JP5128643B2 - Game machine - Google Patents
Game machine Download PDFInfo
- 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
Links
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Description
Such effects are completed and executed for each gaming machine (see Patent Document 1).
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.
The specific time counting means measures time based on the mode selected by the mode selection means .
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.
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.
In the present embodiment, the start port detection switch 14a and the second start port detection switch 15a constitute a start region detecting means.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
FIG. 9 is a diagram showing a variation pattern determination table for determining a variation pattern of special symbols as will be described later.
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).
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.
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.
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.
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.
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, 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.
FIG. 11B is a table for determining the interlocking effect pattern (effect mode) of the interlocking effect.
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.
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.
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”.
Further, the low probability gaming state is changed to the high probability gaming state after the jackpot game described later is finished.
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”.
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 “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 “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”.
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.
The main process of the main control board 110 will be described with reference to FIG.
The timer interrupt process of the main control board 110 will be described using FIG.
In the present embodiment, the main CPU 110a that performs time control processing constitutes a variable time measuring means.
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 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, 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 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.
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.
The special figure special power control processing of the main control board 110 will be described with reference to FIG.
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. .
FIG. 15 is a diagram illustrating a special symbol memory determination process of the main control board 110.
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.
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 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.
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.
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 the present embodiment, the main CPU 110a that performs jackpot determination processing constitutes special game determination means.
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.
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.
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.
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.
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.
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.
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.
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.
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”.
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.
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.
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.
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.
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 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 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”.
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.
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.
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.
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.
The main process of the effect control board 120 will be described with reference to FIG.
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.
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.
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.
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 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.
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.
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 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.
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 this embodiment, the sub CPU 120a that subtracts the delay timer counter every predetermined period (2 milliseconds) constitutes the start time counting means.
This interlocking effect control process will be described later in detail with reference to FIG.
The interlocking effect control process of the effect control board 120 will be described with reference to FIG.
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.
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.
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.
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.
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 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.
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 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.
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.
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.
Thus, in the power supply time mode, the interlocking effect is executed again after 30 minutes.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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).
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).
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).
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.
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.
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.
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.
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)
- 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 . - 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. - 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 .
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JP2010173088A JP5128643B2 (en) | 2010-07-30 | 2010-07-30 | Game machine |
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JP2010173088A JP5128643B2 (en) | 2010-07-30 | 2010-07-30 | Game machine |
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JP5128643B2 true JP5128643B2 (en) | 2013-01-23 |
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Families Citing this family (27)
Publication number | Priority date | Publication date | Assignee | Title |
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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 |
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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 |
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