JP4739283B2 - Amusement stand - Google Patents

Amusement stand Download PDF

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Publication number
JP4739283B2
JP4739283B2 JP2007165910A JP2007165910A JP4739283B2 JP 4739283 B2 JP4739283 B2 JP 4739283B2 JP 2007165910 A JP2007165910 A JP 2007165910A JP 2007165910 A JP2007165910 A JP 2007165910A JP 4739283 B2 JP4739283 B2 JP 4739283B2
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movable
unit
control unit
player
game
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JP2009000400A (en
Inventor
潤 橋元
季充 濱上
麻琴 若島
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株式会社大都技研
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Description

  The present invention relates to a gaming machine represented by a slot machine or a gaming machine (such as a pachinko machine).

In recent game tables represented by slot machines, pachinko machines, etc., movable members that are movable in a predetermined manner according to the state of the game are attached. It is used as a production. For example, Patent Document 1 discloses a game table configured such that two movable members are movable by input of an operation unit prepared corresponding to each.
JP 2006-167095 A

  However, in the gaming machine described in Patent Document 1, a plurality of operation units for receiving a player's game operation must be provided in order to move each movable object separately. There is a problem that the player's operation becomes more complicated than the case where it is provided, and the player is burdened. Further, in order to move the movable member, the player has to perform a direct operation according to his / her own intention, and there is a problem that a heavy burden is placed on the player when the game is continued for a long time.

  The present invention has been made to solve such a problem, and an object of the present invention is to provide a game table that can reduce the operation burden on the player as compared with the prior art.

  The present invention is separate from the operation unit that receives the player's operation, the first movable object that is movably disposed and moved based on the operation of the operation unit, and the first movable object. A game machine comprising: a second movable object movably arranged; wherein the second movable object is moved by the first movable object. is there.

  According to the gaming machine of the present invention, the player can move both the first movable object and the second movable object by operating only one operation unit. Therefore, when the player wants to operate both the first movable object and the second movable object during the game, there is no need to operate a plurality of operation units, and the operation burden on the player is reduced as compared with the prior art. Can do. In addition, operation mistakes of the operation unit can be reduced as compared with a conventional game machine that needs to operate a plurality of operation units.

  The second movable object may be configured to be moved by being pushed by the first movable object, or the second movable object may be moved by a collision force received from the first movable object. With this configuration, there is no need to dispose power transmission means such as a gear and a drive belt between the first movable object and the second movable object, and the apparatus can be reduced in size and simplified, and the cost can be reduced. Reduction and the like can be achieved.

  Further, the apparatus further comprises detection means for detecting the movement of the second movable object, and performing predetermined processing based on a control signal output when the detection means detects the movement of the second movable object, Further processing can be performed in response to the movement of the second movable object, and control that is not available in the conventional game machine is possible.

  The present invention may further include a movable object that is movable in a predetermined manner and a movement control unit that performs movement control of the movable object in a gaming table including an operation unit that receives a player's operation. The animal includes a holding unit for holding a part of the player's body, and the movement control unit holds the operation part to the player while holding the player's body part by the holding unit. The game machine is characterized in that the movable object is moved so as to be operated.

  According to the gaming table according to the present invention, the player's operation can be assisted by the movable object, and therefore the operation burden on the player can be reduced as compared with the conventional game machine.

  Further, the apparatus further includes a plurality of reels which are provided with a plurality of types of symbols and are driven to rotate, and a reel control means for controlling the driving of the reels, and the operation unit is provided corresponding to each of the reels. A stop button for individually stopping the rotation of the reel, and if the movement control unit moves the movable object on the basis of establishment of a predetermined condition, the reel stop button is moved by the movable object. Therefore, even a novice game player can easily perform a reel stop operation, and the operation burden on the player can be reduced.

  The present invention also provides a gaming machine including an operation unit that receives a player's operation and a control unit that performs a predetermined process based on the operation of the operation unit. The game machine is characterized in that, when different predetermined operation conditions are satisfied, the predetermined processing is performed assuming that the operation unit is operated.

  According to the gaming machine according to the present invention, the processing based on the operation of the operation unit can be performed if a predetermined operation condition is satisfied even if the player does not operate the operation unit. The operation burden can be reduced.

  The control unit further includes an input unit capable of inputting the predetermined operation condition, and the control unit considers that the operation unit is operated when the predetermined operation condition input by the input unit is satisfied. If the predetermined processing is performed, the player can input the operation conditions desired by the player himself, and the convenience of the player can be improved.

  The predetermined operation condition includes a start condition for starting execution of the predetermined process, and the control unit regards that the operation unit is operated when the start condition is satisfied, and the predetermined operation condition is determined. If the start process is started, the process based on the operation of the operation unit can be started if the start condition is satisfied even if the player does not operate the operation unit. Thus, the convenience of the player can be improved.

  Further, the predetermined operation condition includes an end condition for ending execution of the predetermined process, and when the end condition is satisfied, the control unit performs an operation when the player ends the predetermined process. Since the processing based on the operation of the operation unit can be completed if the end condition is satisfied even if the operation of the unit is not performed, it is possible to reduce the player's operation burden and improve the convenience of the player than before. it can.

  Further, the control unit is an effect control unit that controls different effects based on the number of operations of the operation unit, and the effect control unit is configured to continuously operate the operation unit when a predetermined condition is satisfied. If it is determined that the operation has been performed and the control of the effect is performed, it is performed only when the operation unit is operated a plurality of times if a predetermined condition is satisfied even if the player does not operate the operation unit continuously. Since it is possible to execute special special effects, it is possible to reduce the operation burden on the player as compared with the conventional case.

  Further, the present invention detects a launch device that launches a ball into a predetermined game area, a winning opening configured to be able to enter a ball launched from the launching device, and a ball that has entered the winning opening. It is suitable for a pachinko that further includes a detection means and a payout means for paying out the ball when the detection means detects the ball.

  Further, the present invention is provided with a plurality of types of symbols, a plurality of reels that are rotationally driven, a start lever for instructing the rotation of the reels, and corresponding to each of the reels. A stop button for individually stopping the rotation, lottery means for determining whether or not an internal winning of a plurality of types of winning combinations is made by lottery, and stop control related to stopping rotation of the reel based on the lottery result of the lottery means Judgment as to whether or not the symbol combination displayed by the reel stop control means and the reel stopped based on the lottery result of the lottery means is a symbol combination predetermined corresponding to the internal winning combination. And a payout control means for performing a game medium payout process for paying out a game medium corresponding to the predetermined winning mode when the symbol stop mode is a predetermined winning mode. It is suitable for a slot machine with La.

  According to the gaming machine according to the present invention, it is possible to reduce the operation burden on the player as compared with the conventional game machine.

  Hereinafter, a slot machine (game table) according to Embodiment 1 of the present invention will be described in detail with reference to the drawings.

  <Overall configuration>

  First, the overall configuration of the slot machine 100 according to the first embodiment will be described with reference to FIG. FIG. 1 is an external perspective view of the slot machine 100. FIG.

  The slot machine 100 includes a substantially box-shaped main body 101 and a front door 102 attached to the front opening of the main body 101. Inside the center of the main body 101 of the slot machine 100, three reels (left reel 110, middle reel 111, and right reel 112) having a plurality of types of symbols arranged on the outer peripheral surface for a predetermined number of frames are stored. It is configured to be able to rotate inside. In the present embodiment, an appropriate number of symbols are printed on the belt-like member at equal intervals, and the reels 110 to 112 are configured by affixing the belt-like member to a predetermined circular frame material. When viewed from the player, three symbols on the reels 110 to 112 are displayed in the vertical direction from the symbol display window 113 so that a total of nine symbols can be seen. Then, by rotating the reels 110 to 112, the combination of symbols that can be seen by the player varies. In this embodiment, three reels are provided in the center of the slot machine 100. However, the number of reels and the installation position of the reels are not limited to this.

  Backlights (not shown) for illuminating individual symbols displayed on the symbol display window 113 are arranged on the rear surfaces of the reels 110 to 112. Further, effect lamps 120a and 120b used for the effect are arranged on both sides of the symbol display window 113.

  Further, in the slot machine 100, an optical index sensor (not shown) including a light projecting unit and a light receiving unit is provided in the vicinity of each of the reels 110 to 112. The light projecting unit and the light receiving unit of the index sensor are provided. A light shielding piece of a certain length provided on the reel passes between the sections. Based on the detection result of the sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 110 to 112 are stopped so that the target symbol is displayed on a predetermined winning line. An effective winning line is determined in advance by the number of medals inserted into the slot machine 100. In this embodiment, for example, when one medal is inserted among the five pay lines, the middle horizontal pay line is valid, and when two medals are inserted, the upper horizontal win line and the lower horizontal win line are selected. When three lines are added, and three medals are inserted, five lines with a right-down winning line and an upper-right winning line added are valid as winning lines. Note that the number of winning lines is not limited to five.

  The start lamp 121 is a lamp that informs the player that the reels 110 to 112 are in a state of being able to rotate. The replay lamp 122 informs the player that the current game can be replayed (the medal insertion is not required) when a replay game that is one of the winning games in the previous game is won. It is a lamp to inform. Announcement lamp 123 is a lamp that informs the player that a specific winning combination (for example, a bonus such as BB (Big Bonus) or RB (Regular Bonus)) has been won internally in the internal lottery, or that the game has ended. is there. The medal insertion lamp 124 is a lamp that notifies that a medal can be inserted. The number lamp 129 is a lamp that informs the player of the number of medals inserted, and when one medal is inserted, one bottom lamp is lit, and when two medals are inserted, the bottom lamp is displayed. The two lamps and the center lamp are turned on, and when three medals are inserted, the three lamps are turned on.

  The payout number display 125 is a display for displaying the number of medals to be paid out to the player as a result of winning a winning combination. The game number display 126 is an indicator for displaying an error display when a medal is inserted, the number of games during the big bonus game (in the BB game), the number of winnings of a predetermined winning combination, and the like. The stored number display 127 is a display for displaying the number of medals electronically stored in the slot machine 100.

  The medal insertion buttons 130 to 132 are buttons for inserting a predetermined number of medals stored electronically in the slot machine 100. In this embodiment, every time the medal insertion button 130 is pressed, a maximum of 3 cards are inserted, and every time the medal insertion button 131 is pressed, a maximum of 3 is inserted, and a medal insertion button ( (Hereinafter, this may be referred to as a “MAX bet button”.) When 132 is pressed, three cards are inserted. The medal slot 141 is an slot for a player to insert a medal when starting a game. In other words, medals can be inserted electronically with the medal insertion buttons 130 to 132, or actual medals can be inserted through the medal insertion slot 141. The checkout button 133 is a button for adjusting the medals electronically stored in the slot machine 100 and the bet medals and discharging them to the medal tray 156 from the medal payout outlet 155. The medal return button 134 is a button that is pressed to remove a medal when the inserted medal is clogged. The operation button 170 is a button for accepting an operation by a player.

  The start lever 135 is a lever-type switch for performing a game start operation. That is, when a desired number of medals are inserted into the medal insertion slot 141 and the start lever 135 is operated, the reels 110 to 112 are rotated as a trigger, and the game is started. The stop buttons 137 to 139 are buttons for performing a stop operation on the reels 110 to 112 that have started rotating by operating the start lever 135, and are provided corresponding to the reels 110 to 112. When any one of the stop buttons 137 to 139 is operated, any one of the corresponding reels 110 to 112 is stopped.

  The door key 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted. The medal payout exit 155 is a payout exit for paying out medals. The medal tray 156 is a container for collecting medals paid out from the medal payout opening 155. In this embodiment, the medal tray 156 employs a tray that can emit light, and may be hereinafter referred to as a tray lamp.

  The rendering device 180 provided in the upper part of the slot machine 100 includes a liquid crystal display device (LCD) 182 for displaying various kinds of information such as small role notifications, and a movable device 600. The movable device 600 includes a rod-shaped first movable object 602 disposed so as to be movable in the vertical direction, a motor 560 (see FIG. 4) for driving the first movable object 602 in the vertical direction, And an effect button (second movable object) 604 disposed below the animal 602. The first movable object 602 can move by a predetermined amount in the vertical direction by driving the motor 560. The second movable object 604 is configured to be pressed by the first movable object 602 by moving the first movable object 602 downward (in the direction of the second movable object 604) a plurality of times by driving the motor 560. Therefore, it is possible to detect whether or not the second movable object sensor 190 (see FIG. 3) of the main control unit 300 has been pressed.

  The effect lamps 120a and 120b, the side lamp 151, the tray lamp 156, and the like are decorative lamps for exciting the game. The sound holes 160a to 160c are holes for outputting the sound of a speaker provided inside the slot machine 100 to the outside. On the title panel 162, a pattern for decorating the slot machine 100 is drawn.

  <Control unit>

  Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to FIGS.

  The control unit of the slot machine 100 is roughly classified into a main control unit 300 that controls the central part of the game, a sub control unit 400 that controls various devices in accordance with commands transmitted from the main control unit 300, and a sub control. The effect unit control unit 500 controls the effect according to the command transmitted from the unit 400.

  <Main control unit>

  First, the main control unit 300 of the slot machine 100 will be described with reference to FIG. The figure shows a circuit block diagram of the main control unit 300.

  The main control unit 300 includes a CPU 310 that is an arithmetic processing unit for controlling the entire main control unit 300, a data bus and an address bus for the CPU 310 to transmit and receive signals to and from each IC and each circuit, It has the structure described below. The clock correction circuit 314 is a circuit that divides the clock oscillated from the crystal oscillator 311 and supplies it to the CPU 310. For example, when the frequency of the crystal oscillator 311 is 12 MHz, the divided clock is 6 MHz. The CPU 310 operates by receiving the clock divided by the clock correction circuit 314 as a system clock.

  The CPU 310 is connected to a timer circuit 315 for setting a timer interrupt processing cycle for constantly monitoring the sensor and switch states and a motor drive pulse transmission cycle via a bus. When the power is turned on, the CPU 310 transmits the frequency dividing data stored in the predetermined area of the ROM 312 to the timer circuit 315 via the data bus. The timer circuit 315 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 310 at each interrupt time. In response to this interrupt request, the CPU 310 executes monitoring of each sensor and transmission of drive pulses. For example, when the system clock of the CPU 310 is set to 6 MHz, the frequency division value of the timer circuit 315 is set to 1/256, and the data for frequency division of the ROM 312 is set to 44, the reference time for this interrupt is 256 × 44 ÷ 6 MHz = 1. 877 ms.

  Further, the CPU 310 stores a ROM 312 for storing various data such as a program for controlling each IC, lottery data used for internal winning lottery, reel stop position, and temporary data. A RAM 313 is connected. Other storage means may be used for these ROM 312 and RAM 313, and this is the same in the sub-control unit 400 and the rendering unit control unit 500 described later. The CPU 310 is connected to an input interface 360 for receiving an external signal. The medal insertion sensor 320, the start lever sensor 321, the stop button sensor 322, and the medal insertion button are connected via the input interface 360 at every interruption time. The state of the sensor 323, the settlement switch sensor 324, the index sensor 325, and the medal payout sensor 326 is detected, and each sensor is monitored.

  The medal insertion sensor 320 is a sensor for detecting a medal inserted into the medal insertion slot 141. The start lever sensor 321 is a sensor for detecting the operation of the start lever 135. The stop button sensor 322 is a sensor for detecting which stop button is pressed when any one of the stop buttons 137 to 139 is pressed. The medal insertion button sensor 323 is a sensor for detecting which medal insertion button is pressed when any one of the medal insertion buttons 130 to 132 is pressed. The settlement switch sensor 324 is provided on the settlement button 133, and when the settlement button 133 is pressed once, the stored medals and the bet medals are settled and paid out. The medal payout sensor 326 is a sensor for detecting a payout medal.

  The CPU 310 further has an input interface 361 and output interfaces 370 and 371 connected to an address bus via an address decoding circuit 350. The CPU 310 exchanges signals with external devices via these interfaces. An index sensor 325 is connected to the input interface 361. The index sensor 325 is installed at a predetermined position on the mounting base of each of the reels 110 to 112, and becomes a high level every time the light shielding piece provided on the reels 110 to 112 passes through the index sensor 325. When detecting this signal, the CPU 310 determines that the reel has made one rotation, and resets the rotational position information of the reel to zero. The output interface 370 includes a reel motor driving unit 330 that controls a motor for driving the reel, and a motor for a hopper (a device for paying out medals accumulated in the bucket from the medal payout outlet 155, not shown). A hopper motor driving unit 331 for driving, a game lamp 340 (specifically, a start lamp 121, a re-game lamp 122, a notification lamp 123, a medal insertion lamp 124, etc.), a 7 segment (SEG) indicator 341 ( A payout number display 125, a game number display 126, a stored number display 127, etc.) are connected.

  A random number generation circuit 317 is connected to the CPU 310 via a data bus. The random number generation circuit 317 is an increment counter capable of incrementing a value within a certain range based on a clock oscillated from the crystal oscillator 311 and the crystal oscillator 316 and outputting the count value to the CPU 310, which will be described later. Used for various lottery processes, including internal lottery for winning positions. An output interface 371 for transmitting a command to the sub control unit 400 is connected to the data bus of the CPU 310. Information communication between the main control unit 300 and the sub control unit 400 is a one-way communication, and the main control unit 300 transmits a command to the sub control unit 400. Cannot be sent.

  <Sub control unit>

  Next, the sub-control unit 400 of the slot machine 100 will be described with reference to FIG. This figure shows a circuit block diagram of the sub-control unit 400.

  The sub-control unit 400 is an arithmetic processing unit that controls the entire sub-control unit 400 based on a main control command or the like transmitted from the main control unit 300, and the CPU 410 transmits and receives signals to and from each IC and each circuit. It has a data bus and an address bus for performing, and has a configuration described below. The clock correction circuit 414 is a circuit that corrects the clock oscillated from the crystal oscillator 411 and supplies the corrected clock to the CPU 410 as a system clock.

  Further, a timer circuit 415 is connected to the CPU 410 via a bus. The CPU 410 transmits the frequency dividing data stored in the predetermined area of the ROM 412 to the timer circuit 415 via the data bus at a predetermined timing. The timer circuit 415 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 410 at each interrupt time. The CPU 410 controls each IC and each circuit based on the interrupt request timing.

  In addition, the CPU 410 temporarily stores a ROM 412 in which commands and data for controlling the entire sub-control unit 400, backlight lighting patterns and data for controlling various displays, and the like are stored. The RAM 413 is connected via each bus.

  In addition, an input / output interface 460 for transmitting and receiving external signals is connected to the CPU 410. The input / output interface 460 includes a backlight 420 for illuminating the symbols of the reels 110 to 112 from the back, a front surface. A door sensor 421 for detecting opening / closing of the door 102 and a reset switch 422 for clearing data in the RAM 413 are connected.

  An input interface 461 for receiving a main control command from the main control unit 300 is connected to the CPU 410 via a data bus, and an effect process that excites the entire game based on the command received via the input interface 461. Etc. are executed. A sound source IC 480 is connected to the data bus and address bus of the CPU 410. The sound source IC 480 controls sound according to a command from the CPU 410. The sound source IC 480 is connected to a ROM 481 that stores sound data. The sound source IC 480 amplifies the sound data acquired from the ROM 481 by the amplifier 482 and outputs the sound data from the speaker 483.

  The CPU 410 is connected to an address decoding circuit 450 for selecting an external IC, similar to the main control unit 300, and the input interface for receiving a command from the main control unit 300 is connected to the address decoding circuit 450. 461, an input interface 471 for inputting a signal from the second movable object sensor 190 for detecting a pressing operation of the second movable object 604, an output for outputting a signal to the clock IC 423, the 7-segment display 440. An interface 472 and the like are connected. The CPU 410 can acquire the current time by connecting the clock IC 423. The 7-segment display 440 is provided inside the slot machine 100 so that, for example, predetermined information set in the sub-control unit 400 can be confirmed by an attendant of a game store or the like.

  Further, a demultiplexer 419 is connected to the output interface 470. The demultiplexer 419 distributes the signal transmitted from the output interface 470 to each display unit and the like. That is, the demultiplexer 419 controls the side lamp 151, the effect lamps 120 a and 120 b, the title panel lamp 170, the payout outlet strobe 171, and the saucer lamp 156 according to the data received from the CPU 410. The title panel lamp 170 is a lamp that illuminates the title panel 162, and the payout outlet strobe 171 is a strobe type lamp installed inside the payout opening. The CPU 410 performs signal transmission to the rendering unit control unit 500 via the demultiplexer 419.

  <Direction unit control unit>

  Next, the rendering unit controller 500 of the slot machine 100 will be described with reference to FIG. The rendering unit control unit 500 includes a CPU 510 that is an arithmetic processing unit, a data bus and an address bus for transmitting and receiving signals to and from each IC and each circuit, and has a configuration described below. The clock correction circuit 514 is a circuit that corrects the clock oscillated from the crystal oscillator 511 and supplies the corrected clock to the CPU 510 as a system clock.

  A timer circuit 515 is connected to the CPU 510 via a bus. The CPU 510 transmits the frequency dividing data stored in the predetermined area of the ROM 512 to the timer circuit 515 via the data bus at a predetermined timing. The timer circuit 515 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 510 for each interrupt time. The CPU 510 controls each IC and each circuit based on the interrupt request timing. The CPU 510 receives a signal from the CPU 410 output via the output interface 470 and the demultiplexer 419 of the sub-control unit 400 via the input interface 520 and the bus, and controls the effect unit control unit 500 as a whole.

  The ROM 512 stores a program and data for controlling the production unit control unit 500 as a whole. The RAM 513 includes a work area for programs processed by the CPU 510. The ROM 512 and RAM 513 are connected to the CPU 510 via a bus. Further, a motor driver 562 for controlling the motor 560 for driving the first movable object 602 and a solenoid driver 566 for controlling the solenoid 564 are connected to the CPU 510 via a data bus. Further, a ROM 531, a RAM 532, and a VDP (video display processor) 534 are connected to the CPU 530 via a data bus, and a program to be processed by the CPU 530 is stored in the ROM 531. The RAM 532 has a work area for programs processed by the CPU 530 and the like. A crystal oscillator 533 is connected to the VDP 534, and further a ROM 535 and a RAM 536 are connected via a data bus. The ROM 535 stores a plurality of types of image data for displaying various images on the display screen of the LCD 182. The CPU 530 reads out image data in the ROM 535 based on the signal from the CPU 510, generates an image signal using the work area of the RAM 536, and displays the image on the display screen of the LCD 182 via the D / A converter 537. indicate.

  <Pattern arrangement>

  Next, the symbol arrangement applied to each of the reels 110 to 112 will be described with reference to FIG. This figure is a diagram in which the arrangement of symbols applied to each reel (left reel 110, middle reel 111, right reel 112) is developed in a plane.

  A plurality of types of symbols are arranged on each reel 110 to 112 by a predetermined number of frames (21 frames of numbers 0 to 20 in this embodiment). Also, numbers 0 to 20 shown at the left end of the figure are numbers indicating the arrangement positions of symbols on the reels 110 to 112. For example, in the present embodiment, the “REG” symbol for the number 1 frame on the left reel 110, the “star” symbol for the number 1 frame on the middle reel 111, and the “1” symbol for the number 1 frame on the right reel 112. The “bell” symbol is arranged.

  <Type of winning prize>

  Next, the types of winning combinations in the slot machine 100 will be described with reference to FIGS.

  The slot machine 100 employs a winning combination described below for each gaming state. It should be noted that the types of winning combinations in each gaming state are not limited to the winning combinations shown in this embodiment, and it goes without saying that they can be arbitrarily adopted.

  Of the winning combinations in the present embodiment, the big bonus (BB) and the regular bonus (RB) are used as a pattern for shifting to the bonus game, and the replay (replay) can be replayed without inserting a new medal. The symbols that can be distinguished from the winning combination may be referred to as “acting combination”, but the “winning combination” in this example includes the big bonus, regular bonus, and replay that are the operating combination. It is. Furthermore, the “winning” according to the present embodiment includes a case where a symbol combination of an operating role not accompanied by a medal payout is displayed on an activated winning line, for example, a big bonus, a regular bonus, Includes winnings for replays.

  <Normal game>

  FIG. 7A is a diagram showing the types of winning combinations in a normal game, the corresponding winning symbol combinations, the number of medals to be paid out (payout), and symbol lottery data (when three medals are inserted).

  The lottery value indicates the number of appearances of each winning combination in a predetermined number of games. The actual internal winning probability of each winning combination is a value obtained by dividing each lottery value by the size of the range of random values acquired during the internal lottery of the winning combination (65536 in this embodiment). The random number value is divided in advance into several numerical ranges, and each winning combination or lose is associated with each numerical range. Note that there are lottery values from setting 1 to setting 6 (only the lottery value in setting 1 is shown in FIG. 7), and a clerk or the like of the game shop can arbitrarily select and set any of them.

  There are big bonuses (BB), regular bonuses (RB), replays (replay), and small roles (small role 1, small role 2, small role 3).

  “Big Bonus (BB)” is a special combination (operating combination) in which a big bonus game (BB game), which is a special game, is started by winning. The corresponding winning symbol combination is “7-7-7” in this embodiment.

  The “regular bonus (RB)” is a special combination (operating combination) in which a regular bonus game (RB game) is started by winning. The corresponding winning symbol combination is “REG-REG-REG” in this embodiment.

  “Replay” is a winning combination (operating combination) that allows a game to be played without winning a medal in the next game by winning, and no medal is paid out. The corresponding winning symbol combination is “replay-replay-replay” in this embodiment.

  The “small role (small role 1, small role 2, small role 3)” is a winning combination in which a predetermined number of medals are paid out by winning. In this embodiment, the small role 1 is “Bell-Replay-Bell”, The small role 2 is “Bell-Bell-Replay”, and the small role 3 is “Any-Any-Cherry”. The corresponding payout number is as shown in the figure. In the case of “Any-Any-Cherry”, the design of the right reel 112 may be “Cherry”, and the design of the left reel 110 and the middle reel 111 may be any design.

  <BB general game>

  The winning combination of the BB general game in this embodiment includes a shift regular bonus (SRB) and a small combination (small combination 1, small combination 2, small combination 3).

  The “shift regular bonus (SRB)” is a winning combination (operating combination) in which a shift regular bonus game (SRB game), which is a special game, is started by winning. In the case of the present embodiment, the corresponding winning symbol combination is “replay-replay-replay”.

  The “small role (small role 1, small role 2, small role 3)” is the same as a normal game. As for the small combination, the medal payout number and the lottery value may be different from those of the normal game.

  <RB (SRB) game>

  FIG. 7B shows the types of winning combinations in the RB (SRB) game, the corresponding winning symbol combinations, the number of medals to be paid out (payout), and symbol lottery data (when one medal is inserted). It is.

  The only winning combination in the RB (SRB) game is “small role 1”. In the present embodiment, when a small combination 1 is won, a predetermined number (15 in this case) of medals is paid out. The corresponding winning symbol combination is “bell-replay-bell” in this embodiment.

  <Type of gaming state>

  Next, the types of gaming state of the slot machine 100 will be described.

  The gaming state of the slot machine 100 is roughly divided into a normal game, a BB game, and an RB (SRB) game.

  A plurality of types of BB games can be considered. In this embodiment, it is possible to win an SRB during the BB game, and the SRB game is started when winning. In the present embodiment, the BB game ends when a predetermined number of medals is acquired (for example, when the number of medals acquired by winning a prize reaches 465). In addition, other conditions may be added as end conditions for the BB game. For example, when the SRB game is performed a predetermined number of times (for example, when the SRB game is ended three times), the BB game is ended. May be. In this case, when the SRB game ends, the game returns to the BB general game, or the BB game ends (when the SRB is won at the 30th time of the BB general game and the SRB is started).

  There are a plurality of types of RB (SRB) games, but in this embodiment, a predetermined number of times (12 times in the present example) are played, or a small number 1 has a predetermined number of times (this number) In the embodiment, the game has an end condition that one of the conditions of winning 8 times is satisfied.

  <Main control unit main processing>

  Next, the main process of the main control unit 300 will be described with reference to FIG. FIG. 3 is a flowchart showing the flow of main processing of the main control unit 300.

  Basic control of the game is performed mainly by the Main CPU 310 of the main control unit 300, and the Main CPU 310 repeatedly executes the main control unit main process of FIG.

  When power is turned on to the slot machine 100, first, various initialization processes are executed. Thereafter, in step S101 of the main control unit main process, a process related to medal insertion is performed. Here, whether or not a medal has been inserted is checked, and the number lamp 129 is turned on according to the number of inserted medals. In step S101, processing related to a game start operation is performed. Here, it is checked whether or not the start lever 135 has been operated. If it is determined that the start operation has been performed, the number of inserted medals is determined.

  In step S102, a valid winning line is determined, and in step S103, a random number generated by the random number generator 317 is acquired.

  In step S104, an internal lottery of a winning combination is performed using the random number acquired in step S103 and the winning combination lottery table stored in the ROM 312. As a result of the internal lottery, when any winning combination is won internally, the flag of the winning combination is turned on internally.

  In step S105, one reel stop control table is selected by referring to the reel stop position data selection table based on the internal lottery result in step S104.

  In step S106, rotation of all reels 110 to 112 is started, and in step S107, operation of stop buttons 137 to 139 is accepted.

  In step S108, the rotation of the reels 110 to 112 corresponding to the stop buttons 137 to 139 received in step S107 is stopped. At this time, the reels 110 to 112 are stopped based on the reel stop control table selected in step S105.

  In step S109, the winning determination of the symbols stopped when the stop buttons 137 to 139 are pressed is performed. Here, it is determined that the winning combination is won when a winning symbol combination corresponding to the winning combination won is displayed (displayed) on the activated winning line. For example, if “replay-replay-replay” is arranged on the activated pay line, it is determined that the replay is won.

  In step S110, a medal payout process is performed. In this medal payout process, if a winning combination with a payout is won, the number of medals corresponding to the winning combination is paid out.

  In step S111, game state update processing is performed. In this game state update process, control for changing the game state is performed. For example, in the case of a BB prize or an SRB prize, preparation is made so that a BB game or an SRB game can be started from the next time. Prepare to start normal games from

  Thus, one game is completed, and thereafter, the game proceeds by repeating the main control unit main process.

  <Sub control section main processing>

  Next, the main process of the sub control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of main processing of the sub-control unit 400.

  In step S <b> 201, it is determined whether a control command from the main control unit 300 is stored in the control command storage area provided in the RAM 413, that is, whether a control command has been received from the main control unit 300. If any control command has been received, the process proceeds to step S202. If no control command has been received, the process ends.

  In step S202, the control command received from the main control unit 300 is analyzed, and in step S203, effect processing (details will be described later) is performed.

  The SubCPU 410 of the sub-control unit 400 repeatedly executes the above processing unless it detects a power failure or the like.

  <Sub-control unit interrupt processing>

  Next, interrupt processing of the sub control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of interrupt processing of the sub-control unit 400.

  In step S301, it is determined whether or not a control command has been received from the main control unit 300. If any control command is received, the process proceeds to step S302. If no control command has been received, the process ends. In step S302, the control command received from the main control unit 300 is stored in the control command storage area of the RAM 413, and the process ends.

  <Direction processing>

  Next, the effect process (step S203) in the sub-control unit main process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of an effect process.

  In step S401, an effect selection process is performed. In this effect selection process, one effect is selected by lottery from a plurality of types of effects.

  In step S402, it is determined whether or not the effect selected in step S401 is a “first movable object moveable effect”. If the first movable object moveable effect is selected, the process proceeds to step S404. When the 1 movable object movement production | presentation is not selected, after performing other processes by step S403, a process is complete | finished.

  In step S404, it is determined whether or not the operation unit (the operation button 170 in this embodiment) has been operated. If the operation button 170 is operated, the process proceeds to step S405, and if the operation button 170 is not operated. Advances to step S406. In the present embodiment, the operation unit is configured to determine whether or not the operation button 170 is operated. However, the present invention is not limited to this, and instead of the operation button 170, for example, a start lever is used. You may comprise so that the presence or absence of operation of 135, the adjustment button 133, etc. may be detected.

  In step S405, after transmitting a 1st movable object control command with respect to the production | presentation unit control part 500, it progresses to step S406. Although details will be described later, the rendering unit control unit 500 that has received the first movable object control command controls the motor 560 to move the first movable object 602 downward (in the direction of the second movable object 604) by a predetermined amount. Moving.

  In step S406, based on the signal from the second movable object sensor 190 described above, it is determined whether or not a pressing operation on the second movable object 604 has been detected, and when a pressing operation on the second movable object 604 is detected. Proceeds to step S407, and if the pressing operation of the second movable object 604 is not detected, the process proceeds to step S408.

  In step S407, a predetermined process is performed in response to a pressing operation (movement) of the second movable object 604. As the predetermined process performed in step S407, for example, a special effect different from the effect currently being executed, or stop control of the reels 110 to 112 may be considered.

  In step S <b> 408, it is determined whether an operation unit reception period (e.g., 10 seconds) permitting the reception of the pressing operation of the operation button 170 has elapsed, and when the operation unit reception period of the operation button 170 has not elapsed. The process returns to step S404 to continuously detect whether or not the operation button 170 is pressed. On the other hand, if the operation unit reception period of the operation button 170 has elapsed, the process is terminated. In this embodiment, in order to perform the pressing operation of the second movable object 604 by the first movable object 602, the first movable object 602 is moved downward a plurality of times (with the operation button 170 within the operation unit reception period). Must be pressed multiple times).

  <Production unit controller main processing>

  Next, the main process of the rendering unit control unit 500 will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of the main process of the production | presentation unit control part 500. FIG.

  In step S <b> 501, it is determined whether or not a control command from the sub-control unit 400 is stored in the control command storage area provided in the RAM 513, that is, whether or not a control command has been received from the sub-control unit 400. If any control command is received from the sub-control unit 400, the process proceeds to step S502. If no control command is received, the process ends.

  In step S502, the control command received from the sub control unit 400 is analyzed.

  In step S503, it is determined whether or not the received control command is the first movable object control command. If the received control command is the first movable object control command, the first movable object control process is executed. In the first movable object control process, the motor 560 is driven to move the first movable object 602 by a predetermined amount in the direction of the second movable object 604. On the other hand, when it is not a 1st movable object control command, it progresses to step S505 and performs another process.

  The CPU 510 of the effect unit control unit 500 repeatedly executes the above processing unless a power-off is detected.

  <Direction unit control unit interrupt processing>

  Next, with reference to FIG. 11B, the interrupt process of the rendering unit control unit 500 will be described. In addition, the figure is a flowchart which shows the flow of the interruption process of the production | presentation unit control part 500. FIG.

  In step S601, it is determined whether a control command is received from the sub-control unit 400. If any control command is received, the process proceeds to step S602. If no control command is received, the process ends. In step S602, the control command received from the sub control unit 400 is stored in the control command storage area of the RAM 513, and the process ends.

  <Operation of movable device>

  Next, the operation of the above-described movable device 600 will be described with reference to FIGS. 12A is a partially enlarged view showing a state before the movable device 600 is operated, and FIG. 12B is a view showing a state in which the player presses the operation button 170. FIG. 7C is a partially enlarged view showing a state where the movable device 600 is in operation.

  As shown in FIG. 5A, before the player presses the operation button 170, the first movable object 602 of the movable device 600 is separated from the second movable object 604 by driving the motor 560. Has been moved to. Then, when the player presses down the operation button 170 during the execution of the above-described first movable object moveable effect, the effect is received from the sub-control unit 400 in step S405 of the effect process. A first movable object control command is transmitted to the unit controller 500. Then, the rendering unit control unit 500 that has received the first movable object control command drives the motor 560 to move the first movable object 602 downward by a predetermined amount in step S504 of the rendering unit control unit main process. Let Thereafter, the player can repeat the operation of pressing the operation button 170 (a predetermined amount of movement of the first movable object 602) a plurality of times within the operation unit reception period, and as shown in FIG. The lower end of the animal 602 comes into contact with the upper part of the second movable object 604, and finally the first movable object 602 pushes down the second movable object 604 and depresses the second movable object 604. The sub-control unit 400 that has detected the pressing operation of the second movable object 604 performs a predetermined process in step S407. In the present embodiment, the example in which the second movable object 604 is pressed by moving the first movable object 602 a plurality of times has been shown, but the present invention is not limited to this, and for example, the first movable object 602 is used. You may comprise so that a 2nd movable object may be pushed down by one movement.

  As described above, the slot machine 100 according to the first embodiment is based on the operation unit (operation button in this embodiment) 170 that receives the player's operation and the movably disposed operation unit based on the operation of the operation unit. The first movable object 602 to be moved (first movable object in this embodiment) 602 and the second movable object (this embodiment) which is separate from the first movable object 602 and is movably disposed. 2nd movable object) 602, and the second movable object 604 is moved by the first movable object 602.

  According to the slot machine 100 according to the first embodiment, the player can move both the first movable object and the second movable object by operating only one operation unit. Therefore, when the player wants to operate both the first movable object and the second movable object during the game, there is no need to operate a plurality of operation units, and the operation burden on the player is reduced as compared with the prior art. Can do. In addition, operation mistakes of the operation unit can be reduced as compared with a conventional game machine that needs to operate a plurality of operation units.

  Further, the second movable object 604 is configured to be moved by being pushed by the first movable object 602, or the second movable object 604 is moved by a collision force received from the first movable object 602. With this configuration, there is no need to dispose power transmission means such as a gear and a drive belt between the first movable object and the second movable object, and the apparatus can be reduced in size and simplified, and the cost can be reduced. Reduction and the like can be achieved.

  In addition, a detection unit (second movable object sensor in the present embodiment) 190 that detects the movement of the second movable object 604 is further provided, and output when the detection means 190 detects the movement of the second movable object 604. If a predetermined process (for example, execution of a special effect different from the effect currently being executed or stop control of the reels 110 to 112) is performed based on the control signal, the movement of the second movable object is an opportunity. Furthermore, other processing can be performed.

  Next, a slot machine according to Embodiment 2 of the present invention will be described. In addition, about the structure same as the slot machine 100 which concerns on the said Example 1, while attaching | subjecting the same code | symbol in a figure, the description is abbreviate | omitted. Only the configuration different from the slot machine according to the first embodiment will be described below.

  <Medal insertion / start operation acceptance processing>

  First, the medal insertion / start operation acceptance process in the main process of the main control unit will be described with reference to FIG. This figure is a flowchart showing the flow of medal insertion / start operation acceptance processing.

  In step S1001, it is determined whether or not an automatic operation input has been started (in this embodiment, whether or not the operation button 170 has been pressed). If the operation button 170 has been pressed, an automatic operation input has occurred. The process proceeds to step S1002. On the other hand, if the operation button 170 is not pressed, it is determined that there is no auto operation input, and the process advances to step S1003.

  In step S1002, an automatic operation input process is performed. Although details will be described later, in this automatic operation input process, input of a start condition for starting the automatic operation, selection of a process to be subjected to the automatic operation, input of an end condition for ending the automatic operation, and the like are performed.

  In step S1003, it is determined whether or not the start condition input by the automatic operation input process in step S1002 is satisfied. If the start condition is satisfied (depending on whether or not the medal insertion buttons 130 to 132 are operated). Regardless of this, the process proceeds to the medal insertion process in step S1008. If the start condition is not satisfied, the process proceeds to step S1004. The start conditions in step S1003 are, for example, (1) whether or not a specific game is in progress (for example, during a bonus game), (2) whether or not an internal winning of a specific combination is being performed, (3) Whether or not a predetermined time has elapsed since the game state update process of the main control unit main process, (4) whether or not a specific effect has been executed, and (5) a predetermined time has elapsed since the start of rotation of the reels 110 to 112 In the case of (1), it is determined that the start condition is satisfied during the specific game, and in the case of (2), the internal winning of the specific role is determined. In the case of (3), it is determined that the start condition is satisfied when a predetermined time has elapsed since the game state update process of the main control unit main process. In the case of (4), when a specific performance is being executed Determines that the start condition is satisfied, it can be determined that the start condition is satisfied while a predetermined time elapses after the start rotation of the reels 110 to 112 in the case of (5).

  In step S1004, it is determined whether or not the medal insertion buttons 130 to 132 are operated. If the medal insertion buttons 130 to 132 are operated, the process proceeds to a medal insertion process in step S1008, and the operations of the medal insertion buttons 130 to 132 are performed. If not, the process proceeds to step S1005.

  In step S1005, it is determined whether or not the start condition input by the automatic operation input process in step S1002 is satisfied. If the start condition is satisfied (regardless of whether or not the settlement button 133 is operated). The process proceeds to the settlement process in step S1007, and if the start condition is not satisfied, the process proceeds to step S1006. The start condition in step S1005 is, for example, (1) whether or not the number of medals paid out exceeds a specific number, or (2) whether or not the difference between the number of medals inserted and the number of payouts exceeds a specific number. Or (3) whether the time acquired from the clock IC 423 (see FIG. 3) has reached a specific time, or (4) whether the specific number of games has elapsed since the game was started. In the case of (1), it is determined that the start condition is satisfied when the number of medals to be paid out exceeds a specific number, and in the case of (2), the difference between the number of medals inserted and the number of payouts is It is determined that the start condition is satisfied when the specific number of sheets is exceeded, and in the case of (3), it is determined that the start condition is satisfied when the time acquired from the clock IC 423 becomes a specific time, In the case of (4), a specific game is started after the game is started. It can be determined that the starting condition when the number has elapsed is satisfied.

  In step S1006, it is determined whether or not the settlement button 133 is operated. If the settlement button 133 is operated, the process proceeds to the settlement process in step S1007, and if the settlement button 133 is not operated, the process returns to step 1001.

  In step S1007, a settlement process is performed. In this settlement process, the medal payout number stored in the RAM 313 is updated, stored, and the bet medals are paid out.

  In step S1008, medal insertion processing is performed. In this medal insertion process, the medal insertion number stored in the RAM 313 is updated, the lighting control of the number lamp 129, the display update of the stored number indicator 127, and the like are performed.

  In step S1009, it is determined whether the start condition input by the automatic operation input process in step S1002 is satisfied. If the start condition is satisfied (regardless of whether the start lever 135 is operated). The process proceeds to the reel rotation start process in step S1011. If the start condition is not satisfied, the process proceeds to step S1010. As the start condition in step S1009, for example, the same condition as the start condition in step S1003 described above can be applied.

  In step S1010, it is determined whether or not the start lever 135 has been operated. If the start lever 135 has been operated, the process proceeds to reel rotation processing in step S1011. If the start lever 135 has not been operated, step S1009 is performed. Return to.

  In step S1011, after the reel rotation start process is performed, the process ends.

  <Auto operation input processing>

  Next, the automatic operation input process (step S1002) in the medal insertion / start operation reception process will be described with reference to FIG. This figure is a flowchart showing the flow of the automatic operation input process.

  In step S1101, although details will be described later, the player is caused to input the above-described start condition.

  In step S1102, the player is caused to select which of the various processes executed by the slot machine 100 is to be performed by the automatic process. The various processes executed in the slot machine 100 include, for example, a reel rotation start process that starts when the start lever 135 is operated, a reel rotation stop process that starts when the stop buttons 135 to 137 are operated, and medal insertion A medal insertion process that is started when the buttons 130 to 132 are operated, a payment process that is started when the payment button 133 is operated, an operation effect execution process that is started when the effect button 604 is operated, and the like.

  In step S1103, the player is made to input an end condition for ending the auto operation. In addition, as conditions for termination of the auto operation, for example, (1) whether a specific game (for example, bonus game) has ended, (2) whether or not a specific combination has been won internally, (3) winning a specific combination Whether (4) a specific time has been reached, (5) whether a specific production has ended, and in the case of (1), a specific game has ended When it is determined that the end condition is satisfied, the auto operation is terminated. In the case of (2), it is determined that the end condition is satisfied when the specific combination is won internally, and the auto operation is terminated. In the case of (), it is determined that the end condition is satisfied when winning the specific combination, and the auto operation is terminated, and in the case of (4), it is determined that the end condition is satisfied at a specific time. The auto operation is finished, and in the case of (5), the end condition is met when the specific performance is finished. It is possible to exit the auto-operation with the determined and.

  <Reel stop operation acceptance process>

  Next, the reel stop operation acceptance process in the main control part main process will be described with reference to FIG. This figure is a flowchart showing the flow of reel stop operation acceptance processing.

  In step S1201, it is determined whether or not the start condition input by the automatic operation input process is satisfied. If the start condition is satisfied (regardless of whether or not the stop buttons 137 to 139 are operated). The process proceeds to reel stop processing in step S1203, and if the start condition is not satisfied, the process proceeds to step S1202. The start conditions in step S1201 are, for example, (1) whether or not a specific game is in progress (for example, during a bonus game), or (2) a position where the reels 110 to 112 can stop at a specific symbol stop position. (3) Whether or not a specific role has been won internally can be listed. In the case of (1), it is determined that the start condition is met when a specific game is reached. In the case of (2), it is determined that the start condition is satisfied when the reels 110 to 112 are stopped at a specific symbol stop position. It can be determined that the start condition is satisfied.

  In step S1202, it is determined whether or not the stop buttons 137 to 139 have been operated. If the stop buttons 137 to 139 have been operated, the process proceeds to step S1203, and if the stop buttons 137 to 139 have not been operated, The process returns to step S1201.

  In step S1203, the reels 110 to 112 corresponding to the operated stop buttons 137 to 139 are stopped.

  In step S1204, it is determined whether or not all the reels 110 to 112 have been stopped. If all the reels 110 to 112 have been stopped, the process ends. If not, the process returns to step S1201 and is rotating. The reel stop process is continued.

  <Direction processing>

  Next, the effect process in the sub control unit main process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of an effect process.

  In step S1301, effect data acquisition processing is performed. In the effect data acquisition process, various effect data necessary for performing the effect are acquired from the ROM 412.

  In step S1302, it is determined whether or not a repetitive strike effect is selected from among a plurality of types of renditions. If a repetitive strike effect is selected, the process proceeds to step S1303. Otherwise, the process proceeds to step S1311.

  In step S1303, it is determined whether or not a predetermined condition is satisfied. If the predetermined condition is satisfied, the process proceeds to step S1304. If the predetermined condition is not satisfied, the process proceeds to step S1306. The predetermined condition in step S1303 can include, for example, whether or not the operation button 170 has been pressed for a long time (whether or not the operation button 170 has been pressed for a predetermined time or more). It can be determined that a predetermined time has been established when the button is pressed for a long time.

  In step S1304, a predetermined number is added to the number of operations, and in step S1305, a continuous hit command is transmitted to the rendering unit control unit 500. The predetermined number to be added to the number of operations may be 1, but a number of 2 or more may be added.

  In step S1306, it is determined whether or not the operation button 170 has been pressed. If the operation button 170 has been pressed, the process proceeds to step S1307. If the operation button 170 has not been pressed, the process proceeds to step S1309. .

  In step S1307, 1 is added to the number of operations, and in step S1308, a normal operation command is transmitted to the rendering unit control unit 500.

  In step S1309, it is determined whether or not an operation unit reception period (for example, 10 seconds) permitting the reception of the pressing operation of the operation button 170 has elapsed, and if the operation unit reception period of the operation button 170 has not elapsed. The process returns to step S1303 to continuously detect whether or not the operation button 170 is operated. On the other hand, if the operation unit acceptance period of the operation button 170 has elapsed, the process proceeds to step S1310.

  In step S1310, after the corresponding effect command is transmitted to the effect unit controller 500 according to the number of operations updated in step S1304 or step S1307, the process ends.

  <Production unit controller main processing>

  Next, the main process of the rendering unit control unit 500 will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of the main process of the production | presentation unit control part 500. FIG.

  In step S1401, it is determined whether or not a control command from the sub-control unit 400 is stored in the control command storage area provided in the RAM 513, that is, whether or not a control command has been received from the sub-control unit 400. If any control command is received from the sub-control unit 400, the process proceeds to step S1402. If no control command is received, the process ends.

  In step S1402, the control command received from the sub control unit 400 is analyzed.

  In step S1403, it is determined whether or not the received control command is a continuous hit command. If the received command is a continuous hit command, in step S1404, a “continuous hit effect” to be described later is executed, and then the process proceeds to step S1405. If not, the process proceeds to step S1405.

  In step S1405, it is determined whether or not the received control command is a normal operation command. If the received command is a normal operation command, a “normal operation effect” described later is executed in step S1406, and the process proceeds to step S1407. If it is not a normal operation command, the process proceeds to step S1407.

  In step S1407, it is determined whether or not the received control command is a command corresponding to the operation count of the operation button 170. If the command is a command corresponding to the operation count of the operation button 170, in step S1408, “operation” After executing the “effect corresponding to the number of times”, the process is terminated. Note that as the “effect corresponding to the number of operations” in step S1408, for example, when the number of operations of the operation button 170 is 0 to 2, an effect that does not greatly increase the interest of the player is performed. When the number of operations is 3 to 9, the player's interest can be slightly enhanced. When the operation button 170 is operated more than 10 times, the player's interest can be greatly enhanced. It is conceivable to perform a production.

  In step S1409, after other processing is performed, the processing ends. The CPU 510 of the effect unit control unit 500 repeatedly executes the above processing unless a power-off is detected.

  Next, the above-described automatic operation input process will be specifically described with reference to FIG. The figure shows an example of the automatic operation input condition selection screen.

  The main control unit 300 transmits an auto operation input condition selection screen command to the sub control unit 400 at the start of the above-described auto operation input process, and the sub control unit 400 that has received this command further sends an auto operation input condition selection screen command to the effect unit control unit 500. Send operation input condition selection screen command. Receiving this command, the rendering unit controller 500 displays an automatic operation input condition selection screen as shown in FIG. 18 on the display screen of the LCD 182.

  In addition, whenever the main control unit 300 detects the operation of the first operation unit (for example, the start lever 135) by the player, the main control unit 300 displays the highlighted patterns A to C displayed on the automatic operation input condition selection screen. , When pattern A → pattern B → pattern C → pattern A →... Is switched in order, and an operation of the second operation unit (for example, one of stop buttons 137 to 139) by the player is detected. Get information about the highlighted pattern. In steps S <b> 1101 to S <b> 1103 of the automatic operation input process, the start condition, the automatic operation target process, and the end condition corresponding to the selected pattern are stored in a predetermined area of the RAM 313.

  For example, when the player selects the pattern A (when the operation of the second operation unit is detected when the pattern A is highlighted), the start condition is “3 seconds after receiving the start operation” The RAM 313 stores information that “left reel stop process” is selected as the auto-operation target process and “none” is selected as the end condition. In this case, in step S1201 of the above-described reel stop operation reception process, it is determined whether or not 3 seconds have elapsed since the start operation reception. If 3 seconds have elapsed since the start operation reception, in step S1203 (stop button The left reel 110 is stopped (regardless of the presence or absence of the operation 137). Therefore, when the pattern A is selected by the player, the left reel 110 can be stopped regardless of the player's operation, and the player does not need to perform the stop operation of the left reel 110.

  Further, when the pattern B is selected by the player (when the operation of the second operation unit is detected when the pattern B is highlighted), “starting number−paying number <200” is set as a start condition. Are stored in the RAM 313 as information indicating that “medal payout processing” is selected as the processing subject to automatic operation and “end of medal payout processing” is selected as the end condition. In this case, in step S1005 of the medal insertion / start operation acceptance process described above, it is determined whether or not the difference between the inserted number and the paid-out number is smaller than 200, and the difference between the inserted number and the paid-out number is larger than 200. If the number has decreased, medals are paid out in step S1007 (regardless of whether or not the settlement button 133 is operated). Therefore, when the pattern B is selected by the player, the game can be ended regardless of the player's intention, and even the player who cannot decide when to stop the game can surely stop the game. In this example, the automatic input operation is canceled when the medal payout is completed.

  In addition, when the player selects the pattern C (when the operation of the second operation unit is detected when the pattern C is highlighted), “when the repeated hit effect occurs” is set as the start condition. The RAM 313 stores information that the “effect button reception process” is selected as the process to be operated, and the “at the end of repeated hitting effects” is selected as the end condition. In this case, in step S1303 of the above-described effect process, it is determined whether or not the operation button 170 has been pressed for a long time. If the operation button 170 has been pressed for a long time, a continuous hit command is sent to the effect unit control unit 500 in step S1305. The effect unit control unit 500 executes the repeated hit effect. Therefore, when pattern C is selected by the player, it is possible to execute a continuous hit effect regardless of whether or not the operation button 170 is repeatedly hit. Even a simple player can enjoy the direct hit effect.

  Next, the above-described “normal operation effect” and “continuous hit effect” will be described with reference to FIGS. 19 (a) and 19 (b). In addition, the same figure (a) is the figure which showed an example of the normal operation effect, and the same figure (b) is the figure which showed an example of the continuous strike effect.

  The sub-control unit 400 did not detect a long press of the operation button 170 in step S1303 of the above-described effect process, but if a press operation of the operation button 170 is detected in step S1306, in step S1308, the effect unit control unit A normal operation command is transmitted to 500. Receiving this normal operation command, the rendering unit control unit 500 performs a normal operation rendering as shown in FIG. 19A in step S1406 of the rendering unit control unit main process. In this normal operation effect, whenever the operation button 170 is pressed once, an effect of gradually increasing the continuous hitting meter is performed using the LCD 182.

  On the other hand, when the sub-control unit 400 detects that the operation button 170 is long pressed in step S1303 of the above-described effect process, the sub-control unit 400 transmits a continuous hitting command to the effect unit control unit 500 in step S1305. The presentation unit control unit 500 that has received this continuous hitting command performs the continuous hitting presentation as shown in FIG. 19B in step S1404 of the main processing of the presentation unit control unit. In this repeated hitting effect, while the operation button 170 is pressed for a long time, an effect of increasing the hitting meter at once is performed using the LCD 182.

  As described above, the slot machine according to the second embodiment performs an operation unit (for example, a medal insertion button) that receives a player's operation and a predetermined process (for example, a medal insertion process) based on the operation of the operation unit. In a gaming machine equipped with a control unit (for example, the main control unit 300), the control unit has a predetermined operation condition different from the operation by the operation unit (for example, there is no operation of the medal insertion button but the input condition) The game machine is characterized in that a predetermined process is performed on the assumption that an operation unit (for example, a medal insertion button) has been operated.

  According to the gaming machine according to the present invention, the processing based on the operation of the operation unit can be performed if a predetermined operation condition is satisfied even if the player does not operate the operation unit. The operation burden can be reduced.

  Further, an input means (in this embodiment, the operation button 170 or the LCD 182) capable of inputting a predetermined operation condition is further provided, and the control unit is configured to display the operation unit when the predetermined operation condition input by the input means is satisfied. If it is assumed that the operation has been performed and a predetermined process is performed, the player can input an operation condition desired by the player himself, and the convenience of the player can be improved. In the present embodiment, an example in which the combination (pattern) of the start condition, the process, and the end condition displayed on the LCD 182 is selected with the operation button 170 is shown, but the present invention is not limited to this, and for example, the operation button 170 The start condition, processing, and end condition can be individually selected using the, and the language of the game machine control program (for example, assembler language, C language, etc.) can be input. Also good.

  In addition, the predetermined operation condition includes a start condition for starting execution of the predetermined process, and the control unit assumes that the operation of the operation unit is performed and starts the predetermined process when the start condition is satisfied. Since the processing based on the operation of the operation unit can be started if the start condition is satisfied even if the player does not operate the operation unit, the operation burden on the player can be reduced as compared with the conventional case. Can increase the sex.

  The predetermined operation condition includes an end condition for ending execution of the predetermined process. When the end condition is satisfied, the control unit completes the predetermined process and the player operates the operation unit. Even if the end condition is satisfied, the processing based on the operation of the operation unit can be ended, so that it is possible to reduce the player's operation burden and improve the convenience of the player.

  The control unit is an effect control unit that controls different effects based on the number of operations of the operation unit, and the effect control unit is configured such that when a predetermined condition is satisfied (in this embodiment, the operation button 170 is pressed and held down). If the player determines that the operation unit has been continuously operated and controls the effect (in this embodiment, the continuous hit effect), the predetermined condition is satisfied even if the player does not operate the operation unit continuously. If established, it is possible to execute a special effect that is performed only when the operation unit is operated a plurality of times, so that the operation burden on the player can be reduced as compared with the conventional case.

  Next, a slot machine according to Embodiment 3 of the present invention will be described in detail. In addition, about the structure same as the slot machine 100 which concerns on the said Example 1, while attaching | subjecting the same code | symbol in a figure, the description is abbreviate | omitted. Only the configuration different from the slot machine according to the first embodiment will be described below.

  <Reel stop operation acceptance process>

  First, the reel stop operation acceptance process in the main control unit main process will be described with reference to FIG. This figure is a flowchart showing the flow of reel stop operation acceptance processing.

  In step S1501, it is determined whether or not a signal from the index sensor 325 is detected. If a signal from the index sensor 325 is detected, the process proceeds to step S1502, and if not detected, the process proceeds to step S1504.

  In step S1502, the current positions of the reels 110 to 112 are acquired. In step S1503, a current position command including the current positions of the reels 110 to 112 acquired in step S1502 is transmitted to the sub-control unit 400.

  In step S1504, other processing is performed. In step S1505, it is determined whether all the reels 110 to 112 have been stopped. Then, when all the reels 110 to 112 are stopped, the processing is ended. When all the reels 110 to 112 are not stopped, the process returns to step S1501 to stop the rotating reels.

  <Direction processing>

  Next, the effect process in the sub control unit main process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of an effect process.

  In step S1601, it is determined whether or not a predetermined input condition is satisfied. If the predetermined input condition is satisfied, the process proceeds to step S1602. If the predetermined input condition is not satisfied, the process proceeds to step S1606. move on. The predetermined condition in step S1601 can include, for example, whether or not the symbol that the player wants to stop is designated by the player. In this case, the symbol that the player wants to stop It can be determined that the predetermined condition is satisfied when is designated by the player.

  In step S1602, the current position of the reels 110 to 112 is acquired based on the current position command received from the main control unit 300. In step S1603, the current position of the reels 110 to 112 acquired in step S1602 is designated by the player. It is determined whether or not it is a position where the displayed symbol can be stopped. If the current position of the reels 110 to 112 is a position where the symbol designated by the player can be stopped, the process proceeds to step S1605. Otherwise, the process proceeds to step S1604.

  In step S1604, a movable object non-operation position movement control command is transmitted to the effect unit control unit 500, and in step S1605, a movable object operation position movement control command is transmitted to the effect unit control unit 500.

  In step S1606, after performing other effect processes, the process ends.

  <Production unit controller main processing>

  Next, the main process of the rendering unit control unit 500 will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of the main process of the production | presentation unit control part 500. FIG.

  In step S1701, it is determined whether or not a control command from the sub-control unit 400 is stored in the control command storage area provided in the RAM 513, that is, whether or not a control command has been received from the sub-control unit 400. If any control command is received from the sub-control unit 400, the process proceeds to step S1702, and if no control command is received, the process ends.

  In step S1702, the control command received from the sub control unit 400 is analyzed.

  In step S1703, it is determined whether or not the received control command is a movable object operation position movement control command. If the received control command is a movable object operation position movement control command, the operation unit 702 is operated by a player's finger in step S1704. When the movable object 700 on which the player's finger is placed is moved in the direction of the operation unit 702 so as to be operated (details will be described later), the process proceeds to step S1705, and is not a movable object operation position movement control command. Then, the process proceeds to step S1705.

  In step S1705, it is determined whether or not the received control command is a movable object non-operation position movement control command. If the received control command is a movable object non-operation position movement control command, an operation is performed with a player's finger in step S1706. After moving the movable object 700 on which the player's finger is placed so that the unit 702 is not operated, the process proceeds to step S1707. If it is not the movable object non-operation position movement control command, other processing is performed in step S1707. Then, the process is terminated.

  Next, the movable object 700 and the operation unit 702 will be described with reference to FIGS. FIG. 4A is a schematic external view showing an example of the movable object 700 and the operation unit 702. FIG. 4B is an illustration of the movable object 700 that allows the operation unit 702 to operate the player's finger 704. It is the figure which showed a mode that it led to the correct position.

  In this example, the movable object 700 is composed of a rod-like member supported so as to be movable in the vertical direction, and a player's fingertip can be inserted under the movable object 700 to place the player's finger 704 thereon. A mounting table 700a is formed. This movable object 700 is driven in the vertical direction by a solenoid 564 (see FIG. 4) with the player's finger 704 placed thereon, thereby guiding the player's fingertip toward the operation unit 702. It is possible to operate the operation unit 702. As the operation unit 702, for example, when the operation button 170 is applied and the player wants to enjoy the above-described repeated hitting effect, by driving the movable object 700 continuously in a vertical direction a plurality of times within a predetermined time, The player may be allowed to continuously press the operation button 170, and stop buttons 137 to 139 may be applied as will be described below.

  FIG. 24A is a partially enlarged view showing an example in which a movable object 710 according to another example is applied to a stop button 137, and FIG. 24B is an abbreviated view showing a state before the operation of the movable object 710. FIG. 4C is a schematic side view showing a state in which the movable object 710 is operating.

  In this example, the movable object 710 is made up of a member that is supported so as to be movable in the horizontal direction and that is L-shaped in side view, and on the front side thereof, the player's fingertip can be inserted and the player's finger is inserted. A mounting table 710a for mounting 704 is formed. This movable object 710 is driven in the horizontal direction by a solenoid (not shown) with the player's finger 704 placed thereon, thereby guiding the player's fingertip toward the stop button 137 and stopping the player. The button 137 can be pressed. In this embodiment, when the main control unit 300 detects a signal from the index sensor 325 of the reels 110 to 112 in step S1501 of the reel stop operation reception process described above, the current position command is sent to the sub control unit 400 in step S1503. Send. When the sub-control unit 400 that has received the current position command determines in step S1603 of the above-described effect processing that the symbol that the player wants to stop can be stopped, the movable object operation position movement control command is determined in step S1605. Send. Receiving this movable object operation position movement control command, the rendering unit control unit 500 moves the player's finger so that the stop button 135 is operated by the player's finger in step S1703 of the above-described rendering unit control unit main process. The movable object 710 placed is moved in the direction of the stop button 135. Thereby, even when the player is a beginner, the player can surely stop the reels 110 to 112 with a symbol to be stopped, and can learn a so-called pressing technique.

  As described above, the slot machine according to the third embodiment has a movable body (in this embodiment, the movable object 700, which is movable) in a predetermined manner in a gaming machine including an operation unit 702 that receives a player's operation. 710) and a movement control unit (solenoid in this embodiment) 564 for controlling the movement of the movable objects 700 and 710, and the movable objects 700 and 710 are for holding a part of the player's body. A holding unit (mounting tables 700a and 710a in this embodiment) is provided, and the movement control unit can allow the player to operate the operation unit 702 while holding a part of the player's body by the holding units 700a and 700b. This is a game table in which animals 700 and 710 are moved.

  According to the slot machine according to the third embodiment, the player's operation can be assisted by the movable object, so that the operation burden on the player can be reduced more than before.

  The apparatus further includes a plurality of reels 110 to 112 which are provided with a plurality of types of symbols and are driven to rotate, and a reel control means for controlling the driving of the reels, and an operation unit is provided corresponding to each reel. The movement control unit 137 is a stop button (in this embodiment, a stop button) 137 for individually stopping the rotation of the reel, and the movement control unit is based on the establishment of a predetermined condition (in this embodiment, the position of the reel is a game). If the movement control of the movable object 710 is performed (when the symbol designated by the player is at a position where it can be stopped), the operation of the reel stop button can be assisted by the movable object. However, it is possible to easily stop the reels and to reduce the operation burden on the player.

  Note that the gaming machine according to the present invention corresponds to “a plurality of reels 110 to 112 which are provided with a plurality of types of symbols and are driven to rotate, a start lever 135 for instructing the rotation of the reels, and each reel. A stop button 137 to 137 for individually stopping the rotation of the reels, lottery means (in the embodiment, winning lottery internal lottery) for determining whether or not internal winning of a plurality of types of winning combinations is successful, and lottery means The combination of symbols displayed by the reel stop control means (reel rotation stop processing in the embodiment) for stopping the rotation of the reels based on the lottery result and the reels stopped based on the lottery result of the lottery means. A determination means (in the embodiment, winning determination) for determining whether or not the symbol combination is predetermined according to the winning combination, and the symbol stop mode is a predetermined winning mode The slot machine further comprising payout control means (medal payout in the embodiment) for performing game medium payout processing for paying out game media corresponding to a predetermined winning mode. It is not limited to the structure of the slot machine as shown.

  Therefore, for example, in the above embodiment, an example of a slot machine using medals (coins) as a game medium has been shown, but the present invention is not limited to this, and for example, a game ball (for example, a pachinko ball) It can also be applied to slot machines and pachinko machines using the game media.

  Here, as a pachinko to which the present invention is applied, for example, as shown in FIG. 25, a launching device 802 that launches a ball into a predetermined game area 801 and a ball launched from the launching device 802 can enter. A configured winning opening 803, a detecting means (not shown) for detecting a ball that has entered the winning opening 803, a payout means (not shown) for paying out a ball when the detecting means detects a ball, A variable display device 804 that variably displays a symbol (identification information) is provided, and when the game ball enters the winning opening 803 and wins, the variable display device changes the symbol and then stops and displays the game state. An example is a pachinko that announces the transition.

  In such a pachinko, when a game ball enters the winning opening 803, a lottery is performed, and it is determined whether or not the lottery result is a win. Then, when the jackpot is won in this lottery, the variable display device 804 displays a combination (a jackpot symbol; for example, 777) based on a specific symbol and shifts to a jackpot state. In the big hit state, the big winning opening 805 is kept open for a predetermined time or a predetermined number of times, for example, so that the game ball is easy to enter and a state advantageous to the player is realized. . In addition, if the combination of a specific symbol (hit jackpot symbol) is a jackpot symbol (probability variation symbol) with probability fluctuation, the probability of the next jackpot will be higher, and a more advantageous state for the player will be realized .

  In addition, the gaming machine according to the present invention is not limited to the slot machine or pachinko machine having the configuration shown in FIG. 26 (a). For example, as shown in FIG. A home game machine or arcade mainly equipped with a control unit that mainly controls the progress of the game, and a control device that is communicably connected to the control unit and that mainly controls the effect of the game, such as image display processing and movable object control processing. The present invention can also be applied to an amusement machine represented by a game machine or the like (for example, a fighting game machine or a shooting game machine).

  Note that the actions and effects described in the embodiments of the present invention only list the most preferable actions and effects resulting from the present invention, and the actions and effects according to the present invention are described in the embodiments of the present invention. It is not limited to what was done.

  In addition, in some cases, the content described in one configuration among a plurality of configurations described in the embodiments may be applied to other configurations to further widen the game.

  The present invention can be applied to game machines represented by slot machines, pachinko gaming machines, and the like.

FIG. 3 is an external perspective view of the slot machine according to Embodiment 1 of the present invention. 3 is a circuit block diagram of a main control unit in the slot machine. FIG. FIG. 4 is a circuit block diagram of a sub control unit in the slot machine. It is a circuit block diagram of the rendering unit control unit in the slot machine. It is the figure which expand | deployed and showed the symbol arrangement | sequence given to each reel in the slot machine. It is the figure which showed the kind of winning combination of the slot machine, symbol combination and operation / payout. (A) In the case of a normal game, (b) In the case of an RB (SRB) game, the type of winning combination, the symbol combination corresponding to the winning combination, the number of medals paid out, and the internal winning probability is there. 4 is a flowchart showing a flow of main processing of the main control unit of the slot machine. (A) It is a flowchart which shows the flow of the sub control part main process of the slot machine. (B) It is a flowchart which shows the flow of the sub control part interruption process of the slot machine. It is a flowchart which shows the flow of the production process of the slot machine. (A) It is a flowchart which shows the flow of the production unit control part main process of the slot machine. (B) It is a flowchart which shows the flow of the rendering unit control part interruption process of the slot machine. (A) It is the elements on larger scale which showed the state before the action | operation of a movable apparatus. (B) is the figure which showed a mode that the player pressed down the operation button. (C) is the elements on larger scale which showed the state in operation of a movable device. It is a flowchart which shows the flow of the medal insertion / start operation reception process in the slot machine which concerns on Example 2 of this invention. It is a flowchart which shows the flow of the auto operation input process of the slot machine. 21 is a flowchart showing a flow of reel stop operation acceptance processing of the slot machine. It is a flowchart which shows the flow of the production process of the slot machine. It is a flowchart which shows the flow of the production unit control part main process of the slot machine. It is the figure which showed an example of the automatic operation input condition selection screen of the slot machine. (A) It is the figure which showed an example of the normal operation effect. (B) It is the figure which showed an example of the continuous striking effect. It is a flowchart which shows the flow of the reel stop operation reception process in the slot machine which concerns on Example 3 of this invention. It is a flowchart which shows the flow of the production process of the slot machine. It is a flowchart which shows the flow of the production unit control part main process of the slot machine. (A) It is the outline external view which showed an example of the movable object and the operation part. (B) It is the figure which showed a mode that a player's finger | toe is guide | induced to the position which an operation part can operate with a movable object. (A) It is the elements on larger scale which showed the example which applied the movable body which concerns on another example to the stop button. (B) It is the simplified side view which showed the mode before the action | operation of a movable object. (C) It is the schematic side view which showed the mode during operation | movement of a movable object. It is a simplified front view of a pachinko. (A) It is the figure which showed the structural example of the control part of a game machine. (B) It is the figure which showed the structural example of the control part of a game device.

Explanation of symbols

100 slot machine 110, 111, 112 reel 113 symbol display window 135 start lever 137, 138, 139 stop button 170 operation button 182 LCD
300 Main Control Unit 400 Sub Control Unit 500 Production Unit Control Unit 600 Movable Device 602 First Movable Object 604 Second Movable Object 700, 710 Movable Object 702 Operation Unit

Claims (1)

  1. An operation unit for accepting a player's operation;
    A first movable object that is movably disposed and is moved based on an operation of the operation unit;
    Moving means for moving the first movable object based on an operation of the operation unit;
    In a gaming machine comprising a second movable object that is separate from the first movable object and is movably disposed,
    The second movable object is
    Configured to move by being pushed by the first movable object ,
    Detecting means for detecting movement of the second movable object;
    Production means for producing an effect based on the detection result of the detection means,
    The moving means is
    The player moves the first movable object to a standby position away from the second movable object before operating the operation unit;
    When the operation unit is operated, the first movable object is moved from the standby position toward the second movable object by a predetermined amount,
    By executing a predetermined amount of movement of the first movable object a plurality of times each time the operation unit is operated, the first movable object is brought into contact with the second movable object, and finally the The first movable object pushes down the second movable object so that the detection means detects the movement of the second movable object;
    The production means is
    It is determined whether or not an operation unit reception period permitting operation reception of the operation unit has elapsed, and when the operation unit reception period has not elapsed, the first movable object accompanying the operation of the operation unit Based on the control signal that is output when the detection means detects the movement of the second movable object due to the movement of, the effect process different from the effect process currently being executed,
    When the operation unit acceptance period has elapsed, the operation stand of the operation unit is terminated .
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JP5517183B2 (en) * 2008-08-20 2014-06-11 豊丸産業株式会社 Game machine
JP2010213972A (en) * 2009-03-18 2010-09-30 Daito Giken:Kk Game machine
JP5286539B2 (en) * 2009-12-17 2013-09-11 株式会社ソフイア Game machine
JP5593511B2 (en) * 2010-02-16 2014-09-24 株式会社ソフイア Game machine
JP5653108B2 (en) * 2010-07-23 2015-01-14 株式会社三共 Slot machine
JP5674830B2 (en) * 2013-01-15 2015-02-25 株式会社ソフイア Game machine
JP5739513B2 (en) * 2013-12-27 2015-06-24 株式会社三共 Game machine
JP5923564B2 (en) * 2014-08-11 2016-05-24 京楽産業.株式会社 Game machine
JP5968961B2 (en) * 2014-08-11 2016-08-10 京楽産業.株式会社 Game machine
JP5978271B2 (en) * 2014-10-15 2016-08-24 京楽産業.株式会社 Game machine
JP6002735B2 (en) * 2014-11-17 2016-10-05 株式会社三共 Slot machine
JP6356594B2 (en) * 2014-12-22 2018-07-11 サミー株式会社 Game machine
JP6356596B2 (en) * 2014-12-22 2018-07-11 サミー株式会社 Game machine
JP6142140B2 (en) * 2015-01-31 2017-06-07 株式会社大都技研 Amusement stand

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JP2000061031A (en) * 1998-06-27 2000-02-29 Barcrest Ltd Apparatus for playing game
JP2003093578A (en) * 2001-09-26 2003-04-02 Daito Giken:Kk Game board

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JP2000061031A (en) * 1998-06-27 2000-02-29 Barcrest Ltd Apparatus for playing game
JP2003093578A (en) * 2001-09-26 2003-04-02 Daito Giken:Kk Game board

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