JP4565801B2 - Game machine - Google Patents

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Publication number
JP4565801B2
JP4565801B2 JP2002289062A JP2002289062A JP4565801B2 JP 4565801 B2 JP4565801 B2 JP 4565801B2 JP 2002289062 A JP2002289062 A JP 2002289062A JP 2002289062 A JP2002289062 A JP 2002289062A JP 4565801 B2 JP4565801 B2 JP 4565801B2
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Prior art keywords
notice effect
display
variable display
data
sound
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JP2004121497A (en
Inventor
隆志 林
詔八 鵜川
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株式会社三共
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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, it has a variable display device capable of variably displaying the identification information and deriving and displaying the display result.CanAfter the variable display execution condition is satisfied, the variable display is started based on the satisfaction of the variable display start condition, and the specific game state that is advantageous to the player when the derived display result becomes a specific display mode The present invention relates to a gaming machine that is controlled.
[0002]
[Prior art]
Conventionally known as this type of gaming machine has a variable display device capable of variably displaying identification information such as symbols and displaying the display result, and execution conditions for variable display such as start winnings After the is established, variable display is started based on the establishment of the variable display start condition, and when the derived display result is a specific display mode (a combination of jackpot symbols, etc.) Some are configured to be controlled in a gaming state (such as a big hit gaming state).
[0003]
Further, in such a gaming machine, when the variable display execution condition is satisfied, it is determined whether or not the display result of the variable display is set to the specific display mode or the reach display mode (big hit determination, reach determination). The data of the determined determination result is stored as a start winning memory for a variable display for which the variable display execution condition is satisfied but the variable display start condition is not yet satisfied up to a predetermined upper limit number. .
[0004]
In such a conventional gaming machine, when the determination result data of the start winning memory as described above includes determination result data for a specific display mode or reach display mode, the determination is made. There may be a case where a notice of a specific display form or reach display form is continuously given by a notice effect sound generated over a plurality of variable displays performed until the variable display performed according to the result data is completed. (Patent Document 1). This continuous notice is performed using notice effect data. Further, even after the end of each variable display in a plurality of variable displays, a continuous notice effect that continuously generates a notice effect sound using the notice effect data is performed.
In addition, the continuous notice is provided based on the notice effect data for each variable display of a plurality of times.
[0005]
[Patent Document 1]
JP-A-9-703
[0006]
[Problems to be solved by the invention]
However, in the conventional gaming machine as described above, in the continuous notice effect, the notice effect sound is continuously generated even after the end of each variable display in a plurality of variable displays. For this reason, in a plurality of variable displays, a player can recognize a notice effect sound that is continuously generated after the end of each variable display, so that a specific display mode is included in the determination result data of the start winning memory. Alternatively, there is a problem that the player is informed that the data of the determination result in the reach display mode is included. In addition, it is necessary to provide notice effect data for each variable display multiple times. For this reason, there was a problem that the data amount of the notice effect data used for executing the continuous notice effect that continuously generates the notice effect sound for notifying that the specific display form or the reach display form is obtained increases. .
[0007]
The present invention has been conceived in view of the actual situation, and its purpose is to include determination result data for a specific display mode or reach display mode in the determination result data of the start winning memory. It is possible to realize a variety of continuous notice effects while reducing the amount of the notice effect data used to execute the continuous notice effects, while performing the continuous notice effects that are difficult for the player to detect Is to provide a unique gaming machine.
[0008]
[Specific Examples of Means for Solving the Problems and Their Effects]
  (1) A variable display device (variable display device 8 and special symbol display unit 9) capable of variably displaying identification information (special symbol) and deriving and displaying a display result is provided.CanAfter the variable display execution condition (start winning award) was established, the variable display was started based on the establishment of the variable display start condition (the variable display execution order based on the start winning memory was reached), and was derived and displayed. A gaming machine (pachinko gaming machine 1) controlled to a specific gaming state (big hit gaming state) advantageous to the player when the display result becomes a specific display mode (a combination of big hit symbols),
  When the variable display execution condition is satisfiedYesDetermining means for determining whether or not the display result of the odd display is the specific display mode (big hit display mode) (S14, S17) and determining whether the reach display mode is selected (S15, S18) (CPU 56 of the game control microcomputer 53);
  Start storage means capable of storing up to a predetermined upper limit number of determination result data determined by the determination means for variable display for which the variable display start condition is not yet satisfied when the variable display execution condition is satisfied Display / sound control microcomputer 800 start winning memory area),
  Based on the establishment of the variable display start condition, according to the determination result data stored in the start storage meansYesVariable display executing means (CPU of display / sound control computer 800) for executing variable display;
  Sound generating means (speaker 27) for generating sound;
  When the determination result data stored in the start storage means includes the determination result data having the specific display mode or the reach display mode, the determination result data corresponds to the determination result data. Execution of a notice effect that continuously produces a notice effect sound for notifying the specific display mode or the reach display mode in a plurality of variable displays performed until the variable display ends. Means (CPU of display / sound control computer 800);
  A notice effect data storage unit (notice effect data storage area of the display / sound control computer 800) for storing notice effect data used for executing the continuous notice effect;
  The notice effect data is data for generating the notice effect sound composed of a series of effect sounds that last longer than the time when variable display that does not become the reach display mode (variable display that does not become reach) is performed once. (Fig. 3)
  The notice effect execution means includes:Using the notice effect data,For variable display multiple times where the continuous notice effect is performedThe warning effect sound is generated in synchronization with the start of variable display, and the warning effect sound is stopped in synchronization with the stop of variable display.(S35, S36) When the notice effect sound is generated at the time of the previous variable display, the notice using the notice effect data from the continuation of the notice effect data used to generate the notice effect sound stopped last time. Production sound is generated (S35, S37), and the notice production dataTheWhen used to the end, the notice effect sound is generated using the notice effect data from the beginning.Set (S38, S39),
  The notice effect sound is stopped when the reach display mode is reached in the variable display determined to be the specific display mode or the reach display mode by the determination unit (S43).
[0009]
  According to such a configuration, continuous continuous execution is performed when display result data having a specific display mode or reach display mode is included in the plurality of data stored in the start winning storage unit. In the notice production,About notice effect sound consisting of a series of effect sounds that last longer than the time when variable display that does not become reach display mode is performed once,Since the announcement effect sound is continuously generated from the continuation of the announcement effect data used for the generation of the previous announcement effect sound, and the announcement effect sound is paused in synchronization with the stop of the variable display. After the end of each variable display, the continuous notice effect that continuously generates the notice effect sound using the notice effect data can be prevented from being executed.Further, the notice effect sound is stopped when the reach display mode is reached in the variable display determined to be the specific display mode or the reach display mode.For this reason, the player needs to know whether or not the effect sound generated during variable display is the notice effect sound in the continuous notice effect. It is possible to execute a continuous notice effect that is hardly perceived by the player that the data of the determination result in the display mode or the reach display mode is included. As a result, the player's interest can be directed to effect sounds other than the notice effect sound, and the interest of the game by the effect sound can be further improved.
[0010]
Further, when the continuous notice effect is executed by repeatedly using one notice effect data and the variable display during the variable display is not executed, the notice effect sound is not generated. For this reason, it is not necessary to store the notice effect data generated when the variable display during the variable display is not executed, and furthermore, since one notice effect data is repeatedly used, a plurality of variable display can be performed. Even if the number of times of notice effect data is not provided, the continuous notice effect can be executed. As a result, the amount of notice effect data can be reduced.
[0011]
In addition, when a notice effect sound is generated at the time of the previous variable display, a continuous notice effect is started from the continuation of the notice effect data used to generate the previous notice effect sound, so the effect differs from the previous notice effect. Continuous notice effect can be executed with sound. As a result, a variety of effects can be realized.
[0012]
(2) The variable display device displays a character image together with the identification information,
The notice effect data includes display data for displaying the character image in addition to the notice effect sound,
The notice effect executing means displays and stops the character image in synchronization with the generation and stop of the notice effect sound (notice effect data displays a character image on the variable display device 8 in addition to the notice effect sound. Display character to display the character image in synchronization with the generation and stop of the notice effect sound by the CPU of the display / sound control microcomputer 800).
[0013]
According to such a configuration, the character image is displayed and stopped in synchronization with the generation and stop of the notice effect sound, so that more various effects can be realized and the entertainment of the game can be realized by various effects. This can be further improved.
[0014]
(3) The variable display device displays a background image together with the identification information,
The notice effect data includes display data for displaying the background image in addition to the notice effect sound,
The notice effect execution means displays and stops the background image in synchronization with the generation and stop of the notice effect sound (the notice effect data displays the background image on the variable display device 8 in addition to the notice effect sound). And a display image to be displayed and stopped by the CPU of the display / sound control microcomputer 800 in synchronization with the generation and stop of the notice effect sound).
[0015]
According to such a configuration, the background image is displayed and stopped in synchronization with the generation and stop of the notice effect sound, so that more various effects can be realized and the entertainment of the game can be realized by various effects. This can be further improved.
[0016]
(4) The notice effect execution means does not include determination result data for the specific display mode or the reach display mode among the plurality of determination result data stored in the start winning storage means. Even when the continuous notice effect is executed at a predetermined rate (the continuous notice effect is executed at a predetermined rate even when the determination result data as a big hit or reach is not stored in the start winning storage area) Description).
[0017]
According to such a configuration, even when the determination result data for the specific display mode or the reach display mode is not included in the plurality of determination result data stored in the start winning storage means, Since the continuous notice effect is executed at a ratio, the interest of the player can be improved by increasing the frequency with which the continuous notice effect is executed. In addition, even if the continuous notice effect is executed, there is a case where the specific display mode or reach display mode is not obtained, so that it is possible to prevent the player from feeling reduced in the game tension.
[0018]
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 deriving and displaying the display result is provided.CanAfter the variable display execution condition is satisfied, the variable display is started based on the satisfaction of the variable display start condition, and the specific game state that is advantageous to the player when the derived display result becomes a specific display mode Any game machine that can be controlled at any time.
[0019]
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.
[0020]
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.
[0021]
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.
[0022]
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 an LED (Light Emitting Diode) such as a CRT (Cathode Ray Tube), an FED (Field Emission Display), a PDP (Plasma Display Panel), a dot matrix, or a 7-segment LED. ), Other image display type display devices such as electroluminescence and fluorescent display tubes. In addition, the special symbol display unit 9 is not limited to an image display type display device, and is a rotary drum type that rotates and rotates a rotary drum having a plurality of types of symbols drawn on its outer periphery. Even if it is a variable display device of other mechanical type (mechanical type driven by an electric drive source) such as a type that rotates and moves a disk on which a plurality of types of patterns are drawn (rotamint) Good.
[0023]
The special symbol display unit 9 can variably display special symbols (design images) as identification information composed of numbers, characters other than numbers, figures, patterns, etc. (also referred to as update display or variable display) and character This is a variable display unit capable of variably displaying other images such as. Here, the character is different from a special symbol composed of numbers, characters other than numbers, figures, patterns, and the like.
[0024]
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.
[0025]
The display area 90 of the special symbol display unit 9 has a plurality of (three) variable display units on the display screen, that is, a left variable display unit, a middle variable display unit, and a right variable display unit. A plurality of (three) special symbols such as a symbol, a middle special symbol, and a right special symbol are variably displayed side by side in the left-right direction. In the display area 90, these special symbols can be variably displayed by a variable display method such as scrolling, and the display result of the variable display is derived and displayed.
[0026]
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.
[0027]
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.
[0028]
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.
[0029]
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”.
[0030]
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.
[0031]
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.
[0032]
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.
[0033]
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.
[0034]
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.
[0035]
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. .
[0036]
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.
[0037]
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.
[0038]
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 gaming state is generated. As described above, when the display result of the variable display is 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 gaming 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.
[0039]
In the big hit gaming state, a predetermined number (for example, ten) of hitting balls until the special winning opening 20 which is closed in the normal state by a movement of the opening / closing plate 29 passes for a certain time (for example, 30 seconds). It is controlled to open until a prize is won. 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.
[0040]
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.
[0041]
In addition, during the variable display of the variable display device 8 (in this case, during the update display of the special symbol display unit 9), a reach state (reach display mode) may occur. 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, the reach display state also includes a state in which variable display is performed by the plurality of variable display units while maintaining a state where the combinations of the specific display modes are aligned. In addition, some reach is likely to generate a big hit when it appears compared to a normal reach. Such a specific reach is called super reach.
[0042]
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.
[0043]
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.
[0044]
When the special symbol combination on the special symbol display unit 9 when the 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), the probability of the next jackpot Becomes high (a big hit is 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 winning a big hit is improved.
[0045]
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.
[0046]
Also, in this pachinko machine 1, if it is determined in advance that the display result of the special symbol will be a big hit, the special symbol is temporarily stopped with a 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 to be 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.
[0047]
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.
[0048]
As described above, the progress of the game of the pachinko gaming machine 1 and the control (game control) of various devices accompanying the progress of the game are controlled by a CPU (Central Control Unit) 31 provided on the game control board 31 (see FIG. 2). It is executed by a game control microcomputer 53 (see FIG. 2) including a processing unit (56), a ROM (Read Only Memory) 54, and a RAM (Random Access Memory) 55, and a display / sound control microcomputer 800.
[0049]
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.
[0050]
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 given as a hitting tray 3 is a fraction display switch 152 for generating 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.
[0051]
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.
[0052]
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 301A 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.
[0053]
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.
[0054]
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.
[0055]
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.
[0056]
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.
[0057]
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.
[0058]
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 basically the same as that of the game control microcomputer 53 described above.
[0059]
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 relating 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 indicated. The display / sound control microcomputer 800 performs control for driving the device to be controlled in accordance with such a display / sound control command.
[0060]
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.
[0061]
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.
[0062]
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.
[0063]
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.
[0064]
Next, with regard to the determination of whether or not to make a big hit in the pachinko gaming machine shown in this embodiment (also referred to as a big hit determination) and whether or not to reach a reach state (also referred to as a reach determination) The processing procedure for determination will be briefly described. Furthermore, the processing procedure for the determination will be briefly described with respect to the determination of the variation pattern in the variable display of the identification information (special symbol, character) and the determination of the control contents such as the determination of the special symbol scheduled stop symbol.
[0065]
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.
[0066]
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.
[0067]
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.
[0068]
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.
[0069]
The jackpot determination function and the reach determination function as described above are realized by the control function of the game control microcomputer 53. Furthermore, the variation pattern determination function and the stop symbol determination function are realized by the control function of the game control microcomputer 53.
[0070]
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.
[0071]
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.
[0072]
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. 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.
[0073]
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.
[0074]
The game control microcomputer 53 also transmits to the display / sound control microcomputer 800 a sound control command indicating various instructions relating to sound control, such as sound generation mode, generation target sound, and presence / absence of sound generation. Control to do.
[0075]
When the display / sound control microcomputer 800 receives the above-described various display control commands or sound control commands, the display / sound control microcomputer 800 performs display control or sound control designated by the commands.
[0076]
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.
[0077]
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.
[0078]
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 that are performed, there is a case in which a continuous notice effect that continuously generates a notice effect sound for notifying that a big hit or reach will be executed is executed. It is determined whether or not such a continuous notice effect is executed by the CPU of the display / sound control microcomputer 800.
[0079]
Next, a configuration for executing the continuous notice effect 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, as a function for storing winning determination means as a function for determining in advance the variable display result of the special symbol at the time of starting winning (when the execution condition for variable display is satisfied), and determination result data indicating the determination result A start winning storage means 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.
[0080]
The display / sound control microcomputer 800 is provided with a CPU, a RAM, and a ROM as described above. The RAM is provided with a start prize storage area for storing the determination result data as described above in the same manner as the start prize storage means of the game control microcomputer 53. The ROM is provided with a notice effect data storage area for storing notice effect data used for executing the continuous notice effect as described above.
[0081]
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.
[0082]
Further, the CPU of the display / sound control microcomputer 800 reads the notice effect data used for the continuous notice effect from the notice effect data storage area of the ROM when executing the continuous notice effect, and uses the notice effect data for the speaker. A notice effect sound is generated from 27.
[0083]
In addition, the CPU of the display / sound control microcomputer 800 determines whether or not to execute the continuous notice effect when new determination result data to be a big hit or reach is added as the start winning storage data. Whether or not to execute the continuous notice effect is determined using the count value of the random counter for determining the continuous notice effect. This random counter is a numerical data updating means that functions in the same manner as the big hit determination random counter described above. In determining whether or not to execute the continuous notice effect, a count value extracted at a predetermined timing such as a timing when new determination result data is added is determined in advance to be determined to execute the continuous notice effect. If it matches the determined value, it is determined to execute the continuous notice effect, and if not, it is determined not to execute the continuous notice effect. By deciding whether or not to execute the continuous notice effect based on the count value of the random counter, the continuous notice effect is executed with a predetermined probability, and the determination result data that is a big hit or reach is started. Even when stored in the winning storage area, the continuous notice effect is not executed with a predetermined probability. Further, the continuous notice effect may be executed at a predetermined rate even when the determination result data as a big hit or reach is not stored in the start winning storage area. By doing this, the frequency of execution of the continuous notice effect can be increased, so that the interest of the player can be improved, and even if the continuous notice effect is executed, it may occur when the big hit or reach does not occur. It is possible to prevent the player from feeling nervous about the game. Furthermore, the continuous notice effect is executed when the determination result data that is a big hit or reach is stored in the start winning storage area, compared to when the determination result data that is a big hit or reach is not stored in the start winning storage area. It is preferable to make it easy to do. By doing so, it is possible to recognize that the player is likely to become a big hit or reach by recognizing the notice effect sound in the continuous notice effect, and the player's expectation can be improved.
[0084]
The notice effect data used for executing the continuous notice effect is stored in the notice effect data storage area in the ROM of the microcomputer 800 for display / sound control. The notice effect data is effect sound data for generating a notice effect sound, for example, specific music, sound effect, voice, and the like from the speaker 27. Moreover, it is preferable that the notice effect data is data for generating an effect sound different from the effect sound generated when the continuous notice effect is not executed. By directing the player's interest to such effect sound, it is possible to make the player distinguish whether or not the effect sound generated from the speaker 27 is the notice effect sound in the continuous notice effect. Further, the notice effect data includes display data for displaying the character image and the background image on the variable display device 8 in addition to the notice effect sound, and the CPU of the display / sound control microcomputer 800 generates the notice effect sound. The character image and the background image may be displayed and stopped in synchronization with the generation and the stop. In this way, a variety of effects can be realized.
[0085]
Next, the relationship between variable display (also referred to as symbol variation) and continuous notice effect will be described. FIG. 3 is a timing chart for explaining the relationship between the symbol variation and the continuous notice effect. In the timing chart shown in FIG. 3, an example is shown in which data indicating a big hit is stored in bank 2 of bank 0 to bank 3 in the start winning storage area. More specifically, the determination result data (I) stored in the bank 0 and the determination result data (II) stored in the bank 1 are data indicating that they are out of sync. The determination result data (III) stored in the bank 2 is data indicating that it is a big hit. Bank 4 does not store determination result data.
[0086]
In addition, for the purpose of explanation, the notice effect data used for executing the continuous notice effect is shown in a form divided into blocks (1) to (6) for convenience. The notice effect data is not composed of parts, but is composed of effect sound data for generating a series of effect sounds. For example, when the notice effect data is effect sound data for generating the music of “Tulip song”, the effect sound data includes a series of scales and lengths of the scales with a predetermined tone and a predetermined tempo. For example, the data is “Dremede Remy Somi Red Remid Remy Remy Somi Red Remido Soso Solaro Sora Mire Redo”. If the notice effect data for generating this “tulip song” is divided into six blocks for convenience, it can be divided into two bars, and the block (1) is “Dreamde Remy”, (2 ) Block is “Somiled Remy Ray”, (3) block is “Doromied Remy”, (4) block is “Somiled Remido”, (5) block is “Somisorado Reso”, (6) block is , Can be divided as "Mimi Le Redo".
[0087]
First, in the variable display corresponding to the determination result data (I), the special symbol display unit 9 starts the left symbol variation, the right symbol variation, and the middle symbol variation, and continuously uses the notice effect data from the beginning. The notice effect is started. In this example, a notice effect sound is generated from the beginning of the block (1) of the “tulip song” that is the notice effect data, instead of the “shining star song” that is generated during normal variable display. Then, the left symbol variation and the right symbol variation are sequentially stopped. In this example, when the left symbol variation is stopped, the generation of the notice effect sound using the notification effect data of the block (2) ends, and when the right symbol variation is stopped, the block (3) A notice effect sound using the first notice effect data is generated. Finally, when the middle symbol variation is stopped and the variable display ends, the continuous notice effect is temporarily stopped. In this example, the notice effect sound is temporarily stopped by the notice effect data in the middle of the block (3).
[0088]
Next, in the variable display corresponding to the determination result data (II), the left symbol variation, the right symbol variation, and the middle symbol variation are started, and used for generating the notice effect sound stopped in the previous variable display. The notice effect sound using the notice effect data is generated from the middle of the block (3) that is a continuation of the given notice effect data. Thereafter, similarly to the variable display corresponding to the determination result data (I), the variable display is stopped and the continuous notice effect is stopped. In this example, the notice effect sound is paused at the last notice effect data of the block (5).
[0089]
Finally, in the variable display corresponding to the determination result data (III), the variable display is similarly started and is a continuation of the notice effect data used for generating the notice effect sound stopped in the previous variable display. The notice effect sound using the notice effect data is generated from the beginning of the block (6). During this variable display, the notice effect sound using the notice effect data of the block (6) is generated to the end, and the notice effect sound using the notice effect data is again generated from the beginning of the block (1). In this way, since one piece of notice effect data is repeatedly used, continuous notice effects can be executed without having notice effect data for the number of times of variable display. Then, the left symbol variation and the right symbol variation are sequentially stopped, and the middle symbol variation is continued, and the variable display corresponding to the determination result data (III) is shifted to the reach effect display. At this time, the continuous notice effect is stopped. In this example, the notice effect sound is stopped at the notice effect data in the middle of the block (2).
[0090]
Next, a description will be given of the relationship between the variable display including the short time variation and the continuous notice effect, which is a variable display in which the variation time is controlled to be shorter than the normal variable display (when the variation time is not shortened). FIG. 4 is a timing chart for explaining the relationship between symbol variation including time variation and continuous notice effect. The timing chart shown in FIG. 4 is a timing chart in the case where the variable display corresponding to the determination result (I) in the timing chart described with reference to FIG.
[0091]
First, in variable display corresponding to the determination result data (I), which is short-time variation, the special symbol display unit 9 starts the left symbol variation, the right symbol variation, and the middle symbol variation, and the notice effect data A notice effect sound is generated from the beginning. In this example, a notice effect sound is generated from the beginning of the block (1) of the “tulip song” that is the notice effect data, instead of the “shining star song” that is generated during normal variable display. Then, the left symbol variation and the right symbol variation are sequentially stopped. In this example, when the left symbol variation is stopped and when the right symbol variation is stopped, a notice effect sound using the notice effect data in the middle of the block (2) is generated. Finally, when the middle symbol variation is stopped and the variable display ends, the continuous notice effect is temporarily stopped. In this example, the notice effect sound is paused at the last notice effect data of the block (2). In this way, for each variable display with a variable time different from the normal variable display, such as when the time is changing, the continuous notice effect is executed without storing the notice effect data matching the length of the variable display time. Therefore, the continuous notice effect can be easily executed, and the data amount of the notice effect data can be reduced.
[0092]
Next, in the variable display corresponding to the determination result data (II), the left symbol variation, the right symbol variation, and the middle symbol variation are started, and used for generating the notice effect sound stopped in the previous variable display. The notice effect sound using the notice effect data is generated from the beginning of the block (3), which is a continuation of the received notice effect data. Thereafter, similarly to the variable display corresponding to the determination result data (I), the variable display is stopped and the continuous notice effect is stopped. In this example, the notice effect sound is temporarily stopped by the notice effect data in the middle of the block (5).
[0093]
Finally, in the variable display corresponding to the determination result data (III), the variable display is similarly started and is a continuation of the notice effect data used for generating the notice effect sound stopped in the previous variable display. The notice effect sound using the notice effect data is generated from the middle of the block of (5). Then, the left symbol variation and the right symbol variation are sequentially stopped, and the middle symbol variation is continued, and the variable display corresponding to the determination result data (III) is shifted to the reach effect display. At this time, the continuous notice effect is stopped. In this example, the notice effect sound is stopped at the last notice effect data of the block (1).
[0094]
As shown in FIG. 3 and FIG. 4, in the pachinko gaming machine 1 according to the present embodiment, the determination result data in the jackpot display mode among the plurality of determination result data stored in the start winning storage area. Is included in the variable display that is performed a plurality of times until the variable display corresponding to the data of the determination result is ended, and a continuous announcement effect sound for notifying that the jackpot display mode is set is continuously generated. A notice effect is executed. In addition, when a plurality of determination result data stored in the start winning storage area includes determination result data to be a reach display mode, a notice effect sound for notifying that the reach display mode is to be used Continuous notice effects that occur continuously may be executed.
[0095]
Next, a winning confirmation process that is a subroutine of a main process executed by the game control microcomputer 53 will be described. FIG. 5 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.
[0096]
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.
[0097]
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.
[0098]
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.
[0099]
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.
[0100]
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.
[0101]
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.
[0102]
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.
[0103]
Next, the notice control process which is a subroutine of the main process executed by the display / sound control microcomputer 800 will be described. FIG. 6 is a flowchart showing the details of the notice control process. This notice control process is a process executed when it is determined to execute the continuous notice effect. First, in S31, it is determined whether or not a notice effect sound in the continuous notice effect is being generated. If it is determined in S31 that the notice effect sound in the continuous notice effect is being generated, the process proceeds to S38.
[0104]
On the other hand, if it is determined in S31 that the notice effect sound in the continuous notice effect is not being generated, it is determined in S32 whether or not the variable display start condition is satisfied. If it is determined in S32 that the variable display start condition is not satisfied, the notice control process is terminated and the process returns to the main process. On the other hand, if it is determined in S32 that the variable display start condition is satisfied, the process proceeds to S33. In S33, it is determined whether or not the current determination result data is a big hit or a reach. If it is determined in S33 that the current determination result data is a big hit or a reach, the process proceeds to S35.
[0105]
On the other hand, if it is determined in S33 that the current determination result data is not a big hit or reach, it is determined in S34 whether or not the next and subsequent determination result data includes a big hit or reach. If it is determined in S34 that the determination result data after the next time does not include a big hit or reach, the notice control process is terminated and the process returns to the main process.
[0106]
On the other hand, if it is determined at S34 that the determination result data after the next time includes a big hit or reach, it is determined at S35 whether or not the continuous notice effect has been executed during the previous variable display. If it is determined in S35 that the continuous notice effect has not been executed at the time of the previous variable display, a notice effect sound using the notice effect data from the beginning is generated in S36, and the process proceeds to S38. On the other hand, if it is determined in S35 that the continuous notice effect has been executed during the previous variable display, the notice using the notice effect data from the continuation of the notice effect data used in the previously stopped continuous notice effect is obtained in S37. A production sound is generated, and the process proceeds to S38. By executing S38 and S39, a continuous notice effect is executed by repeatedly using one notice effect data. For this reason, the continuous notice effect can be executed without having the notice effect data for the number of times of variable display.
[0107]
Then, in S38, it is determined whether or not the notice effect data has been used to the end. If it is determined in S38 that the notice effect data has been used to the end, a notice effect sound is generated using the notice effect data from the beginning in S39, and the process proceeds to S40. On the other hand, if it is determined in S38 that the notice effect data is not used to the end, the notice effect sound is continuously generated, and the process proceeds to S40.
[0108]
In S40, it is determined whether or not it is the end of variable display other than the last variable display among a plurality of variable displays for which a continuous notice effect is performed. If it is determined in S40 that the variable display other than the last variable display has ended, the generation of the notice effect sound is temporarily stopped in S42, the notice control process is terminated, and the process returns to the main process. Accordingly, the notice effect sound is temporarily stopped in synchronization with the stop of the variable display. On the other hand, if it is determined at S40 that it is not the end of variable display other than the last variable display, at S41, the last variable display of the multiple variable displays where the continuous notice effect is performed is the continuous notice effect. It is determined whether or not the end condition is satisfied. The end condition of the continuous notice effect is variable in the continuous notice effect before the start of the reach effect after the left variable display part and the right variable display part are stopped variably or when the reach effect is not executed. This is a condition that is satisfied immediately before the display result of the display is derived and displayed. If it is determined in S41 that the condition for ending the continuous notice effect is not satisfied, the notice control process is terminated and the process returns to the main process. On the other hand, if it is determined in S41 that the condition for ending the continuous notice effect has been established, the notice effect sound is stopped and the notice result effect is ended in S43, and the notice control process is terminated, and the main process is started. Return.
[0109]
Next, main effects obtained by this embodiment will be described together.
Executed when the data of the determination result to be the jackpot display mode (specific display mode) or reach display mode is included in the plurality of data stored in the start winning storage means as shown in S31 to S43 In the continuous continuous notice effect, the notice effect sound is continuously generated from the continuation of the notice effect data used to generate the previous notice effect sound (S37), and the notice effect is synchronized with the stop of the variable display. Since the sound is temporarily stopped (S42), it is possible not to execute the continuous notice effect that continuously generates the notice effect sound using the notice effect data after the end of each variable display in a plurality of variable displays. For this reason, the player needs to know whether or not the effect sound generated during variable display is the notice effect sound in the continuous notice effect, and the jackpot display is included in the data of the determination result of the start winning memory. It is possible to execute a continuous notice effect that is difficult for the player to detect that the determination result data including the aspect or the reach display aspect is included. As a result, the player's attention can be directed to effect sounds other than the notice effect sound, and the interest of the game by the effect sound can be further improved.
[0110]
In addition, a continuous notice effect is executed by repeatedly using one notice effect data (S38, S39), and no notice effect sound is generated when variable display during variable display is not executed. For this reason, it is not necessary to store the notice effect data generated when the variable display during the variable display is not executed, and one notice effect data is repeatedly used. Even if the number of times of notice effect data is not provided, the continuous notice effect can be executed. In addition, for each variable display that has a different variation time from the normal variable display, continuous notification effects can be executed without storing the notification effect data corresponding to the length of the variable display time. The production can be executed easily. As a result, the amount of notice effect data can be reduced.
[0111]
In addition, when the notice effect sound is generated at the time of the previous variable display, the continuous notice effect is started from the continuation of the notice effect data used to generate the previous notice effect sound (S35, S37). A continuous notice effect can be executed with a different effect sound than the effect. As a result, a variety of effects can be realized.
[0112]
In addition, since the character image is displayed and stopped in synchronization with the generation and stop of the notice effect sound, it is possible to realize more various effects and to further improve the entertainment of the game by various effects. it can.
[0113]
In addition, since the background image is displayed and stopped in synchronism with the generation and stop of the notice effect sound, it is possible to realize more various effects and further improve the interest of the game by various effects. it can.
[0114]
Further, even when the determination result data stored in the start winning storage means does not include the determination result data in the jackpot display mode or the reach display mode, the continuous notice effect is executed at a predetermined rate. Therefore, the interest of the player can be improved by increasing the frequency with which the continuous notice effect is executed. Further, even if the continuous notice effect is executed, there is a case where the jackpot display mode or the reach display mode is not achieved, so that it is possible to prevent the player from feeling reduced in tension to the game.
[0115]
Next, modifications and feature points of the embodiment described above are listed below.
(1) In the above-described embodiment, the example in which the display / sound control microcomputer 800 and the lamp control microcomputer 35 are independently provided has been described. 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.
[0116]
(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.
[0117]
(3) In the above-described embodiment, when the continuous notice effect is executed, the continuous notice effect is executed by the effect sound generated from the speaker. However, the present invention is not limited to this, and the continuous notice effect may be executed by the image displayed on the variable display device, the operation of the lamp (light emitting body), or the operation of the movable member. May be performed by an appropriate combination (including any two of these, any three of these, or a combination of all of these).
[0118]
(4) In the above-described embodiment, the example in which the continuous notice effect is performed using the notice effect data for generating the music of “Tulip Song” from the speaker is shown.
However, the present invention is not limited to this, and the notice effect data for generating other music from the speaker may be used as the notice effect data for generating the notice effect sound from the speaker. In addition, notice effect data for generating sound effects, voices, and the like from a speaker may be used.
[0119]
(5) The determination means (the CPU 56 of the game control microcomputer 53) determines whether or not the display result of the variable display is the specific display mode (big hit display mode) when the variable display execution condition is satisfied. In addition to the determination (S14, S17) and the determination (S15, S18) as to whether or not the reach display mode is set, the determination of the display result (S16, S19) is further performed.
[0120]
(6) 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 pachinko gaming machine as viewed from the front.
FIG. 2 is a block diagram illustrating an example of a configuration of a control circuit including various control boards in a pachinko gaming machine.
FIG. 3 is a timing chart for explaining the relationship between symbol variation and continuous notice effect.
FIG. 4 is a timing chart for explaining the relationship between symbol variation including time variation and continuous notice effect.
FIG. 5 is a flowchart showing the contents of a winning confirmation process.
FIG. 6 is a flowchart showing the details of a notice control process.
[Explanation of symbols]
DESCRIPTION OF SYMBOLS 1 Pachinko machine, 8 Variable display device, 9 Special symbol display part, 27 Speaker, 53 Game control microcomputer, 800 Display and sound control microcomputer

Claims (4)

  1. The identification information has a variable display device capable of deriving displaying display results as well as the variable display, after the variable display of the variable display of the execution conditions definitive the device is satisfied, the variable display based on the establishment of the conditions for starting the variable display A gaming machine that starts and is controlled to a specific gaming state that is advantageous to the player when the derived display result becomes a specific display mode,
    When the establishment of the execution conditions of the variable display, variable display of the display results of whether or not said particular display mode determination, and the determination means for determining whether or not to reach the display mode,
    Start storage means capable of storing up to a predetermined upper limit number of determination result data determined by the determination means for variable display for which the variable display start condition is not yet satisfied when the variable display execution condition is satisfied; ,
    Based on the establishment of the start condition of the variable display, according to the data of the stored determination result to the start-up storage unit, and the variable display means for executing the variable display,
    Sound generating means for generating sound;
    When the determination result data stored in the start storage means includes the determination result data having the specific display mode or the reach display mode, the determination result data corresponds to the determination result data. In a plurality of variable displays performed until the variable display ends, a continuous notice effect that continuously generates a notice effect sound for notifying that the specific display mode or the reach display mode is obtained from the sound generating means. Notice effect execution means to be executed;
    A notice effect data storage means for storing notice effect data used for executing the continuous notice effect,
    The notice effect data is data for generating the notice effect sound composed of a series of effect sounds that lasts longer than the time when variable display that does not become the reach display mode is performed once,
    The informational display execution means, said notice by using the effect data, Oite the plurality of variable display of the continuous announcement attraction is performed, it is synchronized to the start of the variable display to generate the prediction effect sound, variable display of Synchronize with the stop, stop the notice effect sound,
    When the notice effect sound is not generated at the time of the previous variable display, the notice effect sound using the notice effect data from the beginning is generated,
    When the notice effect sound is generated during the last variable display, the notice effect sound using the notice effect data is generated from the continuation of the notice effect data used for the generation of the notice effect sound stopped last time,
    When the notice effect data is used to the end, the notice effect sound is generated using the notice effect data from the beginning ,
    A gaming machine , wherein the notice effect sound is stopped when the reach display mode is reached in the variable display determined to be the specific display mode or the reach display mode by the determination unit.
  2. The variable display device displays a character image together with the identification information,
    The notice effect data includes display data for displaying the character image in addition to the notice effect sound,
    The gaming machine according to claim 1, wherein the notice effect executing means displays and stops the character image in synchronization with generation and stop of the notice effect sound.
  3. The variable display device displays a background image together with the identification information,
    The notice effect data includes display data for displaying the background image in addition to the notice effect sound,
    The gaming machine according to claim 1, wherein the notice effect executing means displays and stops the background image in synchronization with generation and stop of the notice effect sound.
  4.   The notice effect execution means is predetermined even when the determination result data for the specific display mode or the reach display mode is not included in the plurality of determination result data stored in the start storage unit. The gaming machine according to any one of claims 1 to 3, wherein the continuous notice effect is executed at a rate of.
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JP4255413B2 (en) * 2004-06-09 2009-04-15 マルホン工業株式会社 Pachinko machine
JP5261790B2 (en) * 2008-07-08 2013-08-14 株式会社三共 Game machine
JP2010148830A (en) * 2008-12-26 2010-07-08 Sophia Co Ltd Game machine
JP5145577B2 (en) * 2009-02-17 2013-02-20 株式会社大都技研 Amusement stand
JP5343214B2 (en) * 2009-07-31 2013-11-13 株式会社ソフイア Game machine
JP5679477B2 (en) * 2013-03-21 2015-03-04 株式会社三共 Game machine
JP5679478B2 (en) * 2013-03-21 2015-03-04 株式会社三共 Game machine
JP5651210B2 (en) * 2013-05-29 2015-01-07 株式会社ソフイア Game machine
JP5977206B2 (en) * 2013-06-19 2016-08-24 株式会社大都技研 Amusement stand
JP5922632B2 (en) * 2013-10-03 2016-05-24 株式会社三共 Game machine
JP5922631B2 (en) * 2013-10-03 2016-05-24 株式会社三共 Game machine
JP5922630B2 (en) * 2013-10-03 2016-05-24 株式会社三共 Game machine
JP5941890B2 (en) * 2013-10-22 2016-06-29 株式会社三共 Game machine
JP6207580B2 (en) * 2015-12-17 2017-10-04 京楽産業.株式会社 Game machine
JP6307725B2 (en) * 2016-07-21 2018-04-11 株式会社大都技研 Amusement stand

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