JP2004166789A - Game machine - Google Patents

Game machine Download PDF

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Publication number
JP2004166789A
JP2004166789A JP2002333668A JP2002333668A JP2004166789A JP 2004166789 A JP2004166789 A JP 2004166789A JP 2002333668 A JP2002333668 A JP 2002333668A JP 2002333668 A JP2002333668 A JP 2002333668A JP 2004166789 A JP2004166789 A JP 2004166789A
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Japan
Prior art keywords
display
effect
control
game
effect mode
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Granted
Application number
JP2002333668A
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Japanese (ja)
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JP4064792B2 (en
Inventor
Isamu Ishida
Hiroshi Kawamura
Shohachi Ugawa
博史 河村
勇 石田
詔八 鵜川
Original Assignee
Sankyo Kk
株式会社三共
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Priority to JP2002333668A priority Critical patent/JP4064792B2/en
Publication of JP2004166789A publication Critical patent/JP2004166789A/en
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Abstract

An object of the present invention is to give a player an impression that a new game starts after the end of a specific game state while reducing the amount of data to be stored, contribute to the continuation of the game after the specific game state, To provide a gaming machine with an improved interest in response to the impression that the player himself is involved in switching the effect mode in the variable display device using the character image.
Display control means for controlling a variable display device according to display contents determined in advance includes effect data storage means, effect mode switching means for switching effect modes upon the end of jackpot, and effect mode storage means. And an effect data selection means, and during special game state, whatever effect mode is selected, effect display is performed using a dedicated background image (character image) during the special game state.
[Selection] Figure 6

Description

[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a gaming machine represented by a pachinko gaming machine, a coin gaming machine, a slot machine, or the like. Specifically, a variable display device capable of variably displaying a plurality of types of identification information is provided, and when the display result of the variable display device is in a specific display mode, it can be controlled to a specific game state advantageous to the player, and The present invention relates to a gaming machine that can be controlled to a special gaming state advantageous to a player different from the specific gaming state when a predetermined condition is satisfied.
[0002]
[Prior art]
Some gaming machines of this type can be controlled to a specific gaming state on condition that the display result of the variable display device is in a specific display mode.
[0003]
In such a conventional gaming machine, there is a case where a notice of a specific display form or a reach display form is given by a notice effect display such as an action of a character image. Furthermore, in order to make the player feel the notice notification effect as a flow of the entire game and to enhance the interest of the game, for example, a plurality of kinds of notice notifications are performed, and the background display is changed in relation to the notice notification. Things that give a relevance to the variable display pattern and background display that are of high interest to the player, those that unify multiple background displays that are associated with each notice notification mode with a specific theme, and establishment of special conditions The background display change control is reset based on the above, and the default background display is performed (Patent Document 1).
[0004]
[Patent Document 1]
JP 2002-58822 A
[0005]
[Problems to be solved by the invention]
However, in the conventional gaming machine as described above, the player receives the impression that one cycle of the game has ended due to the end of the specific gaming state (big hit state), and the period until the next specific gaming state is reached. Since the production mode was repeated as before, the player was bored and sometimes stopped the game.
[0006]
The present invention has been made in view of the above-mentioned problems, and its purpose is to give the player the impression that a new game will start after the end of the specified game state, and to continue the game after the specified game state. It is to provide a gaming machine that contributes and receives an impression that the player himself is involved in switching the effect mode in the variable display device using the background image and the character image, and has improved interest.
[0007]
[Specific Examples of Means for Solving the Problems and Their Effects]
(1) A variable display device (FIG. 1: variable display device 8, special symbol display unit 9 (FIG. 2)) capable of variably displaying a plurality of types of identification information (special symbols) is provided, and the display result of the variable display device Becomes a specific display state (a combination of jackpot symbols, for example, a specific symbol combination of 777 etc.), it becomes possible to control to a specific gaming state (hit state) advantageous to the player, and predetermined When a condition is satisfied (for example, a combination of special symbols on the special symbol display unit 9 when variable display is stopped is a jackpot symbol (for example, “3”, “7”, etc. Special gaming state (for example, probability variation state (probability variation) / variation time shortening control state (short time reduction) advantageous to the player different from the specific gaming state) )) Is a controllable gaming machine (pachinko gaming machine 1),
Display result predetermining means (FIG. 4:38 (winning time judging means) for comprehensively controlling the progress of the game and predetermining whether or not the display result of the variable display device is the specific display mode. ), Including game control means (FIG. 4:46, FIG. 2: game control board 31) including:
A means for controlling the variable display device in accordance with a display result preliminarily determined by the display result predetermining means, wherein the plurality of types of identification information are variably displayed and a background image (FIG. 8) and a predetermined character image ( Display control means (FIG. 4:45, FIG. 2: display / sound control board 80) for executing presentation display by at least one of FIG. 8),
The display control means includes
This is effect data consisting of at least one of a background image and a character image for performing the effect display, and is a background image dedicated to the special game state used during the control to the special game state (FIG. 8: Probability change / shortening of time) Effect data storage means (FIG. 4:34, FIG. 2: for display / sound control) for storing a plurality of types of effect data (FIG. 8) corresponding to each of a plurality of types of effect modes (FIG. 8) including background images) ROM of microcomputer 800),
When the game state is controlled to the specific game state, an effect of selecting one of the plurality of effect modes and switching the effect mode type (for example, spring, summer, autumn, winter) is selected. Mode switching means (FIG. 4:32, FIG. 2: display / sound control board 80);
Effect mode storage means (FIG. 4:33, FIG. 2: RAM of display / sound control microcomputer 800) for storing the type of effect mode switched by the effect mode switching means;
Effect data selection means (FIG. 4:36, FIG. 2: display / sound control board 80) for selecting effect data corresponding to the type of effect mode being selected from the plurality of types of effect data;
An effect based on the effect data corresponding to the type of the selected effect mode is executed (FIG. 6: S34 to S38), and an effect display is performed using the background image dedicated to the special game state during the special game state ( FIG. 10: S42, S48 to S52).
[0008]
According to such a configuration, another effect mode type is selected and stored in the effect mode storage means when the effect mode switching means is controlled to the specific gaming state. Production data by at least one of the background image and the character image corresponding to the type of the selected production mode is read from the production data storage means, and the production data is produced on the variable display device by the production data selected by the production data selection means. Is displayed. As described above, after the end of the specific gaming state, the effect display by the effect data corresponding to the type of the new effect mode is performed, so that the player is given an impression that a new game will start after the end of the specific gaming state. Thus, the player will challenge the next game with a new feeling and contribute to the continuation of the game.
[0009]
In addition, by assigning a specific game state, the type of effect mode to be displayed is switched, so that the player himself gets the impression that he / she is involved in the change of the effect mode type. As a result, in addition to the display result of the variable display device that pays attention to whether or not a specific gaming state advantageous to the player can be allocated, the player can be noted with the effect display by the type of new effect mode. Thus, it is possible to further improve the interest of the game by the effect display.
[0010]
In addition, during the control in the special game state, the effect display is performed using the background image dedicated to the special game state, so that it is possible to easily recognize that the special game state is being controlled. Further, when the special game state is ended, the effect display using the background image dedicated to the special game state is ended, and the effect display according to the new effect mode type is started. This gives the player the impression that a new game will start after the end of the special game state, and the player will challenge the next game with a new feeling and contribute to the continuation of the game.
[0011]
In addition, effect data of at least one of several types of effect modes and corresponding background images and character images are stored in advance, and these effect mode types and effect data are appropriately selected for effect display. Thus, it is possible to provide a gaming machine that suppresses the amount of data required and does not cause a player to go away.
[0012]
(2) A variable display device (FIG. 1: variable display device 8, special symbol display unit 9 (FIG. 2)) capable of variably displaying a plurality of types of identification information (special symbols) is provided, and the display result of the variable display device Becomes a specific display state (a combination of jackpot symbols, for example, a specific symbol combination of 777 etc.), it becomes possible to control to a specific gaming state (hit state) advantageous to the player, and predetermined When a condition is satisfied (for example, a combination of special symbols on the special symbol display unit 9 when variable display is stopped is a jackpot symbol (for example, “3”, “7”, etc. Special gaming state (for example, probability variation state (probability variation) / variation time shortening control state (short time reduction) advantageous to the player different from the specific gaming state) )) Is a controllable gaming machine (pachinko gaming machine 1),
Game control means (FIG. 5: 46, FIG. 2: game control board 31) for comprehensively controlling the progress of the game of the gaming machine;
Display control means (FIG. 5: 45, FIG. 2: Display / display) for variably displaying the plurality of types of identification information and executing at least one of the background image (FIG. 8) and the predetermined character image (FIG. 8). Sound control board 80),
The game control means includes
Display result predetermining means (FIG. 5: 38 (winning time judging means), see FIG. 3) for predetermining the display result of the variable display device;
Display control command transmitting means (FIG. 5: 39, FIG. 2: game control board 31) for transmitting a display control command (FIG. 5: 43) including the display result predetermined by the display result prior determining means to the display control means. )
The display control means includes
Display control command receiving means for receiving the display control command (FIG. 5: 40, FIG. 2: display / sound control board 80);
Effect data (FIG. 8) consisting of at least one of a background image and a character image for performing the effect display, and a background image dedicated to the special game state used during the control to the special game state (FIG. 8: Probability change) -Effect data storage means for storing a plurality of types of effect data corresponding to each of a plurality of types of effect modes, including background images of time reduction (FIG. 5: 34, FIG. 2: display / sound control microcomputer 800) ROM)
When the game state is controlled to the specific game state, an effect of selecting one of the plurality of effect modes and switching the effect mode type (for example, spring, summer, autumn, winter) is selected. Mode switching means (FIG. 5: 32, FIG. 2: display / sound control board 80);
Effect mode storage means (FIG. 4:33, FIG. 2: RAM of display / sound control microcomputer 800) for storing the type of effect mode switched by the effect mode switching means;
When the display control command is received, effect mode confirmation means (FIG. 5: 42, FIG. 2: display / sound control board 80) for confirming the type of effect mode stored in the effect mode storage means,
Effect data selection means (FIG. 5: 36, FIG. 2) for selecting effect data corresponding to the type of effect mode confirmed by the effect mode confirmation means and the received display control command from the effect data storage means. : Display / sound control board 80),
The display control means includes
When the determination result of the display result prior determination means is in the specific display mode, the effect mode type switching control by the effect mode switching means is executed after the control of the specific game state by the game control means, and switching is performed. When the effect data selecting means selects effect data for subsequent display control commands, the effect mode confirmation means stores the effect mode type in the effect mode storage means. An effect mode switching display function for confirming the type of the current effect mode being selected, selecting effect data corresponding to the confirmed type of the present effect mode from the effect data storage means, and executing effect display control (FIG. 6: S31-S38),
When the determination result of the display result prior determination means is the specific game state accompanied by the control to the special game state, the effect mode switching means is used when shifting to the control of the special game state by the game control means. The effect mode type switching control for switching to the effect mode type using the background image dedicated to the special gaming state is executed, and the background image dedicated to the special gaming state is transmitted from the effect data storage means (FIG. 8: Probability / Time Reduction). A special game state effect mode switching display function (FIG. 10: S42, S48 to S52) for selecting the background image in the middle and executing the effect display control.
[0013]
According to such a configuration, another effect mode type is selected and stored in the effect mode storage means when the effect mode switching means is controlled to the specific gaming state. Production data by at least one of the background image and the character image corresponding to the type of the selected production mode is read from the production data storage means, and the production data selected by the production data selection means is used for the variable display device. An effect is displayed. As described above, after the end of the specific gaming state, the effect display by the effect data corresponding to the type of the new effect mode is performed, so that the player is given an impression that a new game will start after the end of the specific gaming state. Thus, the player will challenge the next game with a new feeling and contribute to the continuation of the game.
[0014]
In addition, by assigning a specific game state, the type of effect mode to be displayed is switched, so that the player himself gets the impression that he / she is involved in the change of the effect mode type. As a result, in addition to the display result of the variable display device that pays attention to whether or not a specific gaming state advantageous to the player can be allocated, the player can be noted with the effect display by the type of new effect mode. Thus, it is possible to further improve the interest of the game by the effect display.
[0015]
Further, during the control in the special gaming state, the effect display is performed using the background image dedicated to the special gaming state, so that it is possible to easily recognize that the special gaming state is being controlled. Further, when the special game state is ended, the effect display using the background image dedicated to the special game state is ended, and the effect display according to the new effect mode type is started. This gives the player the impression that a new game will start after the end of the special game state, and the player will challenge the next game with a new feeling and contribute to the continuation of the game.
[0016]
In addition, effect data of at least one of several types of effect modes and corresponding background images and character images are stored in advance, and these effect mode types and effect data are appropriately selected for effect display. Thus, it is possible to provide a gaming machine that suppresses the amount of data required and does not cause a player to go away.
[0017]
(3) The effect data stored in the effect data storage means includes a character image dedicated to the special game state (FIG. 8: character image of probability change / short time), and the special game state is controlled during the special game state. An effect is displayed using a dedicated character image.
[0018]
According to such a configuration, since the effect display is further performed using the character image dedicated to the special game state during the control in the special game state, it can be recognized more easily that the control is in the special game state. Further, when the special game state is ended, the effect display using the character image dedicated to the special game state is ended, and the effect display by the new effect mode type is started. This gives the player the impression that a new game will start after the end of the special game state, and the player will challenge the next game with a new feeling and contribute to the continuation of the game. Thus, since the effect display is performed using the character image dedicated to the special gaming state in addition to the background image dedicated to the special gaming state, the interest of the player is improved during the control to the special gaming state.
[0019]
(4) The effect mode switching means randomly selects the type of the next effect mode by drawing a predetermined random number. According to such a configuration, the change of the type of the production mode becomes surprising, and a strong impression that the player himself is involved in the change of the type of the production mode is received, and the interest is improved.
[0020]
DETAILED DESCRIPTION OF THE INVENTION
Embodiments of the present invention will be described below in detail with reference to the drawings. Note that in this embodiment, a pachinko gaming machine is shown as an example of a gaming machine, but the present invention is not limited to this, and may be other gaming machines such as a coin gaming machine and a slot machine. A variable display device capable of variably displaying and displaying and displaying the display result, and after the execution condition of the variable display by the variable display device is satisfied, the variable display is started based on the satisfaction of the start condition of the variable display. Any gaming machine that can be controlled to a specific gaming state that is advantageous to the player when the displayed result of the display becomes a specific display mode is a target.
[0021]
First, an overall configuration of a pachinko gaming machine that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.
[0022]
As shown in FIG. 1, a pachinko gaming machine 1 includes an outer frame 2a that is framed in a vertically long rectangular shape, and is pivotally supported inside the outer frame 2a so as to be openable and closable. The front frame 2b is provided in an aggregated manner, and the frame-shaped glass door frame 2 is provided by being pivotally supported on the front upper portion of the front frame 2b so as to be opened and closed. A hitting ball supply tray 6 is provided on the lower surface of the glass door frame 2. In the front frame 2b, below the hit ball supply tray 6, there are provided an extra ball receiving tray 4 for storing the stored balls overflowing from the hit ball supply tray 6 and a hitting operation handle (operation knob) 5 for firing the hit ball. Further, a game board 100 having a game area 7 formed on the front side is detachably provided on the front frame 2b located behind the glass door frame 2. The front frame 2b and the glass door frame 2 are pivotally supported at the left end when viewed from the front of the pachinko gaming machine 1, and are opened and closed with the pivot position as an opening / closing axis. The glass door frame 2 is provided with a see-through window through which the game area 7 of the game board 100 can be almost seen through, and a glass plate is mounted from the rear surface of the see-through window.
[0023]
In this game area 7, a game ball launched by a ball striking device (not shown) in response to an operation of the ball operation handle 5 is guided and driven by a guide rail 76. It is detected by a driving ball switch 77 constituted by a proximity switch provided at the boundary between 76 and the game area 7. The number of game balls detected by the driving ball switch 77 is specified by a game control board 31 described later.
[0024]
Near the center of the game area 7, a variable display device 8 including a special symbol display unit 9 made of a liquid crystal display and a normal symbol display unit 3 made of an LED display is provided. The special symbol display unit 9 is not limited to a liquid crystal display, but is a CRT (Cathode Ray Tube), FED (Field Emission Display), PDP (Plasma Display Panel), dot matrix, 7-segment LED, or other LED (Light Emitting Dimming). ), Other image display type display devices such as electroluminescence and fluorescent display tubes.
[0025]
The special symbol display unit 9 can variably display special symbols (design images) as identification information including numbers, characters other than numbers, figures, patterns, etc. (also referred to as update display, variable display), and background This is a variable display unit capable of variably displaying images and other images such as characters (see FIG. 8). Here, the character is different from a special symbol composed of numbers, characters other than numbers, figures, patterns, and the like. The “identification information” is a plurality of types of identification information that can be identified.
[0026]
The normal symbol display unit 3 can variably display normal symbols as a plurality of types of identification information (normal identification information) such as graphics. The identification information variably displayed by the normal symbol display unit 3 may be any identification information as long as it is identification information such as a number, a character, a figure, a pattern, or a character. Only a figure, only a pattern, only a character, or a combination of these may be used.
[0027]
In the display area 90 of the special symbol display unit 9, when the identification information is displayed, a plurality of (three) variable display units such as a left variable display unit 91, a middle variable display unit 92, and a right variable display unit 93 are displayed on the display screen. These variable display units variably display a plurality (three) of special symbols such as a left special symbol, a middle special symbol, and a right special symbol, arranged side by side in the left-right direction. In the display area 90, variable display is performed in which a plurality of types of numerical symbols are sequentially displayed in a predetermined order in such a manner that these special symbols are scrolled in a predetermined direction (for example, vertical direction) on the spot. . Note that when the effect data illustrated in FIG. 8 is displayed, the display data is displayed using most of the display area 90.
[0028]
Further, the normal symbol display unit 3 includes a hit indicator 3a capable of lighting and displaying a symbol “O” as a hit symbol, and a miss indicator 3b capable of lighting and displaying a symbol “X” as a miss symbol. The hit indicator 3a and the miss indicator 3b are configured to be lit and displayed by LEDs (light emitting diodes), and are provided side by side at a predetermined distance. In such a normal symbol display unit 3, the hit display 3 a and the off-line display 3 b are blinked so that they are alternately lit (because they are alternately lit, each display is blinking at a predetermined cycle). As a result, the O and X marks as normal symbols are variably displayed (also referred to as update display or variable display) at predetermined time intervals.
[0029]
In the present embodiment, the case where the hit indicator 3a and the off indicator 3b made of LEDs are used for the normal symbol display unit 3 has been described. However, the present invention is not limited to this, and other units such as numbers such as a 7-segment indicator are used. What can variably display symbols may be used for the normal symbol display unit 3. In other words, the normal symbol may be any symbol that can be distinguished from the special symbol in some form. In this example, the normal symbol display unit 3 is separated from the special symbol display unit 9, but the normal symbol display unit is a part of the display area of the liquid crystal display that constitutes the special symbol display unit 9. It may be constituted by.
[0030]
The variable display device 8 is provided with a start winning memory display 18 and a gate passing memory display 41 each composed of four LEDs. A predetermined number (for example, 4) is stored as a maximum number of winnings (starting winnings) to the starting winning port 14 for starting the variable symbol special display based on the number of LEDs of the starting winning memory display 18 that are lit. (It is stored in the RAM 55 described later, and is called start winning storage) is displayed.
[0031]
Further, the number of game balls passing to the passing gate 11 for starting the variable symbol display of the normal symbol is stored with an upper limit of a predetermined number (for example, 4) depending on the number of lit LEDs of the gate passing memory indicator 41 ( It is stored in the RAM 55, which will be described later, and is normally called “start-up storage”.
[0032]
A starting ball switch 17 that detects a winning ball (winning ball) that is a winning game ball is provided in the path of the gaming ball that has passed through the starting winning port 14, and the starting ball switch 17 detects the gaming ball. If it is, control for increasing the number of start winning memories displayed on the starting winning memory display 18 is performed. When the start condition of the variable display of the special symbol is satisfied, control for reducing the number of start winning memories displayed on the start winning memory display 18 is performed and control for starting the variable display of the special symbol. Is done.
[0033]
In addition, a gate switch 12 that detects the game ball that has passed is provided in the path of the game ball that has passed through the pass gate 11, and when the gate switch 12 detects the game ball, the gate pass memory display 41. Control is performed to increase the number of normal starting memories displayed at. When the start condition for variable symbol normal display is satisfied, control for reducing the number of start winning memories displayed on the gate passing memory display 41 is performed and control for starting variable symbol normal display is performed. Is done.
[0034]
At the lower position of the variable display device 8, a start winning opening 14 that also serves as a start winning ball device 15 (electric tulip accessory) that is opened and closed by a solenoid (solenoid 16 in FIG. 2), and a solenoid (solenoid 21 in FIG. 2). ) And the variable winning ball apparatus 30 having the large winning opening 20 that is opened and closed by the opening and closing operation of the opening and closing plate 29 is arranged in order from the top. The ball that has entered the start winning opening 14 is detected by the start opening switch 17 and then guided to the back of the game board. The ball that has entered the special winning opening 20 is detected by the V count switch 23 or the count switch 22 and then guided to the back of the game board. Of the balls that have entered the variable winning ball device 30 from the big winning opening 20, the balls detected by the V count switch 23 are then guided toward the count switch 22 and detected by the count switch 22. Accordingly, all the balls that have entered from the special winning opening 20 are detected by the count switch 22 as a result.
[0035]
The game board 100 is provided with a plurality of winning openings 19, 24 as normal winning openings. The winning of the game balls to the winning ports 19 and 24 is detected by the winning port switches 19a and 24a, respectively. As described above, since the winning port switches 19a and 24a are provided corresponding to the plurality of winning ports 19 and 24, the winning balls 19 are quickly detected for each of the winning ports 19 and 24, respectively.
[0036]
Decorative lamps 25 that are lit and displayed during the game are provided around the left and right sides of the game area 7. In addition, at the lower part of the game area 7, there is provided an out port 26 for absorbing a hit ball that has not won a prize. Two speakers 27 that emit sound effects are provided on the left and right upper portions outside the game area 7. In addition, game effect LEDs (game effect lamps) 28a, 28b, and 28c are provided on the outer periphery of the game area 7.
[0037]
The game effect LED 28 a is provided above the game area 7, the game effect LED 28 b is provided on the left side of the game area 7, and the game effect LED 28 c is provided on the right side of the game area 7. In this example, a prize ball lamp 51 that is lit when the prize ball is paid out is provided in the vicinity of the game effect LED 28b, and a ball cut lamp 52 that is lit when the supply ball is cut is provided in the vicinity of the game effect LED 28a. .
[0038]
A hit ball (hit ball) that is launched from a hit ball launching device (not shown) and enters the game area 7 descends the game area 7. When the hit ball is detected by the gate switch 12 through the passing gate 11, the normal symbol display unit 3 is variably displayed for a predetermined period based on the detection signal (after blinking so as to be alternately lit as described above). Then, a control for deriving and displaying the display result (stopping blinking and lighting one of them) is performed. When the variable display result of the normal symbol display unit 3 is a display mode predetermined as a winning symbol in the normal symbol, that is, a lighting display of the winning indicator 3a (lighting display of a circle), a starting winning ball apparatus 15 is controlled from the closed state to the open state for a predetermined time, so that the hitting ball easily enters the start winning opening 14. Thereafter, the starting winning ball device 15 is closed.
[0039]
If the hit ball enters the start winning opening 14 and is detected by the start opening switch 17 in a state where the start winning memorized number is not equal to the upper limit, the variable display execution condition is satisfied. The start winnings for which the variable display execution condition is established in this way are variable displayed if there is no start winning memory for other starting winnings that occurred before the starting winnings and the state of the change of symbols can be started. The special symbol display unit 9 performs control for starting the variable symbol variable display. On the other hand, even if there is a start prize and the variable display execution condition is met, if the variable display of the symbol corresponding to the start prize is not ready to start and the variable display start condition is not yet met, The winning memory is increased by one. Each time variable display on the special symbol display unit 9 is started, the start winning memory is decreased by 1, and the LED to be lit is decreased by 1. The variable display start condition for the stored start prize is that when the other start prize memory is digested (digested by executing variable display) and variable display based on the start prize memory can be executed. The variable display is started in response to the establishment of the variable display start condition.
[0040]
The special symbol variable display started by the special symbol display unit 9 stops when a certain time has elapsed, and the display result is derived and displayed. When the combination of the special symbols derived and displayed is a combination of jackpot symbols as a specific display mode (a jackpot display mode, for example, a specific symbol combination such as 777), a specific gaming state advantageous to the player A big hit state is generated. In this way, when the display result of the variable display becomes a combination of jackpot symbols, control is performed to shift the gaming state of the pachinko gaming machine 1 from the normal gaming state to the jackpot state. That is, in the pachinko gaming machine 1, a value (game value) as a specific gaming state is given on the condition that the display result of the variable display device 8 is in a specific display mode. In order to make sure that it is described again, the “specific game state” is a determination process (for example, whether or not it matches a predetermined value) using a random number extracted from a random counter. As a result, if the result is a predetermined determination result (for example, a result that matches a predetermined value), a jackpot symbol (for example, a doublet such as “777”) is derived and displayed on the variable display device, and then the process proceeds. A gaming state.
[0041]
In the big hit state, by the operation of the opening / closing plate 29, a predetermined number (for example, ten) of hitting balls until the large winning opening 20 that is closed in the normal state elapses for a certain period of time (for example, 30 seconds). Control is made to open until winning. When the hit ball enters the specific winning area while the special winning opening 20 is opened and is detected by the V count switch 23, the continuation right is generated and the control for opening the special winning opening 20 is performed again. Generation of such a continuation right is allowed a predetermined number of times (for example, 15 rounds). Control that repeats the generation of such a continuation right is called repeated continuation control.
[0042]
Although illustration is omitted, inside the variable winning ball apparatus 30 (inside the large winning opening 20), a large winning opening guide plate is provided as a seesaw type ball distribution member. This special winning opening guide plate can be switched between a state inclined toward the direction of the V count switch 23 and a state inclined toward the direction opposite to the V count switch 23. The drive is controlled by a solenoid (not shown). In that case, when the special winning opening 20 is opened once (during one round), the sorting member is inclined toward the V count switch 23 until the V count switch 23 detects one ball. As a result, the ball is easily detected by the V count switch 23, and after the V count switch 23 detects one ball, the sorting member is directed in the opposite direction to the V count switch 23. Thus, the ball is made difficult to be detected by the V count switch 23.
[0043]
Further, a reach state (reach display mode) may occur during variable display of the variable display device 8 (in this case, during update display of the special symbol display unit 9). Here, “reach” includes a variable display device whose display state can be changed, and the variable display device derives and displays a display result of a plurality of identification information at different times, and the plurality of display results are determined in advance. In a gaming machine in which the gaming state is a specific gaming state advantageous to the player when the combination of the specific display modes is determined, a part of the display results of the plurality of identification information is not yet derived and displayed In the display state, the display result of the identification information that has already been derived and displayed satisfies the condition for the combination of the specific display modes. In other words, the reach is when the display result of the identification information in the variable display device having a plurality of variable display units whose display states can be changed is a combination of a predetermined specific display mode. A variable display mode in which a combination of the specific display modes is easily displayed at a stage where the display result of the variable display device has not yet been derived and displayed in a gaming machine in which the gaming state is in a specific gaming state advantageous for the player. A display state that makes the player think that it has become. For example, a state in which variable display by the plurality of variable display units is performed while maintaining a state where the combinations of the specific display modes are aligned is also included in the reach display state. Furthermore, in some reach, when it appears, a big hit state is more likely to occur than in a normal reach. Such a specific reach is called super reach.
[0044]
In addition, the reach state is out of the display condition that becomes the specific display mode even when the display control proceeds after the variable display device is variably started and the display result is reached before the display result is derived and displayed. Also refers to a display mode that does not exist.
[0045]
The reach state is a display state at the time when the display control of the variable display device progresses and reaches a stage before the display result is derived and displayed, and is determined before the display result is derived and displayed. This also refers to a display state in a case where at least a part of the display results of the plurality of variable display areas that have been satisfied the conditions for the specific display mode.
[0046]
If the combination of special symbols on the special symbol display unit 9 when variable display is stopped is a combination of jackpot symbols with a probability variation of jackpot occurrence (also referred to as a combination of probability variation symbols), then the jackpot state is entered. Probability increases (big hits are more likely to occur). That is, when the display result of the variable display device becomes a special display mode among the specific display modes, the display state other than the special display mode among the specific display modes is set as the special gaming state. Compared with the case, an added value is given which increases the value to be given. In such a case, a game called a probability variation state (hereinafter referred to as “probability variation”) as a special gaming state until a predetermined probability variation end condition (for example, the occurrence of the next jackpot state) is satisfied. It becomes a more advantageous state for a person. Such a probability variation state is also called a probability improvement state in which the probability of becoming a big hit state is improved.
[0047]
Further, in the probability variation state, the probability that the stop symbol in the normal symbol display unit 3 becomes a winning symbol is increased, and the opening time of the start winning ball apparatus 15 is increased and the number of times of opening is increased (it is opened a plurality of times). Is done. Furthermore, in the probability variation state, time-shortening control (variation time shortening control) in which the variation time, which is the time from the start of symbol variation (variable display) to the variation stop, in the special symbol display unit 9 and the normal symbol display unit 3 is shortened. Done. Hereinafter, the “short time” refers to a variable time shortening, variable time shortening control, and variable time shortening control state. In the special game state, “probability change” and “short time” are indicated. Therefore, the special game state is hereinafter referred to as “probability change / short time”. In addition, the special game state may be represented by “probability change” and “short time”.
[0048]
Further, in this pachinko gaming machine 1, when it is determined in advance that the display result of the special symbol will be a big hit state, the special symbol is temporarily stopped by the combination of the big hit symbol, and then a probability variation state is generated. A re-lottery display is performed as an effect to show whether or not it is determined by lottery. In other words, in the re-lottery display, after the special symbol that becomes the big hit symbol is temporarily displayed as a temporary display result, the variable display is started again, and the finalized display result is derived and displayed as one of the big hit symbols. Re-variable display. In other words, the re-lottery display is a specific display mode that is the same as or different from the specific display mode (a combination of jackpot symbols) as a display result again after deriving a specific display mode (a combination of jackpot symbols) in the process of variable display. Is a revariable display for deriving. When the jackpot symbol resulting from the re-variable display becomes a predetermined probability variation symbol (for example, a predetermined jackpot symbol such as “3”, “7”, etc.), after the jackpot control ends. A stochastic state occurs. On the other hand, when a non-stochastic variation symbol other than the probability variation symbol is displayed as a result of the re-lottery, the probability variation state does not occur.
[0049]
In addition, during the variable display of special symbols, there may be a prior notice (reach notice) to notify that a reach condition will occur, and an advance notice (notice) that a big hit state will occur. ) Notifications (successful jackpot notices) may be made. Whether or not to make a reach notice and whether or not to make a big hit notice is determined individually in a display / sound control microcomputer 800 described later, which has a function similar to that of various random counters described later. ) Is randomly determined in advance by lottery using numerical data. The reach notice is performed both when the reach state actually occurs and when the reach state does not actually occur. The jackpot notice is performed both in the case where the big hit state actually occurs and in the case where the big hit state does not actually occur.
[0050]
The control of the pachinko gaming machine 1 as described above and the control of the various devices accompanying the progress of the game (game control) is performed by a CPU (Central) provided on the game control board 31 (see FIG. 2). It is executed by a game control microcomputer 53 (see FIG. 2) and a display / sound control microcomputer 800 including a processing unit (56), a ROM (Read Only Memory) 54, and a RAM (Random Access Memory) 55.
[0051]
Further, FIG. 1 also shows a card unit 50 that is installed adjacent to the pachinko gaming machine 1 and enables a ball rental by inserting a prepaid card. When the remaining amount information is stored in the card inserted into the card unit, the game ball is lent to the player in accordance with the withdrawal of the remaining amount.
[0052]
The card unit 50 has a usable display lamp 151 indicating whether or not the card unit 50 is in a usable state, and when a fraction (a number less than 100 yen) remains in the remaining amount information stored in the card, the fraction is indicated as a hitting tray. 3, a fraction display switch 152 for displaying on a frequency display LED provided in the vicinity of 3, a connecting table direction indicator 153 indicating which side of the pachinko gaming machine 1 corresponds to the card unit 50, a card unit 50, a card insertion display lamp 154 indicating that a card is inserted, a card insertion slot 155 into which a card as a storage medium is inserted, and a card reader / writer mechanism provided on the back surface of the card insertion slot 155 A card unit lock 156 is provided for opening the card unit 50 when checking the card.
[0053]
FIG. 2 is a block diagram illustrating an example of a configuration of a control circuit including various control boards in the pachinko gaming machine 1. In FIG. 2, a game control board 31, a payout control board 37, a lamp control board 35, and a display / sound control board 80 are shown as control boards.
[0054]
The game control board 31 includes a game control microcomputer 53, a switch circuit 58, and a solenoid circuit 59. The game control microcomputer 53 controls the pachinko gaming machine 1 according to a program. The switch circuit 58 includes the gate switch 12, the start port switch 17, the count switch 22, the V count switch 23, the winning port switches 19a and 24a, the full switch 48, the ball break switch 187, the ball break detection switch 167, and the prize ball. A signal from the count switch 13 is given to the game control microcomputer 53. The solenoid circuit 59 drives a solenoid 16 such as a solenoid 16 that opens and closes the start winning ball apparatus 15 and a solenoid 21 that opens and closes the opening and closing plate 29 of the special winning opening 20 according to a command from the game control microcomputer 53.
[0055]
In addition, the game control board 31 determines the jackpot information indicating the occurrence of the jackpot and the number of start winning balls used for the variable display start (start) of the special symbol display unit 9 according to the data given from the game control microcomputer 53. It includes an information output circuit 64 that outputs effective start information to be displayed and probability change information to indicate that probability fluctuation has occurred to a host computer such as a hall management computer.
[0056]
The game control microcomputer 53 includes a ROM 54 as an example of a storage means for storing a game control program and the like, a RAM 55 as an example of a storage means used as a work memory, a CPU 56 and an I for performing a control operation in accordance with the control program. This is a game control microcomputer including the / O port unit 57. In this embodiment, the ROM 54 and RAM 55 are mounted on the CPU 56. That is, the CPU 56 is a one-chip microcomputer. Note that the CPU 56, the ROM 54, and the RAM 55 may not be integrated into one chip. That is, the ROM 54, the RAM 55, and the I / O port unit 57 may be external or built in. The I / O port unit 57 is a terminal capable of inputting and outputting information in the microcomputer. The game control microcomputer 53 receives signals from various connected switches (detectors), and performs control to drive the connected devices to be controlled.
[0057]
Further, the game control board 31 outputs an address for decoding an address signal supplied from the game control microcomputer 53 and outputting a signal for selecting one of the I / O port units 57. A decode circuit 67 is provided. In addition, there is switch information input to the game control board 31 from the ball payout device 97, but these are omitted in FIG.
[0058]
In this embodiment, the lamp control microcomputer 350, which is a lamp control means mounted on the lamp control board 35, includes game effect LEDs 28a28b and 28c, a prize ball lamp 51, a ball-out lamp 52, a decoration lamp 25, Display control of the light emitters such as the gate passing storage display 41 and the start winning storage display 18 is performed. The configuration of the lamp control microcomputer 350 is the same as that of the game control microcomputer 53 described above.
[0059]
Information such as a lamp control command, which is command information for controlling devices controlled by the lamp control board 35, is transmitted from the game control board 31 to the lamp control board 35. On the lamp control board 35, the lamp control microcomputer 350 performs control to drive the control target device in accordance with the lamp control command.
[0060]
In this embodiment, the display / sound control microcomputer 800, which is a display control means mounted on the display / sound control board 80, changes the special symbol display unit 9 for variably displaying the special symbol and the normal symbol. Display control of the normal variable display portion 3 to be displayed is performed. The configuration of the display / sound control microcomputer 800 is basically the same as that of the game control microcomputer 53 described above.
[0061]
In this embodiment, the display / sound control microcomputer 800, which is a display / sound control means mounted on the display / sound control board 80, has a special symbol display unit 9 for variably displaying special symbols and a normal symbol. The display control of the normal variable display unit 3 that variably displays is performed, and the sound output (generated) from the speaker 27 is controlled by controlling the sound control signal applied to the speaker 27. The configuration of the display / sound control microcomputer 800 is the same as that of the game control microcomputer 53 described above.
[0062]
Information such as a display / sound control command, which is command information for controlling devices controlled by the display / sound control board 80, is transmitted from the game control board 31 to the display / sound control board 80. Since the display / sound control microcomputer 800 performs the sound generation control in addition to the display control of the special symbol display unit 9 and the normal variable display unit 3 as described above, the display / sound control command includes a special symbol display unit. 9 and a display control command for designating the respective controls of the normal variable display unit 3 and a sound control command for designating the sound control content. For example, in the display control command, various commands relating to variable display such as variable display change pattern (including variable display time), variable display stop symbol, variable display stop, display at the time of big hit, and the like are shown. In the sound control command, various commands related to sound control such as a sound generation mode (generation pattern), a generation target sound (sound type), and the presence / absence of sound generation are shown. The display / sound control microcomputer 800 performs control for driving the device to be controlled in accordance with such a display / sound control command.
[0063]
Further, information such as a payout control command as command information relating to payout control of prize balls by the ball payout device 97 driven and controlled by the payout control board 37 is transmitted from the game control board 31 to the payout control board 37. This payout control command is a command for instructing the number of payout balls according to the occurrence of winning balls. The payout control board 37 is equipped with a payout control microcomputer 370 (payout control means), and the payout control microcomputer 370 performs payout control of prize balls according to payout control commands. The configuration of the payout control microcomputer 370 is the same as that of the game control microcomputer 53 described above. In addition, the payout control microcomputer 370 also performs payout control of lending in accordance with a command from the card unit 50 by performing information communication with the card unit 50.
[0064]
In this embodiment, the RAM provided on the game control board 31 and the payout control board 37 is backed up by a backup power source. That is, even if the power supply to the pachinko gaming machine 1 is stopped, the contents of the RAM are saved for a predetermined period. When the CPU on each control board detects a drop in the power supply voltage, it performs a predetermined process (for example, a process for storing the contents of the RAM) and then waits for power recovery. When the power is turned on, the CPU in each control board restores the state before the power is turned off based on the stored data when the data is stored in the RAM.
[0065]
The information transmitted from the game control board 31 (game control microcomputer 53) to each control board includes a control command indicating the content of the control command and an INT signal indicating the timing of fetching the command. Here, the command is composed of 2-byte data, and 1-byte MODE data for instructing the type of the control mode and specific control contents in the control mode instructed by the MODE data are instructed. It is composed of 1-byte EXT data. The game control microcomputer 53 commands the control contents by sequentially transmitting such 2-byte data to each control board as the command destination.
[0066]
2 shows an example in which the variable display control function and the sound control function are included in one microcomputer, the present invention is not limited to this, and the variable display control function, the lamp control function, and the sound control function are not limited thereto. All are included in one microcomputer, and the microcomputer receives the display control command, the sound control command, and the lamp control command as described above from the game control microcomputer 53, and performs various controls according to the command. You may make it perform. Further, the variable display control function, the sound control function, and the lamp control function are included in the variable display control, sound control, and lamp control microcomputers provided on separate substrates, and each of the microcomputers. May receive display control commands, sound control commands, and lamp control commands from the game control microcomputer 53, respectively, and perform various controls in accordance with these commands.
[0067]
Next, in the pachinko gaming machine shown in this embodiment, whether to make a big hit or not (also called a big hit determination), whether to reach a reach state (also called a reach determination), identification information Processing procedures for determination will be briefly described for determination of the variation pattern in variable display of (special symbol, character) and determination of control contents such as determination of the special symbol scheduled stop symbol.
[0068]
The decision whether to win or not is made using the count value of the random counter for determining the big hit. This random counter is used to randomly determine whether or not to generate a big hit. For example, numerical data updating that counts up from 0, counts up to a predetermined upper limit value, and then counts up again from 0 Means. In this counting operation, 1 is added at a predetermined cycle (every 2 msec). When a start winning is detected by the start port switch 17, the count value of this random counter is extracted accordingly and stored as start winning storage data. Then, it is determined whether or not the extracted value matches a predetermined jackpot determination value. When the value of the extracted random counter matches the big hit determination value, it is determined to generate a big hit, and the big hit state is controlled. In a normal probability state other than the probability variation state, the jackpot determination value is set to one numerical value, for example. In the probability fluctuation state, the jackpot determination value is set to a plurality of numerical values, so that the probability of jackpot occurrence is improved in the case of the probability fluctuation state.
[0069]
Next, when the variable display is out of place, the determination as to whether or not to reach the reach state (also referred to as reach determination) is performed using the count value of the reach determination random counter. This random counter is for determining at random whether or not a reach state is to be generated when it is determined that the jackpot determination is out of place, and numerical data that functions in the same manner as the jackpot determination random counter. It is an updating means, and when the value of the counter extracted at a predetermined timing such as at the time of starting the change of the special symbol coincides with a predetermined reach determination value, it is determined to reach the reach state. On the other hand, when the big hit is determined in the big hit determination, the determination using the random counter for reach determination is not performed, and the reach state is obtained in all cases.
[0070]
In addition, if the special symbol variable display is determined to reach the reach state (including both the case where the big hit decision is made and the case where the decision is made off), the reach state is determined. The variation pattern is selectively determined (randomly determined) from a plurality of types of variation patterns. Such determination of the variation pattern is performed using the count value of the random counter for determining the variation pattern. This random counter is for determining the reach state fluctuation pattern randomly, and is a numerical data updating means that functions in the same manner as the big hit determination random counter. It is determined that the counter value extracted at the timing is a variation pattern corresponding to a match among a plurality of types of variation pattern determination values determined in advance.
[0071]
In addition, the determination of the stop symbol in the variable display of the special symbol is performed using the count values of the three stop symbol determination random counters corresponding to the left, middle and right symbols. Each of the random counters is a numerical data updating means for randomly determining the stop symbol of the corresponding special symbol, and functioning in the same manner as the big hit determination random counter. For a plurality of types of special symbols displayed as left, middle, and right symbols, the symbol arrangement order is predetermined for each of the left, middle, and right special symbols. A plurality of types of special symbols are variably (updated) displayed in accordance with the symbol arrangement order. Each of these types of stop symbols is associated with numerical data for symbol determination, and if it is determined to be out of place, each random symbol is randomly selected at a predetermined timing such as when the special symbol starts to change. The symbols corresponding to the numerical data matching the counter value extracted from the counter are determined as the left, middle and right stop symbols. On the other hand, when the big hit is determined, the symbol corresponding to the numerical data corresponding to the counter value extracted from the random counter for determining the left special symbol at a predetermined timing such as when the variation of the special symbol starts is displayed. It is determined as each stop symbol of left, middle and right. Further, when it is determined that the reach state is reached in the case of a loss, the left and right stop symbols are determined to match.
[0072]
The jackpot determination function, reach determination function, variation pattern determination function, and stop symbol determination function as described above are realized by the control function of the game control microcomputer 53.
[0073]
Next, the control executed by the CPU 56 of the game control microcomputer 53 will be described. In the game control microcomputer 53, a game control main process and a timer interrupt process, which are processes for controlling the progress of the game, are executed, and by these processes, various control subroutine programs are called and executed. As a result, various game controls are performed.
[0074]
In the game control microcomputer 53, a display control command is transmitted to the display / sound control microcomputer 800 in order to command the variable display control in the special symbol display section 9, but the transmission of the command is basically It is performed as follows.
[0075]
First, the game control microcomputer 53 transmits a variation pattern command for designating a variation pattern (including a variable display time) of a special symbol. Then, following the transmission of the variation pattern command, the game control microcomputer 53 transmits a stop symbol command for designating a scheduled stop symbol of the left, middle and right special symbols. After that, when the variable display time designated by the variation pattern command has elapsed since the variable symbol display of the special symbol has started, the game control microcomputer 53 issues a variation stop command for instructing the variable symbol variable display to be stopped. Send.
[0076]
Then, when the jackpot is obtained as a result of the variable display, the game control microcomputer 53 performs control to transmit various commands such as a command for designating display control contents at the jackpot control.
[0077]
In addition, the game control microcomputer 53 receives a command indicating the above-described determination result data (data indicating whether or not the jackpot display mode and the reach display mode are set) every time there is a valid start winning. Control to transmit to the display / sound control microcomputer 800 is performed. The display / sound control microcomputer 800 receives the command indicating the determination result data transmitted in this manner, and stores the determination result data in association with the start winning memory managed by the game control microcomputer 53. To do. In other words, the display / sound control microcomputer 800 manages the determination result data in the same order and the upper limit number as the start winning memory data, so that the determination result data is managed by the game control microcomputer 53. Store in association with storage.
[0078]
When the display / sound control microcomputer 800 receives various display control commands as described above, it performs control to execute display control specified by the command.
[0079]
Next, control executed by the CPU of the display / sound control microcomputer 800 will be described. In the display / sound control microcomputer 800, in accordance with the execution of the main process for control, the main process for display control, which is a process for controlling the progress of variable display, and the sound, which is a process for controlling sound, are performed. The main process for control is executed in parallel, and by these processes, various display / sound controls are performed by calling and executing various control subroutine programs.
[0080]
The main process for display control is a main process for realizing the display control function of the microcomputer 800 for display / sound control. In accordance with the execution of this process, a plurality of subroutines for various display controls are executed and variable display is performed. Control is performed. The main process for sound control is a main process for realizing the sound control function of the microcomputer 800 for display / sound control, and according to the execution of this process, a plurality of subroutines for various sound controls are executed, Sound control is performed. Thus, the display / sound control microcomputer 800 has the display control means and the sound control means as control functions.
[0081]
In the pachinko gaming machine 1, when the determination result data of the start winning memory includes the determination result data for the big hit or the reach, the variable display corresponding to the determination result data is completed. In a plurality of variable displays to be performed, there is a case where a continuous notice effect is performed in which a notice effect display for notifying that a big hit or a reach is reached is continuously performed. It is determined whether or not such continuous notice display is executed by the CPU of the display / sound control microcomputer 800.
[0082]
Next, a configuration for executing display result prior determination will be described.
In the game control microcomputer 53, whether or not the variable symbol display result of the special symbol is a big hit or off, or if the variable symbol display result of the special symbol is off or not, whether or not the variable symbol display result of the special symbol is reach, Also, a winning determination unit (display result predetermining unit 38) as a function of determining in advance the variable symbol display result of the special symbol at the time of starting winning (when the variable display execution condition is satisfied), and determination indicating the determination result A start winning storage means as a function for storing the result data and a command transmission means as a function for transmitting a display control command are provided. As described above, the command transmission means transmits determination result data (start prize storage data) based on the determination by the winning determination means in addition to the command related to execution of variable display such as a variation pattern command. The determination result data transmitted as this command is transmitted at every timing when the determination according to the start winning is made by the winning determination means.
[0083]
The display / sound control microcomputer 800 is provided with a CPU, a RAM, and a ROM. In the RAM, the determination result data as described above is stored in the same way as the start winning storage means of the game control microcomputer 53, and the type of effect mode selected by the effect mode switching means 32 described later. An effect mode storage area is provided as effect mode storage means 33 for storing (for example, 01 spring, 02 summer, 03 autumn, 04 winter: see FIGS. 5 and 8 as described later). The ROM stores a plurality of types of effect data, and codes specified by the types of effect modes and display control commands (for example, 0, 1, 2, 3, 4, 5,... 5 and FIG. 8), an effect data storage area is provided for storing as a data table that can be specified.
[0084]
The data table can be specified by the type and code of the effect mode, but if the data table has only one code, the effect data is specified only by the type of effect mode. Further, although the code is specified by the display control command, if the display mode switching means 32 (to be described later) selects the code together with the type of the display mode, the display data is specified even if there is no display control command.
[0085]
The start winning storage area of the RAM of the display / sound control microcomputer 800 is composed of four storage units of bank 0 to bank 3. The display / sound control microcomputer 800 receives the determination result data sent as a command, and stores the determination result data in the bank 0 to bank 3 in the order of banks 0, 1, 2, 3 in the order of reception. go. That is, the determination result data stored at the oldest timing is stored in bank 0. Each time variable display corresponding to each determination result data is executed, the stored data in the bank 0 is cleared, and the stored data in the banks 1, 2 and 3 are directed to the bank 0 one bank at a time. Shifted. Then, by repeatedly storing such determination result data, and clearing and shifting, the display / sound control microcomputer 800 uses the game control microcomputer based on the stored data in the start winning storage area. The current state of the start winning memory in the computer 53 is grasped.
[0086]
Next, the effect data stored in the effect data storage area of the ROM of the display / sound control microcomputer 800 will be described. The effect data is as shown in the frame of the effect data storage means 34 in FIG. 5, and an example thereof is shown in FIG. In FIG. 8, it is used as background data corresponding to the four types of effect modes of spring, summer, autumn, and winter used as the effect data 61 in the normal time, an example of the character image, and the effect data 62 in the probability variation / short time. An example of the background image and character image to be displayed is described.
[0087]
Background images using cherry, semi, moon watching, and snowman are prepared as background images corresponding to the types of effect modes used as the effect data 61 at the normal time. This background image is a still image reminiscent of spring, summer, autumn, and winter. In addition, as a character image corresponding to the type of effect mode used as the effect data 61 at the normal time, a cherry-blossom viewing party, a semi-taker, a moon viewing party, and a snowball fight are prepared. This character image is a moving image associated with spring, summer, autumn, and winter. Note that the cherry blossom viewing party and the moon viewing party corresponding to the spring and autumn production modes are the same character image. When combined with the background image, it becomes cherry blossom viewing and moon viewing.
[0088]
Next, the table described in the frame of the effect data storage means 34 in FIG. 5 will be described in detail. In this table (database), the production data can be specified by the type of the selected production mode (spring, summer, autumn, winter) and the received display control command 43 (codes 0, 1,... Indicated). It is like that.
[0089]
First, the specification of the background image in the case of the effect data 61 at the normal time will be described. In this embodiment, since only one background image is prepared for one type of effect mode, the background image is specified when the type of effect mode is instructed. In other words, when the types of production modes such as spring, summer, autumn, and winter are designated, the cherry blossom, cicada, moon, and snowman shown in FIG. 8 are specified as the background image. If a plurality of background images are prepared for one type of effect mode, whether to specify which background image is specified together with the type of effect mode, or with a display control command, It is necessary to decide by forward feeding on the display control means 45 side or at random using a predetermined random number lottery.
[0090]
Next, the identification of the character image corresponding to the type of effect mode in the case of the normal effect data 61 will be described. In this embodiment, a plurality of character images are prepared for one type of effect mode. Therefore, which character image is designated is specified by a code instructed by the display control command 43. For example, if the type of the production mode is “spring” and the code designated by the display control command 43 is “0”, the character image is “Hanami no Utage”, and if the code is “1”, the character image is “ Dandelion "(not shown). If the effect mode type is “Summer” and the code specified by the display control command 43 is “0”, the character image is “Semi-Tori”, and if the code is “1”, the character image is “Swimming”. (Not shown). As can be seen by referring to the table in the frame of the effect data storage means 34 in FIG. 5, the illustration of a specific character image is omitted, but the character image as the effect data 61 at the normal time is In addition to the example shown in FIG. 8, dandelion, swimming corresponding to the code “1” indicated by the display control command 43 and corresponding to the four types of effect modes of spring, summer, autumn, and winter. , Matsutake and skiing are available.
[0091]
Next, the effect data 62 during probability variation / time reduction will be described. As the background image of the probability change / short time (dedicated), “in the probability change” used for the special game state during the control (during probability change) is prepared. This “probably changing” background is illustrated in FIG. That is, it is a background image that is overwritten with a font that is outlined as “probably changing” on a plain background. This background image is also a still image.
[0092]
In addition, as a character image of probability change / short time (dedicated), a drum of code 10 and a mum of code 11 are illustrated in FIG. The effect display during control in the special gaming state (during probability change) includes the background image (probably changed, short and medium (exclusive) background image) and drums written in the above-mentioned “probable change” and outlined fonts. You can display effects in combination with character images of you, mumu-chan, banquet, semi-taker, and snowball fights. By using the dedicated background image in the special gaming state described as “probably changing” as described above, it is possible to obtain a background image that can notify that the special gaming state is being controlled (probably changing). .
[0093]
The game control means 46 sequentially transmits the game control status to the display control means 45 by the display control command 43. When the display control command receiving means 40 receives the display control command 43 from the display control command transmitting means 39 of the game control means 46, the gaming state is controlled to the special gaming state (probability variation state, time reduction control state). Knowing that, the display control means 45 sets the “probability change / short time flag 1” in the effect mode storage means 33 and stores that the game situation is short in the probability change time.
[0094]
When the effect data selection means 36 selects effect data, the type of effect mode currently stored in the effect mode storage means 33 is confirmed by receiving the display control command 43. At the same time, it is also confirmed whether the “probability change / short time flag 1” is set in the effect mode storage means 33, that is, whether the special game state is being controlled (probability change / short time). Furthermore, the specified character image is specified from the code of the effect data corresponding to the type of effect mode specified by the display control command 43.
[0095]
Assume that a character image of “Semi-Tori” with a code “0” is designated as the type of effect mode “Summer”. If the control is in the normal gaming state, a “semi” background image corresponding to the effect mode type “summer” is specified. On the other hand, when the information indicating that the probability change / shortening time is being received, the effect data selecting means 36 uses the “fixed / short / short (dedicated) background image” as the background image. Select the background image that you wrote in. Therefore, in this case, the effect display is performed using the “probably changing” background image and the “semi-removal” character image. Therefore, the player can easily understand that the game is being controlled to a special game state with a certain change / short time. As described above, while controlling to the special gaming state (probability change / short time), regardless of the type of effect mode specified, the background image is automatically specified as the probability change / short time (dedicated) background image. Is done. This embodiment will be described later using the flowchart “effect display 2” in FIG.
[0096]
Also, if the type of the designated production mode is “probability / short time” and the code designated by the display control command 43 is “10”, the character image is “Drum-kun”, and if the code is “11”, The character image is “Mum-chan”. These character images are also moving images. In this case, since the type of the designated effect mode is “probability change / short time”, the background image “probability change” is selected. Designation of “probability change / short time” as the type of effect mode is limited to probability change / short time (controlled to the special gaming state). Accordingly, although the codes designated by the display control command 43 are “10” (Drum-kun) and “11” (Mum-chan) cannot be designated during the normal state that is not in the special gaming state, they may be designated. For example, if the type of the designated production mode is “autumn” and the code instructed by the display control command 43 is “11” and control is not in the special gaming state, the character image is “Mum-chan”, “ "Mum-chan" (moving image) moves on the background image (still image). Similarly, if the type of effect mode is “spring” and the game is not being controlled in the special game state, the background image is “sakura” in FIG. 8, and if the code instructed by the display control command 43 is “10”, the character If the image is “Drum-kun” and the code is “11”, the character image is “Mum-chan”.
[0097]
In this way, the type of each production mode (eg, spring, summer, autumn, winter, probability change / short time) and the code (eg, 0, 1, 2, 3, 4, 5,...) Indicated by each display control command 43 .., 10, 11,...) And information on whether or not the special gaming state is being controlled, the effect data selecting means 36 selects the corresponding effect data. Instead of the code specified by each display control command 43, the display control means 45 selects effect data in the order of codes 0, 1, 2, 3, 4, 5,. The code can also be selected at random. Also, the type of each production mode can be selected in the order of spring, summer, autumn, winter on the display control means 45 side without receiving an instruction, or can be selected at random by a predetermined random number lottery. .
[0098]
If the production mode is “probability / short time”, the background image is “probability change”, but if the code instructed by the display control command 43 is “0” or “1”, the character image is production. It becomes unclear whether the mode type is “Spring” code “0” or “1” or the production mode type is summer code “0” or “1”. Therefore, control is performed so as not to make such designation. Instead, when designating spring, summer, autumn, or winter, if the control is in the special gaming state, the background image is automatically changed to “probably changing”, and the character image is designated by the display control command 43. It is selected by a code (eg, 0, 1, 2, 3, 4, 5,..., 10, 11,...).
[0099]
In addition to “being probable” as a background image that can be used for probability variation / short time (exclusive), for example, in the background image (sakura, cicada, moon watching, snowman) in the normal performance data 61, cherry blossom, cicada, A plain background image (not shown) in which the moon viewing and the snowman are not described may be used. In this case, it is necessary to pre-store (register) a plain background image as a “solid background” or the like in the effect data storage means 34 in the probability change / short time / dedicated (dedicated) background image. (Hereafter, a plain background image is referred to as a “plain background”.)
Further, in the case of a background image of “probably changing” and “short-time” (exclusive) (“probably changing” background or “plain background”), the effect data 61 in the normal time corresponding to the types of the effect modes of spring, summer, autumn and winter By using “Semi-Tori” (summer) or “Snowball fight” (winter), it is possible to recognize the sense of the season from the character image even if the background is “probably changing” or “plain background”.
[0100]
Production data such as background images and character images associated with these types of production modes are stored in advance in a data table of production data storage means 34 constituted by the ROM of the display / sound control microcomputer 800. The effect data selection means 36 extracts the effect data corresponding to the type of the current effect mode and specified by the display control command 43 from the data table. The display control means 45 executes effect display when the effect data extracted by the effect data selection means 36 is in a state other than the specific game state (big hit state).
[0101]
Next, a winning confirmation process that is a subroutine of a main process executed by the game control microcomputer 53 will be described. FIG. 3 is a flowchart showing the contents of the winning confirmation process. First, in step (hereinafter, simply referred to as S) 11, it is determined whether or not there is a winning at the start winning opening 14. If it is determined in S11 that there is no winning at the start winning opening 14, this winning confirmation process is terminated and the process returns to the main process. On the other hand, if it is determined in S11 that there is a winning at the start winning opening 14, the process proceeds to S12.
[0102]
Next, by executing S12, it is determined whether or not the start winning memorized number stored in the start winning memorizing means is “4”. If it is determined in S12 that the start winning memory number is “4”, the winning confirmation process is terminated and the process returns to the main process. On the other hand, if it is determined in S12 that the start winning memorized number is not “4”, the process proceeds to S13, and 1 is added to the start winning memorized number by executing S13.
[0103]
Next, a big hit random number is extracted by executing S14. As the big hit random number, the count value of the above-mentioned big hit determination random counter is extracted. Similarly, the count value of the reach determination random counter is extracted as a reach random number by the execution of S15, and each of the three stop symbol determination random counters is determined as the left, middle, and right design random numbers by the execution of S16. The count value is extracted.
[0104]
Then, through the execution of S17, it is determined whether or not the jackpot determination count value extracted in S14 matches a predetermined jackpot determination value. If they match, the jackpot display mode is derived and displayed. If not, it is determined that the outlier display mode is derived and displayed.
[0105]
If it is determined in S17 that the deviation has occurred in S18, it is determined whether or not the reach determination count value extracted in S15 matches a predetermined reach determination value. It is determined that the reach display mode is derived and displayed. If they do not match, it is determined that the outlier display mode is derived and displayed.
[0106]
Also, by executing S19, the symbols corresponding to the numerical data matching the count values for determining the left, middle and right symbols extracted in S16 are determined as the left, middle and right stop symbols. Here, if it is determined in S17 that the game is a big hit, the symbols corresponding to the numerical data matching the count value for determining the left symbol are determined as the left, middle and right stop symbols, and in S18, the reach is determined. When the determination is made, the left and right stop symbols are determined to match. Further, when it is determined that the big hit is not made in S17, if the combination of the left, middle and right stop symbols corresponding to the count value extracted in S16 is a combination of the big hit symbols by chance, Correction is made so as to be a combination, and the corrected symbol is determined as a stop symbol.
[0107]
When S20 is executed, the data indicating whether or not the big hit determined in S17, S18, and S19, the data indicating whether or not to reach, and the left, middle, and right stop symbols are awarded. As the determination result information, it is stored in the start winning storage means, and by executing S21, the winning determination result information stored in S20 is set as a winning determination result command in the transmission buffer, and by executing S22, it is set in S21. The winning determination result command is transmitted from the game control microcomputer 53 to the display / sound control microcomputer 800, the winning confirmation process is terminated, and the process returns to the main process.
[0108]
On the other hand, the display / sound control microcomputer 800 receives the winning determination result command transmitted from the game control microcomputer 53 and stores it as the determination result data in the start winning storage area of the RAM.
[0109]
Next, the configuration and control of the effect display embodiment will be described. FIG. 4 is a block diagram for explaining the configuration of the basic concept relating to the effect display, and FIG. 5 is a block diagram for explaining a specific configuration relating to the effect display. FIG. 6 is a flowchart for explaining effect mode switching, and explaining that effect display is performed using a background image dedicated to probability change / time reduction during control in the special game state.
[0110]
First, it demonstrates using FIG. 5 and FIG. As described above, the game control microcomputer 53 of the game control board 31 with the game control means 46 has a winning determination means (display result predetermining means 38) as to whether the special symbol variable display result is a big hit or not. ) And display control command transmission means 39 for transmitting a display control command 43 relating to execution of variable display such as a variation pattern command.
[0111]
The display control command receiving means 40 of the display control means 45 on the display / sound control board 80 receives the display control command 43 from the display control command transmitting means 39 of the game control means 46. The display control command 43 sent includes various game information. The display control means 45 analyzes and determines the information, and controls as follows. First, at step (hereinafter simply referred to as S) 41, it is determined whether or not the display control command receiving means 40 has received the display control command 43. If it is determined in S41 that no display control command has been received, the process jumps to S50 described later. On the other hand, if it is determined in S41 that the display control command has been received, the process proceeds to S42.
[0112]
Next, it is determined whether or not the big hit state has ended by executing S42. If the big hit state (specific game state) has not ended, the process jumps to S50. If the big hit ends, the process proceeds to S43. When the big hit state is reached, the control is performed so that the big winning opening 20 (see FIG. 1) is released until a predetermined time (for example, 30 seconds) elapses or a predetermined number (for example, ten) of hit balls wins the big winning opening 20. Done. If the hit ball enters the specific winning area and is detected by the V count switch 23 (see FIG. 1) while the big winning opening 20 in the big hit state is opened, a continuation right is generated and the big winning opening 20 is opened again. Repeated continuation control is performed. The upper limit number of this repeated continuation control is set to 16 times, for example.
[0113]
While such a big hit state (specific game state) is being repeatedly repeated, the big hit gaming state is terminated once, and for repeated continuous control, a short period of time until the next big hit state is started ( Although there is an interval time of about 5 seconds), every time the big hit state is continued again, it is not regarded as the end of the big hit state (specific game state) each time. The end of the big hit state is not considered until the repeated continuation control in the big hit state is completed. In response to the end of the big hit state, the effect data is switched to effect data according to the type of the new effect mode. For this reason, a player tastes freshness and the interest is improved.
[0114]
In response to the end of the big hit gaming state, in S32, the type of effect mode is switched. As described in the frame of the effect data storage means 34 in FIG. 5, this effect mode switching is prepared in advance in the present embodiment in the types of effect modes of spring, summer, autumn, winter, probability change / short time. ing. The types of the plurality of performance modes may be switched in the order of spring, summer, autumn, and winter, except for certain change / short time. Further, as shown in FIG. 7 described later, a type of the next effect mode may be selected at random by drawing a predetermined random number. Assume that the “spring” production mode is switched to the “summer” production mode.
[0115]
Next, in S44, the type of effect mode switched and selected by the execution of S43 is stored in the effect mode storage means 33 constituted by the RAM of the display / sound control microcomputer 800. In the next S45, upon receiving the display control command 43, the effect mode confirmation means 42 reads the effect mode type currently stored in the effect mode storage means 33, and the current (switched) effect mode type. Confirm. Then, the type of the confirmed effect mode and the received display control command 43 are transmitted to the effect data selection means 36.
[0116]
Next, by executing S46, it is determined by the display control means 45 that has received the display control command whether or not it is in the special gaming state and the probability change / time saving. Specifically, as described above, when the received display control command 43 knows that the gaming state has been controlled to the special gaming state (probability variation state, time reduction control state), the display control means 45 “Probability change / short time flag 1” is set in the effect mode storage means 33 to store that the game situation is short in the probability change time. Accordingly, the effect data selection means 36 also determines whether the “probability change / short time flag 1” is set in the effect mode storage means 33, that is, whether the special game state is being controlled (probability change / short time). Check with. If it is determined in S46 that there is a certainty / short time, the process proceeds to S47. If it is determined that there is no certain change / short time, the process proceeds to S48.
[0117]
In S48, the production data selection means 36 produces the production data when the type of the production mode being confirmed is normal from the data table stored in the production data storage means 34 constituted by the ROM of the microcomputer 800 for display / sound control. If it is 61 “summer”, the production data corresponding to the type of the production mode of “summer” is selected from the production data prepared in a plurality of code 0: semi-take, code 1: swimming, etc. Select by one specified code. This selection follows the instruction of the received display control command 43. If the code “0” is designated by the display control command 43, “semi-taking” is indicated, and if the code “1” is indicated, “swimming” is indicated (the table described in the frame of the effect data storage means 34 in FIG. 5). reference).
[0118]
As described above, the effect data selection means 36 selects an effect data that matches the instruction of the received display control command 43 when selecting the effect data. Instead of instructing with the display control command 43, a plurality of effect data may be sequentially switched in the same manner as the effect mode switching described above, or the next effect data is randomly selected by drawing a predetermined random number. You may make it choose. Now, assuming that “semitori” is selected, the effect data combining the “semi” background image and the “semitori” character image of FIG. 8 is selected.
[0119]
In S47, regardless of the type of production mode that has been confirmed, a background image dedicated to probability change / short-time / short-time (“probably changing” background image, ie, a background image that has been overwritten in a font that is “probably changing”) Character images corresponding to the types of effect modes (for example, the types of effect modes in FIG. 8, spring, summer, autumn, and winter corresponding to the effect data 61 of the cherry blossom viewing party, semi-taker, moon viewing Character images such as banquets, snowball fights, and dandelions, swimming, matsutake mushrooms, skis, etc. that are described in the frame of the production data storage means 34 in FIG. ) Is selected by the effect data selection means 36.
[0120]
The selection of the character image may be determined in accordance with the confirmed type of the effect mode, or may be determined by a code designated by the received display control command. Of course, as described above, an order may be given and selected in order, or a random number may be selected at random by, for example, drawing a predetermined random number.
[0121]
It should be noted that the presentation data prepared corresponding to the type of presentation mode does not necessarily have to be composed of both the background image and the character image, and either one of them or one of them combined. Also good. In addition, it is not always necessary to prepare a plurality of images for the production data corresponding to the types of the production modes.
[0122]
The effect data selected in S48 and S47 as described above is effect-displayed on the special symbol display unit 9 by executing S49. In next S50, it is determined whether or not the big hit state is started. If there is no start of the big hit state, the effect display subroutine program is terminated and the process returns to the main process. When the big hit state is started, the process proceeds to S51, and the effect display by the effect data corresponding to the type of the effect mode is stopped. This completes the effect display subroutine program and returns to the main process. Moreover, if the process that jumped to S50 by the determination of S41 and S42 starts the big hit state, the process proceeds to S51, and the effect data effect display is stopped. If there is no start of the big hit state, the effect display subroutine program is terminated and the process returns to the main process.
[0123]
In addition, as the background image dedicated to probability change / short-time / short-time, not only the “currently changing” background illustrated, but also the “plain background” (not shown) described above may be used. Also, during the special gaming state, the probability of occurrence of the specific gaming state is improved (probability variation state), and the variable display time for the variable display device to derive and display the display result is shortened (variation time shortening control state). It is a more advantageous state for the player, such as making it easier to assign (specific game state). The player can be easily informed of the advantageous special game state (probability change / time reduction) by the effect display using the background image dedicated to the probability change / time reduction. If the character image of the effect data 61 at the normal time is used, the player can know which effect mode type. The sense of the season can be recognized from this character image (for example, “semi-torri” (summer) or “snow battle” (winter)).
[0124]
As an example of the above modification, the type of effect mode may be automatically switched even if there is no instruction such as selection of effect data by the display control command as long as a predetermined condition for effect mode switching is satisfied. That is, every time the big hit (specific game state) ends, the display control means 45 automatically instructs the effect mode switching. This switching may be performed sequentially in order, or the next effect mode type may be selected at random by drawing a predetermined random number. In addition, if there is no display control command 43, it is not possible to instruct the selection of effect data (such as a character image), but this can also be selected at random by changing the order and switching sequentially or by drawing a predetermined random number. it can. Alternatively, if the type of effect mode is determined, a fixed character image may be used, or only a background image specified by the type of effect mode may be used as effect data.
As described above, the embodiment in which the background image dedicated to probability change / short time is used during the control in the special game state has been described using the flowchart “effect display” in FIG. 6. In this embodiment, during control in the special gaming state (probability change / short time), regardless of the type of effect mode, the background image (“currently changing” background image) dedicated to probability change / short time is displayed and the effect display is displayed. To do.
[0125]
In the description of the flowchart shown in FIG. 6 above, the character image corresponding to the type of effect mode used in the normal time together with the background image dedicated to probability variation / time reduction, or the character image dedicated to probability variation / time reduction (drum, mumu Chan) was used to display the performance. However, in S47 described above, during the special game state (probability change / short time), whatever kind of effect mode is selected, the character image is not used and the background image (for example, “ It is also possible to select only the “currently changing” background still image). In this case, in the special gaming state (probability change / short time / medium), regardless of the type of the effect mode selected, the effect display is performed using only the background image dedicated to the probability change / short time / short time.
[0126]
In S47, during the special game state (probability change / short time), a character image (for example “ You may be allowed to select only "Drum-kun" or "Mum-chan". In this case, in the special gaming state (probability change / short time), the effect display is performed only with the character image dedicated to the probability change / short time, regardless of the type of the effect mode selected.
[0127]
In S47 described above, during the special game state (probability change / short time), a character image dedicated to probability change / short time / shortage is displayed together with a background image dedicated to probability change / short time / short, regardless of the type of effect mode selected. You may make it select. In this case, in the special game state (probability / time reduction), regardless of the type of the effect mode selected, the effect display is performed with the background image dedicated to probability change / time reduction and the character image dedicated to probability change / time reduction. It will be.
[0128]
As described above, according to the present embodiment, every time the big hit state ends, the effect mode switching means 32 switches the type of effect mode and effect display is performed on the variable display device. For this reason, after the big hit (specific game state) ends, the player will be given the impression that a new game will start, and the player will challenge the next game with a new feeling and contribute to the continuation of the game. Become.
[0129]
In addition, by winning the big hit, by switching the effect mode in which the effect mode switching means 32 is displayed, the player feels that he is involved in switching the effect mode. As a result, in addition to the display result of the variable display device that pays attention to whether or not a specific gaming state advantageous to the player can be allocated, the player can be noted by the effect data display, and the entertainment of the game by the effect display is possible. Can be further improved.
[0130]
In addition, it is necessary to store effect data in advance in at least one of several effect modes and corresponding background images and character images, and appropriately select these effect modes and effect data for effect display. It is possible to provide a gaming machine that keeps the amount of data to be kept and prevents the player from hitting it.
[0131]
Next, with reference to FIG. 7, a supplementary description will be given of the flowchart (particularly S47) shown in FIG. The effect display in the present embodiment is performed at a time other than the big hit state (during control to the specific game state). Furthermore, the big hit state includes a big hit state with control to a simple big hit state and a special game state (probability change / short time). In FIG. 7, the former is described as “ordinary big hit” and the latter as “probable change / short time big hit”. That is, the big hit state (specific game state) on the condition that the display result of the variable display device 8 (variable display of the special symbol started by the special symbol display unit 9) is a combination of big hit symbols as a specific display mode. Occurs. Further, when a special display mode (a combination of jackpot symbols with probability variation of jackpot occurrence) is selected among specific display modes, a jackpot state with control to a special gaming state (probability change / short time) is set. In this case, a special gaming state (probability variation state, time reduction control state) is established until a predetermined probability variation end condition (for example, the occurrence of the next big hit state occurs) after the big hit state ends.
[0132]
In FIG. 7, the type of effect mode to be switched after the big hit state is finished is selected by a predetermined random number lottery. The type of effect mode is randomly determined by extracting the count value of the effect mode type determination random counter. It is also conceivable to use a random counter for jackpot determination, reach determination and the like without providing a random counter for determining the type of effect mode. In this way, the effect mode switching means randomly selects the next effect mode by drawing a predetermined random number. For this reason, switching of the production mode becomes unexpected, and a strong impression that the player himself is involved in the switching of the production mode is received, and the interest is improved.
[0133]
Although a character image is also actually displayed in an effect, only the background image will be described and described here for the sake of simplicity. Initially, it is described that the effect display is performed with the background image of “sakura” in the effect mode of “spring”. After the next big hit state, “Autumn” is selected as the production mode and production is displayed with the background image of “Tsukimi”, and after that, the winter mode is selected as the production mode and the background image of “Snowman” The effect is displayed. Next, since the big hit state with a probability change / short time is reached, after the big hit state is finished, it is controlled to a special game state, and the probability change / short time state is set. Since it is in the state of probability change / short time, the “probably changing” background dedicated to probability change / short time is automatically selected regardless of the type of the production mode. Next, when the normal jackpot state starts, the special game state ends, and after the jackpot state ends, the “summer” effect mode is selected by a predetermined random lottery, and the effect display is performed with the “semi” background image.
[0134]
Although the configuration and control of the present embodiment have been described above, the basic concept and specific configuration of the present embodiment will be described with reference to FIGS. 4 and 5 just in case.
[0135]
FIG. 4 is a block diagram for explaining the configuration of the basic concept regarding the effect display. In response to the display control command 43 from the game control means 46 provided with the display result predetermining means 38, the display control means 45 controls the variable display device 8. Each time the big hit state (specific game state) ends, the effect mode switching means 32 switches the type of effect mode, and the effect mode storage means 33 in the RAM of the display / sound control microcomputer 800 is switched and selected. Stores the type of production mode. Then, the effect data selection means 36 selects effect data corresponding to the type of the stored effect mode from the effect data storage means 34. Then, an effect is displayed on the variable display device 8 by the selected effect mode / effect data.
[0136]
FIG. 5 is a block diagram for explaining a specific configuration related to the effect display. In FIG. 5, the game control means 46 that comprehensively controls the progress of the game of the gaming machine includes a display result prior determination means 38 and a display control command transmission means 39. On the other hand, the display control command 45 transmitted from the display control command transmitting device 39 is received by the display control device 45 that controls the variable display device according to the display result determined in advance by the display result determining device. Display control command receiving means 40, effect mode switching means 32, effect mode storage means 33, effect mode confirmation means 42, effect data storage means 34, and effect data selection means 36 are provided.
[0137]
At the end of the big hit state, the effect mode switching means 32 switches the effect mode type, and the effect mode storage means 33 in the RAM of the display / sound control microcomputer 800 is switched to select the effect mode type selected. Remember. When the display control command 43 is received, the production mode confirmation unit 42 confirms the type of the production mode currently stored in the production mode storage unit 33, corresponds to the type of the production mode, and the received display control command 43. The effect data selecting means 36 selects the effect data corresponding to the above, and the variable display device 8 controls the effect display.
[0138]
Next, Modification Example 1 of effect display will be described. In the description of the above embodiment, during control in the special gaming state (probability change / short time), regardless of the type of effect mode, a special background image (“probability change” background image) dedicated to probability change / time reduction is displayed and effected. This is a display that uses a character image corresponding to the type of effect mode that is normally used together with a background image dedicated to probability change / time reduction, or a character image (Drum-kun, Mum-chan) dedicated to probability change / time reduction. It was a display. However, in the normal state that is not under control in the special game state such as probability change / short time, only the normal performance data 61 (background image, character image) shown in FIG. 8 can be specified (selected). During the control to the special game state, only the effect data 62 (background image, character image) during probability change / short time may be designated (selected).
[0139]
In some cases, a “plain background” (a plain background image) can be used as a background image dedicated to probability variation / time reduction. In this case, since the “probably changing” background is not used as the background image dedicated to the special game state, the data amount, that is, the storage capacity can be suppressed. When the background image is plain, the type of effect mode is not known from the display, but the type of effect mode can be known from the character image. The special gaming state is not intentionally displayed, but because it is a “plain background”, or because the probability of occurrence of a specific gaming state is high, or the variable display device derives and displays the display result. The variable display time is shorter than usual, and it is easy to notice from a decoration lamp of a gaming machine or a speaker that emits sound effects.
[0140]
Next, Modification Example 2 of effect display will be described. In the description of the above embodiment, for each jackpot state, the effect mode is switched and effect display is performed, thereby improving the interest and contributing to the continuation of the game. In the modified example 2, in addition to the above, the effect mode is switched by the third game event to display the effect.
[0141]
For example, when reaching a reach, when a specific decorative lamp is lit, when a specific sound is emitted from a speaker, when a predetermined A time has elapsed after the end of the big hit state, the next big hit state is not reached, Predetermined identification information is displayed when a predetermined display is made on the variable display device 8 when a predetermined B time has elapsed since the effect mode switching, for example, when a predetermined display is made on the special symbol display unit 9, for example. Or when an operation is performed on the gaming machine. In this way, even if the big hit state is not achieved, the production mode is appropriately changed, and it is possible to prevent the same production from continuing and getting bored with the production display.
[0142]
The pachinko gaming machine 1 of the above embodiment is a specific example of a gaming machine that is controlled to a specific gaming state that is advantageous to the player when the display result of the variable display device 8 becomes a predetermined specific display mode. The first type of pachinko gaming machine that the variable winning ball device (large winning opening 20) opens when the display result of the variable display device 8 variably displayed in accordance with the start winning is the specific identification information (for example, 777). 1 was shown. However, the third type pachinko gaming machine in which a predetermined right is generated or continued when there is a prize for a predetermined electric accessory that is released when the stop symbol of the symbol variably displayed based on the start winning is a combination of the predetermined symbol Even so, the present invention can be applied.
[0143]
As a precaution, a specific example of the third type pachinko machine will be shown. FIG. 9 is a front view of the card unit 50 ′ and the third type pachinko gaming machine 1 ′ as viewed from the front. The description of the configuration similar to that shown in FIG. 1 such as the card unit 50 ′ will not be repeated, and only the main points will be described below.
[0144]
The game area 301 formed on the front surface of the game board 300 of the pachinko gaming machine 1 ′ is provided with a normal variable display device 302 capable of variably displaying identification information consisting of 10 types of numbers from 0 to 9, When the pachinko ball wins the normal symbol start opening 304 and is detected by the start winning ball detector 305, the normal variable display device 302 is controlled to stop after the variable display starts. Then, if the display result at the time of variable stop of the ordinary variable display device 302 becomes, for example, 777, etc., the solenoid 308 is excited, and the pair of left and right movable members 307 of the ordinary variable winning ball device 306 is opened. The first state is advantageous for the player. This first state ends when the predetermined period (for example, 5 seconds) or the predetermined number of pachinko balls (for example, three) wins, whichever comes first, is terminated and the second state is Become. The pachinko ball that has entered the normally variable winning ball apparatus 306 in the first state is detected by the winning number detector 325. The normal symbol starting port 304 may be configured as a passing port through which a pachinko ball entering from above is discharged from below.
[0145]
The pachinko balls detected by the winning number detector 325 are guided to the sorting device 326. This sorter 326 is provided with a rotating body 328 that is always rotated by a motor 327, and ball receiving recesses 330 and 329 for receiving pachinko balls and guiding the rotation are formed on the outer periphery of the rotating body 328. . Then, if the pachinko ball detected by the winning number detector 325 is received in the ball receiving recess 330, it is guided to the normal winning port 331 and won in the normal winning port 331. On the other hand, if the pachinko ball detected by the winning number detector 325 is received by the ball receiving recess 329, it passes through the normal winning port 331 and rotates to the right winning port (special device operating port) 332 provided therebelow. It is guided and wins the right winning opening 332.
[0146]
The pachinko ball that has won the right prize opening 332 is detected by the right prize ball switch 333, and the gaming state of the pachinko gaming machine 1 ′ becomes the right generation state (specific gaming state) based on the detection output. If the pachinko ball wins the big prize opening start hole 314 and is detected by the big prize opening start prize ball detection switch 315 during the period of the right generation state, the solenoid 318 is excited and the special variable winning ball apparatus 316 is activated. The pair of left and right movable members 317 are opened, and a first state advantageous to the player is obtained. This first state ends when a predetermined period (for example, 10 seconds) or a predetermined number of pachinko balls (for example, 10) wins, whichever comes first, which is disadvantageous for the player. The second state is entered. A winning ball that has won the special variable winning ball apparatus 316 is detected by a winning number detector 319, and the detected number is displayed by a winning number display 321. Further, if the pachinko ball wins again in the big prize opening start port 314 during the period of the right generation, repeated continuous control for driving and controlling the special variable winning ball apparatus 316 to the first state again is performed. This repeated continuation control is determined, for example, until 16 prizes are won at the start port 314 for the big prize opening during the generation of rights, and the generated rights are extinguished by winning 16 prizes. On the other hand, if the pachinko ball wins again in the right winning opening 332 while the right is being generated, the generated right is extinguished. After the right is extinguished or in a state where the right is not generated, the special variable winning ball apparatus 316 does not enter the first state no matter how much the pachinko ball wins the big winning opening starting port 314.
[0147]
The normal variable display device 302 can set the probability that the display results at the time of variable stop are gathered in three stages, as will be described later, 1/90 in setting 1, 1/100 in setting 2, and setting 3 Then, the occurrence probability is 1/110. On the other hand, if the display result at the time of variable stop of the normal variable display device 302 is gathered at any one of 1, 3, 5, 7, and 9, the display result at the time of variable stop of the normal variable display device 302 is obtained. The probability of being staggered fluctuates to 1/20. This change in probability returns to the normal probability after changing until the right is generated twice including the first time. In addition, the variable display operation of the normal variable display device 302 is not performed during the right generation. As a control for making it difficult for the right to disappear, the normal probability may be restored while the right is generated, and the probability may be changed again after the right is extinguished. Then, if the ensemble is established again by the probability variation pattern of 1, 3, 5, 7, 9 during these two fluctuations, the probability is increased from that time to the right generation state twice including that time. Fluctuation control is performed.
[0148]
If the pachinko ball that is driven into the game area 301 wins the start winning opening 322, the variable winning ball device 323 is opened, and the player enters the first state that is advantageous to the player, and is in the first state. If the pachinko ball wins in the variable winning ball device 323, the variable winning ball device 323 is closed and enters the second state. In the game area 301, a normal winning opening 340 and a decoration lamp 324 are further provided. In addition, a lamp 10 that flashes during a big hit or a probability change is provided in an upper portion of the pachinko gaming machine 1 ′.
[0149]
The normal symbol start opening 304 constitutes a start winning area provided in the game area. In addition, the normal variable display device 302, the normal variable winning ball device 306, the sorting device 326, and the right winning opening 332 allow a ball to enter a start winning area provided in the gaming area, thereby performing an operation for a game. A gaming device to be performed is configured. Depending on the display result of the variable display device, the balls received by the distribution device may be guided to the right prize opening 332 or the normal prize opening 331.
[0150]
Next, modifications and feature points of the embodiment described above are listed below.
(1) In the above-described embodiment, the display / sound control microcomputer 800 and the lamp control microcomputer 350 are provided independently. However, the present invention is not limited to this. You may make it give the function which a microcomputer has to one microcomputer. That is, the variable display control, sound control, and lamp control are executed by one microcomputer, and the microcomputer receives each control command from the game control microcomputer 53 and performs each control. Also good. Further, each of the variable display control, the sound control, and the lamp control is executed by a microcomputer provided on a separate board, and each microcomputer receives a command for each control from the game control microcomputer 53. In response, each control may be performed.
[0151]
(2) In the embodiment described above, a display control board on which a microcomputer for variable display control is installed, a lamp control board on which a microcomputer for lamp control is installed, and a microcomputer for sound control are installed. The variable display control microcomputer receives various control commands from the game control microcomputer 53, and further, the lamp control microcomputer, and the sound control microcomputer. By transmitting a command for each control to each of the microcomputers, it may be possible to execute effect control in which variable display control, lamp control, and sound control are executed in synchronization.
[0152]
(3) In the above-described embodiment, the effect display is executed by an image displayed on a variable display device such as a character image or a background image. However, the present invention is not limited to this, and the effect display may be executed by the operation of the lamp (light emitting body), the operation of the movable member, or the sound emitted from the speaker, and these (images displayed on the variable display device) May be performed by an appropriate combination (including any two of these, any three of these, or a combination of all of these). For example, notification of the effect mode using a lamp can be easily executed.
[0153]
(4) The embodiment disclosed this time should be considered as illustrative in all points and not restrictive. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.
[Brief description of the drawings]
FIG. 1 is a front view of a card unit and a first type pachinko gaming machine as viewed from the front.
FIG. 2 is a block diagram showing an example of a configuration of a control circuit including various control boards in a pachinko gaming machine.
FIG. 3 is a flowchart showing the contents of a winning confirmation process.
FIG. 4 is a block diagram for explaining a configuration of a basic concept related to effect display according to the present embodiment.
FIG. 5 is a block diagram for explaining a specific configuration related to effect display according to the present embodiment;
FIG. 6 is a flowchart showing an effect display using a background image dedicated to probability change / short time during control in the special game state.
FIG. 7 is a diagram for explaining the use of a background image dedicated to a special gaming state during a special gaming state.
FIG. 8 is a drawing showing an example of effect data (background image, character image) in normal time and probability change / short time corresponding to the effect mode.
FIG. 9 is a front view of the card unit and the third type pachinko gaming machine as viewed from the front.
[Explanation of symbols]
DESCRIPTION OF SYMBOLS 1 Pachinko machine, 8 Variable display apparatus, 9 Special symbol display part, 53 Game control microcomputer, 800 Display / sound control microcomputer, 32 Production mode switching means, 33 Production mode storage means, 34 Production data storage means, 36 presentation data selection means, 38 display result predetermination means (winning time judgment means), 39 display control command transmission means, 40 display control command reception means, 42 presentation mode confirmation means, 43 display control command, 45 display control means, 46 Game control means, 61 production data at normal time, 62 production data at certainty / short time.

Claims (4)

  1. A variable display device capable of variably displaying a plurality of types of identification information is provided, and when the display result of the variable display device is in a specific display mode, it can be controlled to a specific game state advantageous to the player, and a predetermined condition A gaming machine that can be controlled to a special gaming state advantageous to a player different from the specific gaming state by establishing
    A game control means that comprehensively controls the progress of the game and includes a display result predetermining means that predetermines whether the display result of the variable display device is the specific display mode;
    A means for controlling the variable display device according to a display result preliminarily determined by the display result predetermining means, wherein the plurality of types of identification information are variably displayed and at least one of a background image and a predetermined character image Display control means for executing the effect display,
    The display control means includes
    Production data consisting of at least one of a background image and a character image for performing the production display, including a background image dedicated to a special gaming state used during control in the special gaming state, in a plurality of types of production modes Effect data storage means for storing a plurality of types of effect data corresponding to each,
    Production mode switching means for selecting one of the types of the plurality of production modes and switching the type of the production mode, when the gaming state is controlled to the specific gaming state,
    Effect mode storage means for storing the type of effect mode switched by the effect mode switching means;
    Production data selection means for selecting production data corresponding to the type of the production mode being selected from the plurality of types of production data,
    A gaming machine, wherein an effect based on the effect data corresponding to the type of effect mode being selected is executed and an effect is displayed using a background image dedicated to the special game state during the special game state.
  2. A variable display device capable of variably displaying a plurality of types of identification information is provided, and when the display result of the variable display device is in a specific display mode, it can be controlled to a specific game state advantageous to the player, and a predetermined condition A gaming machine that can be controlled to a special gaming state advantageous to a player different from the specific gaming state by establishing
    Game control means for comprehensively controlling the progress of the game of the gaming machine;
    Display control means for variably displaying the plurality of types of identification information and executing presentation display by at least one of a background image and a predetermined character image;
    The game control means includes
    Display result predetermining means for predetermining the display result of the variable display device;
    Display control command transmitting means for transmitting a display control command including the display result predetermined by the display result predetermining means to the display control means,
    The display control means includes
    Display control command receiving means for receiving the display control command;
    Production data consisting of at least one of a background image and a character image for performing the production display, including a background image dedicated to a special gaming state used during control in the special gaming state, in a plurality of types of production modes Effect data storage means for storing a plurality of types of effect data corresponding to each,
    Production mode switching means for selecting one of the types of the plurality of production modes and switching the type of the production mode, when the gaming state is controlled to the specific gaming state,
    Effect mode storage means for storing the type of effect mode switched by the effect mode switching means;
    When the display control command is received, effect mode confirmation means for confirming the type of effect mode stored in the effect mode storage means,
    Production data selection means for selecting production data corresponding to the type of production mode confirmed by the production mode confirmation means and the received display control command from the production data storage means,
    The display control means includes
    When the determination result of the display result predetermining means is the specific display mode, the effect mode switching control by the effect mode switching means is executed after the control of the specific game state by the game control means, and the switching is performed. The production mode storage means stores the production mode type, and when the production data selection means selects production data for subsequent display control commands, the production mode confirmation means stores the production data in the production mode storage means. An effect mode switching display function for confirming the type of the present effect mode being selected, selecting effect data corresponding to the confirmed type of the present effect mode from the effect data storage means, and executing effect display control;
    When the determination result of the display result predetermining means is the specific game state with the control to the special game state, the effect mode switching means is used when shifting to the control of the special game state by the game control means. The effect mode control for switching to the effect mode type using the background image dedicated to the special gaming state is executed, and the background image dedicated to the special gaming state is selected from the effect data storage means for effect display control. A gaming machine having a special gaming state effect mode switching display function for executing.
  3. The effect data stored in the effect data storage means includes a character image dedicated to the special game state, and the effect data is displayed using the character image dedicated to the special game state during the control of the special game state. A gaming machine according to claim 1 or claim 2.
  4. The game machine according to any one of claims 1 to 3, wherein the effect mode switching means randomly selects a type of the next effect mode by drawing a predetermined random number.
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Cited By (20)

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Publication number Priority date Publication date Assignee Title
JP2006136383A (en) * 2004-11-10 2006-06-01 Newgin Corp Game machine
JP2006271729A (en) * 2005-03-29 2006-10-12 Aruze Corp Game machine
JP2007061551A (en) * 2005-09-02 2007-03-15 Aruze Corp Game machine and simulation program
JP2007061553A (en) * 2005-09-02 2007-03-15 Aruze Corp Game machine and simulation program
JP2007061552A (en) * 2005-09-02 2007-03-15 Aruze Corp Game machine and simulation program
JP2007267944A (en) * 2006-03-31 2007-10-18 Taiyo Elec Co Ltd Game machine
JP2008183300A (en) * 2007-01-31 2008-08-14 Daiichi Shokai Co Ltd Game machine
JP2010119648A (en) * 2008-11-20 2010-06-03 Newgin Co Ltd Game machine
JP2011010673A (en) * 2009-06-30 2011-01-20 Kyoraku Sangyo Kk Game machine
JP2011010675A (en) * 2009-06-30 2011-01-20 Kyoraku Sangyo Kk Game machine
JP2011067378A (en) * 2009-09-25 2011-04-07 Taiyo Elec Co Ltd Game machine
JP2012176031A (en) * 2011-02-25 2012-09-13 Newgin Co Ltd Game machine
JP2013056215A (en) * 2012-12-25 2013-03-28 Daito Giken:Kk Game machine
JP2014193300A (en) * 2014-02-25 2014-10-09 Taiyo Elec Co Ltd Game machine
JP2015083258A (en) * 2015-02-04 2015-04-30 株式会社三共 Game machine
JP2015128697A (en) * 2015-04-14 2015-07-16 株式会社三共 Game machine
JP2015128698A (en) * 2015-04-14 2015-07-16 株式会社三共 Game machine
JP2015192904A (en) * 2015-07-03 2015-11-05 株式会社平和 Game machine
JP2016000277A (en) * 2015-08-25 2016-01-07 株式会社三共 Game machine
JP2016154892A (en) * 2016-04-26 2016-09-01 株式会社大都技研 Game machine

Cited By (20)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006136383A (en) * 2004-11-10 2006-06-01 Newgin Corp Game machine
JP2006271729A (en) * 2005-03-29 2006-10-12 Aruze Corp Game machine
JP2007061551A (en) * 2005-09-02 2007-03-15 Aruze Corp Game machine and simulation program
JP2007061553A (en) * 2005-09-02 2007-03-15 Aruze Corp Game machine and simulation program
JP2007061552A (en) * 2005-09-02 2007-03-15 Aruze Corp Game machine and simulation program
JP2007267944A (en) * 2006-03-31 2007-10-18 Taiyo Elec Co Ltd Game machine
JP2008183300A (en) * 2007-01-31 2008-08-14 Daiichi Shokai Co Ltd Game machine
JP2010119648A (en) * 2008-11-20 2010-06-03 Newgin Co Ltd Game machine
JP2011010673A (en) * 2009-06-30 2011-01-20 Kyoraku Sangyo Kk Game machine
JP2011010675A (en) * 2009-06-30 2011-01-20 Kyoraku Sangyo Kk Game machine
JP2011067378A (en) * 2009-09-25 2011-04-07 Taiyo Elec Co Ltd Game machine
JP2012176031A (en) * 2011-02-25 2012-09-13 Newgin Co Ltd Game machine
JP2013056215A (en) * 2012-12-25 2013-03-28 Daito Giken:Kk Game machine
JP2014193300A (en) * 2014-02-25 2014-10-09 Taiyo Elec Co Ltd Game machine
JP2015083258A (en) * 2015-02-04 2015-04-30 株式会社三共 Game machine
JP2015128697A (en) * 2015-04-14 2015-07-16 株式会社三共 Game machine
JP2015128698A (en) * 2015-04-14 2015-07-16 株式会社三共 Game machine
JP2015192904A (en) * 2015-07-03 2015-11-05 株式会社平和 Game machine
JP2016000277A (en) * 2015-08-25 2016-01-07 株式会社三共 Game machine
JP2016154892A (en) * 2016-04-26 2016-09-01 株式会社大都技研 Game machine

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