowchart of interrupt processing on the main board.
FIG. 10 is an input signal processing flowchart in the main board.
FIG. 11 is a flowchart of special symbol processing on the main board.
FIG. 12 is a flowchart of a special symbol variation start process on the main board.
FIG. 13 is a game state setting process flow diagram for the main board.
FIG. 14 is a flow chart of a symbol variation determination process in the normal gaming state on the main board.
FIG. 15 is a flowchart of a symbol variation determination process in the probability variation gaming state on the main board.
FIG. 16 is a flow chart of symbol variation determination processing in the time-saving gaming state on the main board.
FIG. 17 is a processing flow chart during special symbol variation on the main board.
FIG. 18 is a flowchart of special game processing on the main board.
FIG. 19 is a flowchart of a special symbol end process on the main board.
FIG. 20 is a program structure diagram of the simulation game of the present invention.
[Explanation of symbols]
7 Symbol display device (Special symbol display device)
24 Starter
25 grand prize opening

Claims (6)

始動口への入賞を契機に大当たり抽選を起動し、図柄表示装置上の図柄の変動停止態様により前記大当たり抽選の結果を導出し、大当たりの発生時は大入賞口を所定態様で開放させる弾球遊技機において、前記大当たりの発生中に生じる前記始動口への入賞数を累積的に記録する大当たり中始動入賞数記録手段と、この記録手段の記録値に応じて後の大当たりの当選確率を通常よりも高めた確率変動遊技の実行回数を決定する確変実行回数決定手段とを設けたことを特徴とする弾球遊技機。A ball that launches a jackpot lottery upon winning a winning opening, derives the result of the jackpot lottery according to the symbol fluctuation stop mode on the symbol display device, and opens the jackpot in a predetermined manner when a jackpot occurs In a gaming machine, a jackpot medium start winning number recording means for cumulatively recording the number of winnings to the start opening that occurs during the occurrence of the jackpot, and the winning probability of the subsequent jackpot according to the recorded value of this recording means A ball game machine comprising a probability variation execution number determining means for determining the number of times of execution of a probability variation game that is higher than that. 前記確率変動遊技により大当たりに至らないとき、所定回数を限度に前記図柄表示装置上の図柄の変動時間を通常よりも短縮した時間短縮遊技を行わせる確変後時短実行手段を設けた請求項1記載の弾球遊技機。2. A post-probability short-time execution means for executing a time-reduced game in which the time of symbol variation on the symbol display device is shortened to a predetermined number when the probability variation game does not result in a big hit. Ball game machine. 前記確率変動遊技の状態及び又は前記時間短縮遊技の状態を報知する遊技状態報知手段を設けた請求項2記載の弾球遊技機。3. The bullet ball game machine according to claim 2, further comprising a game state notifying means for notifying the state of the probability variation game and / or the state of the time shortening game. 前記確率変動遊技の残回数を報知する確変残回数報知手段を設けた請求項1〜3何れか一記載の弾球遊技機。The bullet ball game machine according to any one of claims 1 to 3, further comprising a probability change remaining number notifying means for notifying the remaining number of times of the probability variation game. 前記時間短縮遊技の残回数を報知する時短残回数報知手段を設けた請求項2〜4何れか一記載の弾球遊技機。The bullet ball game machine according to any one of claims 2 to 4, further comprising a short time remaining number notifying means for notifying the remaining number of time shortening games. 始動口への入賞を契機に大当たり抽選を起動し、図柄表示装置上の図柄の変動停止態様により前記大当たり抽選の結果を導出し、大当たりの発生時は大入賞口を所定態様で開放させる弾球遊技機のシュミレーションゲームプログラムであって、前記大当たりの発生中に生じる前記始動口への入賞数を累積的に記録する大当たり中始動入賞数記録ステップと、これによる記録値に応じて後の大当たりの当選確率を通常よりも高めた確率変動遊技の実行回数を決定する確変実行回数決定ステップとを有し、これら各ステップをコンピュータに実行させるためのシュミレーションゲームプログラム。A ball that launches a jackpot lottery upon winning a winning opening, derives the result of the jackpot lottery according to the symbol fluctuation stop mode on the symbol display device, and opens the jackpot in a predetermined manner when a jackpot occurs A simulation game program for a gaming machine, which is a jackpot medium start winning number recording step for cumulatively recording the number of winnings to the start opening that occurs during the jackpot occurrence, and a subsequent jackpot according to the recorded value A simulation game program for causing a computer to execute a probability variation execution number determination step for determining the number of executions of a probability variation game in which the winning probability is higher than normal.
JP2002241922A 2002-08-22 2002-08-22 Pinball game machine and simulation game program Withdrawn JP2004073736A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2002241922A JP2004073736A (en) 2002-08-22 2002-08-22 Pinball game machine and simulation game program

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2002241922A JP2004073736A (en) 2002-08-22 2002-08-22 Pinball game machine and simulation game program

Publications (1)

Publication Number Publication Date
JP2004073736A true JP2004073736A (en) 2004-03-11

Family

ID=32024262

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2002241922A Withdrawn JP2004073736A (en) 2002-08-22 2002-08-22 Pinball game machine and simulation game program

Country Status (1)

Country Link
JP (1) JP2004073736A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011019981A (en) * 2010-11-01 2011-02-03 Heiwa Corp Game machine
EP1693424B2 (en) 2003-08-15 2013-08-21 Hoden Seimitsu Kako Kenkyusho Co., Ltd. Steel product coated with a chromium-free metal surface treatment agent

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1693424B2 (en) 2003-08-15 2013-08-21 Hoden Seimitsu Kako Kenkyusho Co., Ltd. Steel product coated with a chromium-free metal surface treatment agent
JP2011019981A (en) * 2010-11-01 2011-02-03 Heiwa Corp Game machine

Similar Documents

Publication Publication Date Title
JP4725954B2 (en) Bullet ball machine
JP4743549B2 (en) Bullet ball machine
JP4198700B2 (en) Bullet ball machine
JP5537060B2 (en) Bullet ball machine
JP2011139842A (en) Pinball game machine
JP2014083372A (en) Pachinko game machine
JP2006320661A (en) Pinball game machine
JP2008161388A (en) Pinball game machine
JP5240929B2 (en) Bullet ball machine
JP5041377B2 (en) Bullet ball machine
JP2009082278A (en) Pinball game machine
JP2010099313A (en) Pinball game machine
JP2006340933A (en) Pinball game machine
JP2010264072A (en) Pinball game machine
JP2006340932A (en) Pinball game machine
JP2010172657A (en) Pinball game machine
JP2008245754A (en) Pinball game machine
JP2004073739A (en) Pinball game machine and simulation game program
JP2004073736A (en) Pinball game machine and simulation game program
JP2004073738A (en) Pinball game machine and simulation game program
JP5099652B2 (en) Bullet ball machine
JP4632235B2 (en) Bullet ball machine
JP5791114B2 (en) Bullet ball machine
JP5273879B2 (en) Bullet ball machine
JP5182971B2 (en) Bullet ball machine

Legal Events

Date Code Title Description
RD02 Notification of acceptance of power of attorney

Free format text: JAPANESE INTERMEDIATE CODE: A7422

Effective date: 20041015

RD04 Notification of resignation of power of attorney

Free format text: JAPANESE INTERMEDIATE CODE: A7424

Effective date: 20041021

A621 Written request for application examination

Free format text: JAPANESE INTERMEDIATE CODE: A621

Effective date: 20050801

A761 Written withdrawal of application

Free format text: JAPANESE INTERMEDIATE CODE: A761

Effective date: 20080125