JP5114299B2 - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP5114299B2
JP5114299B2 JP2008147237A JP2008147237A JP5114299B2 JP 5114299 B2 JP5114299 B2 JP 5114299B2 JP 2008147237 A JP2008147237 A JP 2008147237A JP 2008147237 A JP2008147237 A JP 2008147237A JP 5114299 B2 JP5114299 B2 JP 5114299B2
Authority
JP
Japan
Prior art keywords
control unit
lamp
command
pseudo
control board
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Expired - Fee Related
Application number
JP2008147237A
Other languages
Japanese (ja)
Other versions
JP2009291366A (en
Inventor
丈 染矢
豊浩 埜口
綾 伊藤
Original Assignee
京楽産業.株式会社
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 京楽産業.株式会社 filed Critical 京楽産業.株式会社
Priority to JP2008147237A priority Critical patent/JP5114299B2/en
Publication of JP2009291366A publication Critical patent/JP2009291366A/en
Application granted granted Critical
Publication of JP5114299B2 publication Critical patent/JP5114299B2/en
Expired - Fee Related legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Description

  The present invention relates to a gaming machine such as a pachinko gaming machine, and more particularly to a gaming machine that changes the probability of jackpot.
  Conventionally, when a game ball launched into the game area of the game board enters a specific start winning opening, three rows of symbols (for example, symbols of numbers 1 to 12) displayed on the display unit move from top to bottom. A game machine is widely used in which, when the same or related symbols are arranged on a certain line (effective line), the game becomes a big win, the big winning opening is opened, and the big win game can be played.
  In such gaming machines, the main control board operates in each mode of jackpot, probability change, time reduction, and normal, and there are those that produce effects for each mode according to the command output from this main control board. There was something that made the game more interesting and made the game more interesting until the jackpot was finalized.
  As this production, not only the production by the display unit, but also the fun of the game is improved by producing the lighting by controlling the lamps composed of LEDs or the like provided on the game board around the display unit. . The lamp control is configured to be executed by a lamp control board (or an effect control board having a lamp control function) that is different from the main control board that performs control related to the jackpot (see, for example, Patent Document 1 below).
  In recent gaming machines, with regard to symbol variation, various types of effects are produced, and the symbol variation process is greatly increased by increasing the definition of the symbol itself. Also, the number of lamps and light emission using full-color LEDs, etc. The control content related to color is increasing. For this reason, control related to lamp control tends to be independent from the effect control board. As a board, there is also a configuration in which circuit elements related to lamp control are integrally provided in the production control board, but the production control unit (especially symbol variation) and the lamp control unit are configured separately, Commands are being sent and received.
  In recent years, a certain production mode called pseudo-ream has been provided. This pseudo-ream is a mode in which symbol variation is performed a plurality of times by one winning with respect to the start winning opening. This pseudo-ream period includes the case where the symbol variation is repeated several times to shift to reach production.
  FIG. 12 is a diagram showing a timing chart of pseudo-continuations. The main control board comprises: a. If there is a prize at the starting point, b. The symbol variation time information T is output to the effect control board. The production control board receiving this is c. The number of symbol changes corresponding to the time information T is performed. D. Each time the symbol variation starts (time t1, t2,...), A pseudo continuous command is sent to the lamp control board. e. When the lamp control board receives the pseudo-series command, the lamp control board changes the emission color of the lamp every time the command is received based on the emission color and time information included in the pseudo-series command.
JP 2001-62116 A
  However, when the lamp control unit is configured to be independent from the effect control unit and send and receive commands as described above, the following problems occur. In the quasi-ream, it is sent from the effect control unit for every symbol variation. D. The pseudo-ream command was sent by including information on the emission color of the lamp for each symbol variation and symbol variation period information. Here, it is necessary to synchronize the symbol variation and the lamp control for production. Specifically, the lamp is turned on with a predetermined light emission color having a corresponding time during the symbol variation period, and a different light emission color is emitted each time the symbol variation is given to provide an interesting game. . For this reason, in order to include the information on the light emission color of the lamp for each design variation and the information on the design variation period in the pseudo-continuous command sent out by the production control unit, the information amount of the pseudo-continuous command increases, and the production control The processing burden on the department increased.
  In order to eliminate the above-described problems caused by the conventional technology, the present invention can synchronize a plurality of symbol fluctuations such as pseudo-continuous and lamp control and enhance the effect of production, and can easily perform these symbol fluctuations and lamp control. It is an object of the present invention to provide a gaming machine that can be synchronized with each other and can reduce the processing load of control.
  In order to solve the above-mentioned problems and achieve the object, the gaming machine according to the present invention outputs a main control board that outputs a command of a variation time of symbol variation every time there is a start prize, and is output from the main control board. When a command is received and the pseudo-ream mode is selected based on the variation time of the command, the number of symbol variations per start prize is determined, and the pseudo-relationship corresponding to the determined number of symbol variations An effect control board that outputs a command, and is connected separately to the effect control board, receives the pseudo-link related command output from the effect control board, and performs symbol variation of the number of times corresponding to the pseudo-link related command. An image control board to perform, wherein the production control board outputs the pseudo-relation related command for the number of times determined by selecting the pseudo-continuous mode for each symbol variation. Is connected to the production control board separately, receives the pseudo-link related command output from the production control board, and causes a lamp provided in the gaming machine to emit light based on the pseudo-link related command A lamp control board, and the lamp control board receives lamp data in which a relationship between the number of times the pseudo-related command is received from the effect control board and the emission color of the lamp is set corresponding to the number of times. And reading a light emission color corresponding to the number of receptions of the pseudo-relation related command from the lamp data, and causing the lamp to emit light in synchronization with the symbol variation.
  According to the above configuration, the lamp control unit reads the emission color corresponding to the number of times set in the lamp data and controls the lamp emission each time a pseudo-continuous command is received from the effect control unit. Thereby, it is not necessary to include light emission color information in the quasi-continuous command output from the effect control unit, the amount of command data can be reduced, and the processing load on the effect control unit can be reduced.
  According to the present invention, the lamp can emit light in a predetermined color according to the design variation. In particular, it is possible to reduce the light emission color information from the command transmitted from the effect control unit to the lamp control unit, thereby reducing the amount of command data and reducing the control burden on the effect control unit.
  Exemplary embodiments of a gaming machine according to the present invention will be described below in detail with reference to the accompanying drawings.
(Basic configuration of gaming machine)
FIG. 1 is a front view showing an example of the gaming machine of the present invention. The gaming machine of the present invention includes a game board 101. A launcher (see reference numeral 292 in FIG. 2) is disposed at a lower position of the game board 101. The game ball launched by driving the launching unit rises between the rails 102 a and 102 b and reaches the upper position of the game board 101, and then falls within the game area 103. A plurality of nails (not shown) are provided in the game area 103, and a game ball is dropped in various directions, and a windmill or a prize opening that changes the fall direction of the game ball is placed in the middle of the fall. Is arranged.
  An image display unit 104 is arranged at the center of the game area 103 of the game board 101. As the image display unit 104, for example, a liquid crystal display (LCD) is used. Below the image display unit 104, start winning ports 105a and 105b for starting winning are arranged. On the left side of the image display unit 104, a winning gate 106 is provided.
  The winning gate 106 is provided to detect the passing of the game ball and to perform a lottery to open an unillustrated electric accessory (hereinafter referred to as “electric tulip”) provided in the vicinity of the starting winning ports 105a and 105b for a predetermined time. It is done. A normal winning opening 107 is disposed on the side of the image display unit 104 or below. When a game ball wins the normal winning opening 107, the number of winning balls (for example, 10) at the time of the normal winning is paid out. At the bottom of the game area 103, there is provided a collection port 108 for collecting game balls that have not won any winning ports.
  The above-described image display unit 104 starts a change in display of a plurality of symbols when a game ball wins a specific winning opening (at the time of starting winning), and the symbols stop after a predetermined time. When specific symbols (for example, “777”) are prepared at the time of the stop, a big hit state is obtained. In the big win state, the predetermined winning opening 109 located below is repeatedly opened for a predetermined period (for example, 15 rounds), and the number of winning balls corresponding to the winning game balls is paid out.
  A normal symbol display part 119 and a special symbol display part 120 are arranged in the lower right part of the game board 101. As the normal symbol display unit 119 and the special symbol display unit 120, for example, a 7-segment display is used. The normal symbol display unit 119 and the special symbol display unit 120 display numbers, alphabets, and the like representing a predetermined lottery result. The symbols, such as numbers and alphabets (hereinafter referred to as “ordinary symbols”) displayed on the normal symbol display unit 119 start to change when the game ball passes the winning gate 106 and stop after a predetermined time. At this time, when the predetermined normal symbol stops, the electric tulip is opened for a predetermined time. Variations of symbols such as numbers and alphabets (hereinafter referred to as “special symbols”) displayed on the special symbol display unit 120 are started when the game ball wins the start winning holes 105a and 105b, and stop after a predetermined time. At this time, when a predetermined special symbol stops, a big hit state is obtained.
  On the left side of the normal symbol display unit 119 and the special symbol display unit 120, a reserved ball display unit 121 for the fluctuation of the normal symbol or the special symbol is arranged. As the reserved ball display unit 121, for example, an LED is used. A plurality of LEDs as the reserved ball display unit 121 are arranged, and indicate the number of reserved balls with respect to fluctuations of the normal symbol or the special symbol by turning on / off. For example, when two upper LEDs among the LEDs constituting the holding ball display unit 121 are lit, it indicates that the number of holdings for the variation of the normal symbol is two.
  A frame member 110 is provided on the outer peripheral portion of the game area 103 of the game board 101. The frame member 110 has a shape that surrounds the periphery of the game area 103 on the four sides of the game board 101 in the vertical and horizontal directions. Further, the frame member 110 has a shape protruding from the board surface of the game board 101 toward the player side. Thereby, the gaming machine of the present embodiment can be made more conspicuous than other types of gaming machines that do not include the frame member 110. By making the gaming machine conspicuous, it is possible to improve the operating rate of the gaming machine and to strengthen the deterrent against fraudulent acts on the gaming machine.
  An effect light unit (not shown) is provided at a predetermined position of the frame member 110. The effect light unit includes a plurality of lights (lighting devices). Each light irradiates a player in front of the gaming machine, and the irradiation direction of the light can be changed in the vertical direction so that the irradiation position moves from the overhead of the player along the abdomen. Each light is driven by a motor (not shown) provided in the effect light unit so as to change the light irradiation direction in the vertical direction.
  The light irradiation direction is changed when, for example, a big hit state is reached. Accordingly, the player and the surroundings of the gaming machine can be sequentially irradiated to inform the surroundings that the gaming machine is in the big hit state, and the attention of the player who has been in the big hit state can be increased. . Accordingly, it is possible to give the player an uplifting feeling due to the attention, and to continuously or repeatedly use the gaming machine of the present embodiment, thereby improving the operating rate of the gaming machine.
  An operation handle 113 is disposed at a lower position of the frame member 110. The operation handle 113 is operated by the player when the game ball is fired by driving the launching unit. Similar to the frame member 110 described above, the operation handle 113 has a shape protruding from the board surface of the game board 101 to the player side.
  The operation handle 113 includes a firing instruction member 114 that drives the above-described launching unit to launch a game ball. The firing instruction member 114 is provided on the outer peripheral portion of the operation handle 113 so as to rotate clockwise as viewed from the player. The launcher causes the game ball to be launched when the firing instruction member 114 is directly operated by the player. Although not described because it is a known technique, the operation handle 113 is provided with a sensor that detects that the player directly operates the firing instruction member 114.
  In the vicinity of the image display unit 104 (for example, on the upper side or the side), there is provided an effect (not shown) (hereinafter referred to as “movable accessory”). The movable accessory is driven by a solenoid or motor (not shown).
  In the frame member 110, an effect button (chance button) 117 that receives an operation by the player is provided on the lower side of the game area 103. In the frame member 110, a cross key 118 is provided next to the effect button 117. The effect button 117 and the cross key 118 constitute an operation unit. In addition, the frame member 110 incorporates a speaker (see reference numeral 277 in FIG. 2) that outputs sound.
(Internal configuration of control unit 1. Main control unit)
FIG. 2 is a block diagram showing the internal configuration of the control unit of the gaming machine. The control unit 200 includes a plurality of control units. In the example shown in the figure, a main control unit 201, an effect control unit 202, and a prize ball control unit 203 are included. The main control unit 201 controls basic operations related to gaming of the gaming machine. The production control unit 202 controls the production operation during the game. The prize ball control unit 203 controls the number of prize balls to be paid out.
  The main control unit 201 is configured to include a CPU 211 that executes basic processing as the game content progresses, a RAM 213 that functions as a work area for data during arithmetic processing of the CPU 211, and the like, based on a program stored in the ROM 212. . The main control unit 201 realizes its function by, for example, a main control board. Various commands set in the RAM 213 are sent to the effect control unit 202 and the prize ball control unit 203 at a predetermined timing.
  The main control unit 201 includes a start winning port detection unit (start port SW) 221a that detects a winning ball won in the start winning port 105a, a start port SW 221b that detects a winning ball won in the start winning port 105b, A gate detection unit (gate SW) 222 that detects a game ball that has passed through the winning gate 106, a normal winning port detection unit (normal winning port SW) 223 that detects a game ball that has won the normal winning port 107, and a big winning port A large winning opening detection unit (large winning opening SW) 224 that detects a winning ball won in 109, a normal symbol display unit 119, and a special symbol display unit 120 are connected. A plurality of the normal winning opening SW223 may be provided for each arrangement position of the normal winning opening 107. These detection units can be configured using proximity switches or the like.
  Detection results from the start winning port detection unit 221, the gate detection unit 222, the normal winning port detection unit 223, and the big winning port detection unit 224 are input to the main control unit 201.
  Further, the main control unit 201 controls driving of the start opening solenoid 225 that opens the electric tulip for a predetermined time, the large winning opening solenoid 231 that opens and closes the large winning opening 109, and lighting of the reserved ball display section 121. . The big prize opening solenoid 231 performs an operation of opening the big prize opening 109 for a certain period at the time of a big hit. This jackpot is programmed in advance to occur with a predetermined probability based on the generated random number.
  The main control unit 201 can change the jackpot probability during the game. For example, in the gaming machine of the present embodiment, there are two probability states, a low probability state and a high probability state, and the high probability state is generally called a probability variation state. Here, the low probability state is a gaming state in which the generated random number is compared with a predetermined low probability state table to perform a jackpot determination, a loss determination, or the like. In the high probability state, the generated random number is compared with a predetermined high probability state table to perform a jackpot determination, a loss determination, or the like, and further to the starting winning hole 105b of the game ball by an electric tulip control process described later. It is a gaming state that makes it easy to win. Each table is stored in advance in the ROM 212 or the like.
  Thus, for example, in the gaming machine of the present embodiment, a jackpot is generated at 1/300 in the low probability state, and a jackpot is generated at 1/30 in the high probability state. Yes. The low probability state includes a normal low probability state and a short time state. Here, the short-time state is a gaming state in which a jackpot determination or a loss determination is performed in the same manner as in a normal low probability state, but it is easy to win a game ball into the start winning opening 105b. Specifically, in the short-time state, the generated random number is compared with a predetermined low-probability state table to make a jackpot determination or a loss determination, but the electric tulip control process applies the game ball to the start winning opening 105b. It is easier to win a prize. Information indicating the game state being executed is output as a command to the effect control unit 202, and an effect corresponding to the game state being executed (for example, control of symbol variation or movable accessory) is performed.
  Further, when there is one winning for the start winning opening 105a (or 105b), the main control unit 201 outputs, to the effect control unit 202, time information of the symbol variation applied to one symbol variation as a command.
(2. Production control unit)
Next, the production control unit 202 controls production contents during the game. This effect control unit 202 is based on a command sent from the main control unit 201, and an effect control unit 202a that controls the contents of the effect, and an image / sound control unit that controls the image and sound instructed by the effect control unit 202a. 202b and a lamp control unit 202c that controls lighting of the lamps provided on the game board and the frame.
  The effect supervision unit 202a includes a CPU 241 that executes effect processing, a ROM 242 that stores an effect program, and a RAM 243 that functions as a data work area when the CPU 241 performs arithmetic processing.
  In addition, a real-time clock (RTC) 247 serving as a time measuring means for measuring and outputting real time is connected to the production control unit 202a. The real-time clock 247 continues timing operation by a backup power source (not shown) even when the power is turned off. Various data set in the RAM 243 is sent to the image / sound controller 202b and the lamp controller 202c at a predetermined timing. The RTC 247 is not limited to being arranged in the effect control unit 202, and the arrangement position is not limited to being arranged in the main control unit 201 or arranged alone.
  The image / sound control unit 202b displays on the CPU 251 that executes image and sound generation and output processing, the ROM 252 that stores various image data such as background images, design images, and character images and various sounds, and the image display unit 104. And a RAM 253 for storing image data and sound to be output via the speaker 277. These CPUs 241 and 251 constitute control means for the image display unit 104 and the like. That is, the CPUs 241 and 251 control the gaming machine according to the present embodiment to execute an effect corresponding to the game state being executed.
  The effect button 117 is connected to the effect control unit 202a of the effect control unit 202, and the operation of the effect button 117 is input to the effect control unit 202a.
  Based on the command sent from the main control unit 201, the production control unit 202a reads the program stored in the ROM 242, determines the content of the production, and outputs an instruction to the image / sound control unit 202b and the lamp control unit 202c. To do. The CPU 251 of the image / sound control unit 202b performs various image processing and sound processing such as background image display processing, symbol image display / variation processing, and character image display processing based on the instructed contents of the rendering, and necessary image data. The audio data is read from the ROM 252 and written to the RAM 253. The background image, the design image, and the character image written in the RAM 253 are superimposed and displayed on the image display unit 104 on the display screen. That is, the design image and the character image are displayed so as to be seen in front of the background image.
  A plurality of symbol images are registered in advance in the ROM 252 as symbol variation patterns that repeatedly vary and stop on the image display unit 104. Based on the command output from the main control unit 201, at the normal time (low probability state), any one of the plurality of registered patterns is selected. Further, for example, in the high probability state, a symbol variation pattern different from the normal time is selected. Thereby, the gaming machine can indicate to the player that the game state being executed is the low probability state / high probability state. Even if the game state being executed is a high probability state, the symbol variation pattern may be the same as that in the normal state when a predetermined condition is satisfied. By doing so, the player cannot see whether the game state being executed is the low probability state or the high probability state from the appearance, and can always play the game with expectation.
  When the background image and the design image overlap at the same position, the design image is preferentially stored in the RAM 253 by referring to the Z value of the Z buffer of each image data by a known hidden surface removal method such as the Z buffer method. Remember me.
  For the image display unit 104, the effect control unit 202 displays the contents of the effect during the game, for example, variable display of symbols, reach (a state in which two of the three symbols are aligned), and various display information at the time of jackpot Is generated and output. When the game is interrupted for a certain time, a screen waiting for the customer is displayed and output. In addition, the effect control unit 202 outputs data for outputting sound from the speaker 277.
  The lamp control unit 202c includes a CPU 261 that executes processing for lighting the lamp, a ROM 262 that stores control data such as lamp lighting, a RAM 263 as a work area of the CPU 261, a frame lamp 265a, a panel lamp 265b, and a movable And an accessory 267.
  The lamp control unit 202 c is a frame lamp 265 b provided on the game board 101 or a frame lamp provided on the frame member 110 based on a command such as lamp lighting output from the production control unit 202 a of the production control unit 202. Data for controlling lighting of 265a is output. Also, data for controlling the operation of the movable accessory 267 is output.
  The effect control unit 202 described above realizes its function by, for example, an effect control board. As shown in FIG. 2, in the effect control unit 202, the effect control unit 202a, the image / sound control unit 202b, and the lamp control unit 202c are provided as different board functions, but these are incorporated on the same printed board. You may comprise. However, even when they are incorporated on the same printed circuit board, their functions are independent, and the production control unit 202a is composed of an image / sound control unit 202b, a lamp control unit, and the production control unit 202a. It is configured to send and receive commands to and from 202c.
(3. Prize ball control unit)
Next, the prize ball control unit 203 performs prize ball control based on a program stored in the ROM 282. The prize ball control unit 203 includes a CPU 281 that executes prize ball control processing, and a RAM 283 that functions as a data work area when the CPU 281 performs arithmetic processing. The prize ball control unit 203 realizes its function by, for example, a prize ball board.
  The prize ball control unit 203 controls the payout unit (payout drive motor) 291 to pay out the number of prize balls at the time of winning. The payout unit 291 includes a motor for paying out a predetermined number from the game ball storage unit. In addition, an operation of launching a game ball with respect to the launch unit 292 is detected, and the launch of the game ball is controlled.
  The winning ball control unit 203 pays out to the paying unit 291 the number of winning balls corresponding to the game balls won in each of the winning ports (start winning ports 105a and 105b, the normal winning port 107, and the big winning port 109). Take control. The launcher 292 launches a game ball for a game, and includes a sensor that detects a game operation by the player, a solenoid that launches the game ball, and the like. When the prize ball control unit 203 detects a game operation by the sensor of the launch unit 292, the prize ball control unit 203 intermittently fires a game ball by driving a solenoid or the like in response to the detected game operation, thereby playing the game area 103 of the game board 101. A game ball is sent out.
  The prize ball control unit 203 is connected to various detection units for detecting the state of the game ball to be paid out, and detects the payout state for the prize ball. These detection units include a fixed position detection SW293, a payout ball detection SW294, a ball presence detection SW295, a full tank detection SW296, and the like.
  The main control unit 201, the effect control unit 202, and the prize ball control unit 203 configured as described above are provided on different printed circuit boards (main control board, effect control board, and prize ball board). For example, the prize ball control unit 203 can be provided on the same printed circuit board as the main control unit 201.
  Further, a board external information terminal board 297 is connected to the main control unit 201, and various information executed by the main control unit 201 can be output to the outside. The prize ball control unit 203 is also connected to the frame external information terminal board 298, and can output various information executed by the prize ball control unit 203 to the outside.
(Basic operation of gaming machines)
An example of the basic operation of the gaming machine having the above configuration will be described. Control during the game is performed by the CPU 211 of the main control unit 201, and the winning situation of the game balls for each winning opening is output to the winning ball control unit 203. Then, the winning ball control unit 203 pays out the number of winning balls corresponding to the winning situation.
  In addition, every time a game ball wins a winning winning opening 105a, 105b, a corresponding control signal is output to the effect control unit 202, and the effect control unit 202 displays the symbols on the image display unit 104 in a variable manner and stops them. repeat. When the big hit occurrence has been determined, the corresponding control signal is output to the effect control unit 202, and the effect control unit 202 is stopped in alignment with a predetermined symbol. At this time, control for opening the special winning opening 109 is further performed.
  The effect control unit 202 performs various effects corresponding to the selected event. Here, the events include, for example, jackpots (15 rounds probable jackpots (so-called, probable jackpots), 15 rounds regular jackpots, 2 rounds probable jackpots (so-called, suddenlys), 2 rounds regular jackpots (so-called, suddens)), Includes small hits. Here, a small hit is an event that causes a gaming machine to perform the same behavior (production) as a two-round probability change big hit.
  For example, the effect control unit 202 displays various effect displays in addition to the symbol variation display on the image display unit 104 during the reach of the jackpot occurrence period and during the reach until the jackpot occurrence, at the time of reach notice, or the like. To do. In addition, specific driving is performed for various types of accessories, and effects such as changing the lighting state of the frame lamp 265a and the panel lamp 265b are performed.
  For example, when a big hit (15 round probability change / normal big hit) occurs, the big winning opening 109 is opened a plurality of times. Fifteen rounds are repeatedly executed with one release as one round. The period of one round is set, for example, when 10 game balls are won or for a predetermined period (for example, 30 seconds).
  At this time, the winning ball control unit 203 pays out with 15 winning balls per winning game ball to the big winning opening 109. After the jackpot is over, the jackpot state is released, and if it is a 15-round probable jackpot, the game state returns to a high probability state, and if it is a 15-round normal jackpot, the game state returns to a low probability state. .
(Processing procedure of the main control unit)
Next, the contents of the processing procedure of the main control unit 201 will be described. FIG. 3 is a flowchart showing the processing contents of the timer interrupt processing executed by the main control unit. The timer interruption process interrupts the main control process executed by the main control unit 201 every predetermined period (for example, 4 ms) during the power supply period. First, random number update processing is performed (step S301), and switch processing at the time of starting opening prize is performed (step S302). Thereafter, an electric accessory control process for controlling operations of various electric accessories (for example, an electric tulip, a prize winning opening, a movable accessory) provided in the gaming machine is performed (step S303), and a symbol process is performed (step S304). Then, a prize ball process is performed (step S305), and these output processes are performed (step S306).
  In the switch process in step S302, each time the start opening SW221a, 221b provided in the start winning opening 105a, 105b detects a game ball, a predetermined number of reservations (for example, the holding lamps provided for the above-described normal symbol and special symbol respectively). Random numbers are acquired for each number of holds with an upper limit of 4 balls). In the electric accessory control process of step S303, when the acquired random number is a numerical value corresponding to the jackpot, it is determined to be a jackpot, and as described above, the jackpot solenoid 231 provided in the jackpot 109 is set a predetermined number of times. Perform the release process.
  The electric accessory control process in step S303 includes an opening / closing process for the special winning opening 109 and an electric tulip control process for opening / closing the start winning opening 105b. The big winning opening 109 is controlled to be opened / closed by each big hit (15 round probability variation / normal big hit), small hit, and the like. In step S304, special symbol processing and normal symbol processing are performed.
  FIG. 4 is a flowchart showing the processing contents of the special prize opening process. The big prize opening process is a process included in the electric accessory control process shown in step S303 of FIG. In the big prize opening process, first, it is determined whether or not it is a win (step S401). Here, the win is, for example, an event such as each of the above jackpots (15 round probability variation / normal jackpot), a jackpot or the like.
  If it is not a hit in step S401 (step S401: No), the process is terminated as it is. When it is hit (step S401: Yes), an opening process is performed (step S402). In the opening process, a special winning opening is opened.
  Next, the winning type is determined. Specifically, when it is a small hit (step S403: Yes), a value obtained by adding 1 to the value for small hit (the number of remaining rounds per small hit) K is set as a new K (step S404). When the jackpot is not small (step S403: No), a value obtained by adding 1 to the jackpot value (number of remaining rounds of jackpot) R is set as a new R (step S405).
  In step S404 or step S405, when a new K or new R is obtained, the big prize opening solenoid 231 is controlled to open the big prize opening 109 (step S406). After opening the special winning opening 109, it is determined whether a predetermined period (for example, an opening time of 30 seconds) has elapsed since the start of opening (step S407). When the opening time has elapsed (step S407: Yes), the special winning opening 109 is closed (step S410). When the opening time has not elapsed (step S407: No), it is determined whether the winning number C of the game ball to the big winning opening 109 is 9 (step S408), and when the winning number C is 9 (step S408). : Yes), the process proceeds to step S410. When the winning number C is not 9 (step S408: No), a flag is set (step S409), and the process is terminated.
  In step S409, the flag is set when either the opening time of the special winning opening 109 or the number of winnings is not satisfied between the opening of the special winning opening in step S406 and the closing of the special winning opening in step S410 described later (step S409). S407: No and step S408: No), the flag is set to ON. 4 is part of the electric accessory control process (step S303) that is executed every predetermined period (for example, 4 ms) shown in FIG. 3, and is therefore executed every period of the predetermined period. In step S404 and step S405, if the flag is ON, the number of rounds is not updated.
  In step S410, if either one of the opening time of the big winning opening 109 and the number of winning is satisfied (step S407: Yes or step S408: Yes), the big winning opening 109 is closed. At this time, the flag in step S410 is turned OFF. Thereafter, it is determined whether or not a small hit is being made (step S411). When the small hit is being made (step S411: Yes), it is determined whether the small hit value K is 2 (step S412). When the value K is 2 (step S412: Yes), the value K is set to 0. (Step S413), the predetermined number of fluctuations S is set to 5 (Step S414), and the process proceeds to Step S417. If the small hit value K is not 2 (step S412: No), the process is terminated. Here, the predetermined number of fluctuations S is set to 5, but is not limited to this. The predetermined variation number S may be an arbitrary value. In addition, the predetermined variation number S may be a value that varies depending on a lottery result after performing a predetermined lottery.
  When the jackpot is not hit (step S411: No), the jackpot value R digested during the hit is the maximum (15 for round 15 probability / normal jackpot, 2 for round 2 probability / normal jackpot, 2). It is determined whether or not (step S415). When the jackpot value R is not the maximum (step S415: No), the process is terminated. When the jackpot value R is maximum (step S415: Yes), the jackpot value R is set to 0 (step S416), and the ending process is performed (step S417).
  In the ending process, when a predetermined ending time has elapsed from the start of the ending, the winning is ended (step S418), and the above process is ended.
  FIG. 5 is a flowchart showing the processing contents of the symbol processing. This is the processing content in step S304 in FIG. If the symbol processing is a big hit (step S501: Yes), the processing is terminated without changing the symbol. If it is not a big hit (step S501: No), it is determined whether the symbol is changing (step S502). If it is not changing (step S502: No), it is determined whether there is at least one holding number U. (Step S503). If there is no pending number (U = 0) (step S503: No), the process is terminated without changing the symbol.
  If the number of holdings is 1 or more (step S503: Yes), a value obtained by subtracting the number of holdings by one is set as a new holding number (step S504), and a variation pattern selection process (separate routine) is performed (step S505). In this variation pattern selection process, a hit type (big hit, small hit, reach, etc.) is selected and a symbol variation time is set. The pseudo-ream time information (variation time) described above is set here. Next, a variation start command is set in the RAM 213 (step S506), and the symbol variation is started (step S507). Then, the measurement starts and ends the fluctuation period in which the symbols are changing (step S508).
  In step S502, if the symbol is changing (step S502: Yes), it is then determined whether the changing time has ended (step S509). If the variation time has not ended (step S509: No), the process is terminated. If the variation time has ended (step S509: Yes), a symbol variation stop command is set (step S510). Is finished (step S511). At this time, the symbol variation time is reset (step S512), a predetermined stop process is performed (step S513), and the process ends.
  FIG. 6 is a flowchart showing the processing contents of the variation pattern selection processing. This is the processing content in step S505 in FIG. It is determined whether the variation pattern selection process is a big hit (step S601), and if it is a big hit (step S601: Yes), it is determined whether it is a probable big hit (step S602). If the probability variation jackpot (step S602: Yes), it is determined whether the type of probability variation jackpot is a 2R probability variation jackpot (step S603). If it is set (step S604) and it is not 2R probability variation big hit (step S603: No), a probability variation symbol set for 15R probability variation big hit is set (step S605). If it is not probable big hit in step S602 (step S602: No), a normal symbol set is set (step S606).
  If it is not a big win in step S601 (step S601: No), reach determination is performed (step S608), and then it is determined whether it is a small win (step S609). If it is a small hit (step S609: Yes), a small hit symbol set is set (step S610). If not a small hit (step S609: No), a lost symbol set is set (step S611).
  In step S604, step S605, step S606, step S610, and step S611, each variation symbol set is set in the RAM 213, and thereafter, a variation pattern is set (step S607), and the process is terminated. When this variation pattern is set, a period (variation time) during which symbol variation is performed is also set. The main control unit 201 can determine that the pseudo continuous mode is set, and set a command as the pseudo continuous mode and output the command to the effect control unit 202. However, in this embodiment, the main control unit 201 uses the pseudo continuous mode. Whether or not the mode is the continuous mode is not recognized, and time information that is simply a variation time of the symbol set based on a random number is output to the effect control unit 202. The time information at this time is about 15 seconds per symbol variation, but when reaching includes a relatively long time (for example, 3 minutes). Therefore, in this embodiment, the production control unit 202 is configured to set the number of symbol fluctuations based on the time information output from the main control unit 201.
(Processing procedure of production control unit)
Next, the contents of the processing procedure of the effect control unit 202 will be described. The effect control unit 202 receives various commands transmitted from the main control unit 201 and performs predetermined main effect processing (not shown) for effect display.
  FIG. 7 is a flowchart showing the processing procedure of the effect control process performed by the effect control unit. The production control process is interrupted and executed at a predetermined time interval (for example, every 4 ms) with respect to the main production process performed by the production control unit 202a.
  In the production control process, first, it is determined whether the production is being performed (step S701). If the production is not being performed (step S701: No), it is determined whether a change start command has been received from the main control unit 201 (step S702). When the change start command has not been received (step S702: No), the process ends. When the change start command is received (step S702: Yes), an effect pattern selection process for selecting the type of effect to be executed is executed based on the change start command (step S703).
  After executing the effect pattern selection process, a background selection process to be the background of the symbol is executed (step S704), the effect is started (step S705), and the process ends.
  If the effect is being produced in step S701 (step S701: Yes), it is determined whether a change stop command has been received (step S706). When the change stop command is received (step S706: Yes), the effect is ended (step S707), and the process ends. When the change stop command is not received (step S706: No), the process is ended as it is.
  In the effect pattern selection process in step S703, an effect pattern using the change time included in the change start command from the main control unit 201 is generated. At this time, it is determined whether or not the pseudo continuous mode is set. If the pseudo continuous mode is selected, the number of symbol variations within the variation time and the variation time at each symbol variation are set.
  FIG. 8 is a table showing the variation time set in the production control unit. The illustrated variation time table 800 is a setting table for outputting to the lamp control unit 202c in the pseudo continuous mode. A plurality of variation times are set in the production control unit 202a, and the number of variations is combined to match the time information from the main control unit 201. For example, if the time information output by the main control unit 201 is 1 minute, the command DF01 is issued once, the command DF02 is issued twice, and the command DF03 is issued once. Here, the effect supervising unit 202a transmits only the command type every time the variable time is reached, but transmits the command without including time information.
(Configuration of lamp controller)
FIG. 9 is a block diagram illustrating a configuration of the lamp control unit. The lamp control unit 202c includes an input unit 901, a control unit 902, a timer 903, a data storage unit 904, and an output unit 905. Data for lamp lighting control output from the production control unit 202 a is input to the input unit 901 as a command, and this command is output to the control unit 902. The control unit 902 includes the CPU 261, the ROM 262, the RAM 263, and the like shown in FIG. 2, analyzes the command, and outputs lamp control data corresponding to the command to the lamp group 908 via the output unit 905. The lamp group 908 corresponds to the frame lamp 265a and the panel lamp 265b illustrated in FIG.
  When the pseudo continuous command is input, the control unit 902 refers to the timing information of the timer 903 and the lamp data 911 stored in the data storage unit 904, generates lamp control data corresponding to the pseudo continuous command, and outputs it. Output to the unit 905. The lamp group 908 has a plurality of groups 1 to 5 as shown in the figure, and lighting control is individually performed for each group. These lamp groups 908 are provided on the game board 101 and the frame member 110 shown in FIG.
  FIG. 10 is a table showing lamp data. In the illustrated lamp data 911, the number of times of pseudo-continuous command input and information on the emission color corresponding to the number of times of input are set. The illustrated lamp data 911 is a setting table for outputting information on the corresponding emission color for each of a plurality of pseudo continuous commands input in the pseudo continuous mode. In the illustrated example, when the first pseudo continuous command is received, the lamp group 908 emits light in blue. When the second pseudo continuous command is received, the light emission of the lamp group 908 is changed from blue to pink. Further, the lamp group 908 is changed from a pink color to a rainbow color (a plurality of colors corresponding to the rainbow color are sequentially emitted) by receiving the third pseudo continuous command. As described above, the control unit 902 changes the emission color of the lamp group 908 by counting the number of times the pseudo continuous command is received.
  In the example shown in FIG. 10, for the sake of convenience, the emission color is described only for three symbol variations, but an emission color corresponding to a larger number of variations may be set. As the number of times of fluctuation due to the quasi-ream increases, it is possible to change a color that is expected to be a big hit, for example, from a blue color to a red color, thereby producing an effect that increases the degree of expectation of the game. The light emission by the rainbow color is effective as a light emission color for increasing the degree of expectation of the jackpot if it is used at the time of reach where the last variation time of the pseudo-continuous is about 2 minutes.
  The above emission color may be configured to be switched with a uniform emission color for the entire lamp group 908 (groups 1 to 5) shown in FIG. 9, or in order of 1 to 5 constituting the lamp group 908. It is good also as a structure which changes luminescent color.
(Processing procedure of lamp controller)
FIG. 11 is a flowchart of lamp light emission control at the time of receiving a pseudo continuous command executed by the lamp control unit. In this flowchart, processing only when a pseudo-continuous command is received is described. First, the control unit 902 of the lamp control unit 202c waits for the reception of the pseudo continuous command from the effect supervising unit 202a (step S1101: No loop), and when receiving the pseudo continuous command (step S1101: Yes), 1 is added to the reception count value G (step S1102). Then, with reference to the lamp data 911, the emission color corresponding to the count value G is set in the RAM 263 (step S1103), the lamp group 908 is caused to emit light, and the process ends. Thereby, the lamp group 908 can be made to emit light with the corresponding emission color every time the pseudo continuous command is received.
  According to the lamp control according to the present invention, the pseudo-ream timing chart is the same as FIG. The main control unit 201 includes a. If there is a prize at the starting point, b. The symbol variation time information T is output to the production control unit 202a. Receiving this, the production supervision part 202a receives c. The number of symbol changes corresponding to the time information T is performed. D. Every time the symbol variation starts (time t1, t2,...), A pseudo-continuous command is sent to the lamp control unit 202c.
  However, in the present invention, the production supervision unit 202a only needs to send pseudo-continuous commands at predetermined intervals. This pseudo-continuous command does not include information on the emission color and lighting time used in the prior art. That is, e. The lamp control unit refers to the lamp data 911 shown in FIG. 10 at the timing of receiving the pseudo-series command, and controls the lamp group 908 to emit light with the emission color corresponding to the number of times of reception. The production supervision unit 202a also outputs a pseudo-continuous command to the image / sound control unit 202b to perform symbol variation synchronized with the lamp lighting control.
  Thereby, according to the said structure, the production | presentation supervision part 202a should just send out the command of a pseudo | simulation series, and it is not necessary to include the light emission color information and the information of lighting time in this quasi-continuation command. Therefore, the production control unit 202a only needs to send a pseudo-continuous command at every necessary timing, and the processing burden on the production control unit 202a can be reduced.
  As described above, according to the gaming machine according to the present invention, the production control unit 202a performs control related to symbol variation and ramp control. It is only necessary to output a pseudo continuous command for each symbol variation to the unit 202b and the lamp control unit 202c that performs lamp control. Thereby, the lamp lighting during the symbol variation period can be easily synchronized.
  Note that the ramp control method for the gaming machine described in the present embodiment can be realized by executing a program prepared in advance by a computer such as a CPU provided in the effect control unit. This program is recorded on a computer-readable recording medium such as a hard disk, a flexible disk, a CD-ROM, an MO, and a DVD, and is executed by being read from the recording medium by the computer. The program may be a medium that can be distributed via a network such as the Internet.
  As described above, the gaming machine according to the present invention relates to a gaming machine such as a pachinko gaming machine, and is particularly suitable for a gaming machine that varies the probability of jackpot.
It is a front view which shows an example of the game machine of this invention. It is a block diagram which shows the internal structure of the control part of a game machine. It is a flowchart which shows the processing content of the timer interruption process which a main control part performs. It is a flowchart which shows the processing content of a big prize opening process. It is a flowchart which shows the processing content of a symbol process. It is a flowchart which shows the processing content of a fluctuation pattern selection process. It is a flowchart which shows the process sequence of the production control process which a production control part performs. It is a table which shows the change time set to a production control part. It is a block diagram which shows the structure of a lamp control part. It is a table which shows lamp data. It is a flowchart of the lamp light emission control at the time of pseudo continuous command reception which a lamp control part performs. It is a figure which shows the timing chart of a pseudo | simulation series.
Explanation of symbols
DESCRIPTION OF SYMBOLS 101 Game board 104 Image display part 201 Main control part 202 Production control part 202a Production control part 202b Image / sound control part 202c Lamp control part 203 Prize ball control part 211,241,251,261,281 CPU
212,242,252,262,282 ROM
213, 243, 253, 263, 283 RAM
265a Frame lamp 265b Panel lamp 902 Control unit 904 Data storage unit 911 Lamp data

Claims (1)

  1. A main control board that outputs a command of the fluctuation time of the symbol fluctuation every time there is a start prize,
    When the command output from the main control board is received and the pseudo-continuous mode is selected based on the fluctuation time of the command, the number of symbol fluctuations per start winning prize is determined, and the determined number of times An effect control board that outputs pseudo-relation related commands corresponding to design variations ,
    An image control board that is separately connected to the effect control board, receives the pseudo-link related command output from the effect control board, and performs the number of symbol variations corresponding to the pseudo-link related command;
    With
    The production control board can output the pseudo-relation related commands for the number of times determined when the pseudo-ream mode is selected for each symbol variation,
    A lamp control board that is separately connected to the effect control board, receives the pseudo-link related command output from the effect control board, and causes a lamp provided in the gaming machine to emit light based on the pseudo-link related command In addition,
    The lamp control board, the number of times of receiving the pseudo communication-related commands from the performance control board, corresponding to the number of times, has a lamp data relationship is set between the light-emitting color before Symbol lamp, the pseudo communication A gaming machine , wherein a light emission color corresponding to the number of times a related command is received is read from the lamp data, and the lamp is caused to emit light in synchronization with the symbol variation.
JP2008147237A 2008-06-04 2008-06-04 Game machine Expired - Fee Related JP5114299B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2008147237A JP5114299B2 (en) 2008-06-04 2008-06-04 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2008147237A JP5114299B2 (en) 2008-06-04 2008-06-04 Game machine

Publications (2)

Publication Number Publication Date
JP2009291366A JP2009291366A (en) 2009-12-17
JP5114299B2 true JP5114299B2 (en) 2013-01-09

Family

ID=41540115

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2008147237A Expired - Fee Related JP5114299B2 (en) 2008-06-04 2008-06-04 Game machine

Country Status (1)

Country Link
JP (1) JP5114299B2 (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2012019995A (en) * 2010-07-15 2012-02-02 Kyoraku Sangyo Kk Pachinko game machine
JP2012019994A (en) * 2010-07-15 2012-02-02 Kyoraku Sangyo Kk Pachinko game machine

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3859552B2 (en) * 2002-06-12 2006-12-20 株式会社ソフィア Game machine
JP2005218562A (en) * 2004-02-04 2005-08-18 Olympia:Kk Game machine, program and recording medium
JP4418968B2 (en) * 2004-02-20 2010-02-24 タイヨーエレック株式会社 Game machine
JP4320469B2 (en) * 2004-07-22 2009-08-26 タイヨーエレック株式会社 Game machine

Also Published As

Publication number Publication date
JP2009291366A (en) 2009-12-17

Similar Documents

Publication Publication Date Title
JP5478059B2 (en) Game machine
JP2010022540A (en) Game machine, lamp control method, and program
JP5367308B2 (en) Game machine
JP6275426B2 (en) Game machine
JP4883722B2 (en) Game machine
JP2007222350A (en) Pachinko game machine
JP5017215B2 (en) Game machine
JP5367307B2 (en) Game machine
JP5207884B2 (en) Game machine
JP4961391B2 (en) Game machine
JP5086185B2 (en) Game machine
JP5114299B2 (en) Game machine
JP4883721B2 (en) Game machine
JP5207838B2 (en) Game machine
JP5129033B2 (en) Game machine
JP5707020B2 (en) Game machine
JP6275424B2 (en) Game machine
JP5707520B2 (en) Game machine
JP5198158B2 (en) Game machine
JP2010051733A (en) Performance control board, game machine, performance method, and program
JP5737851B2 (en) Pachinko machine
JP5591989B2 (en) Game machine
JP5636480B2 (en) Game machine
JP5756833B2 (en) Game machine
JP5938449B2 (en) Game machine

Legal Events

Date Code Title Description
A977 Report on retrieval

Free format text: JAPANESE INTERMEDIATE CODE: A971007

Effective date: 20101228

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20110104

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20110303

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20110705

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20110905

A02 Decision of refusal

Free format text: JAPANESE INTERMEDIATE CODE: A02

Effective date: 20120403

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20120625

A911 Transfer of reconsideration by examiner before appeal (zenchi)

Free format text: JAPANESE INTERMEDIATE CODE: A911

Effective date: 20120703

TRDD Decision of grant or rejection written
A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20120925

A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20121015

FPAY Renewal fee payment (event date is renewal date of database)

Free format text: PAYMENT UNTIL: 20151019

Year of fee payment: 3

R150 Certificate of patent or registration of utility model

Free format text: JAPANESE INTERMEDIATE CODE: R150

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

LAPS Cancellation because of no payment of annual fees