JP2004201842A - Pachinko game machine - Google Patents

Pachinko game machine Download PDF

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Publication number
JP2004201842A
JP2004201842A JP2002373164A JP2002373164A JP2004201842A JP 2004201842 A JP2004201842 A JP 2004201842A JP 2002373164 A JP2002373164 A JP 2002373164A JP 2002373164 A JP2002373164 A JP 2002373164A JP 2004201842 A JP2004201842 A JP 2004201842A
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JP
Japan
Prior art keywords
start winning
winning
ball
image display
opening
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
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JP2002373164A
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Japanese (ja)
Inventor
Koji Otsuka
幸二 大塚
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Heiwa Corp
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Heiwa Corp
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Filing date
Publication date
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Priority to JP2002373164A priority Critical patent/JP2004201842A/en
Publication of JP2004201842A publication Critical patent/JP2004201842A/en
Pending legal-status Critical Current

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  • Display Devices Of Pinball Game Machines (AREA)

Abstract

<P>PROBLEM TO BE SOLVED: To inhibit a fixed launching action by performing a display performance to attract a game player by an image displaying apparatus when a start winning storage exists. <P>SOLUTION: This pachinko game machine stores the number of start winnings in a memory 29 when a ball launched in a game region separately from balls of three start winnings enters a start winning part 7 during a series of games until a blank in a pattern variation accompanying a start winning is completed, or during a series of games until the winning of a pattern variation accompanying the start winning and the opening/closing of an opening/closing body 13 at a variable winning part 9 are completed. Under the state, a special game processing means 25 instructs a special display control to an image displaying apparatus 12 which displays a pattern variation with the occurrence of the start winning storage as a trigger, and the image displaying apparatus 12 displays the dropping of a ball pattern. A display performance to attract the game player such as when the dropping ball pattern collides with a lower character which is displayed by the image displaying apparatus 12, the character performs an action. <P>COPYRIGHT: (C)2004,JPO&NCIPI

Description

【0001】
【発明の属する技術分野】
本発明はパチンコ機であって、特に、始動入賞に伴う一連の遊技中に発生した始動入賞と画像表示器で表示する図柄とを関連付ける制御に関する。
【0002】
【従来の技術】
従来のパチンコ機は、始動入賞部品への球の始動入賞に伴う図柄変動や可変入賞部品の開閉など一連の遊技中において、別の球が始動入賞部品に入賞すると、当該始動入賞をRAMのようなメモリに始動入賞数として記憶しておき、上記一連の遊技の終了後に、記憶された始動入賞に伴う一連の遊技を実行している(例えば、特許文献1参照)。
【0003】
【特許文献1】
特開2001−346982号公報(第1頁、要約、図1)
【0004】
【発明が解決しようとする課題】
しかしながら、従来例は、LEDのような表示灯を例えば4個のような定数を有する保留数表示器で当該表示灯の個数の範囲で表示灯を点灯する構造であるため、保留数表示器の表示灯が点灯すると、球を無駄打ちしないように、球の発射操作を中断する止め打ち行為を行うことがあるという問題点があった。
【0005】
そこで、本発明は始動入賞記憶が存在すると、画像表示器で遊技者を引き付ける表示演出を行うことによって、止め打ち行為を防止することができるパチンコ機を提供するものである。
【0006】
【課題を解決するための手段】
本発明にあっては、始動入賞部品への始動入賞に伴う図柄変動を含む一連の遊技中において、新たに発生した始動入賞数を制御装置のメモリに記憶するパチンコ機において、始動入賞記憶の発生を契機として図柄変動を表示する画像表示器が球の落下を表示し、この落下する球が画像表示器で表示された下部のキャラクタに衝突すると、キャラクタがアクションを実行する特殊遊技処理手段を備えたことによって、始動入賞記憶を契機として発生する落下する球図柄の衝突でキャラクタが実行するアクションが遊技者を引き付ける演出表示となるので、遊技者はその演出表示を見るがために球を発射し、止め打ち行為を防止することができる。また、本発明にあっては、画像表示器の前側に配置されるセンター部品が画像表示器の表示画面を菱形に区切る開口部を備えれば、画像表示器で表示する球図柄の落下距離を大きくとることができるので、遊技者を引き付ける演出表示を一層適切に行うことができる。
【0007】
【発明の実施の形態】
図1から図3は一実施形態であって、図1はパチンコ機1を模式的に示し、図2は図柄表示装置8を縦方向に切断した断面を示し、図3は図柄表示装置8の画像表示形態を模式的に示す。
【0008】
図1を参照し、パチンコ機1について説明する。パチンコ機1は前面に受皿2と球発射操作機構3とを備え、内部に発射機構4と遊技盤5とを備え、裏側に制御装置6を備える。遊技盤5の遊技領域には始動入賞部品7、図柄表示装置8、可変入賞部品9を備える。この図柄表示装置8は遊技領域に取り付けられたセンター部品11とセンター部品11の裏側に配置された画像表示器12とで構成される。可変入賞部品9は前後方向に開閉する開閉体13を備える。パチンコ機1では始動入賞部品7に入賞した球を検出する始動入賞球検出器14、電気的に動作して可変入賞部品9の開閉体13を開閉する開閉駆動源15を備える。制御装置6はパチンコ機1の裏側に設けられており、制御装置6に内蔵したマイクロコンピュータを動作するROMに格納されたプログラムで具現化される入賞検出手段21、抽選手段22、図柄駆動手段23、開閉駆動手段24、特殊遊技処理手段25、保留数記憶手段26、巡回形のカウンタ27を備える。ROMには抽選知識28を備える。抽選知識28は乱数値と当たりおよび外れとの関係を規定したテーブルまたはマップのような情報である。
【0009】
図2も参照し、図柄表示装置8について説明する。センター部品11は前後方向に貫通する方形な開口部31を囲む周壁32の前縁から外側へ突出するフランジ33を備える。開口部31は前面から見て相対峙する2つの隅部が上下に配置され、それとは別の相対峙する2つの隅部が左右に配置された格好となる菱形になっている。開口部31の後部には透過性パネル34が開口部31を閉鎖する形態で結合される。この透過性パネル34の裏側には方形な画像表示器12が配置される。その配置は前側から見て水平な横片と垂直な縦片とで構成される方形な形態であって、センター部品11の菱形な開口部31とほぼ45度回転された格好である。
【0010】
センター部品11の周壁32および透過性パネル34が遊技盤5に形成された逃孔35に遊技盤5の前側から挿入され、フランジ33が遊技盤5における逃孔35の周りの前面に接触し、図外の止ねじがフランジ33に形成された貫通孔から遊技盤5に締結されることで、センター部品11が遊技盤5に取り付けられる。画像表示器12の表示画面が透過性パネル34の裏面に接触するかまたは接触する程度に近づけられた形態で、画像表示器12はセンター部品11の外側または遊技盤5の裏面または遊技盤5を格納する図外の遊技機枠に取り付けられる。
【0011】
本実施形態の動作について説明する。制御装置6が電力供給で起動し、受皿2に球が入れられた状態において、遊技者が球発射操作機構3を操作すると、制御装置6が発射機構4を駆動し、発射機構4が受皿2から供給された球を1個ずつ球発射操作機構3による操作量に応じた発射力で遊技盤5の遊技領域に向けて発射する。そして、遊技盤5における球通路から遊技領域に発射された球が始動入賞部品7に入賞すると、始動入賞球検出器14が始動入賞信号を制御装置6に出力する。一方、遊技領域には始動入賞部品7や可変入賞部品9以外の図示を省略した入賞部品も設けられており、上記遊技領域に発射された球が図外の入賞部品に入賞した場合には、その入賞部品に入賞した球を検出した図外の球検出器が入賞信号を制御装置6に出力する。
【0012】
そのようなことから、制御装置6の入賞検出手段21は入賞信号が制御装置6のマイクロコンピュータに入力された入力ポートの位置の違いで、どの入賞部品に対応する球検出器からの入賞信号であるかを識別する。そして、識別した入賞信号が始動入賞信号である場合、入賞検出手段21は抽選手段22と図柄駆動手段23および特殊遊技処理手段25に始動入賞信号を識別した判断結果を出力する。すると、抽選手段22は始動入賞信号を識別した判断結果に相当する始動入賞信号の入力タイミングでカウンタ27のカウンタ値を乱数値として取得し、取得した乱数値を抽選知識28に照合して、抽選知識28から乱数値に対応する当たりまたは外れを抽選結果として抽出し、その抽選結果をRAMのようなメモリ29に記憶する。図柄駆動手段23は画像表示器12に図柄変動を指示する。
【0013】
これによって、画像表示器12が図柄変動を開始した後に、メモリ29に記憶された当たりまたは外れの抽選結果を取得し、その抽選結果を反映すべく図柄変動を停止する。具体的には、外れの場合は、画像表示器12で停止し表示された確定図柄が当たり図柄以外となり、上記始動入賞に伴うそれ以降に続く一連の遊技に関する制御は終了する。これに対し、抽選結果が当たりの場合は画像表示器12で停止し表示された確定図柄が当たり図柄で揃うのに伴い、開閉駆動手段24に開閉を指示し、開閉駆動手段24が開閉駆動源15を駆動し、開閉駆動源15が開閉体13を所定回数または所定時間開閉する。つまり、上記始動入賞に伴う図柄変動に続く可変入賞部品9による大当たりと呼ばれる一連の遊技が行われる。そして、遊技領域に発射された球が開閉体13の開放中に可変入賞部品9に入賞すると、当該入賞した球を検出した図外の球検出器が制御装置6に入賞信号を出力し、制御装置6が当該入賞信号に基づき遊技機枠の裏側に設けられた図外の払出機構を駆動し、払出機構が入賞信号に対応する数の賞球としての球を受皿2に払い出す。
【0014】
前記始動入賞に伴う図柄変動の外れを終了するまでの一連の遊技中、または、始動入賞に伴う図柄変動の当たりと可変入賞部品9における開閉体13の開閉を終了するまでの一連の遊技中において、当該始動入賞の球と別に遊技領域に発射された球が始動入賞部品7に入賞すると、特殊遊技処理手段25が入賞検出手段21からの始動入賞を識別した判断結果により図柄駆動手段23での処理状況および開閉駆動手段24での処理状況を判断し、始動入賞に伴う一連の遊技中である場合には、特殊遊技処理手段25はその判断結果を保留数記憶手段26に出力する。これによって、保留数記憶手段26は始動入賞に伴う一連の遊技中に発生した始動入賞ごとに「1」ずつカウントアップし、カウントアップ値を始動入賞数としてRAMのようなメモリ29に記憶する。このメモリ29に記憶される情報としては始動入賞に伴う抽選結果とそれの始動入賞数とが対応付けられている。
【0015】
これと並行し、特殊遊技処理手段25が始動入賞記憶の発生を契機として図柄変動を表示する画像表示器12に特殊表示制御を指示する。これによって、画像表示器12が図3に示す球図柄Pの落下を表示し、この落下する球図柄Pが画像表示器12で表示された下部のキャラクタAに衝突すると、キャラクタAがアクションを実行するという遊技者を引き付ける表示演出を行う。
【0016】
図3を参照し、特殊遊技処理手段25による遊技者を引き付ける表示演出について説明する。a図に示すように、保留数記憶手段26で記憶された始動入賞数を画像表示器12における表示画面の保留数表示部Eに表示するとともに、遊技機で使用する球をイメージする球図柄Pを表示画面の上部に表示する。そして、この表示された球図柄Pが画像表示器12の表示画面の真上から真下に向けて落下する。このとき、表示画面の下部ではキャラクタAが落下してくる球図柄Pを避けるような動きをする。次に、b図に示すように、リーチ変動で中図柄Bが停止前の場合には落下してくる球図柄PがキャラクタAに衝突する。すると、c図に示すように、キャラクタAが怒って暴れ出し中図柄に体当たりすると、表示画面にリーチが表示される。Cは左図柄、Dは右図柄を示す。保留数表示部Eにおける白丸は記憶可能数を示し、黒丸は当該白丸が色変化して記憶した始動入賞数を示す。
【0017】
要するに、本実施形態の構造によれば、図1に示すように、センター部品11が菱形の開口部31を有するので、遊技領域をセンター部品11で狭めることなく、画像表示器12で表示する球図柄Pの落下距離を大きくとることができるので、遊技者を引き付ける演出表示を適切に行うことができる。
【図面の簡単な説明】
【図1】一実施形態のパチンコ機を示す模式図。
【図2】同実施形態の図柄表示装置を示す断面図。
【図3】同実施形態の図柄表示装置の画像表示形態を示す模式図。
【符号の説明】
1 パチンコ機、6 制御装置、7 始動入賞部品、12 画像表示器、
14 始動入賞球検出器、25 特殊遊技処理手段、26 保留数記憶手段、
29 メモリ、31 開口部、A キャラクタ、P 球図柄。
[0001]
TECHNICAL FIELD OF THE INVENTION
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a pachinko machine, and more particularly to a control for associating a start winning generated during a series of games with a winning with a symbol displayed on an image display.
[0002]
[Prior art]
In a conventional pachinko machine, during a series of games such as opening and closing of a variable winning part and a symbol change accompanying a starting winning of a ball to a starting winning part, when another ball wins a starting winning part, the starting winning is stored in a RAM. The number of start winnings is stored in an appropriate memory, and after the end of the above series of games, a series of games associated with the stored start winning is executed (for example, see Patent Document 1).
[0003]
[Patent Document 1]
JP 2001-346982 A (page 1, abstract, FIG. 1)
[0004]
[Problems to be solved by the invention]
However, the conventional example has a structure in which an indicator light such as an LED is turned on in a range of the number of the indicator lights by a number-of-hold indicator having a constant such as four. When the indicator light is turned on, there has been a problem that a hitting action of interrupting the firing operation of the ball may be performed so as not to uselessly hit the ball.
[0005]
Therefore, the present invention provides a pachinko machine that can prevent a hitting action by performing a display effect that attracts a player on an image display when a start winning memory exists.
[0006]
[Means for Solving the Problems]
According to the present invention, in a pachinko machine that stores a newly generated start winning number in a memory of the control device during a series of games including a symbol change accompanying a start winning to a start winning part, the start winning memory is generated. An image display that displays symbol fluctuations as a trigger displays a falling ball, and when the falling ball collides with the lower character displayed on the image display, a special game processing means is provided that performs an action by the character. As a result, the action performed by the character in the collision of the falling ball pattern generated by the start winning memory becomes an effect display that attracts the player, and the player fires the ball to see the effect display. , Can be prevented. Further, in the present invention, if the center component disposed on the front side of the image display has an opening that divides the display screen of the image display into a rhombus, the falling distance of the ball symbol displayed on the image display can be reduced. Since it can be large, it is possible to more appropriately perform the effect display that attracts the player.
[0007]
BEST MODE FOR CARRYING OUT THE INVENTION
1 to 3 show one embodiment, FIG. 1 schematically shows a pachinko machine 1, FIG. 2 shows a cross section of a symbol display device 8 cut in a vertical direction, and FIG. 3 schematically shows an image display mode.
[0008]
The pachinko machine 1 will be described with reference to FIG. The pachinko machine 1 includes a saucer 2 and a ball shooting operation mechanism 3 on the front, a shooting mechanism 4 and a game board 5 inside, and a control device 6 on the back. The game area of the game board 5 includes a start winning part 7, a symbol display device 8, and a variable winning part 9. The symbol display device 8 includes a center component 11 attached to the game area and an image display 12 arranged on the back side of the center component 11. The variable winning component 9 includes an opening / closing body 13 that opens and closes in the front-rear direction. The pachinko machine 1 includes a start winning ball detector 14 that detects a ball that has won the starting winning part 7, and an opening / closing drive source 15 that operates electrically to open and close the opening / closing body 13 of the variable winning part 9. The control device 6 is provided on the back side of the pachinko machine 1 and has a winning detection means 21, a lottery means 22, and a symbol driving means 23 embodied by a program stored in a ROM for operating a microcomputer built in the pachinko machine 6. , An open / close drive means 24, a special game processing means 25, a reserved number storage means 26, and a cyclic counter 27. The ROM has lottery knowledge 28. The lottery knowledge 28 is information such as a table or a map that defines the relationship between the random number value and the hit or miss.
[0009]
The symbol display device 8 will be described with reference to FIG. The center component 11 includes a flange 33 projecting outward from a front edge of a peripheral wall 32 surrounding a rectangular opening 31 penetrating in the front-rear direction. The opening 31 is shaped like a rhombus with two opposing corners arranged vertically and two other opposing corners arranged left and right when viewed from the front. A transparent panel 34 is coupled to the rear of the opening 31 so as to close the opening 31. On the back side of the transmissive panel 34, the rectangular image display 12 is arranged. The arrangement is in the form of a rectangle composed of horizontal horizontal pieces and vertical vertical pieces when viewed from the front side, and is substantially rotated by 45 degrees with the rhombic opening 31 of the center part 11.
[0010]
The peripheral wall 32 and the permeable panel 34 of the center component 11 are inserted into the escape holes 35 formed in the game board 5 from the front side of the game board 5, and the flange 33 contacts the front surface around the escape holes 35 in the game board 5, The center component 11 is attached to the game board 5 by fastening a set screw (not shown) to the game board 5 through a through hole formed in the flange 33. In a form in which the display screen of the image display 12 is in contact with or close to the back surface of the transmissive panel 34, the image display 12 is configured such that the outside of the center component 11 or the back surface of the game board 5 or the game board 5 is formed. It is attached to a game machine frame (not shown) to be stored.
[0011]
The operation of the present embodiment will be described. When the player operates the ball firing operation mechanism 3 in a state where the control device 6 is activated by power supply and the ball is put in the saucer 2, the control device 6 drives the firing mechanism 4 and the firing mechanism 4 Are fired one by one toward the game area of the game board 5 with a firing force corresponding to the operation amount of the ball firing operation mechanism 3 one by one. Then, when a ball shot from the ball path in the game board 5 to the game area wins the start winning part 7, the start winning ball detector 14 outputs a start winning signal to the control device 6. On the other hand, in the game area, there are also provided prize parts, not shown, other than the start prize part 7 and the variable prize part 9, and when the ball fired in the game area wins a prize part not shown, A ball detector (not shown) that detects a ball that has won the winning part outputs a winning signal to the control device 6.
[0012]
Therefore, the winning detection means 21 of the control device 6 determines the winning signal from the ball detector corresponding to any winning component based on the difference in the position of the input port where the winning signal is input to the microcomputer of the control device 6. Identify if there is. Then, if the identified winning signal is a starting winning signal, the winning detecting means 21 outputs a determination result identifying the starting winning signal to the lottery means 22, the symbol driving means 23 and the special game processing means 25. Then, the lottery means 22 acquires the counter value of the counter 27 as a random value at the input timing of the start winning signal corresponding to the result of identifying the start winning signal, compares the obtained random value with the lottery knowledge 28, and performs the lottery. A win or miss corresponding to a random value is extracted from the knowledge 28 as a lottery result, and the lottery result is stored in a memory 29 such as a RAM. The symbol driving means 23 instructs the image display 12 to change symbols.
[0013]
As a result, after the image display 12 starts the symbol change, the winning / losing lottery result stored in the memory 29 is acquired, and the symbol change is stopped to reflect the lottery result. More specifically, in the case of a miss, the fixed symbol displayed and stopped on the image display unit 12 becomes a non-hit symbol, and the control relating to a series of subsequent games following the start prize ends. On the other hand, when the lottery result is a hit, the opening and closing drive unit 24 is instructed to open and close when the stopped symbols are stopped on the image display 12 and the displayed fixed symbols are aligned with the hit symbol, and the open / close drive unit 24 The opening / closing drive source 15 opens and closes the opening / closing body 13 a predetermined number of times or for a predetermined time. That is, a series of games called "big hits" are performed by the variable winning parts 9 following the symbol change following the starting winning. Then, when the ball fired in the game area wins the variable winning part 9 while the opening / closing body 13 is opened, a ball detector (not shown) that detects the winning ball outputs a winning signal to the control device 6, and the control is performed. The device 6 drives a payout mechanism (not shown) provided on the back side of the gaming machine frame based on the winning signal, and the payout mechanism pays out a number of balls as prize balls corresponding to the winning signal to the receiving tray 2.
[0014]
During a series of games until the deviation of the symbol change accompanying the start winning is completed, or during a series of games until the hit of the symbol change due to the start winning and the opening and closing of the opening and closing body 13 in the variable winning parts 9 are ended. When a ball fired in the game area separately from the start winning ball wins the start winning part 7, the special game processing means 25 detects the start winning from the winning detection means 21 and determines whether the special winning processing is performed by the symbol driving means 23. The processing state and the processing state of the opening / closing drive unit 24 are determined, and when a series of games accompanying a winning start is being performed, the special game processing unit 25 outputs the determination result to the reserved number storage unit 26. As a result, the number-of-reservation storage means 26 counts up by "1" each time a start winning occurs during a series of games accompanying the start winning, and stores the count-up value in a memory 29 such as a RAM as the start winning number. As the information stored in the memory 29, a lottery result associated with a start winning is associated with the number of start winnings.
[0015]
In parallel with this, the special game processing means 25 instructs the image display 12 displaying the symbol variation to perform special display control when the start winning memory is generated. Thereby, the image display 12 displays the fall of the ball symbol P shown in FIG. 3, and when the falling ball symbol P collides with the lower character A displayed on the image display 12, the character A executes the action. A display effect that attracts the player to perform is performed.
[0016]
With reference to FIG. 3, a description will be given of a display effect of attracting players by the special game processing means 25. As shown in Fig. a, the number of starting winnings stored in the number-of-holds storage means 26 is displayed on the number-of-holds display section E of the display screen of the image display 12, and a ball symbol P which images a ball used in a gaming machine. Is displayed at the top of the display screen. Then, the displayed ball pattern P falls from directly above the display screen of the image display 12 to directly below. At this time, at the lower part of the display screen, the character A moves so as to avoid the falling ball pattern P. Next, as shown in FIG. B, when the middle symbol B is not stopped due to the reach fluctuation, the falling ball symbol P collides with the character A. Then, as shown in Fig. C, when the character A gets angry and hits the symbol during the rampage, the reach is displayed on the display screen. C indicates a left symbol and D indicates a right symbol. The white circles in the number-of-reservations display section E indicate the storable number, and the black circles indicate the number of start winnings stored by the white circles changing colors.
[0017]
In short, according to the structure of the present embodiment, as shown in FIG. 1, since the center component 11 has the diamond-shaped opening 31, the sphere displayed on the image display 12 without narrowing the game area by the center component 11. Since the falling distance of the symbol P can be increased, it is possible to appropriately perform the effect display that attracts the player.
[Brief description of the drawings]
FIG. 1 is a schematic view showing a pachinko machine according to one embodiment.
FIG. 2 is an exemplary sectional view showing the symbol display device of the embodiment;
FIG. 3 is a schematic diagram showing an image display form of the symbol display device of the embodiment.
[Explanation of symbols]
1 pachinko machine, 6 control device, 7 starting winning parts, 12 image display,
14 starting winning ball detector, 25 special game processing means, 26 reserved number storage means,
29 memory, 31 opening, A character, P ball design.

Claims (2)

始動入賞部品への始動入賞に伴う図柄変動を含む一連の遊技中において、新たに発生した始動入賞数を制御装置のメモリに記憶するパチンコ機において、始動入賞記憶の発生を契機として図柄変動を表示する画像表示器が球の落下を表示し、この落下する球が画像表示器で表示された下部のキャラクタに衝突すると、キャラクタがアクションを実行する特殊遊技処理手段を備えたことを特徴とするパチンコ機。During a series of games, including symbol fluctuations due to the start winning of the winning parts, the pachinko machine that stores the newly generated number of starting winnings in the memory of the control unit displays the symbol fluctuations triggered by the occurrence of the starting winning memory A pachinko machine comprising a special game processing means for executing an action when the falling ball collides with a lower character displayed on the image display, and the falling ball collides with the lower character displayed on the image display. Machine. 画像表示器の前側に配置されるセンター部品が画像表示器の表示画面を菱形に区切る開口部を備えたことを特徴とする請求項1記載のパチンコ機。The pachinko machine according to claim 1, wherein the center component disposed on the front side of the image display has an opening that divides a display screen of the image display into a diamond shape.
JP2002373164A 2002-12-24 2002-12-24 Pachinko game machine Pending JP2004201842A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2002373164A JP2004201842A (en) 2002-12-24 2002-12-24 Pachinko game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2002373164A JP2004201842A (en) 2002-12-24 2002-12-24 Pachinko game machine

Publications (1)

Publication Number Publication Date
JP2004201842A true JP2004201842A (en) 2004-07-22

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
JP2002373164A Pending JP2004201842A (en) 2002-12-24 2002-12-24 Pachinko game machine

Country Status (1)

Country Link
JP (1) JP2004201842A (en)

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