JP5128643B2 - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP5128643B2
JP5128643B2 JP2010173088A JP2010173088A JP5128643B2 JP 5128643 B2 JP5128643 B2 JP 5128643B2 JP 2010173088 A JP2010173088 A JP 2010173088A JP 2010173088 A JP2010173088 A JP 2010173088A JP 5128643 B2 JP5128643 B2 JP 5128643B2
Authority
JP
Japan
Prior art keywords
time
effect
special symbol
game
gaming machine
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
JP2010173088A
Other languages
Japanese (ja)
Other versions
JP2012029941A (en
Inventor
圭介 大角
純子 豊川
透 菅野
義貴 山内
孝 和智
直志 野口
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 JP2010173088A priority Critical patent/JP5128643B2/en
Publication of JP2012029941A publication Critical patent/JP2012029941A/en
Application granted granted Critical
Publication of JP5128643B2 publication Critical patent/JP5128643B2/en
Expired - Fee Related legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Description

  The present invention relates to a gaming machine that executes a linked effect linked to another gaming machine.
  In a conventional gaming machine, when a game ball wins a starting opening provided on a game board, a big winning lottery is performed and a special symbol display is displayed on a special symbol display device. Then, when winning the jackpot lottery, the special symbol display device displays a stop of a specific special symbol and controls the special game (bonus). In such special games, the big prize opening provided on the game board is opened to facilitate the winning of the game ball so that the prize ball corresponding to the game ball won in the big prize opening is paid out to the player. It has become.
Also, since it is generally difficult to shift to a special game, an image display device such as a liquid crystal display device, a light-emitting device such as a lamp / LED, a sound output device such as a speaker, etc. By performing the effects used, we prevent the game from getting bored and maintain the operation of the gaming machine.
Such effects are completed and executed for each gaming machine (see Patent Document 1).
JP 2010-63784 A
Here, as an effect in each gaming machine, it is desired to improve not only the effect that is completed for each gaming machine but also the effect linked with other gaming machines to improve the interest of the game.
However, in order to perform effects linked to other gaming machines, input signals from other gaming machines must be accepted, so wiring corresponding to the installation location and installation distance for each gaming machine is installed. Many problems must be solved, such as the possibility of accepting illegal signals from fraudsters from an input unit that accepts input signals from other gaming machines even if it is wireless. For this reason, it was not possible to execute effects linked to other gaming machines.
  An object of the present invention is to provide a gaming machine that can perform an effect linked to another gaming machine without receiving an input signal from the other gaming machine and can further improve the interest of the game. .
Invention according to claim 1, in the gaming machine for executing a predetermined effect, some Jo Tokoro operation, the demonstration execution number designation means for designating a demonstration execution number in the recreation machine (specified number switch 36a), the game When the power supply voltage is supplied to the machine, a counter updating means (sub CPU 120a) for updating the counter every predetermined period, a time measuring means (RTC 120d) for measuring the time, and a specification for measuring a specific time A time counting means (sub CPU 120a or RTC 120d), a power-on time mode in which time counting by the specific time counting means is performed by updating by the counter updating means, and time counting by the specific time counting means. Mode selection means (mode setting switch 36) for selecting the RTC time mode to be performed by the time counting by ) And, on the basis of the designated the presentation run number by demonstration execution number designation unit, the start time of determining the start time for starting the recognizable linking representations to the player as in conjunction with other gaming machines When a specific time is measured by the determining means (sub CPU 120a) and the specific time measuring means, a start time measuring means (sub CPU 120a) for measuring time until the start time determined by the start time determining means, When the start time is measured by the start time measuring means, it includes an effect execution means (effect control board 120, image control board 150, and liquid crystal display device 31) that executes the linked effect .
The specific time counting means measures time based on the mode selected by the mode selection means .
According to the first aspect of the present invention, the production execution number designation means for designating the production execution number is provided on the back side of the gaming machine. Then, based on the production execution number designated by the production execution number designation means, a start time for starting the linked production is determined, and when a specific time is counted and the start time elapses, other game machines are linked. Perform the linked production.
For this reason, every time a specific time elapses, as a result, it is possible to make it appear that the interlocking effects executed independently in each gaming machine are interlocked with other gaming machines.
Accordingly, it is possible to execute an interlocking effect linked to another gaming machine without receiving an input signal from the other gaming machine.
  According to a second aspect of the present invention, in the gaming machine according to the first aspect, a start gaming machine designating unit for designating a gaming machine that first starts the interlocking effect among a plurality of gaming machines that execute the interlocking effect. (Designated number switch 36a or start stand switch 36e) and end gaming machine designating means (designated number switch 36a or An end stand switch 36e), wherein the effect executing means executes the interlocked effect based on the designation by the start gaming machine designating means or the end gaming machine designating means.
  According to a fourth aspect of the present invention, in the gaming machine according to any one of the first to third aspects, the effect executing means confirms the operation of the interlocked effect when a power supply voltage is supplied to the gaming machine. In addition, it has an operation confirmation execution means (sub CPU 120a) for executing the interlocking effect.
  According to the present invention, it is possible to execute an effect linked to another gaming machine without receiving an input signal from another gaming machine, and to further improve the interest of the game.
It is a front view of a gaming machine. It is a perspective view of the gaming machine with the glass frame opened. It is a perspective view of the back side of a gaming machine. It is a front view of an effect change control board. It is a block diagram of the whole gaming machine. It is a figure which shows a big hit determination table and a hit determination table. It is a figure which shows a symbol determination table. It is a figure which shows the big hit game completion | finish setting data table. It is a figure which shows the variation pattern determination table of a special symbol. It is a figure which shows the variation production pattern determination table. It is a figure which shows a delay timer determination table and an interlocking production pattern determination table. It is a figure which shows the main process in a main control board. It is a figure which shows the timer interruption process in a main control board. It is a figure which shows the special figure special electric control process in a main control board. It is a figure which shows the special symbol memory | storage determination process in a main control board. It is a figure which shows the classification of the command transmitted to a production | presentation control board from a main control board. It is a figure which shows the main process in an effect control board. It is a figure which shows the timer interruption process in an effect control board. It is a figure which shows the interlocking effect control process in an effect control board. It is a figure which shows the command analysis process 1 in an effect control board. It is a figure which shows the command analysis process 2 in an effect control board. It is a figure which shows the time chart of the interlocking production in a some game machine. It is explanatory drawing 1 explaining the display content of the interlocking production displayed on a liquid crystal display device. It is explanatory drawing 2 explaining the display content of the interlocking production displayed on a liquid crystal display device. It is explanatory drawing 3 explaining the display content of the interlocking production displayed on a liquid crystal display device.
  Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings.
(Composition of gaming machine)
Next, the configuration of the gaming machine 1 will be specifically described with reference to FIGS. 1 is a front view of the gaming machine 1 of the present invention, FIG. 2 is a perspective view of the gaming machine 1 with the glass frame of the present invention opened, and FIG. 3 is a rear side of one gaming machine 1. It is a perspective view.
  The gaming machine 1 includes an outer frame 60 attached to an island facility of a game store, and a glass frame 50 that is rotatably supported by the outer frame 60 (see FIGS. 1 and 2). In addition, the outer frame 60 is provided with a game board 2 in which a game area 6 in which the game ball 200 flows down is formed. In the glass frame 50, an operation handle 3 for launching a game ball toward the game area 6 by being rotated, an audio output device 32 including a speaker, an effect lighting device 34 having a plurality of lamps, An effect button 35 for changing the effect mode by a pressing operation is provided.
  Further, the glass frame 50 is provided with a tray 40 for storing a plurality of game balls 200, and the tray 40 has a downward slope so that the game balls 200 flow down toward the operation handle 3. (See FIG. 2). A receiving opening for receiving a game ball is provided at the end of the downward slope of the tray 40, and the game ball received in the receiving opening is driven by the ball feed solenoid 4b, so that the glass frame 50 One by one is sent to the ball feed opening 41 provided on the back surface. Then, the game ball sent out to the ball feed opening 41 is guided to the end of the downward slope of the launch rail 42 by the launch rail 42 having a downward slope toward the launching member 4c. A stopper 43 for stopping and stopping the game ball is provided above the end of the downward slope of the launch rail 42, and the game ball 200 sent out from the ball feed opening 41 has a downward slope of the launch rail 42. One game ball is stopped at the end (see FIG. 2).
  Then, when the player rotates the operation handle 3, the launch volume 3b directly connected to the operation handle 3 also rotates, and the launch intensity of the game ball is adjusted by the launch volume 3b, and the launch is performed with the adjusted launch intensity. The launch member 4c directly connected to the solenoid 4a for rotation rotates. By rotating the launch member 4 c, the game ball 200 stored at the end of the downward slope of the launch rail 42 is launched by the launch member 4 c, and the game ball is launched into the game area 6.
  When the game ball fired as described above rises between the rails 5a and 5b from the launch rail 42 and exceeds the ball return prevention piece 5c, the game ball reaches the game area 6 and then falls in the game area 6. At this time, the game ball falls unpredictably by a plurality of nails and windmills provided in the game area 6.
  The game area 6 is provided with a plurality of general winning awards 12. Each of these general winning ports 12 is provided with a general winning port detecting switch 12a. When the general winning port detecting switch 12a detects a winning of a game ball, a predetermined winning ball (for example, ten game balls) is provided. To be paid out.
  Further, in the area below the center of the game area 6, there are a first start port 14 and a second start port 15 that constitute a start area into which game balls can enter, and a second large area in which game balls can enter. A winning opening 17 is provided.
  The second starting port 15 has a pair of movable pieces 15b, a first mode in which the pair of movable pieces 15b is maintained in a closed state, and a second state in which the pair of movable pieces 15b are in an open state. The movable control is performed. When the second starting port 15 is controlled in the first mode, the winning member of the second large winning port 17 located immediately above the second starting port 15 becomes an obstacle, and the game ball Is impossible to accept. On the other hand, when the second start port 15 is controlled to the second mode, the pair of movable pieces 15b function as a tray, and it is easy to win a game ball to the second start port 15. That is, when the second start port 15 is in the first mode, there is no game ball winning opportunity, and when it is in the second mode, the game ball winning opportunity is increased.
Here, the first start port 14 is provided with a first start port detection switch 14a for detecting the entrance of a game ball, and the second start port 15 is provided with a second start port detection switch for detecting the entrance of a game ball. 15a is provided. When the first start port detection switch 14a or the second start port detection switch 15a detects the entry of a game ball, a special symbol determination random number value is acquired, and a right acquisition lottery (to be described later) Hereinafter, “Lottery for jackpot” is performed. Also, when the first start port detection switch 14a or the second start port detection switch 15a detects the entry of a game ball, a predetermined prize ball (for example, three game balls) is paid out.
In the present embodiment, the start port detection switch 14a and the second start port detection switch 15a constitute a start region detecting means.
  In addition, the second grand prize winning port 17 is configured by an opening formed in the game board 2. Below the second grand prize opening 17, there is a second big prize opening / closing door 17b that can protrude from the game board surface side to the glass plate 52 side. It is controlled to move between an open state protruding to the side and a closed state buried in the game board surface. When the second grand prize opening opening / closing door 17b protrudes from the game board surface, it functions as a tray for guiding the game ball into the second big prize opening 17, and the game ball can enter the second big prize opening 17. Become. The second big prize opening 17 is provided with a second big prize opening detection switch 17a. When the second big prize opening detection switch 17a detects the entry of a game ball, a predetermined prize ball (for example, 15 game balls) are paid out.
Furthermore, in the area on the right side of the game area 6, there are provided a normal symbol gate 13 constituting a normal area through which game balls can pass and a first grand prize opening 16 through which game balls can enter.
For this reason, if the operation ball 3 is not a game ball which has been greatly rotated and launched with a strong force, the normal design gate 13 and the first big winning opening 16 are configured so that the game ball does not pass or win. Yes. In particular, even if the short game state, which will be described later, is entered, if the game ball flows down to the left side of the game area 6, the game ball will not normally pass through the symbol gate 13, so that it is at the second start port 15. The pair of movable pieces 15b are not opened, and it is difficult for a game ball to win the second starting port 15.
  The normal symbol gate 13 is provided with a gate detection switch 13a for detecting the passage of the game ball. When the gate detection switch 13a detects the passage of the game ball, the normal symbol determination random number value is acquired, which will be described later. “Normal lottery” is performed.
The first grand prize opening 16 is normally kept closed by the first big prize opening opening / closing door 16b, and it is impossible to enter a game ball. In contrast, when a special game, which will be described later, is started, the first grand prize opening opening / closing door 16b is opened, and the first big prize opening opening / closing door 16b puts the game ball in the first big winning opening 16; It functions as a receiving tray that guides the game ball and can enter the first grand prize opening 16. The first grand prize opening 16 is provided with a first big prize opening detection switch 16a. When the first big prize opening detection switch 16a detects the entry of a game ball, a predetermined prize ball (for example, 15 Game balls).
In the present embodiment, the first big prize opening 16 having the first big prize opening / closing door 16b and the second big prize opening 17 having the second big prize opening / closing door 17b constitute a special variable prize winning device. In the present embodiment, the special variable winning device and / or the starting variable winning device constitutes a variable winning device.
  Further, in the lowermost area of the game area 6 and the lowermost area of the game area 6, the general winning opening 12, the first starting opening 14, the second starting opening 15, the first major winning opening 16, and the second large winning opening. An out port 11 is provided for discharging game balls that have not entered any of the winning ports 17.
In addition, a decoration member 7 that affects the flow of the game ball is provided in the center of the game area 6. A liquid crystal display device (LCD) 31 is provided at a substantially central portion of the decorative member 7, and an effect driving device 33 in the form of a belt is provided above the liquid crystal display device 31.
In this embodiment, the liquid crystal display device 31 is used as a liquid crystal display. However, an organic EL display may be used, or a display device such as a plasma display, a projector, a so-called 7-segment LED, or a dot matrix may be used. It may be used.
The liquid crystal display device 31 displays an image during standby when no game is being performed, or displays an image according to the progress of the game. Among them, three effect symbols 37 for notifying the jackpot lottery result to be described later are displayed, and a combination of specific effect symbols 37 (for example, 777) is stopped and displayed as a jackpot lottery result. A big hit is announced.
More specifically, when a game ball enters the first starting port 14 or the second starting port 15, the three effect symbols 37 are scroll-displayed, and the scrolling is stopped after a predetermined time, The effect design 37 is stopped and displayed. Further, by displaying various images, characters, and the like during the variation display of the effect symbol 37, a high expectation that the player may win a big hit is given to the player.
  The effect driving device 33 gives a player a sense of expectation according to the operation mode. The effect driving device 33 performs, for example, an operation in which the belt moves downward or a rotating member at the center of the belt rotates. Various operational feelings are given to the player depending on the operation mode of the effect driving device 33.
  Furthermore, in addition to the above-described various production devices, the audio output device 32 outputs BGM (background music), SE (sound effects), etc., and produces productions using sound. The illumination direction and the emission color are changed to produce an effect by illumination.
  The effect button 35 is effective only when, for example, a message for operating the effect button 35 is displayed on the liquid crystal display device 31. The effect button 35 is provided with an effect button detection switch 35a. When the effect button detection switch 35a detects the player's operation, a further effect is executed according to this operation.
  In the lower right of the game area 6, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, a first special symbol hold indicator 23, a second special symbol hold indicator 24, a normal A symbol hold indicator 25 is provided.
  The first special symbol display device 20 is for notifying a lottery result obtained when a game ball enters the first start port 14, and is composed of 7-segment LEDs. That is, a plurality of special symbols corresponding to the jackpot lottery result are provided, and the lottery result is notified to the player by displaying the special symbol corresponding to the jackpot lottery result on the first special symbol display device 20. Like that. For example, “7” is displayed when the jackpot is won, and “−” is displayed when the player wins. “7” and “−” displayed in this way are special symbols, but these special symbols are not displayed immediately, but are displayed in a stopped state after being displayed for a predetermined time. .
Here, the “successful lottery” means that when a game ball enters the first start port 14 or the second start port 15, a special symbol determination random number value is acquired, and the acquired special symbol determination random value is acquired. Is a random number value corresponding to “big hit” or a random number value corresponding to “small hit”. The jackpot lottery result is not immediately notified to the player, and the first special symbol display device 20 displays a variation such as blinking of the special symbol, and when the predetermined variation time has passed, the jackpot lottery result The special symbol corresponding to is stopped and displayed so that the player is notified of the lottery result. The second special symbol display device 21 is for notifying a lottery result of a jackpot that is performed when a game ball enters the second start port 15, and the display mode is the above-described first display mode. This is the same as the special symbol display mode in the special symbol display device 20.
Further, the special symbol display devices 20 and 21 that display the special symbol in a variable manner and stop display constitute symbol display means.
  Further, in this embodiment, “big hit” means that a right to win a big hit game is obtained in a big win lottery performed on condition that a game ball has entered the first start port 14 or the second start port 15 Say what you did. In the “hit game”, a round game in which the first big prize opening 16 or the second big prize opening 17 is opened is performed 15 times in total. A predetermined time is set for the maximum opening time of the first grand prize port 16 or the second grand prize port 17 in each round game, and during this time, the first grand prize port 16 or the second grand prize port 17 is set. When a predetermined number of game balls (for example, nine) enter, one round game is completed. In other words, the “big hit game” is a game in which a game ball can enter the first grand prize winning opening 16 or the second big winning prize opening 17 and the player can acquire a winning ball according to the winning prize.
  The normal symbol display device 22 is for notifying the lottery result of the normal symbol that is performed when the game ball passes through the normal symbol gate 13. As will be described in detail later, when the winning symbol is won by the normal symbol lottery, the normal symbol display device 22 is turned on, and then the second start port 15 is controlled to the second mode for a predetermined time.
  Here, “normal symbol lottery” means that when a game ball passes through the normal symbol gate 13, the normal symbol determination random number value is acquired, and the acquired normal symbol determination random value corresponds to “winning”. This is a process for determining whether or not a random value. The lottery result of the normal symbol is not always notified immediately after the game ball passes through the normal symbol gate 13, but the normal symbol display device 22 displays a variation such as blinking of the normal symbol. When the fluctuation time elapses, the normal symbol corresponding to the lottery result of the normal symbol is stopped and displayed so that the player is notified of the lottery result.
Furthermore, if a game ball enters the first start port 14 or the second start port 15 during special symbol fluctuation display or a special game to be described later, and if a big win lottery cannot be performed immediately, a certain condition The right to win a jackpot will be withheld. More specifically, the random number value for special symbol determination acquired when the game ball enters the first start port 14 is stored as the first hold, and when the game ball enters the second start port 15 The acquired special symbol determination random number value is stored as the second hold.
For both of these holds, the upper limit hold number is set to 4, and the hold number is displayed on the first special symbol hold indicator 23 and the second special symbol hold indicator 24, respectively. When there is one first hold, the LED on the left side of the first special symbol hold indicator 23 lights up, and when there are two first holds, two LEDs on the first special symbol hold indicator 23 Lights up. In addition, when there are three first holds, the LED on the left side of the first special symbol hold indicator 23 blinks and the right LED is lit, and when there are four first holds, the first special symbol hold. Two LEDs on the display 23 blink. The second special symbol hold indicator 24 also displays the number of second hold on hold in the same manner as described above.
The upper limit reserved number of normal symbols is also set to four, and the reserved number of normal symbols is displayed in the same manner as the first special symbol hold indicator 23 and the second special symbol hold indicator 24. Displayed on the instrument 25.
  The glass frame 50 supports a glass plate 52 that covers the game area 6 in a visible manner in front of the game board 2 (player side). The glass plate 52 is detachably fixed to the glass frame 50.
  The glass frame 50 is connected to the outer frame 60 via a hinge mechanism 51 on one end side in the left-right direction (for example, the left side facing the gaming machine 1). The end side (for example, the right side facing the gaming machine 1) can be rotated in a direction to release from the outer frame 60. The glass frame 50 covers the game board 2 together with the glass plate 52, and can be opened like a door with the hinge mechanism 51 as a fulcrum to open the inner part of the outer frame 60 including the game board 2. On the other end side of the glass frame 50, a lock mechanism for fixing the other end side of the glass frame 50 to the outer frame 60 is provided. The fixing by the lock mechanism can be released by a dedicated key. The glass frame 50 is also provided with a door opening switch 133 that detects whether or not the glass frame 50 is opened from the outer frame 60.
  On the back surface of the gaming machine 1, a main control board 110, an effect control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 30, an effect change control board 36, and the like are provided. The power supply board 170 is provided with a power plug 171 for supplying power to the gaming machine 1 and a power switch (not shown).
(Configuration of production change control board)
Next, the configuration of the effect change control board 36 will be described using the front view of the effect change control board 36 shown in FIG. Here, Fig.4 (a) shows the structure of the effect change control board in this embodiment, and FIG.4 (b) shows the modification of the effect change control board in this embodiment.
The effect change control board 36 is a control board for setting parameters for executing a linked effect linked to a plurality of gaming machines when a specific time has elapsed.
In the effect change control board 36 according to the present embodiment, as shown in FIG. 4A, the designation number switch 36a for designating the designation number (execution number) of the interlocking effect and the interlocking that sets whether or not the interlocking effect is executed. An effect switch 36b, a mode setting switch 36c for selecting a timing method for measuring a specific time, and an interlocking direction switch 36d for designating the effect direction of the interlocking effect are provided.
These various switches are so-called dip switches, but may be push button switches, rotary switches, slide switches, or the like, and the configuration of the various switches can be freely designed.
The designation number switch 36a is a switch that designates the execution order (delay time from a specific time) in order to execute the linked effect, and is configured by 1 to 16 dip switches. By turning on any one of the designated number switches 36a, the execution order of the gaming machines is set.
Specifically, when only the designated number switch 36a indicating "1" is turned ON among the plurality of designated number switches 36a, the linked effect is executed first in the gaming machine. That is, the gaming machine that starts the linked effect first is designated by the designation number switch 36a indicating "1".
In addition, in order to designate a gaming machine for which a linked effect is to be finally started, after setting a designated number for the gaming machine to ON, all the designated numbers thereafter are set to ON. For example, if there are 10 gaming machines, the designated number switch 36a indicating “10” is turned on for the 10th gaming machine that starts the linked production last, and thereafter “ All the designated number switches 36a indicating "11 to 16" may be turned ON.
Thereby, it is possible to cause a special effect to be performed by the gaming machine that executes the interlocking effect first and the gaming machine that executes it last.
In the present embodiment, the designation number switch 36a constitutes the production execution number designation means for designating the designation number (execution number) of the linked production.
The interlocking effect switch 36b is a switch that permits execution of an interlocking effect that is interlocked with a plurality of gaming machines when a specific time has elapsed, and is configured by one dip switch. By turning on the interlocking effect switch 36b, it is permitted to execute the interlocking effect.
Therefore, in a game store that does not want to execute a linked effect or a game store that does not have a plurality of gaming machines, it is possible to prevent the linked effect from being executed by turning off the linked effect switch 36b.
The mode setting switch 36c is a timekeeping method for timing a specific time (for example, 30 minutes, etc.) that triggers the start of the linked performance, and the interlocking of the sub RAM 120c that is updated by the timer interrupt process after the supply voltage is supplied A switch for selecting a “power supply time mode” for measuring a specific time by a timer counter or an “RTC mode” for measuring a specific time by an RTC 120d described later, and is composed of one dip switch.
Here, each gaming machine is provided with a power switch (not shown), and a power supply voltage is supplied to each gaming machine by turning on the power switch. However, in a gaming store where a large number of gaming machines are installed, it is very time-consuming and time-consuming to turn on the power switch for each gaming machine. Therefore, the power plugs 171 of a plurality of gaming machines are connected to a predetermined power relay terminal plate. To turn on the power switch of each gaming machine in advance and then turn on the power switch on the power relay terminal board to supply the power supply voltage to a plurality of gaming machines at the same timing. Yes.
For this reason, according to the “power supply time mode”, it is possible to measure a specific time accurately at the same timing in a plurality of gaming machines. On the other hand, according to the “power supply time mode”, if the power switch of one gaming machine is turned off due to a machine trouble or the like, there is a demerit that the linked presentation cannot be executed on the gaming machine. Yes.
On the other hand, according to the “RTC mode”, even if the power switch of one gaming machine is turned off due to a machine trouble or the like, the time is recorded regardless of the power supply voltage of the gaming machine. A specific time can be measured at the timing. On the other hand, according to the “RTC mode”, if the time difference due to the individual difference of the RTC 120d occurs, it becomes impossible to measure a specific time at the same timing.
In consideration of the advantages and disadvantages of the “power supply time mode” and “RTC mode”, the mode setting switch 36c measures a specific time according to the preferences of each game store and the situation of each game machine. A timing method can be selected.
In the present embodiment, the mode setting switch 36c constitutes mode selection means.
The interlocking direction switch 36d is a switch for designating the effect direction of the interlocking effect, and is composed of one dip switch.
When the positive direction of the interlocking direction switch 36d is designated, the image used in the interlocking effect flows from right to left. If the reverse direction of the interlocking direction switch 36d is designated, the image used for the interlocking effect flows from left to right.
Thereby, the interlocking production according to the place which installed the some game machine can be performed for every game store.
In the embodiment shown in FIG. 4A, the designation number switch 36a is used to designate the designation number so that the first gaming machine that starts the linked production and the last gaming machine that starts the linked production can be designated. Configured.
However, as shown in FIG. 4B, a start stand switch 36e for designating a gaming machine that starts a linked effect first, or an end table switch 36f for designating a gaming machine that starts a linked effect last may be provided. .
In the embodiment shown in FIG. 4A, the designation number switch 36a that can designate both the gaming machine that starts the linked production first and the gaming machine that starts the linked production last constitutes the production execution number designation means. In the embodiment shown in (b), a start stand switch 36e that designates a gaming machine that starts a linked effect first constitutes a start gaming machine designating means, and finally an end stand switch that designates a gaming machine that starts a linked effect. 36f constitutes an end gaming machine designation means.
(Block diagram of the entire gaming machine)
Next, control means for controlling the progress of the game will be described using the block diagram of the entire gaming machine 1 in FIG.
  The main control board 110 is a main control means for controlling the basic operation of the game, and receives various detection signals from the first start port detection switch 14a, etc., and the first special symbol display device 20 and the first big winning port opening / closing solenoid. The game is controlled by driving 16c and the like.
  The main control board 110 includes at least a one-chip microcomputer 110m including a main CPU 110a, a main ROM 110b, and a main RAM 110c, an input port for main control, and an output port (not shown).
  The main control input port includes a payout control board 130, a general winning port detection switch 12a for detecting that a game ball has entered the general winning port 12, and a game ball having entered the normal symbol gate 13. Gate detection switch 13a to detect, first start port detection switch 14a to detect that a game ball has entered the first start port 14, and second start to detect that a game ball has entered the second start port 15 The mouth detection switch 15a, the first grand prize opening detection switch 16a that detects that a game ball has entered the first grand prize opening 16, and the second that detects that a game ball has entered the second grand prize opening 17 A big prize opening detection switch 17a is connected. Various signals are input to the main control board 110 through the main control input port.
  The main control output port includes a payout control board 130, a start opening / closing solenoid 15c for opening / closing the pair of movable pieces 15b of the second start opening 15, and a first large winning opening opening / closing door 16b. A special winning opening / closing solenoid 16c, a second large winning opening / closing solenoid 17c for operating the second winning opening / closing door 17b, a first special symbol display device 20 and a second special symbol display device 21 for displaying special symbols, and a normal symbol. A normal symbol display device 22 for displaying a symbol, a first special symbol hold indicator 23 and a second special symbol hold indicator 24 for displaying the number of reserved balls for a special symbol, and a normal symbol hold indicator for displaying the number of reserved balls for a normal symbol 25. A game information output terminal board 30 for outputting an external information signal is connected. Various signals are output from the main control output port.
  The main CPU 110a reads out a program stored in the main ROM 110b based on an input signal from each detection switch or timer, performs arithmetic processing, directly controls each device or display, or determines the result of the arithmetic processing. In response, a command is transmitted to another board.
The main ROM 110b of the main control board 110 stores a game control program and data and tables necessary for determining various games.
For example, a jackpot determination table (see FIG. 6) referred to in the jackpot lottery, a hit determination table (see FIG. 6) referred to in the normal symbol lottery, and a symbol determination table (see FIG. 7) for determining a special symbol stop symbol. A jackpot game end setting data table (see FIG. 8) for determining the gaming state after the jackpot end, a variation pattern determination table (see FIG. 9) for determining a special symbol variation pattern, etc. are stored in the main ROM 110b. Yes.
Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.
The main RAM 110c of the main control board 110 functions as a data work area during the arithmetic processing of the main CPU 110a and has a plurality of storage areas.
For example, the main RAM 110c includes a special symbol special electricity processing data storage area, a normal symbol reservation number (G) storage area, a normal symbol reservation storage area, a normal symbol data storage area, a first special symbol reservation number (U1) storage area, 2 special symbol holding number (U2) storage area, first special symbol random value storage area, second special symbol random value storage area, round game number (R) storage area, number of times released (K) storage area, winning prize Number of balls (C) storage area, game state storage area (high probability game flag storage area and short-time game flag storage area), high probability game count (X) counter, short-time count (J) counter, game state buffer, stop symbol data Various timer counters such as a storage area, an effect transmission data storage area, a special symbol time counter, and a special game timer counter are provided. Note that the above-described storage area is merely an example, and many other storage areas are provided.
  The game information output terminal board 30 is a board for outputting an external information signal generated in the main control board 110 to a hall computer or the like of the game shop. The game information output terminal board 30 is connected to the main control board 110 by wiring, and is provided with a connector for connecting external information to a hall computer or the like of a game store.
  The power supply board 170 includes a backup power supply made of a capacitor, supplies a power supply voltage to the gaming machine 1, and monitors a power supply voltage supplied to the gaming machine 1, and when the power supply voltage becomes a predetermined value or less, An interruption detection signal is output to the main control board 110. More specifically, when the power interruption detection signal becomes high level, the main CPU 110a enters an operable state, and when the power interruption detection signal becomes low level, the main CPU 110a enters an operation stop state. The backup power source is not limited to a capacitor, and may be a battery, for example, or a capacitor and a battery may be used in combination.
  The effect control board 120 mainly controls each effect such as during a game or standby. The effect control board 120 includes a sub CPU 120a, a sub ROM 120b, and a sub RAM 120c, and is connected to the main control board 110 so as to be communicable in one direction from the main control board 110 to the effect control board 120. . The effect control board 120 is also connected to the lamp control board 140, the image control board 150, the effect button detection switch 35a, and the effect change control board 36. Then, the effect control board 120 reads out the program stored in the sub ROM 120b based on the command transmitted from the main control board 110 or the input signal from the effect button detection switch 35a and the timer, and performs arithmetic processing. At the same time, corresponding data is transmitted to the lamp control board 140 or the image control board 150 based on the processing. The sub RAM 120c functions as a data work area during the arithmetic processing of the sub CPU 120a.
  For example, when the sub CPU 120a in the effect control board 120 receives the fluctuation pattern designation command indicating the fluctuation pattern of the special symbol from the main control board 110, the contents of the received fluctuation pattern designation command are analyzed, and the liquid crystal display device 31, the voice Data for causing the output device 32, the effect driving device 33, and the effect lighting device 34 to execute a predetermined effect is generated, and the data is transmitted to the image control board 150 and the lamp control board 140.
The sub ROM 120b of the effect control board 120 stores a program for effect control, data necessary for determining various games, and a table.
For example, a combination of a plurality of types of variation effect patterns, a plurality of types of linked effect patterns, a variation effect pattern determination table for determining a variation effect pattern (see FIG. 10), and a combination of effect symbols 37 to be stopped and displayed. An effect symbol determination table, a delay timer determination table (see FIG. 11A), an interlocking effect pattern determination table (see FIG. 11B), and the like are stored in the sub ROM 120b. Note that the above-described table is merely an example of characteristic tables among the tables in the present embodiment, and a number of other tables and programs (not shown) are provided for the progress of the game. ing.
In the present embodiment, the sub ROM 120b that stores a plurality of interlocking effect patterns constitutes an interlocking effect storage unit.
The sub RAM 120c of the effect control board 120 functions as a data work area when the sub CPU 120a performs arithmetic processing, and has a plurality of storage areas.
The sub RAM 120c includes a gaming state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, an effect time counter, an interlocking effect pattern storage area, an interlocking operation confirmation flag storage area, a delay timer flag storage area, and a current time. A storage area, a specific time storage area, an interlock timer counter, a delay timer counter, and the like are provided. Note that the above-described storage area is merely an example, and many other storage areas are provided.
  In the present embodiment, the effect control board 120 is equipped with an RTC (real time clock) 120d that outputs the current time. The sub CPU 120a inputs a date signal indicating the current date and a time signal indicating the current time from the RTC 120d, and executes various processes based on the current date and time. The RTC 120d normally operates with the power from the gaming machine when power is supplied to the gaming machine, and with the power supplied from the backup power source mounted on the power supply board 170 when the gaming machine is powered off. Operate. Therefore, the RTC 120d can count the current date and time even when the gaming machine is turned off. Note that the RTC 120d may be provided with a battery on the effect control board 120 and operated by the battery.
  As described above, the effect change control board 36 is a control board for setting parameters for executing a linked effect linked to a plurality of gaming machines when a specific time has elapsed, and includes a designation number switch 36a and a linked effect switch. 36b, a mode setting switch 36c, and an interlocking direction switch 36d are connected. The effect change control board 36 inputs signals from the various switches 36 a to 36 d and outputs the input results to the effect control board 120.
  The payout control board 130 performs payout control of game balls. The payout control board 130 includes a one-chip microcomputer including a payout CPU, a payout ROM, and a payout RAM (not shown), and is connected to the main control board 110 so as to be capable of bidirectional communication. The payout CPU reads out the program stored in the payout ROM based on the input signals from the payout ball count detection switch 132, the door opening switch 133, and the timer for detecting whether or not the game ball has been paid out, and performs arithmetic processing. At the same time, based on the processing, the corresponding data is transmitted to the main control board 110. Further, a payout motor 131 of a payout device for paying out a predetermined number of game balls from the game ball storage unit is connected to the output side of the payout control board 130. The payout CPU reads out a predetermined program from the payout ROM based on the payout number designation command transmitted from the main control board 110, performs arithmetic processing, and controls the payout motor 131 of the payout device to give a predetermined game ball. Pay out. At this time, the payout RAM functions as a data work area at the time of calculation processing of the payout CPU.
  The lamp control board 140 controls the lighting of the effect lighting device 34 provided on the game board 2 and controls the driving of the motor for changing the light irradiation direction. In addition, energization control is performed on a drive source such as a solenoid or a motor that operates the effect driving device 33. The lamp control board 140 is connected to the effect control board 120 and performs the above-described controls based on various commands transmitted from the effect control board 120.
  The image control board 150 stores a host CPU for performing image display control of the liquid crystal display device 31, a host RAM having a temporary storage area functioning as a work area for the host CPU, a control processing program for the host CPU, and the like. A host ROM, a CGROM storing image data, a VRAM having a frame buffer for drawing image data, a VDP (Video Display Processor) serving as an image processor, and a sound control circuit performing sound control are provided.
The host CPU instructs the liquid crystal display device 31 to display the image data stored in the CGROM in the VDP based on the effect pattern designation command received from the effect control board 120.
The VDP draws image data stored in the CGROM in the frame buffer of the VRAM based on an instruction from the host CPU. Next, a video signal (RGB signal or the like) is generated based on the image data stored in the display frame buffer in the VRAM, and the generated video signal is output to the liquid crystal display device.
  The sound control circuit 3000 includes an audio ROM that stores a large number of audio data. The sound control circuit reads out a predetermined program based on a command transmitted from the effect control board 120, and an audio output device. The sound output control at 32 is performed.
  The launch control board 160 performs launch control of the game ball. The launch control board 160 has a touch sensor 3a and a launch volume 3b connected to the input side, and a launch solenoid 4a and a ball feed solenoid 4b connected to the output side. The firing control board 160 inputs a touch signal from the touch sensor 3a and performs control to energize the firing solenoid 4a and the ball feed solenoid 4b based on the voltage supplied from the firing volume 3b.
  The touch sensor 3a is provided in the inside of the operation handle 3, and is comprised from the electrostatic capacitance type proximity switch using the change of the electrostatic capacitance by the player touching the operation handle 3. When the touch sensor 3a detects that the player has touched the operation handle 3, the touch sensor 3a outputs a touch signal that permits energization of the firing solenoid 4a to the firing control board 160 (see FIG. 5). As a major premise, the launch control board 160 is configured not to launch the game ball 200 into the game area 6 unless a touch signal is input from the touch sensor 3a.
  The firing volume 3b is provided directly connected to a rotating portion around which the operation handle 3 rotates, and is composed of a variable resistor. The firing volume 3b divides a constant voltage (for example, 5V) applied to the firing volume 3b by a variable resistor, and supplies the divided voltage to the launch control board 160 (the voltage to be supplied to the launch control board 160). Variable). The launch control board 160 energizes the launch solenoid 4a based on the voltage divided by the launch volume 3b, and rotates the launch member 4c directly connected to the launch solenoid 4a, thereby playing the game ball 200 in the game. Fire into area 6.
  The firing solenoid 4a is composed of a rotary solenoid, and a launching member 4c is directly connected to the firing solenoid 4a, and the launching member 4c is rotated by rotating the launching solenoid 4a.
  Here, the rotation speed of the firing solenoid 4a is set to about 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided on the firing control board 160. As a result, the number of games played per minute is about 99.9 (pieces / minute) because one shot is fired every time the firing solenoid rotates. That is, one game ball is fired about every 0.6 seconds.
  The ball feed solenoid 4b is composed of a linear solenoid, and sends out the game balls in the tray 40 one by one toward the launch member 4c directly connected to the launch solenoid 4a.
  Next, details of various tables stored in the main ROM 110b will be described with reference to FIGS.
(Big hit judgment table)
FIG. 6A-1 and FIG. 6A-2 are diagrams showing a jackpot determination table used for the “hit lottery”. 6A-1 is a jackpot determination table referred to in the first special symbol display device 20, and FIG. 6A-2 is a jackpot determination table referred to in the second special symbol display device 21. FIG. is there. In the tables of FIG. 6A-1 and FIG. 6A-2, the winning probabilities are different, but the jackpot probabilities are the same.
Specifically, the big hit determination table is used to determine whether “big hit”, “small hit”, or “losing” based on the current probability gaming state and the acquired random number for determining a special symbol.
For example, according to the jackpot determination table for the first special symbol display device shown in FIG. 6 (a-1), in the low probability gaming state, two special symbol determination disturbances “7” and “8”. The number is determined to be a big hit. On the other hand, in the high probability gaming state, 20 special symbol determination random numbers “7” to “26” are determined to be big hits.
Further, according to the jackpot determination table for the first special symbol display device shown in FIG. 6 (a-1), the random number value for the special symbol determination is obtained in the low probability gaming state or the high probability gaming state. In the case of four special symbol determination random numbers “50”, “100”, “150”, and “200”, it is determined as “small hit”. If the random number is other than the above, it is determined as “lost”.
Therefore, since the random number range of the special symbol determination random number value is 0 to 598, the probability of being determined to be a big hit in the low probability gaming state is 1 / 299.5, and in the high probability gaming state, the big hit The probability to be determined is 10 times up to 1 / 29.9. In the first special symbol display device, the probability of being determined to be a small hit is 1 / 149.75 regardless of whether the game state is a low probability game state or a high probability game state.
(Winning judgment table)
FIG. 6B is a diagram showing a hit determination table used for “ordinary symbol lottery”.
Specifically, the winning determination table determines whether it is “winning” or “lost” based on the presence / absence of the short-time gaming state and the acquired random number for normal symbol determination.
For example, according to the hit determination table shown in FIG. 6B, when in the non-time-saving gaming state, it is determined that one specific normal symbol determination random value of “0” is a win. On the other hand, when in the short-time gaming state, it is determined that 65535 specific random symbols for determining normal symbols from “0” to “65534” are hit. If the random number is other than the above, it is determined as “lost”.
Accordingly, since the random number range of the normal symbol determination random number value is 0 to 65535, the probability of being determined to be hit in the non-short-time gaming state is 1/65536, and the probability of being determined to be winning in the time-short gaming state is 65535/65536 = 1 / 1.00002.
(Design determination table)
FIG. 7 is a diagram showing a symbol determination table for determining a special symbol stop symbol.
FIG. 7A is a symbol determination table that is referred to in order to determine a stop symbol at the time of a big hit, and FIG. 7B is a symbol that is referred to in order to determine a stop symbol at the time of a big hit. FIG. 7C is a symbol determination table that is referred to in order to determine the symbol to be stopped when lost.
Specifically, according to the symbol determination table shown in FIG. 7, the type of special symbol display device (the type of starter that the game ball has won) and the game ball at the first starter 14 or the second starter 15. The special symbol type (stop symbol data) is determined based on the jackpot symbol random number value or the small bonus symbol random number value acquired when the ball is entered.
For example, the first special symbol display device refers to the symbol determination table shown in FIG. 7A in the case of a jackpot, and if the acquired jackpot symbol random number value is “55”, the stop symbol data is “03”. ”(Special symbol 3 (first positive variation jackpot 3)) is determined. Further, in the first special symbol display device, the symbol determination table shown in FIG. 7B is referred to at the time of the small hit, and if the acquired random number value for the small hit symbol is “50”, as the stopped symbol data “08” (special symbol B (small hit B)) is determined. In case of loss, “00” (special symbol 0 (lost)) is determined as stop symbol data without referring to any random number value.
  Then, at the time of starting the change of the special symbol, an effect designating command is generated as special symbol information based on the determined special symbol type (stop symbol data). Here, the effect designating command is composed of 2-byte data, and 1-byte MODE data for identifying the control command classification and 1-byte DATA indicating the contents of the control command to be executed. It consists of data. The same applies to a variation pattern designation command described later.
  As will be described later, since the game state after the jackpot game is ended (see FIG. 8) and the type of jackpot game are determined by the type of special symbol (stop symbol data), the type of special symbol is the end of jackpot game. It can be said that it determines the later game state and the type of jackpot game.
(Set data table at end of jackpot game)
FIG. 8 is a jackpot game end setting data table for determining the game state after the jackpot game ends. Based on the special symbol type (stop symbol data) and the state stored in the gaming state buffer by the jackpot game end setting data table shown in FIG. Is set, the short-time game flag is set, and the short-time number (J) is set.
Here, the “gaming state buffer” is information indicating the gaming state at the time of winning the big hit. The gaming state includes a combination of a short-time gaming state (or a non-short-time gaming state) and a high probability gaming state (or low probability gaming state).
Specifically, if the gaming state buffer is “00H”, it indicates the gaming state information of the low-probability gaming state and the non-short-time gaming state in which both the short-time gaming flag and the high-probability gaming flag are not set. If the gaming state buffer is “01H”, the short-time gaming flag is not set, but the high-probability gaming flag indicates gaming state information of the high-probability gaming state and the non-short-time gaming state that are set. If the gaming state buffer is “02H”, it indicates gaming state information of a low-probability gaming state and a short-time gaming state in which the short-time gaming flag is set but the high-probability gaming flag is not set. If the game state buffer is “03H”, it indicates the game state information of the high-probability gaming state and the short-time gaming state in which both the short-time gaming flag and the high-probability gaming flag are set.
The feature of the jackpot game end setting data table shown in FIG. 8 is that, even for the same special symbol type, based on the information stored in the game state buffer, the setting of the short-time game flag and the short-time game number (J) It is possible to make it different.
Specifically, when the type of the special symbol is special symbol 3 (corresponding to stop symbol data 03, first probability variable big hit 3), the game state buffer for the high probability game flag and the high probability game count (X) Regardless of the information stored in, the high probability game flag is set after the jackpot game ends, and the high probability game count (X) is set to 10,000 times.
On the other hand, regarding the short-time game flag and the short-time number of times (J), if information (00H or 01H) indicating a game state in which the short-time game flag is not set is stored in the game state buffer, the short-time game flag after the jackpot ends. Is not set, and the number of time reductions (J) is also set to zero. On the other hand, if information (02H or 03H) indicating the gaming state in which the short-time gaming flag is set is stored in the gaming state buffer, the short-time gaming flag is set after the jackpot game ends, J) is set to 10,000 times.
Thereby, the number of time reductions (J) can be changed according to the gaming state at the time of winning the jackpot, and the player can be interested in the gaming state at the time of winning the jackpot.
(Special symbol variation pattern determination table)
FIG. 9 is a diagram showing a variation pattern determination table for determining a variation pattern of special symbols as will be described later.
Specifically, according to the special symbol variation pattern determination table shown in FIG. 9, the special symbol display device to be activated (the type of the starting opening where the game ball has won), the jackpot determination result, the special symbol to be stopped, and the short-time gaming state Based on the presence / absence, the number of special symbol hold (U1 or U2), the reach determination random number value, and the special symbol variation random value, the variation pattern of the special symbol is determined.
Based on the determined special symbol variation pattern, the special symbol variation time is determined, and a special symbol variation pattern designation command for transmitting the special symbol information to the effect control board 120 is generated. Therefore, it can be said that the “special symbol variation pattern” defines at least the jackpot determination result and the special symbol variation time. In addition, since a reach is always performed when a big hit or a small hit, the reach determination random number value is not referred to when a big hit or a small win. In addition, the random number range for reach determination and the random number value for special figure variation are set to 100 random numbers (0 to 99).
  Here, the special symbol variation pattern designation command is composed of 1-byte MODE data for identifying the command classification and 1-byte DATA data indicating the content (function) of the command. When the MODE data is “E6H”, a special symbol variation pattern designation command (of the first special symbol display device 20) corresponding to the winning of the game ball at the first start port 14 is shown. "E7H" indicates a special symbol variation pattern designation command (of the second special symbol display device 21) corresponding to the winning of a game ball in the second starting port 15.
  Further, as a feature of the special symbol variation pattern determination table shown in FIG. 9, when the jackpot determination result is lost, the special symbol variation time is set to be short when the game is in the short-time gaming state. For example, when the jackpot determination result is a loss and the number of held balls is 2, if the game is in the short-time game state, the variation pattern 9 (shortened variation) with a variation time of 3000 ms with a probability of 95% based on the reach determination random value However, if it is a non-time-saving gaming state, a variation pattern in which the variation time exceeds 3000 ms is determined. In this manner, the variation time is set to be short when the time-saving gaming state is entered.
  Next, details of various tables stored in the sub ROM 120b will be described with reference to FIGS.
(Variation production pattern determination table)
FIG. 10 is a diagram showing a variation effect pattern determination table for determining the variation mode of the effect symbol 37 in the liquid crystal display device 31 or the like.
Specifically, the sub CPU 120a refers to the special pattern fluctuation pattern designation command and the random number for production 1 received from the main control board 110 based on the fluctuation presentation pattern determination table shown in FIG. decide. Here, even if the variation pattern designation command has the same special symbol, since the different variation representation pattern can be determined based on the random number for production 1, the number of variation pattern designation commands for the special symbol is reduced. Thus, the storage capacity of the main control board 110 is reduced.
The “variation effect pattern” refers to a specific effect mode in effect means (liquid crystal display device 31, audio output device 32, effect drive device 33, effect illumination device 34) performed during the change of the special symbol. Say. For example, in the liquid crystal display device 31, a background display mode, a character display mode, and a variation mode of the effect design 37 displayed by the change effect pattern are determined. In addition, the “reach” in the present embodiment refers to a state in which a part of the combination of the effect symbols 37 for notifying the transition to the special game is stopped and the other effect symbols 37 are variably displayed. . For example, when the combination of the three-digit effect symbol 37 of “777” is set as the combination of the effect symbols 37 for notifying that the game will shift to the jackpot game, the two effect symbols 37 are stopped and displayed at “7”. The state where the remaining effect symbols 37 are performing variable display.
When the sub CPU 120a determines the variation effect pattern, the sub CPU 120a transmits an effect pattern designation command corresponding to the determined variation effect pattern to the image control board 150.
Specifically, the production pattern designation command is composed of 2 bytes of data for 1 command, 1 byte of MODE data for identifying the control command classification, and 1 byte indicating the contents of the control command to be executed. Data. Further, as the effect pattern designation command corresponding to the change effect pattern, “MODE” is set to “A1H” in the case of the change effect pattern based on the change pattern of the special symbol in the first special symbol display device 20, and the second special When the variation effect pattern is based on the variation pattern of the special symbol in the symbol display device 21, “MODE” is set as “B1H”, and “DATA” is set according to the identification number of the variation effect pattern.
  Although illustration is omitted, in addition to the effect pattern specifying command corresponding to the variable effect pattern, the MODE setting value is changed so that “effect pattern specifying command corresponding to the demo effect pattern (MODE = 05H)”, "Effect pattern designation command (MODE = 06H) corresponding to the hit start effect pattern", "Effect pattern designation command (MODE = 07H) corresponding to the big hit effect pattern", "Effect pattern designation command ( Various effect pattern designation commands such as “MODE = 08H)” are transmitted to the image control board 150.
(Delay timer setting table)
FIG. 11A is a delay timer determination table for determining a delay time from the elapse of a specific time until the start of the linked performance.
Specifically, the sub CPU 120a determines the delay time by referring to the information of the designated number designated by the designated number switch 36a based on the delay timer decision table shown in FIG.
For example, when the designated number 1 is designated by the designated number switch 36a, 0 seconds is determined as the delay time, and when the designated number 2 is designated by the designated number switch 36a, 3 seconds is determined as the delay time. To do. Thereafter, the same determination is made. When the designation number 16 is designated by the designation number switch 36a, 45 seconds is determined as the delay time.
Note that the delay time is counted as described later, because in the timer interrupt process in the effect control board 120, 1 is subtracted from the delay timer counter every 4 ms and updated, for example, a delay time of 3 seconds. To determine means to store 1500 in the delay timer counter.
As a result, when a specific time (for example, 30 minutes) elapses, the game machine designated with the designated number 1 immediately executes the linked production, and three seconds later, the game machine designated with the designated number 2 is linked. After that, an interlocking effect is executed in each gaming machine in the order of the designated number every 3 seconds.
As a result, each time a specific time elapses, as a result, it is possible to make the interlocking effects executed independently in each gaming machine appear to be interlocking with other gaming machines.
(Linked production pattern determination table)
FIG. 11B is a table for determining the interlocking effect pattern (effect mode) of the interlocking effect.
Specifically, the sub CPU 120a, based on the interlocking effect pattern determination table shown in FIG. 11B, the special symbol change state, the special symbol change pattern designation command received from the main control board 110, the effect random number value 2 and the information on the effect direction of the interlocking effect designated by the interlocking direction switch 36d are referred to, and the interlocking effect pattern is determined.
And sub CPU120a will transmit the interlocking effect pattern designation | designated command corresponding to the determined interlocking effect pattern to the image control board 150, if an interlocking effect pattern is determined.
Each interlocking effect pattern is formed by combining three effect blocks of 3 seconds, and a total effect of 9 seconds is executed.
For example, the interlocking effect 00 is composed of “the effect that the conductor on the train is waving” in the first effect block, and “the effect that the gold bullion is carried as cargo” in the second effect block. In the third effect block, it is an interlocking effect pattern composed of “effects where the passenger car door is closed”. The linked production 01 is composed of “the production where the conductor on the train commented“ Do your best! ”In the first production block, and“ the gold bullion is carried as cargo ”in the second production block. The third production block is an interlocking production pattern composed of “production in which the passenger car door is closed”. The linked production 02 is composed of “the production where the conductor on the train is waving his hand” in the first production block, and “the production where the gold bullion is carried as cargo” in the second production block. The third effect block is an interlocked effect pattern composed of “effects in which passengers jump out of passenger cars”. The linked effect 03 is composed of “the effect that the conductor on the train is waving” in the first effect block, and “the effect that the gold bullion in the cargo has collapsed” in the second effect block. The third effect block is an interlocked effect pattern composed of “effects in which passengers are jumping out of passenger cars”. In addition, the interlocking effect 10 is one in which the traveling direction of the interlocking effect 00 and the train is reversed, and the interlocking effect 11 is one in which the traveling direction of the interlocking effect 01 and the train is reversed. The interlocking effect 12 is the one in which the traveling direction of the interlocking effect 02 and the train is reversed, and the interlocking effect 13 is the one in which the traveling direction of the interlocking effect 03 and the train is reversed.
  In this way, since different interlocking effects can be executed from a plurality of different types of interlocking effects based on the variation state of special symbols, the determination result of jackpot, and the effect direction by the interlocking direction switch 36d, the game can be more interesting. Improvements can be made.
  As will be described in detail later, “variable state of special symbol” means that the special symbol variation state is “existing” when the remaining time of the special symbol variation time> the coupled effect time (= 9 seconds) when the linked effect is determined. It will be determined.
(Description of gaming state)
Next, the gaming state when the game progresses will be described. In this embodiment, there are “low probability gaming state” and “high probability gaming state” as the states related to the jackpot lottery, and “non-short-time gaming state” is the state relating to the pair of movable pieces 15b that the second starting port 15 has. And “short-time gaming state”. The state relating to the jackpot lottery (low probability gaming state, high probability gaming state) and the state relating to the pair of movable pieces 15b (non-short-time gaming state, short-time gaming state) can be associated with each other and are independent. You can also. In other words,
(1) “Low probability gaming state” and “Time saving gaming state”
(2) “Low probability gaming state” and “non-temporary gaming state”
(3) “High probability gaming state” and “short time gaming state”
(4) It is possible to provide a “high probability gaming state” and a “non-temporary gaming state”.
Note that the gaming state when the game is started, that is, the initial gaming state of the gaming machine 1 is a “low probability gaming state” and is set to a “non-short-time gaming state”. Is referred to as a “normal gaming state”.
In the present embodiment, the “low probability gaming state” means that in the jackpot lottery performed on the condition that a game ball has entered the first starting port 14 or the second starting port 15, the winning probability of the jackpot is 1 / The game state set to 299.5. On the other hand, the “high probability gaming state” means a gaming state in which the jackpot winning probability is set to 1 / 29.95. Therefore, in the “high probability gaming state”, it is easier to win a jackpot than in the “low probability gaming state”. Note that a high-probability game flag, which will be described later, is set in this high-probability game state, and the high-probability game flag is off in the low-probability game state.
Further, the low probability gaming state is changed to the high probability gaming state after the jackpot game described later is finished.
  In the present embodiment, the “non-short game state” means that, in the normal symbol lottery performed on the condition that the game ball has passed through the normal symbol gate 13, the variation time of the normal symbol corresponding to the lottery result is 29 seconds. And a game state in which the opening control time of the second start port 15 is set to be as short as 0.2 seconds. That is, when the game ball passes through the normal symbol gate 13, the normal symbol is drawn, and the normal symbol display device 22 displays the fluctuation of the normal symbol, but the normal symbol is displayed 29 seconds after the fluctuation display is started. Stop display later. If the lottery result is a win, the second start port 15 is controlled to the second mode for about 0.2 seconds after the normal symbol stop display.
On the other hand, the “short-time gaming state” means that the normal symbol variation time corresponding to the lottery result is 3 seconds in the normal symbol lottery performed on condition that the game ball has passed through the normal symbol gate 13. , A game that is set shorter than the “non-short game state”, and the opening control time of the second start port 15 when winning in the win is 3.5 seconds, which is set longer than the “non-short game state” State. Further, in the “non-short game state”, the probability of winning in the normal symbol lottery is set to 1/65536, and in the “short time game state”, the probability of winning in the normal symbol lottery is set to 65535/65536. Is set. At this time, the short-time game flag, which will be described later, is set in the short-time game state, and the short-time game flag is off in the non-short-time game state.
Therefore, in the “short-time gaming state”, the second starting port 15 is more easily controlled to the second mode as long as the game ball passes through the normal symbol gate 13 than in the “non-short-time gaming state”. Thereby, in the “short-time gaming state”, the player can advance the game without consuming the game ball.
In addition, since the normal symbol gate 13 is provided in the second dedicated area consisting only of the second game area 6R, in the “short-time game state”, the operation handle 3 is largely rotated to increase the firing strength. A game ball is fired to play a game.
Note that the probability of winning in the normal symbol lottery may be set so that it does not change in any of the “non-short-time gaming state” and the “time-short gaming state”.
(Description of types of jackpot games)
In the present embodiment, two types of “short win game” that opens the first big winning opening 16 with a long opening time and “short win game” that opens the second big winning opening 17 with a short opening time. A “big hit game” and one kind of “small hit game” are provided. In the present embodiment, the “big hit game” and the “small hit game” are collectively referred to as “special game”.
In the present embodiment, “long win game” means that a big win is won and a long jackpot is won in a big win lottery performed on condition that a game ball has entered the first start port 14 or the second start port 15. A game that is executed when the corresponding special symbol is determined.
In the “long game”, the round game in which the first grand prize winning opening 16 is opened is performed 15 times in total. The maximum opening time of the first grand prize opening 16 in each round game is set to a maximum of 29 seconds, and if a prescribed number (9) of game balls enter the first big prize opening 16 during this time, Round game is over. In other words, “game per long” is a special game in which a game ball enters the first grand prize opening 16 and a player can acquire a prize ball according to the game, so that a lot of prize balls can be acquired. It is. In addition, since the first big winning opening 16 is provided in the second dedicated area consisting only of the second game area 6R, the operation handle 3 is greatly rotated during the “long hit game”, and strong. It is configured to play a game by firing a game ball with a launch strength.
In the present embodiment, “short win game” means that, in the big win lottery performed on the condition that a game ball has entered the first start port 14 or the second start port 15, A game that is executed when the corresponding special symbol is determined.
In the “short win game”, a round game in which the second grand prize winning opening 17 is opened is performed 15 times in total. The maximum opening time of the second grand prize opening 17 in each round game is set to a maximum of 0.052 seconds, which is shorter than the firing time (about 0.6 seconds) at which one game ball is launched. Yes. During this time, if a specified number (9) of game balls enter the second grand prize opening 17, one round game is completed, but the opening time of the second big prize opening 17 is extremely short as described above. , Game balls rarely enter. In other words, the “short win game” is a special game in which it is difficult to obtain a prize ball unlike the “long win game”.
In the present embodiment, “small hit game” means the right to execute a small hit game in the jackpot lottery performed on the condition that a game ball has entered the first start port 14 or the second start port 15. A game that is executed when the player wins the game.
Also in the “small win game”, the second big prize opening 17 is opened 15 times as in the “short win game”. At this time, the opening time, opening / closing timing, and opening / closing mode of the second big prize opening 17 are the same as the above “short win game”, or the player determines whether the “small win game” or “short win game” It is set to approximate the impossible or difficult level.
  Next, the progress of the game in the gaming machine 1 will be described using a flowchart.
(Main processing of main control board)
The main process of the main control board 110 will be described with reference to FIG.
  When power is supplied from the power supply board 170, a system reset occurs in the main CPU 110a, and the main CPU 110a performs the following main processing.
  First, in step S10, the main CPU 110a performs an initialization process. In this process, the main CPU 110a reads a startup program from the main ROM 110b and initializes a flag stored in the main RAM 110c in response to power-on.
  In step S20, the main CPU 110a performs an effect random number update process for updating the reach determination random value and the special figure variation random value for determining the variation mode (variation time) of the special symbol.
  In step S30, the main CPU 110a updates the initial random number value for special symbol determination, the initial random number value for big hit symbol, the initial random number value for small bonus symbol, and the initial random number value for normal symbol determination. Thereafter, the processes of step S20 and step S30 are repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of main control board)
The timer interrupt process of the main control board 110 will be described using FIG.
  A clock pulse is generated every predetermined period (4 milliseconds) by the reset clock pulse generation circuit provided on the main control board 110, thereby executing a timer interrupt process described below.
  First, in step S100, the main CPU 110a saves the information stored in the register of the main CPU 110a to the stack area.
In step S110, the main CPU 110a updates the special symbol time counter, updates the special game timer counter such as the opening time of the special electric utility, etc., updates the normal symbol time counter, and updates the normal power release time counter. A time control process for updating various timer counters is performed. Specifically, a time control process for subtracting 1 from a special symbol time counter, a special game timer counter, a normal symbol time counter, and a general electricity open time counter is performed.
In the present embodiment, the main CPU 110a that performs time control processing constitutes a variable time measuring means.
In step S120, the main CPU 110a performs a random number update process for the special symbol determination random number value, the big hit symbol random number value, the small hit symbol random number value, and the normal symbol determination random number value.
Specifically, each random number value and random number counter are updated by adding +1. When the added random number counter exceeds the maximum value in the random number range (when the random number counter makes one round), the random number counter is returned to 0, and each random number value is newly updated from the initial random number value at that time. .
  In step S130, as in step S30, the main CPU 110a updates the initial random number value for special symbol determination, the initial random number value for big hit symbol, the initial random number value for small hit symbol, and the initial random number value for normal symbol determination. Perform numerical value update processing.
In step S200, the main CPU 110a performs input control processing.
In this process, the main CPU 110a includes a general winning opening detection switch 12a, a first large winning opening detection switch 16a, a second large winning opening detection switch 17a, a first starting opening detection switch 14a, a second starting opening detection switch 15a, a gate. An input process for determining whether or not there is an input to each switch of the detection switch 13a is performed.
  Specifically, various detection signals from the general winning opening detecting switch 12a, the first big winning opening detecting switch 16a, the second large winning opening detecting switch 17a, the first starting opening detecting switch 14a, and the second starting opening detecting switch 15a. Is inputted, predetermined data is added to the prize ball counter used for the prize ball provided for each prize opening and updated.
  Furthermore, when a detection signal is input from the first start port detection switch 14a, if the data set in the first special symbol hold number (U1) storage area is less than 4, the first special symbol hold number ( U1) Add 1 to the storage area to obtain special symbol determination random number value, jackpot symbol random number value, small hit symbol random number value, reach determination random value, and special symbol variation random value The random number value is stored in a predetermined storage unit (0th storage unit to 4th storage unit) in the first special symbol random value storage area.
  Similarly, when a detection signal is input from the second start port detection switch 15a, if the data set in the second special symbol hold number (U2) storage area is less than 4, the second special symbol hold number (U2) 1 is added to the storage area, and a special symbol determination random number value, a big hit symbol random number value, a small hit symbol random number value, a reach determination random number value, and a special symbol variation random value are acquired. Various random numbers are stored in a predetermined storage unit (0th storage unit to 4th storage unit) in the second special symbol random number value storage area.
  When a detection signal is input from the gate detection switch 13a, if the data set in the normal symbol hold number (G) storage area is less than 4, the normal symbol hold number (G) storage area is set to 1. It adds, acquires the random number value for normal symbol determination, and memorize | stores the acquired random number value for normal symbol determination in the predetermined memory | storage part (0th memory | storage part-4th memory | storage part) in a normal symbol holding | maintenance storage area.
  Further, when a detection signal is input from the first grand prize opening detection switch 16a or the second big prize opening detection switch 17a, the number of game balls won in the first big prize opening 16 or the second big prize opening 17 is counted. 1 is added to the number of entries (C) storage area for the big winning opening to update.
  In step S300, the main CPU 110a performs a special drawing special electric control process for controlling the jackpot lottery, the special electric accessory, and the gaming state. Details will be described later with reference to FIG.
In step S400, the main CPU 110a performs a normal / normal power control process for controlling the normal symbol lottery and the normal electric accessory.
Specifically, it is first determined whether or not one or more data is set in the normal symbol hold count (G) storage area, and one or more data must be set in the normal symbol hold count (G) storage area. If this is the case, the current ordinary power transmission control process is terminated.
If 1 or more data is set in the normal symbol holding number (G) storage area, after subtracting 1 from the value stored in the normal symbol holding number (G) storage area, the data is in the normal symbol holding storage area. The normal symbol determination random numbers stored in the first storage unit to the fourth storage unit are shifted to the previous storage unit. At this time, the normal symbol determination random number value already written in the 0th storage unit is overwritten and erased.
Then, referring to the hit determination table shown in FIG. 6B, whether or not the normal symbol determination random number value stored in the 0th storage unit of the normal symbol hold storage area is a random value corresponding to “win”. Processing to determine is performed. Thereafter, the normal symbol display device 22 displays the fluctuation of the normal symbol. When the fluctuation time of the normal symbol elapses, the normal symbol corresponding to the result of the normal symbol lottery is stopped and displayed. If the random number for normal symbol determination referred to is “winning”, the start opening / closing solenoid 15c is driven to control the second start opening 15 to the second mode for a predetermined opening time.
Here, in the non-short-time gaming state, the variation time of the normal symbol is set to 29 seconds, and if it is “winning”, the second start port 15 is controlled to the second mode for 0.2 seconds. On the other hand, in the short-time gaming state, the normal symbol variation time is set to 0.2 seconds, and if it is “winning”, the second start port 15 is controlled to the second mode for 3.5 seconds. .
In step S500, the main CPU 110a performs a payout control process.
In this payout control process, the main CPU 110a refers to each prize ball counter, generates payout number designation commands corresponding to various winning ports, and transmits the generated payout number designation commands to the payout control board 130. To do.
  In step S600, the main CPU 110a, external information data, start opening / closing solenoid data, first big prize opening opening / closing solenoid data, second big prize opening opening / closing solenoid data, special symbol display device data, normal symbol display device data, number of stored Performs data creation for the specified command.
In step S700, the main CPU 110a performs output control processing. In this process, port output processing is performed for outputting signals of the external information data, the start opening / closing solenoid data, the first big prize opening / closing solenoid data, and the second big prize opening / closing solenoid data created in S600.
Further, the special symbol display device data and the normal symbol display device data created in S600 are used to turn on the LEDs of the first special symbol display device 20, the second special symbol display device 21 and the normal symbol display device 22. Display device output processing is performed.
Further, command transmission processing for transmitting the command set in the effect transmission data storage area of the main RAM 110c to the effect control board 120 is also performed. The types of commands transmitted to the effect control board 120 will be described later with reference to FIG.
  In step S800, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a.
(Special figure special electric control processing of main control board)
The special figure special power control processing of the main control board 110 will be described with reference to FIG.
First, in step S301, the value of the special figure special electricity processing data is loaded, the branch address is referred to from the special figure special electric treatment data loaded in step S302, and if the special figure special electric treatment data = 0, the special symbol memory determination process (step The process proceeds to S310). If the special symbol special power processing data = 1, the process proceeds to the special symbol variation processing (step S320). If the special symbol special power processing data = 2, the special symbol stop processing (step S330) is performed. If special figure special electric processing data = 3, the process moves to jackpot game processing (step S340), and if special figure special electric processing data = 4, the process moves to big hit game end processing (step S350). If special electric processing data = 5, the process moves to the small hit game ending process (step S360).
Since this “special drawing special electricity processing data” is set as needed in each subroutine of the special figure special electricity control processing as will be described later, the subroutine necessary for the game is appropriately processed. .
  In the special symbol memory determination process in step S310, the main CPU 110a performs a jackpot determination process, a special symbol determination process for determining a special symbol to be stopped and displayed, a variation time determination process for determining a variation time of the special symbol, and the like. Here, the specific content of the special symbol memory determination process will be described with reference to FIG.
(Special symbol memory judgment processing of the main control board)
FIG. 15 is a diagram illustrating a special symbol memory determination process of the main control board 110.
First, in step S311, the main CPU 110a determines whether one or more data is set in the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area.
If one or more data is not set in any storage area of the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area, the special figure special electricity processing data = 0. The special symbol variation process of this time is terminated while holding.
On the other hand, if one or more data is set in the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area, the process proceeds to step S312.
In step S312, the main CPU 110a performs a jackpot determination process.
Specifically, when one or more data is set in the second special symbol hold count (U2) storage area, 1 is calculated from the value stored in the second special symbol hold count (U2) storage area. After subtraction, various random numbers stored in the first to fourth storage units in the second special symbol random number storage area are shifted to the previous storage unit. At this time, various random values already written in the 0th storage unit are overwritten and deleted. Then, referring to the jackpot determination table shown in FIG. 6 (a-2), the random number value for special symbol determination stored in the 0th storage unit of the second special symbol random number storage area corresponds to “big hit”. It is determined whether it is a numerical value or a random value corresponding to “small hit”.
In addition, when one or more data is not set in the second special symbol hold number (U2) storage area and one or more data is set in the first special symbol hold number (U1) storage area, Various random numbers stored in the first to fourth storage units in the first special symbol random number storage area after subtracting 1 from the value stored in the first special symbol hold number (U1) storage area Is shifted to the previous storage unit. Also at this time, various random numbers already written in the 0th storage unit are overwritten and deleted. Then, with reference to the jackpot determination table shown in FIG. 6 (a-1), the random number value for special symbol determination stored in the 0th storage unit of the first special symbol random number storage area corresponds to “big hit”. It is determined whether it is a numerical value or a random value corresponding to “small hit”.
In the present embodiment, the random number value stored in the second special symbol random value storage area is shifted (digested) with priority over the first special symbol random value storage area. However, the first special symbol storage area or the second special symbol storage area may be shifted in the order of winning in the starting opening, and the first special symbol storage area is given priority over the second special symbol storage area. You may let them.
In step S313, the main CPU 110a performs a special symbol determination process for determining the type of special symbol to be stopped and displayed.
In this special symbol determination process, when it is determined as “big hit” in the jackpot determination process (step S312), the first special symbol random value storage area is referred to with reference to the symbol determination table shown in FIG. The jackpot symbol (special symbol 1 to special symbol 6) is determined based on the random number value for the jackpot symbol stored in the 0th storage unit. In addition, when it is determined as “small hit” in the big hit determination process (step S312), the 0th storage in the first special symbol random value storage area is referred to with reference to the symbol determination table shown in FIG. 7B. The small hit symbol (special symbol A, special symbol B) is determined based on the random number value for the small bonus symbol stored in the section. Further, when it is determined as “losing” in the big hit determination process (step S312), the lost symbol (special symbol 0) is determined with reference to the symbol determination table shown in FIG.
Then, stop symbol data corresponding to the determined special symbol is stored in the stop symbol data storage area.
In step S314, the main CPU 110a performs special symbol variation time determination processing.
Specifically, referring to the variation pattern determination table shown in FIG. 9, based on the reach determination random number value and the special diagram variation random value stored in the 0th storage unit of the first special symbol random value storage area. Determine the variation pattern of the special symbol. Thereafter, the variation time of the special symbol corresponding to the determined variation pattern of the special symbol is determined. Then, a process of setting a counter corresponding to the determined variation time of the special symbol in the special symbol time counter is performed.
In the present embodiment, the main CPU 110a that performs the special symbol variation time determination process constitutes the variation time determination means.
In step S315, the main CPU 110a sets, in a predetermined processing area, variation display data for causing the first special symbol display device 20 or the second special symbol display device 21 to perform special symbol variation display (LED blinking). . As a result, when the variable display data is set in the predetermined processing area, the LED lighting / extinguishing data is appropriately created in step S600, and the created data is output in step S700. Variation display of the special symbol display device 20 or the second special symbol display device 21 is performed.
Further, the main CPU 110a, when the special symbol variation display is started, the special symbol variation pattern designation command (the first special symbol variation pattern designation command) corresponding to the variation pattern of the special symbol determined in step S314. Alternatively, the second special symbol variation pattern designation command) is set in the effect transmission data storage area of the main RAM 110c.
In step S316, the main CPU 110a sets the special symbol special electricity processing data = 0 to the special symbol special electric treatment data = 1, prepares to move to the special symbol variation processing subroutine, and ends the special symbol memory determination processing.
In the present embodiment, the main CPU 110a that performs jackpot determination processing constitutes special game determination means.
Again, the description of the special figure special electric control process shown in FIG. 14 will be returned.
In the special symbol variation process of step S320, the main CPU 110a performs a process of determining whether or not the special symbol variation time has elapsed.
Specifically, it is determined whether or not the variation time of the special symbol determined in step S314 has elapsed (special symbol time counter = 0), and if it is determined that the variation time of the special symbol has not elapsed The special symbol variation process is terminated while the special symbol special electricity processing data = 1 is held. Note that the special symbol variation time counter set in step S314 is subtracted in step S110.
If it is determined that the variation time of the special symbol has elapsed, the special symbol determined in step S313 is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21. Thereby, the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21, and the player is notified of the jackpot determination result.
Also, when the number of time reduction (J)> 0, 1 is subtracted from the time reduction (J) counter and updated. When the number of time reduction (J) = 0, the time reduction game flag is cleared and the number of high probability games (X )> 0 is updated by subtracting 1 from the high probability game number (X) counter, and if the high probability game number (X) = 0, the high probability game flag is cleared.
Finally, the special symbol special power processing data = 1 is set to the special symbol special power processing data = 2, preparation is made to move to a special symbol stop processing subroutine, and the special symbol variation processing is terminated.
In the present embodiment, the main CPU 110a which performs special symbol variation display and stop display constitutes symbol display control means.
In the special symbol stop process in step S330, the main CPU 110a performs a process of determining whether the special symbol that is stopped and displayed is a “big hit symbol”, a “small bonus symbol”, or a “losing symbol”. Do.
If it is determined that the game is a jackpot symbol, the data stored in the gaming state storage area is referred to and data (00H to 03H) indicating the current gaming state is set in the gaming state buffer. Thereafter, the data (high probability game flag and short time game flag), high probability game number (X) counter, and short time number (J) counter stored in the high probability game flag storage area and the short time game flag storage area are cleared. . Further, the special figure special power processing data = 2 is set to the special figure special electric processing data = 3, preparation is made to move to the jackpot game processing subroutine, and the special symbol stop processing is ended.
In addition, when it is determined that the small winning symbol, the data stored in the game state storage area is not cleared, and the special figure special electric processing data = 2 to the special figure special electric treatment data = 5 is set. The special symbol stop process is completed by making preparations for transferring to a winning game process subroutine.
On the other hand, if it is determined that the symbol is a lost symbol, the special symbol special electric processing data = 2 is set to special special electric symbol processing data = 0, and the special symbol memory determination processing subroutine is prepared for the special symbol stop processing. finish.
In the jackpot game process of step S340, the main CPU 110a determines which jackpot of the long hit or short hit is executed, and performs a process of controlling the determined jackpot.
Specifically, the jackpot release mode is determined based on the type of jackpot symbol (stop symbol data) determined in step S313.
Next, in order to execute the determined jackpot opening mode, an opening time corresponding to the type of jackpot is set in the special game timer counter, and the first big winning opening opening / closing solenoid 16c (or the second big winning opening opening / closing solenoid) is set. 17c) is output to open the first big prize opening / closing door 16b (or the second big prize opening / closing door 17b). At this time, 1 is added to the round game count (R) storage area.
When a predetermined number of game balls enter during the opening or when the opening time of the big prize opening has elapsed (the number of the big prize opening (C) = 9 or the special game timer counter = 0), The output of the drive data of the big prize opening / closing solenoid 16c (or the second big prize opening / closing solenoid 17c) is stopped, and the first big prize opening / closing door 16b (or the second big prize opening / closing door 17b) is closed. Thereby, one round game is completed. This round game control is repeated 15 times.
When the 15 round games are completed (round game count (R) = 15), the data stored in the round game count (R) storage area and the number of winning prize entrance (C) storage areas are cleared, The special figure special electric processing data = 3 is set to the special figure special electric treatment data = 4, preparation is made to move to the big hit game end processing subroutine, and the big hit game processing is ended.
In the present embodiment, the main CPU 110a that performs the jackpot game process shown in step S340 constitutes a special game control means.
In the big hit game ending process in step S350, the main CPU 110a determines either the high probability game state or the low probability game state, and the game state of either the short-time game state or the non-short-time game state. Perform the decision process.
Specifically, referring to the jackpot game end setting data table shown in FIG. 8, based on the data stored in the game state buffer and the type of jackpot symbol (stop symbol data) determined in step S313. The high probability game flag is set, the high probability game count (X) is set, the short-time game flag is set, and the short-time count (J) is set. For example, in the case of the special symbol 1, the high probability game flag is set in the high probability game flag storage area, and the high probability game number (X) counter is set to 10,000 times. Further, a time-short game flag is set in the time-short game flag storage area, and a time-short time (J) counter is set to 10,000 times.
After that, the special symbol special power processing data = 4 is set to the special symbol special power processing data = 0, and preparation for moving to the special symbol memory determination processing subroutine is made, and the big hit game end processing is ended.
In the small hit game processing in step S360, the main CPU 110a determines the small hit release mode based on the type of small hit symbol (stop symbol data) determined in step S313.
Next, in order to execute the determined small hit opening mode, the small hit opening time is set in the special game timer counter, and the driving data of the second big winning opening / closing solenoid 17c is output to output the second big winning prize. The mouth opening / closing door 17b is opened. At this time, 1 is added to the number-of-releases (K) storage area.
When the small winning opening time elapses (special game timer counter = 0), the drive data output of the second big prize opening / closing solenoid 17c is stopped and the second big prize opening / closing door 17b is closed. The opening / closing control of the second big prize opening opening / closing door 17b is repeated 15 times.
Then, the opening / closing control of the second grand prize opening / closing door 17b is performed 15 times, or a predetermined number of game balls enter the second big prize opening 17 (the number of times of opening (K) = 15 or the grand prize opening entrance) Number (C) = 9), in order to end the small hit game, the output of the drive data of the second large winning opening / closing solenoid 17c is stopped, the number of times of opening (K) storage area and the number of winning winning holes (C) Clear the data stored in the storage area, set special figure special electricity processing data = 5 to special figure special electricity treatment data = 0, and prepare to move to a special symbol memory judgment processing subroutine. The winning game process is terminated.
(Command explanation)
The types of commands transmitted from the main control board 110 to which the description is partially omitted in the flowchart of the main control board 110 to the effect control board 120 will be described with reference to FIG.
  The command transmitted from the main control board 110 to the production control board 120 is composed of 1-byte data, and 1-byte MODE information for identifying the control command classification and the control command to be executed. And 1-byte DATA information indicating the contents of.
The “designation designating command” indicates the type of the special symbol that is stopped and displayed, “MODE” is set as “E0H”, and DATA information is set according to the type of the special symbol. Since the special symbol type determines the jackpot type and the high probability gaming state as a result, it can be said that the effect symbol designation command indicates the jackpot type and the gaming state.
In the effect symbol designation command, when various special symbols are determined and the variation display of the special symbol is started, an effect symbol designation command corresponding to the determined special symbol is transmitted to the effect control board 120. Specifically, when various special symbols are determined in step S313, and the special symbol variation display is started in step S315, the effect symbol designation command corresponding to the determined special symbol is the effect of the main RAM 110c. Set in the transmission data storage area. Thereafter, the effect designating command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.
The “first special symbol memory designation command” indicates the number of reserved memories stored in the first special symbol hold count (U1) storage area, “MODE” is set to “E1H”, and the number of hold memories DATA information is set according to the above.
This first special symbol memory designation command is effect-controlled by the first special symbol memory designation command corresponding to the number of reserved memories when the number of reserved memories stored in the first special symbol reservation number (U1) storage area is switched. It is transmitted to the substrate 120. Specifically, when the value stored in the first special symbol hold count (U1) storage area in 200 or step S312 above increases or decreases, the first special symbol storage designation corresponding to the increased or decreased hold storage count The command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the first special symbol memory designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
The “second special symbol memory designation command” indicates the number of reserved memories stored in the second special symbol reservation number (U2) storage area, “MODE” is set to “E2H”, and the number of reserved memories DATA information is set according to the above.
This second special symbol memory designation command is produced by the second special symbol memory designation command corresponding to the number of reserved memories when the number of reserved memories stored in the second special symbol reserve count (U2) storage area is switched. It is transmitted to the substrate 120. Specifically, when the value stored in the second special symbol hold count (U2) storage area in 200 or step S312 above increases or decreases, the second special symbol storage designation corresponding to the post-change hold count The command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the second special symbol memory designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
In the present embodiment, the “first special symbol memory designation command” and the “second special symbol memory designation command” are collectively referred to as “special symbol memory designation command”.
The “design determination command” indicates that the special symbol is stopped and displayed, “MODE” is set to “E3H”, and “DATA” is set to “00H”.
This symbol confirmation command is transmitted to the effect control board 120 when the special symbol is stopped and displayed. Specifically, when the special symbol is stopped and displayed on the first special symbol display device 20 or the second special symbol display device 21 in step S320, the symbol confirmation command is set in the effect transmission data storage area of the main RAM 110c. The Thereafter, the symbol confirmation command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.
The “power-on designation command” indicates that the gaming machine 1 is powered on, “MODE” is set to “E4H”, and “DATA” is set to “00H”.
This power-on specification command is transmitted to the effect control board 120 when the gaming machine 1 is powered on. Specifically, when the gaming machine is turned on in step S10, a power-on designation command is set in the effect transmission data storage area of the main RAM 110c. Then, immediately after the power-on designation command set in the production transmission data storage area in step S700 is transmitted to the production control board 120.
The “RAM clear designation command” indicates that the information stored in the main RAM 110c has been cleared. “MODE” is set to “E4H” and “DATA” is set to “01H”.
Here, a RAM clear button (not shown) is provided on the back side of the gaming machine 1, and when the gaming machine 1 is turned on while pressing the RAM clear button, the information stored in the main RAM 110c in step S10 is stored. Cleared.
The RAM clear designation command is transmitted to the effect control board 120 when the gaming machine 1 is turned on while pressing the RAM clear button. Specifically, when the gaming machine is turned on while pressing the RAM clear button in step S10, a RAM clear designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the RAM clear designation command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.
The “power recovery designation command” indicates that the gaming machine 1 is turned on and has been normally restored, “MODE” is set to “E4H”, and “DATA” is set to “02H to 05H”. Is set. The power recovery designation command also indicates the gaming state at the time of power recovery. If the gaming state at the time of power recovery is “low probability gaming state and non-short gaming state”, “DATA” is set to “02H”. "DATA" is set to "03H" if "low probability gaming state and short time gaming state", "DATA" is set to "04H" if "high probability gaming state and non-short time gaming state" If “high probability gaming state and short time gaming state”, “DATA” is set to “05H”.
This power restoration designation command is transmitted to the effect control board 120 when the gaming machine 1 is turned on and is normally restored. Specifically, when the power of the gaming machine is turned on, a checksum of the main RAM 110c is created when the power is turned on. Compare. Here, if the checksums match, it is determined that the recovery has been made normally, and a power recovery specification command is generated according to the gaming state, and the generated power recovery specification command is stored in the effect transmission data storage area of the main RAM 110c. Set. Then, immediately after the power-on designation command set in the production transmission data storage area in step S700 is transmitted to the production control board 120.
The “demonstration designation command” indicates that the first special symbol display device 20 or the second special symbol display device 21 is not operating, “MODE” is set to “E5H”, and “DATA” is set to “ 00H ".
This demonstration designation command is transmitted to the effect control board 120 when the special symbol display device 20 or the second special symbol display device 21 does not hold the special symbol. Specifically, when one or more pieces of data are not set in either the first special symbol hold count (U1) storage area or the second special symbol hold count (U2) storage area in step S311. The demonstration designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the demonstration designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
The “first special symbol variation pattern designation command” indicates the variation time (variation mode) of the special symbol in the first special symbol display device 20, “MODE” is set to “E6H”, and various variations DATA information is set according to the pattern.
The first special symbol variation pattern designation command is a first special symbol variation pattern corresponding to the variation pattern of the special symbol determined when the special symbol variation display of the first special symbol display device 20 is started. A designation command is transmitted to the effect control board 120. Specifically, when the variation pattern of the special symbol is determined in step S314 and the variation display of the special symbol is started in step S315, the first special symbol corresponding to the determined variation pattern of the special symbol is started. The variation pattern designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the first special symbol variation pattern designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
The “variable pattern designation command for the second special symbol” indicates the variation time (variation mode) of the special symbol in the second special symbol display device 21, and “MODE” is set to “E7H”, and various variations DATA information is set according to the pattern.
The second special symbol variation pattern designation command is a second special symbol variation pattern corresponding to the variation pattern of the special symbol determined when the special symbol variation display of the second special symbol display device 21 is started. A designation command is transmitted to the effect control board 120.
Specifically, when the variation pattern of the special symbol is determined in step S314 and when the variation display of the special symbol is started in step S315, the second special symbol corresponding to the determined variation pattern of the special symbol is started. The variation pattern designation command is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the second special symbol variation pattern designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
In the present embodiment, the “first special symbol variation pattern designation command” and the “second special symbol variation pattern designation command” are collectively referred to as a “variation pattern designation command”.
The “Big Winner Opening Specification Command” indicates the number of jackpot rounds according to the various jackpot types, “MODE” is set as “EAH”, and DATA information is set according to the number of jackpot rounds Has been.
With regard to the special winning opening opening designation command, when the big hit round is started, the big winning opening opening designation command corresponding to the started round number is transmitted to the effect control board 120. Specifically, when the first grand prize opening opening / closing door 16b (or the second big prize opening opening / closing door 17b) is opened in step S340, a big winning opening opening designation command corresponding to the number of rounds to be opened is issued. It is set in the effect transmission data storage area of the main RAM 110c. Thereafter, in step S700, the prize winning opening release command set in the effect transmission data storage area is immediately transmitted to the effect control board 120.
The “opening designation command” indicates that various jackpots start, “MODE” is set as “EBH”, and DATA information is set according to the jackpot type.
As for the opening designation command, when various jackpots start, an opening designation command corresponding to the type of jackpot is transmitted to the effect control board 120. Specifically, at the start of the jackpot game processing in step S340, an opening designation command corresponding to the jackpot type is set in the effect transmission data storage area of the main RAM 110c. After that, the opening designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
The “ending designation command” indicates that various jackpots have ended, “MODE” is set as “ECH”, and DATA information is set according to the jackpot type.
As for the ending designation command, when various jackpots are completed, the ending designation command corresponding to the type of jackpot is transmitted to the effect control board 120. Specifically, at the start of the jackpot game end process in step S350, an ending designation command corresponding to the jackpot type is set in the effect transmission data storage area of the main RAM 110c. Thereafter, the ending designation command set in the effect transmission data storage area in step S700 is immediately transmitted to the effect control board 120.
The “gaming state designation command” indicates whether it is a short-time gaming state or a non-short-time gaming state, and “MODE” is set to “EEH”. “00H” is set, and “DATA” is set to “01H” in the time saving gaming state.
As for the gaming state designation command, a gaming state designation command corresponding to the gaming state is transmitted to the effect control board 120 at the start of the special symbol variation, at the end of the special symbol variation, at the start of the big hit game and at the end of the big hit. . Specifically, when the special symbol variation display is started in step S315, when the special symbol is stopped and displayed in step S320, the high probability game flag, the high probability game count, the short-time game flag, and the step S320 are displayed. When the number of times reduced (J) is cleared, the gaming state corresponding to the current gaming state when the high probability gaming flag, the number of times of high probability gaming, the hourly gaming flag, and the hourly number of times (J) are set in step S350. The designation command is set in the transmission data storage area for presentation in the main RAM 110c. Thereafter, the gaming state designation command set in the production transmission data storage area in step S700 is immediately transmitted to the production control board 120.
  Next, processing executed by the sub CPU 120a in the effect control board 120 will be described.
(Production control board main processing)
The main process of the effect control board 120 will be described with reference to FIG.
  In step S1000, the sub CPU 120a performs an initialization process. In this process, the sub CPU 120a reads the main processing program from the sub ROM 120b and initializes and sets a flag stored in the sub RAM 120c in response to power-on. If this process ends, the process moves to a step S1200.
In step S1001, the sub CPU 120a determines whether or not the interlocking effect switch 36b is turned on with the start of power-on.
If the sub CPU 120a determines that the interlocking effect switch 36b is ON, the process proceeds to step S1002, and if it does not determine that the interlocking effect switch 36b is ON, the process proceeds to step S1100.
  In step S1002, the sub CPU 120a sets a linked operation confirmation flag indicating execution of the linked production operation check in the linked operation confirmation flag storage area of the sub RAM 120c.
In step S1003, the sub CPU 120a refers to the signal from the mode setting switch 36c and determines whether or not the power supply time mode is set.
If the sub CPU 120a determines that it is in the power supply time mode, it moves the process to step S1004, and if it does not determine that it is in the power supply time mode, it moves the process to step S1005.
In step S1004, the sub CPU 120a sets a counter corresponding to 3 seconds in the interlock timer counter of the sub RAM 120c in order to confirm the operation of the interlocking effect in the power supply time mode.
As will be described in detail later, the interlocking timer counter is subtracted by the timer interrupt process of the effect control board (see step S1301), and when the interlocking timer counter = 0, the interlocking effect is executed ( In step S1500), when 3 seconds have elapsed after the power is turned on, an interlocking effect can be executed.
In step S1005, the sub CPU 120a sets specific time data corresponding to 0 seconds in the specific time storage area of the sub RAM 120c in order to confirm the operation of the linked performance in the RTC mode.
As will be described later in detail, a time signal is input from the RTC 120d, and if the input time signal is time data including 00 seconds regardless of the hour and minute, a linked effect is executed (see step S1500). The linked effect can be executed within a maximum of 59 seconds after the power is turned on.
In this way, when the power is turned on, the specific time that triggers the start of the linked performance is extremely short compared to the normal time after the power is turned on. You can check the operation of the linked performance.
In the present embodiment, the sub CPU 120a that performs processing such as steps S1002 to S1005 and S1500 for confirming the operation of the interlocking effects constitutes the operation confirmation executing means.
  In step S1100, the sub CPU 120a performs an effect random number update process. In this process, the sub CPU 120a performs a process of updating random numbers (effect random number value 1, effect random number value 2, effect design determining random value, effect mode determining random value, etc.) stored in the sub RAM 120c. Thereafter, the process of step S1100 is repeated until a predetermined interrupt process is performed.
(Timer interrupt processing of production control board)
The timer interrupt process of the effect control board 120 will be described with reference to FIG.
Although not shown, a clock pulse is generated every predetermined period (2 milliseconds) by a reset clock pulse generation circuit provided on the effect control board 120, a timer interrupt processing program is read, and a timer of the effect control board is read. Interrupt processing is executed.
  First, in step S1200, the sub CPU 120a saves the information stored in the register of the sub CPU 120a to the stack area.
In step S1300, the sub CPU 120a determines whether or not the interlock timer counter of the sub RAM 120c = 0.
If the sub CPU 120a determines that the interlock timer counter = 0, the process proceeds to step S1302, and if it does not determine that the interlock timer counter = 0, the process proceeds to step S1301.
In step S1301, the sub CPU 120a subtracts 1 from the interlock timer counter of the sub RAM 120c and updates it.
In the present embodiment, the sub CPU 120a that subtracts the interlock timer counter every predetermined period (2 milliseconds) or the above-described RTC 120d constitutes a specific time counting means. Further, the sub CPU 120a that subtracts the interlocking timer counter every predetermined period (2 milliseconds) constitutes a counter measuring means, and the RTC 120d constitutes a time measuring means.
In step S1302, the sub CPU 120a determines whether or not the delay timer counter of the sub RAM 120c = 0.
If the sub CPU 120a determines that the delay timer counter = 0, the process proceeds to step S1302. If the sub CPU 120a does not determine that the delay timer counter = 0, the process proceeds to step S1301.
In step S1303, the sub CPU 120a updates by subtracting 1 from the delay timer counter of the sub RAM 120c.
In this embodiment, the sub CPU 120a that subtracts the delay timer counter every predetermined period (2 milliseconds) constitutes the start time counting means.
  In step S1304, the sub CPU 120a performs update processing of various timer counters (such as an effect time counter) used in the effect control board 120.
  In step S1400, the sub CPU 120a inputs a time signal from the RTC 120d, and stores time data in the current time storage area of the sub RAM 120c.
In step S1500, the sub CPU 120a determines whether or not a specific time has elapsed. When the specific time has elapsed, the sub CPU 120a performs a linked effect control process for executing the linked effect.
This interlocking effect control process will be described later in detail with reference to FIG.
  In step S1600, the sub CPU 120a performs command analysis processing. In this process, the sub CPU 120a performs a process of analyzing a command stored in the reception buffer of the sub RAM 120c. A specific description of the command analysis process will be described later with reference to FIGS. When the effect control board 120 receives a command transmitted from the main control board 110, a command reception interrupt process of the effect control board 120 (not shown) occurs, and the received command is stored in the reception buffer. Thereafter, the received command is analyzed in step S1600.
  In step S1700, the sub CPU 120a checks the signal of the effect button detection switch 35a, and performs effect input control processing related to the effect button 35.
  In step S1800, the sub CPU 120a performs data output processing for transmitting various commands set in the transmission buffer of the sub RAM 120c to the lamp control board 140 and the image control board 150.
  In step S1900, the sub CPU 120a restores the information saved in step S1200 to the register of the sub CPU 120a.
(Interlocked production control processing of production control board)
The interlocking effect control process of the effect control board 120 will be described with reference to FIG.
In step S1501, the sub CPU 120a determines whether or not the interlocking effect switch 36b is ON.
If the sub CPU 120a determines that the interlocking effect switch 36b is ON, it moves the process to step S1502, and if it does not determine that the interlocking effect switch 36b is ON, ends the present interlocking effect control process. To do.
In step S1502, the sub CPU 120a determines whether or not the delay timer flag indicating that the delay timer is counting is set in the delay timer flag storage area of the sub RAM 120c.
If the sub CPU 120a determines that the delay timer flag is set, it moves the process to step S1508. If it does not determine that the delay timer flag is set, it moves the process to step S1503.
In step S1503, the sub CPU 120a refers to the signal from the mode setting switch 36c and determines whether or not the power supply time mode is set.
If the sub CPU 120a determines that the power supply time mode is selected, the process proceeds to step S1504. If the sub CPU 120a does not determine the power supply time mode (if determined to be the RTC mode), the process proceeds to step S1505.
In step S1504, the sub CPU 120a determines whether or not the interlock timer counter of the sub RAM 120c = 0. That is, in the power supply time mode, it is determined whether or not a specific time is counted by the interlocking timer counter that is subtracted in the timer interrupt process of the effect control board 120.
If the sub CPU 120a determines that the interlock timer counter = 0, the process proceeds to step S1506 to determine the delay time. If the sub CPU 120a does not determine that the interlock timer counter = 0, the sub CPU 120a ends the present interlock effect control process. To do.
In step S1505, the sub CPU 120a refers to the time data stored in the current time storage area of the sub RAM 120c, and determines whether or not it corresponds to the specific time data stored in the specific time storage area of the sub RAM 120c. . That is, in the RTC mode, it is determined whether or not a specific time is counted by the RTC 120d.
Specifically, the time data A hour B minute C second is referred to every hour, minute, and second, and specific time data X minutes (or X seconds) determined in step S1005 or step S1514 described later, It is determined whether or not it corresponds.
If the sub CPU 120a determines that the time data corresponds to the specific time data, the sub CPU 120a moves the process to step S1506 to determine the delay time. Exit.
In step S1506, the sub CPU 120a performs a delay time determination process.
In this delay time determination process, the sub CPU 120a determines the delay time by referring to the information of the specified number specified by the specified number switch 36a based on the delay timer determination table shown in FIG. Then, the value of the counter corresponding to the determined delay time is set in the delay timer counter of the sub RAM 120c.
Thereby, the delay time based on the designation number of the linked production designated for each gaming machine is determined.
In the present embodiment, the sub CPU 120a that performs the delay time determination process constitutes a start time determination unit.
  In step S1507, the sub CPU 120a sets a delay timer flag indicating that the delay timer is counting in the delay timer flag storage area of the sub RAM 120c.
In step S1508, the sub CPU 120a determines whether or not the delay timer counter of the sub RAM 120c = 0.
If the sub CPU 120a determines that the delay timer counter = 0, the process proceeds to step S1509. If the sub CPU 120a does not determine that the delay timer counter = 0, the sub CPU 120a ends the present linked effect control process.
  In step S1509, the sub CPU 120a clears the delay timer flag from the delay timer flag storage area of the sub RAM 120c.
In step S1510, the sub CPU 120a performs linked effect determination processing.
In this interlocking effect determination process, the sub CPU 120a, based on the interlocking effect pattern determination table shown in FIG. 11B, the special symbol change state, the special symbol change pattern designation command received from the main control board 110, and the effect The interlocking effect pattern is determined with reference to the random number 2 for use and the information on the effect direction of the interlocking effect designated by the interlocking direction switch 36d.
Further, in order to transmit information on the determined interlocking effect pattern to the image control board 150 and the lamp control board 140, an interlocking effect pattern designation command based on the determined interlocking effect pattern is set in the transmission buffer of the sub RAM 120c.
In this embodiment, sub CPU120a which performs the interlocking production determination process which determines an interlocking effect pattern comprises an interlocking effect determination means.
Here, with respect to the “special symbol variation state” in the linked effect determination process, an effect time counter corresponding to the variation time of the special symbol in the sub-RAM 120c is referred to, and if the effect time counter is a counter value corresponding to 9 seconds. Then, it is determined that the variation state of the special symbol is “present”, and if the counter value does not correspond to the production time counter> 9 seconds, it is determined that the variation state of the special symbol is “none”.
As a result, the special symbol variation display does not end during execution of the interlocking effect, and the special symbol variation display is stopped and displayed after the interlocking effect ends. In other words, after the linked performance suggesting the jackpot lottery result is finished, the determination result of the jackpot lottery is actually notified by the stop display of the special symbol.
In this embodiment, sub CPU120a which determines the fluctuation state of a special symbol comprises effect time determination means.
In step S1511, the sub CPU 120a refers to the signal from the mode setting switch 36c and determines whether or not the power supply time mode is set.
If the sub CPU 120a determines that the power supply time mode is selected, the process proceeds to step S1512. If the sub CPU 120a does not determine the power supply time mode (if determined to be the RTC mode), the process proceeds to step S1513.
In step S1512, the sub CPU 120a sets a counter corresponding to 30 minutes in the interlock timer counter of the sub RAM 120c in order to perform the next interlocking effect.
Thus, in the power supply time mode, the interlocking effect is executed again after 30 minutes.
In step S1513, the sub CPU 120a determines whether or not the interlocking operation confirmation flag indicating that the operation confirmation of the interlocking effect is executed is set in the interlocking operation confirmation flag storage area of the sub RAM 120c.
If the sub CPU 120a determines that the interlocking operation confirmation flag is set, it moves the process to step S1514. If it does not determine that the interlocking operation confirmation flag is set, the sub CPU 120a ends this interlocking effect control process.
  In step S1514, the sub CPU 120a clears the interlocking operation confirmation flag from the interlocking operation confirmation flag storage area of the sub RAM 120c.
In step S1515, the sub CPU 120a sets specific time data corresponding to 30 minutes and 00 minutes in the specific time storage area of the sub RAM 120c in order to perform the next linked effect, and ends the current linked effect control process.
Thereby, even in the RTC mode, after 30 minutes have elapsed, the linked effect is executed again.
The specific time storage area is set with specific time data corresponding to 00 seconds only when the power is turned on (only when the interlocking operation confirmation flag is set), and thereafter corresponds to 30 minutes and 00 minutes. The specific time data to be set is set and held.
(Command analysis processing of production control board)
The command analysis processing of the effect control board 120 will be described using FIG. 20 and FIG. Note that the command analysis processing 2 in FIG. 21 is performed subsequent to the command analysis processing 1 in FIG.
In step S1601, the sub CPU 120a checks whether there is a command in the reception buffer, and checks whether the command has been received.
If there is no command in the reception buffer, the sub CPU 120a ends the command analysis process, and if there is a command in the reception buffer, the sub CPU 120a moves the process to step S1610.
In step S1610, the sub CPU 120a checks whether or not the command stored in the reception buffer is a demo designation command.
If the command stored in the reception buffer is a demo designation command, the sub CPU 120a moves the process to step S1611, and if not the demo designation command, moves the process to step S1620.
In step S1611, the sub CPU 120a performs a demo effect pattern determination process for determining a demo effect pattern.
Specifically, the demonstration effect pattern is determined, the determined demonstration effect pattern is set in the effect pattern storage area, and information on the determined demonstration effect pattern is transmitted to the image control board 150 and the lamp control board 140. An effect pattern designation command based on the demo effect pattern is set in the transmission buffer of the sub-RAM 120c.
In step S1620, sub CPU 120a checks whether or not the command stored in the reception buffer is a special symbol storage designation command.
If the command stored in the reception buffer is a special symbol storage designation command, the sub CPU 120a moves the process to step S1621, and if it is not a special symbol storage designation command, moves the process to step S1630.
  In step S1621, the sub CPU 120a analyzes the special symbol storage designation command to determine the display number of special figure reservation images to be displayed on the liquid crystal display device 31, and the special CPU corresponding to the determined display number of special figure reservation images. A special symbol memory number determination process for transmitting a figure display number designation command to the image control board 150 and the lamp control board 140 is performed.
In step S1630, the sub CPU 120a checks whether or not the command stored in the reception buffer is an effect designating command.
If the command stored in the reception buffer is an effect designating command, the sub CPU 120a moves the process to step S1631, and moves to step S1640 if it is not an effect designating command.
In step S1631, the sub CPU 120a performs an effect symbol determination process for determining an effect symbol 37 to be stopped and displayed on the liquid crystal display device 31 based on the content of the received effect symbol designation command.
Specifically, the effect designating command is analyzed, the effect symbol data constituting the combination of the effect symbols 37 is determined according to the presence / absence of jackpot and the type of jackpot, and the determined effect symbol data is stored in the effect symbol storage area In addition, in order to transmit the effect symbol data to the image control board 150 and the lamp control board 140, a stop symbol designation command indicating the effect symbol data is set in the transmission buffer of the sub RAM 120c.
  In step S1632, the sub CPU 120a acquires one random value from the effect mode determination random value updated in step 1100, and based on the acquired effect mode determination random value and the received effect designating command, An effect mode determination process for determining one effect mode from a plurality of effect modes (for example, a normal effect mode and a chance effect mode) is performed. Further, the determined effect mode is set in the effect mode storage area.
In step S1640, the sub CPU 120a checks whether or not the command stored in the reception buffer is a variation pattern designation command.
If the command stored in the reception buffer is a variation pattern designation command, the sub CPU 120a moves the process to step S1641 and moves the process to step S1650 if it is not the variation pattern designation command.
In step S1641, the sub CPU 120a obtains one random value from the effect random number 1 updated in step 1100, and stores the obtained effect random number 1, the received variation pattern designation command, and the effect mode storage area. Based on the set effect mode, a variation effect pattern determination process is performed for determining one variable effect pattern from a plurality of variable effect patterns.
Specifically, in the case of the normal effect mode, the variable effect pattern determination table shown in FIG. 10 is referred to, one variable effect pattern is determined based on the acquired random number for effect 1, and the determined variable effect pattern is An effect pattern designation command based on the determined variation effect pattern is set in the transmission buffer of the sub-RAM 120c in order to transmit the determined variation effect pattern information to the image control board 150 and the lamp control board 140 while being set in the effect pattern storage area. To do. For example, when “E6H01H” is received as the variation pattern designation command, if the obtained effect random number 1 is “0 to 49”, the variation effect pattern 1 is determined, and the obtained effect random number is “50 to 99”. ”, The variation effect pattern 2 is determined, and the determined variation effect pattern is set in the effect pattern storage area. Further, an effect pattern designation command based on the determined variation effect pattern is set in the transmission buffer of the sub-RAM 120c.
Thereafter, based on the effect pattern, the liquid crystal display device 31, the audio output device 32, the effect drive device 33, and the effect illumination device 34 are controlled. Note that the variation mode of the effect symbol 37 is determined based on the variation effect pattern determined here.
Further, in the variation effect pattern determination process, the variation time of the special symbol is analyzed from the received variation pattern designation command, and a counter value corresponding to the analyzed variation time of the special symbol is set in the effect time counter of the sub RAM 120c.
Thereby, even in the effect control board 120, the variation time of the special symbol managed by the main control board 110 can be grasped.
In step S1650, the sub CPU 120a checks whether or not the command stored in the reception buffer is a symbol determination command.
If the command stored in the reception buffer is a symbol confirmation command, the sub CPU 120a moves the process to step S1651, and moves to step S1660 if the command is not the symbol confirmation command.
  In step S1651, the sub CPU 120a performs an effect symbol stop display process of setting a stop designation command for stopping the effect symbol in the transmission buffer of the sub RAM 120c in order to stop the effect symbol 37.
In step S1660, the sub CPU 120a determines whether or not the command stored in the reception buffer is a gaming state designation command.
If the command stored in the reception buffer is a gaming state designation command, the sub CPU 120a moves the process to step S1661, and moves to step S1670 if the command is not a gaming state designation command.
  In step S1661, the sub CPU 120a sets data indicating the gaming state based on the received gaming state designation command in the gaming state storage area in the sub RAM 120c.
In step S1670, the sub CPU 120a checks whether the command stored in the reception buffer is an opening command.
If the command stored in the reception buffer is an opening command, the sub CPU 120a moves the process to step S1671, and moves to step S1680 if the command is not the opening command.
In step S1671, the sub CPU 120a performs a hit start effect pattern determination process for determining a hit start effect pattern.
Specifically, the hit start effect pattern is determined based on the opening command, the determined hit start effect pattern is set in the effect pattern storage area, and information on the determined hit start effect pattern is controlled by the image control board 150 and the lamp control. In order to transmit to the board 140, an effect pattern designation command based on the determined hit start effect pattern is set in the transmission buffer of the sub RAM 120c.
In step S1680, the sub CPU 120a checks whether or not the command stored in the reception buffer is a special winning opening opening designation command.
If the command stored in the reception buffer is a big prize opening release designation command, the sub CPU 120a moves the process to step S1681, and if not, it moves the process to step S1690.
In step S1681, the sub CPU 120a performs a jackpot effect pattern determination process for determining a jackpot effect pattern.
Specifically, the jackpot effect pattern is determined based on the big prize opening opening designation command, the determined jackpot effect pattern is set in the effect pattern storage area, and information on the determined jackpot effect pattern is stored in the image control board 150 and the lamp. In order to transmit to the control board 140, an effect pattern designation command based on the determined jackpot effect pattern is set in the transmission buffer of the sub RAM 120c.
In step S1690, the sub CPU 120a checks whether or not the command stored in the reception buffer is an ending command.
If the command stored in the reception buffer is an ending command, the sub CPU 120a moves the process to step S1691, and ends the command analysis process if the command is not the ending command.
In step S1691, the sub CPU 120a performs a hit end effect pattern determination process for determining a hit end effect pattern.
Specifically, the winning end effect pattern is determined based on the ending command, the determined winning end effect pattern is set in the effect pattern storage area, and information on the determined hit end effect pattern is controlled by the image control board 150 and the lamp control. In order to transmit to the board 140, an effect pattern designation command based on the determined hit end effect pattern is set in the transmission buffer of the sub RAM 120c. When this process ends, the command analysis process ends.
As described above, the lamp control board 140 and the image control board 150 that have received various commands from the presentation control board 120 control the presentation lighting device 34 according to the received various commands, and output control of the voice in the voice output apparatus 32. The image display in the liquid crystal display device 31 is controlled.
In the present embodiment, the effect control board 120 having the sub CPU 120a, the image control board 150, and the liquid crystal display device 31 (sound output device 32) constitute an effect executing means.
(Specific example of linked production)
Next, a specific example of the interlocking effect when four gaming machines are installed in the game store will be described with reference to FIGS. FIG. 22 is a diagram showing a time chart of interlocking effects in a plurality of gaming machines. 23 to 25 are explanatory diagrams for explaining display contents of the interlocking effects displayed on the liquid crystal display device 31 corresponding to FIG.
(Time chart for linked production)
As shown in FIG. 22, designation numbers 1 to 4 are designated by the designation number switch 36a for the four gaming machines. Here, in the time chart shown in FIG. 22, the contents of execution of the special symbol display device and the interlocking effects in the gaming machine for each designated number are shown.
When a specific time (for example, 30 minutes) elapses, in the gaming machine with the designated number 1, the delay time is 0 seconds, so that the linked effect is immediately executed (see FIG. 11A).
At this time, regarding the change state of the special symbol, referring to the effect time counter of the sub-RAM 120c, the effect time counter (remaining time of the change time of the special symbol) <9 seconds (linked effect time). It is determined that the state is “none”, the interlocking effect 00 is determined as the interlocking effect pattern, and the interlocking effect 00 is executed (see FIG. 11B).
In the gaming machine with the designated number 2, the delay time is 3 seconds. Therefore, when 3 seconds have elapsed from a specific time (for example, 30 minutes), an interlocking effect is executed (see FIG. 11A).
At this time, regarding the variation state of the special symbol, referring to the effect time counter of the sub-RAM 120c, the effect time counter> 9 seconds. 02 is determined and the interlocking effect 02 is executed (see FIG. 11B).
In the gaming machine with the designated number 3, the delay time is 6 seconds. Therefore, when 6 seconds have elapsed from a specific time (for example, 30 minutes), an interlocking effect is executed (see FIG. 11A).
At this time, regarding the variation state of the special symbol, referring to the effect time counter of the sub-RAM 120c, the effect time counter> 9 seconds. 01 is determined, and the interlocking effect 01 is executed (see FIG. 11B).
In the gaming machine with the designated number 4, the delay time is 9 seconds. Therefore, when 9 seconds have elapsed from a specific time (for example, 30 minutes), an interlocking effect is executed (see FIG. 11A).
At this time, regarding the variation state of the special symbol, referring to the effect time counter of the sub-RAM 120c, the effect time counter> 9 seconds. 03 is determined and the linked effect 03 is executed (see FIG. 11B).
  As a result, when a specific time (for example, 30 minutes) elapses, the game machine designated with the designated number 1 immediately executes the linked effect, and three seconds later, the game machine designated with the designated number 2 is linked. After that, the linked effects are executed in each gaming machine according to the order of the designated numbers every 3 seconds.
(Linked production display contents)
In FIG. 23 to FIG. 25, four gaming machines are installed side by side, and nails, decoration members 7 and the like provided on the game board 2 are omitted for easy understanding.
23 to 25, the rightmost gaming machine 1a is the gaming machine 1 designated with the designated number 1, and the gaming machine 1b adjacent to the left of the gaming machine 1a is designated with the designated number 2. The designated gaming machine 1 is the gaming machine 1c adjacent to the left of the gaming machine 1b. The gaming machine 1 is designated with the designated number 3. The leftmost gaming machine 1d is designated with the designated number 4. Is the designated gaming machine 1.
When the specific time elapses, as shown in FIG. 23A, the interlocking effect of the interlocking effect 00 is started in the gaming machine 1a having the designated number 1.
At this time, the gaming machine of the designated number 1 that executes the linked effect first is configured to sound a whistle when starting the linked effect.
  Next, when 3 seconds elapse from a specific time (for example, 30 minutes), as shown in FIG. 23B, the interlocking effect 02 of the interlocking effect 02 is started in the gaming machine 1b with the designated number 2. In the meantime, the interlocking effect of the interlocking effect 00 is continuously executed in the gaming machine 1a having the designated number 1.
  Furthermore, when 6 seconds elapse from a specific time (for example, 30 minutes), as shown in FIG. 24 (a), the interlocking effect 01 of the interlocking effect 01 is started in the gaming machine 1c having the designated number 3. In the meantime, the interlocking effects are continuously executed in the gaming machine 1a with the designated number 1 and the gaming machine 1b with the designated number 2.
Furthermore, when 9 seconds elapse from a specific time (for example, 30 minutes), as shown in FIG. 24B, the linked effect 03 of the linked effect 03 is started in the gaming machine 1d having the designated number 4.
In the meantime, the interlocking effects are continuously executed in the gaming machine 1b with the designated number 2 and the gaming machine 1c with the designated number 3. In addition, in the gaming machine 1a with the designated number 1, the interlocking effect ends.
  Further, when 12 seconds elapse from a specific time (for example, 30 minutes), as shown in FIG. 25A, the linked production continues in the gaming machine 1c with the designated number 3 and the gaming machine 1d with the designated number 4. It is running. In addition, in the gaming machine 1b with the designated number 2, the interlocking effect ends.
  Furthermore, when 15 seconds elapse from a specific time (for example, 30 minutes), as shown in FIG. 25B, the interlocking effect is continuously executed in the gaming machine 1d having the designated number 4. In addition, in the gaming machine 1c with the designated number 3, the interlocking effect ends.
  Then, when 18 seconds elapse from a specific time (for example, 30 minutes), the interlocking effect is also ended in the gaming machine 1d with the designated number 4. At this time, the gaming machine of the designated number 4 that executes the linked effect lastly is configured to output the voice “Matane ~” just before the linked effect ends.
  As a result, each time a specific time elapses, as a result, it is possible to make the interlocking effects executed independently in each gaming machine appear to be interlocking with other gaming machines.
Here, when executing both the variation effect pattern and the interlocking effect pattern, the image control board 150 prevents the image of the effect symbol 37 from being hidden by an image (an image of a train or the like) executed in the interlocking effect. For this reason, control is performed so that an image executed in the linked effect is displayed on the back of the effect symbol 36. Specifically, the VDP (image processor) in the image control board 150 is configured to draw the image data of the effect symbol 36 over the VRAM after drawing the image data executed in the linked effect in the VRAM. Has been. That is, the drawing priority order is determined so that the effect symbol 36 is drawn later than the linked effect.
Furthermore, when both the variation effect pattern and the interlocking effect pattern are executed, the image of the effect symbol 37 may be changed to a position / size that is not hidden by the image executed in the interlocking effect.
  According to the present embodiment above, each time a specific time elapses, it is possible to make the interlocking effects performed independently on each gaming machine appear to be interlocking with other gaming machines. An interlocking effect linked with another gaming machine can be executed without receiving an input signal from another gaming machine.
  Furthermore, since the interlocking effect is determined based on the determination result by the special game determination means, the determination result of the big hit lottery can be notified by the interlocking effect every time a specific time elapses.
  In the present embodiment, the time of 30 minutes is set as the specific time in the power supply time mode or the RTC mode, but it may be 1 hour or 10 minutes. This specific time setting can be freely designed.
  In the present embodiment, the specific configuration and arrangement of the game board 2 and the liquid crystal display device 31 are not particularly limited, but the game board 2 is made of acrylic, polycarbonate, reinforced plastic, or the like having high rigidity and transparency. It is desirable that the liquid crystal display device 31 is provided on the back of the game board.
  Moreover, according to this embodiment, although the game machine used for a pachinko game machine was demonstrated, you may use for a swing type game machine (slot machine), a jigball game machine, and an arrangement ball game machine.
DESCRIPTION OF SYMBOLS 1 Game machine 2 Game board 14 1st starting port 14a 1st starting port detection switch 15 2nd starting port 15a 2nd starting port detection switch 20 1st special symbol display device 21 2nd special symbol display device 31 Liquid crystal display device 35 Production Button 35a Effect button detection switch 36 Effect change control board 36a Designation number switch 36b Interlock effect switch 36c Mode setting switch 36d Interlock direction switch 110 Main control board 110a Main CPU
110b Main ROM
110c Main RAM
120 Production control board 120a Sub CPU
120b Sub ROM
120c sub RAM
120d RTC
150 Image control board

Claims (3)

  1. In a gaming machine that performs a predetermined production,
    By Jo Tokoro of the operation, and the production run number designating means for designating a performance run number in the recreation machine,
    When a power supply voltage is supplied to the gaming machine, counter updating means for updating the counter every predetermined cycle;
    A time keeping means for keeping time, and
    A specific time counting means for counting a specified time,
    Select a power-on time mode in which the time is measured by the specific time counting means by updating by the counter updating means, and an RTC time mode in which the time is measured by the time measuring means by the specific time counting means Mode selection means for
    Start time determining means for determining a start time for starting an interlocked effect recognizable to a player so as to be interlocked with other gaming machines based on the effect execution number specified by the effect execution number specifying means; ,
    When a specific time is timed by the specific time clocking means, start time clocking means for clocking up to the start time determined by the start time determination means;
    When the start time is measured by the start time counting means, the execution execution means for executing the interlocking effect ,
    The gaming machine according to claim 1, wherein the specific time counting means measures time based on the mode selected by the mode selection means .
  2. A starting gaming machine designating means for designating a gaming machine that starts the linked production first among the plurality of gaming machines that execute the linked production;
    An ending gaming machine designating unit for designating a gaming machine that finally starts the linked production among a plurality of gaming machines that execute the linked production;
    2. The gaming machine according to claim 1, wherein the effect executing means executes the interlocked effect based on designation by the start gaming machine designation means or the end gaming machine designation means.
  3. The presentation execution means, when the power supply voltage supplied to the gaming machine, in order to check the operation of the interlocking effect, according to claim 1, characterized in that it has an operation check execution means for executing the linking representations or The gaming machine according to claim 2 .
JP2010173088A 2010-07-30 2010-07-30 Game machine Expired - Fee Related JP5128643B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2010173088A JP5128643B2 (en) 2010-07-30 2010-07-30 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2010173088A JP5128643B2 (en) 2010-07-30 2010-07-30 Game machine

Publications (2)

Publication Number Publication Date
JP2012029941A JP2012029941A (en) 2012-02-16
JP5128643B2 true JP5128643B2 (en) 2013-01-23

Family

ID=45844097

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2010173088A Expired - Fee Related JP5128643B2 (en) 2010-07-30 2010-07-30 Game machine

Country Status (1)

Country Link
JP (1) JP5128643B2 (en)

Families Citing this family (27)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2013202049A (en) * 2012-03-27 2013-10-07 Sophia Co Ltd Game machine
JP2014030530A (en) * 2012-08-02 2014-02-20 Sophia Co Ltd Game machine
JP2014045829A (en) * 2012-08-30 2014-03-17 Sophia Co Ltd Game machine
JP6129636B2 (en) * 2013-05-02 2017-05-17 株式会社三共 Game machine
JP6031412B2 (en) * 2013-05-30 2016-11-24 株式会社ニューギン Game machine
JP6223022B2 (en) * 2013-07-09 2017-11-01 株式会社平和 Game machine
JP2015217269A (en) * 2014-05-21 2015-12-07 株式会社ニューギン Game machine
JP2016041145A (en) * 2014-08-15 2016-03-31 株式会社大一商会 Game machine
JP5925257B2 (en) * 2014-08-15 2016-05-25 京楽産業.株式会社 Game machine
JP6564167B2 (en) * 2014-08-27 2019-08-21 株式会社三共 Game machine
JP2016049185A (en) * 2014-08-29 2016-04-11 サミー株式会社 Pinball game machine
JP2016049186A (en) * 2014-08-29 2016-04-11 サミー株式会社 Pinball game machine
JP2016123681A (en) * 2014-12-29 2016-07-11 株式会社大都技研 Game machine and island equipment
JP2016123686A (en) * 2014-12-29 2016-07-11 株式会社大都技研 Game machine
JP2016123685A (en) * 2014-12-29 2016-07-11 株式会社大都技研 Game machine
JP6505457B2 (en) * 2015-02-16 2019-04-24 株式会社三共 Gaming machine
JP6028254B1 (en) * 2015-07-16 2016-11-16 株式会社サンセイアールアンドディ Game machine
JP6069802B1 (en) * 2015-07-16 2017-02-01 株式会社サンセイアールアンドディ Game machine
JP6052923B1 (en) * 2015-07-16 2016-12-27 株式会社サンセイアールアンドディ Game machine
JP6053214B1 (en) * 2015-07-16 2016-12-27 株式会社サンセイアールアンドディ Game machine
JP6052924B1 (en) * 2015-07-16 2016-12-27 株式会社サンセイアールアンドディ Game machine
JP6212795B2 (en) * 2015-07-16 2017-10-18 株式会社サンセイアールアンドディ Game machine
JP2016000287A (en) * 2015-08-26 2016-01-07 サミー株式会社 Bouncing ball game machine
JP2017079912A (en) * 2015-10-26 2017-05-18 株式会社三共 Game machine
JP6372937B2 (en) * 2016-11-28 2018-08-15 株式会社サンセイアールアンドディ Game machine
JP2018110957A (en) * 2018-04-20 2018-07-19 サミー株式会社 Pinball game machine
JP2018110977A (en) * 2018-04-23 2018-07-19 サミー株式会社 Pinball game machine

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0871234A (en) * 1994-09-06 1996-03-19 Sophia Co Ltd Central control device for game hall
JP4446304B2 (en) * 2004-12-08 2010-04-07 理研軽金属工業株式会社 Nose tip cover structure of folded plate roof
JP3859164B2 (en) * 2005-02-01 2006-12-20 奥村遊機株式會社 Game machine
JP5047608B2 (en) * 2006-12-28 2012-10-10 株式会社三共 Gaming system, gaming machine, and terminal device
JP2010017352A (en) * 2008-07-10 2010-01-28 Sanyo Product Co Ltd Game machine

Also Published As

Publication number Publication date
JP2012029941A (en) 2012-02-16

Similar Documents

Publication Publication Date Title
JP2011234879A (en) Game machine
JP5181375B2 (en) Game machine
JP5294363B1 (en) Game machine
JP5657932B2 (en) Game machine
JP5831864B2 (en) Game machine
JP5988502B2 (en) Game machine
JP6068872B2 (en) Game machine
JP5921744B2 (en) Game machine
JP5586306B2 (en) Game machine
JP5386523B2 (en) Game machine
JP2014004035A (en) Game machine
JP5181374B2 (en) Game machine
JP2012223514A (en) Game machine
JP5984313B2 (en) Game machine
JP5222866B2 (en) Game machine
JP5657626B2 (en) Game machine
JP5128643B2 (en) Game machine
JP5246966B2 (en) Game machine
JP5455061B2 (en) Game machine
JP6050965B2 (en) Game machine
JP5572509B2 (en) Game machine
JP5470437B2 (en) Game machine
JP5128644B2 (en) Game machine
JP5430031B2 (en) Game machine
JP6212151B2 (en) Game machine

Legal Events

Date Code Title Description
A977 Report on retrieval

Free format text: JAPANESE INTERMEDIATE CODE: A971007

Effective date: 20120607

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20120612

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20120809

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: 20121002

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: 20121031

R150 Certificate of patent or registration of utility model

Free format text: JAPANESE INTERMEDIATE CODE: R150

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

Free format text: PAYMENT UNTIL: 20151109

Year of fee payment: 3

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

LAPS Cancellation because of no payment of annual fees