JP5192014B2 - Pachinko machine - Google Patents

Pachinko machine Download PDF

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Publication number
JP5192014B2
JP5192014B2 JP2010079497A JP2010079497A JP5192014B2 JP 5192014 B2 JP5192014 B2 JP 5192014B2 JP 2010079497 A JP2010079497 A JP 2010079497A JP 2010079497 A JP2010079497 A JP 2010079497A JP 5192014 B2 JP5192014 B2 JP 5192014B2
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display
control unit
hold
special symbol
ball
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JP2011206433A (en
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啓 西尾
智哉 百瀬
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京楽産業.株式会社
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Description

  The present invention relates to a pachinko gaming machine. More specifically, the present invention relates to a pachinko gaming machine having a start opening for winning a game ball.
  2. Description of the Related Art Conventionally, there is known a pachinko gaming machine that is provided with a holding ball storage unit that stores the number of reserved balls that have won a winning opening, and that displays a holding display corresponding to each of the holding balls stored in the holding ball storage unit. Further, a pachinko gaming machine is disclosed in which a player is expected that the jackpot lottery result for the hold display is a big hit by changing the display mode of the hold display according to the jackpot lottery result for the hold display. (For example, refer to Patent Document 1).
JP 2005-95409 A
  However, in the pachinko gaming machine described in Patent Document 1, although the player can expect that the jackpot lottery result for the hold display whose display mode has been changed is a jackpot, there is room for further enhancing the effect of the presentation. there were.
  Therefore, an object of the present invention is to improve a production effect in a hold display for making a player expect a jackpot.
  In order to achieve the above object, the present invention employs the following configuration. Note that the reference numerals, figure numbers, and supplementary explanations in parentheses are examples of the correspondence with the embodiments described later in order to help understanding of the present invention, and limit the scope of the present invention. is not.
The pachinko gaming machine (1) of the present invention is a pachinko gaming machine having a start opening (25a, 25b) for winning a game ball,
A holding ball storage means (103) for storing a holding ball corresponding to the right to make a big win lottery when a game ball wins at the start opening;
A special symbol control means (101) for performing variable display of a special symbol for the reserved ball stored in the reserved ball storage means when the reserved ball is stored in the reserved ball storage means;
A holding ball display means (500) for displaying a holding display corresponding to each holding ball stored in the holding ball storage means;
Among the holding balls stored in the holding ball storage means, the jackpot lottery was performed based on the right to perform the jackpot lottery for the earliest holding ball that is the first holding ball stored in the holding ball storage means. Display determination means (500) for determining whether or not to perform a hold display indicating that the degree of expectation of jackpot is high (hereinafter referred to as a high expectation hold display) according to the result,
The holding ball display means includes
When the earliest reserved ball stored in the reserved ball storage means is not the reserved ball determined to perform the high expectation hold display by the display determination means (hold display image B in FIG. 23A). Each time the special symbol variation display by the special symbol control means is completed, the on-hold display corresponding to the reserved ball for which the special symbol variation display has ended is deleted (FIG. 23B),
When the earliest reserved ball stored in the reserved ball storage unit is a held ball determined by the display determination unit to perform the high expectation hold display (pending display image B in FIG. 24A). The other hold display (hereinafter referred to as advance hold display) (the hold display image A in FIG. 24A) displayed prior to the hold display corresponding to the hold ball is changed to the preceding hold display regardless of the type of the preceding hold display. The display is continued even after the special symbol change display by the special symbol control means for the holding ball corresponding to the holding display is finished (FIG. 24B).
  Further, the holding ball display means displays a holding display corresponding to the holding ball during the variable display of the special symbol by the special symbol control means in a preset variable holding display area, and the variable holding display area In addition, the preceding reserved display may be continuously displayed even after the special symbol change display by the special symbol control means for the reserved ball corresponding to the preceding reserved display is completed.
  The pachinko gaming machine may further include an image display (21) for displaying an image, and the reservation ball display means may display the reservation display as an image on the image display.
  The pachinko gaming machine further includes object selection means (500) for selecting one object from a plurality of preset objects when a game ball is won at the start opening, and the holding ball The display means may display an image indicating the object selected by the object selection means as the hold display corresponding to each of the hold balls stored in the hold ball storage means.
  In addition, the holding ball display means, when the earliest holding ball stored in the holding ball storage means is a holding ball determined to perform the high expectation hold display by the display determination means After the special symbol control display by the special symbol control means for the reserved ball corresponding to the preceding reserved display, an image showing the object corresponding to the preceding reserved display, and the object corresponding to the high expectation reserved display You may display the synthesized image which synthesize | combined the image shown (FIG. 24B).
  In addition, the holding ball display means, when the earliest holding ball stored in the holding ball storage means is a holding ball determined to perform the high expectation hold display by the display determination means Then, after the special symbol control display by the special symbol control means for the reserved ball corresponding to the preceding reserved display, the display form of the image indicating the object corresponding to the preceding reserved display may be changed and displayed.
  In addition, the holding ball display means, when the earliest holding ball stored in the holding ball storage means is a holding ball determined to perform the high expectation hold display by the display determination means When the special symbol control means by the special symbol control means for the holding ball corresponding to the preceding reservation display ends, the preceding hold display is continuously displayed even after the special symbol fluctuation display by the special symbol control means ends. May be displayed (FIG. 28C).
Another pachinko gaming machine (1) of the present invention is a pachinko gaming machine having a start opening (25a, 25b) for winning a game ball,
A holding ball storage means (103) for storing a holding ball corresponding to the right to make a big win lottery when a game ball wins at the start opening;
A special symbol control means (101) for performing variable display of a special symbol for the reserved ball stored in the reserved ball storage means when the reserved ball is stored in the reserved ball storage means;
A holding ball display means (500) for displaying a holding display corresponding to each holding ball stored in the holding ball storage means;
Among the holding balls stored in the holding ball storage means, the jackpot lottery was performed based on the right to perform the jackpot lottery for the earliest holding ball that is the first holding ball stored in the holding ball storage means. Display determination means (500) for determining whether or not to perform a hold display indicating that the degree of expectation of jackpot is high (hereinafter referred to as a high expectation hold display) according to the result,
The holding ball display means includes
If the earliest reserved ball stored in the reserved ball storage means is not the reserved ball determined to perform the high expectation hold display by the display determining means, the special symbol by the special symbol control means Each time the variable display of is started, the hold display corresponding to the hold ball for which the variable symbol display of the special symbol has started is deleted,
When the earliest reserved ball stored in the reserved ball storage means is a held ball determined to perform the high expectation hold display by the display determination means (hold display image A in FIG. 27A). The hold display (hold display image A in FIG. 27A) corresponding to the hold ball continues to be displayed after the start of the special symbol variable display by the special symbol control means for the hold ball regardless of the type of the preceding hold display. Displayed (FIG. 27B).
  The pachinko gaming machine may further include an image display (21) for displaying an image, and the reservation ball display means may display the reservation display as an image on the image display.
  The pachinko gaming machine further includes object selection means (500) for selecting one object from a plurality of preset objects when a game ball is won at the start opening, and the holding ball The display means may display an image indicating the object selected by the object selection means as the hold display corresponding to each of the hold balls stored in the hold ball storage means.
  In addition, the holding ball display means, when the earliest holding ball stored in the holding ball storage means is a holding ball determined to perform the high expectation hold display by the display determination means After the start of the variable symbol display by the special symbol control means for the reserved ball, an image showing the object corresponding to the reserved display of the reserved ball, and the special symbol by the special symbol control means next to the reserved ball You may display the synthesized image which synthesize | combined the image which shows the object corresponding to the hold display of the hold ball | bowl with which a variable display is performed (FIG. 27B).
  In addition, the holding ball display means, when the earliest holding ball stored in the holding ball storage means is a holding ball determined to perform the high expectation hold display by the display determination means In addition, after the display of the special symbol by the special symbol control means for the reserved ball is started, the display form of the image indicating the object corresponding to the reserved display of the reserved ball may be changed and displayed.
  In addition, the holding ball display means, when the earliest holding ball stored in the holding ball storage means is a holding ball determined to perform the high expectation hold display by the display determination means When the special symbol control means by the special symbol control means for the reserved ball starts to be displayed, the hold display corresponding to the reserved ball is continuously displayed after the special symbol control display by the special symbol control means is started. A moving image may be displayed.
  ADVANTAGE OF THE INVENTION According to this invention, the production effect in the hold display for making a player expect a jackpot can be improved.
Schematic front view showing an example of a pachinko gaming machine 1 according to an embodiment of the present invention The enlarged view which shows an example of the indicator 3 provided in the pachinko machine 1 of FIG. Partial plan view of the pachinko gaming machine 1 of FIG. The block diagram which shows an example of a structure of the control apparatus provided in the pachinko machine 1 of FIG. The figure which shows an example of the data and program which are memorize | stored in RAM103 of the main control part 100 of FIG. The figure which shows an example of the jackpot random number data D2 memorize | stored in ROM102 of FIG. The figure which shows an example of the jackpot symbol random number data D3 memorize | stored in ROM102 of FIG. The figure which shows an example of the reach random number data D4 memorize | stored in ROM102 of FIG. The figure which shows an example of the hit random number data D5 memorize | stored in ROM102 of FIG. The figure which shows an example of the table for jackpots of the fluctuation pattern table data D10 memorize | stored in ROM102 of FIG. The figure which shows an example of the table for reach | requirement of the fluctuation pattern table data D10 memorize | stored in ROM102 of FIG. The figure which shows an example of the table for deviation of the fluctuation pattern table data D10 memorize | stored in ROM102 of FIG. The flowchart which shows an example of the process performed in the main control part 100 of FIG. FIG. 8 is a detailed flowchart illustrating an example of the contents of the start port switch process in step 702 of FIG. Detailed flowchart showing an example of the contents of the gate switch processing in step 703 of FIG. Detailed flowchart showing an example of the contents of the special symbol process in step 704 of FIG. Detailed flowchart showing an example of the contents of the jackpot determination process in step 747 of FIG. Detailed flowchart showing an example of the contents of the variation pattern setting process in step 748 of FIG. FIG. 11 is a detailed flowchart showing an example of the contents of the stop process in step 754 of FIG. Detailed flowchart showing an example of the contents of the normal symbol processing in step 705 of FIG. FIG. 8 is a detailed flowchart showing an example of the contents of a part of the big prize opening process in step 706 of FIG. FIG. 16 is a detailed flowchart showing an example of the game state setting process in step 826 in FIG. Detailed flowchart showing an example of the contents of the electric tulip process in step 707 of FIG. The figure which shows an example of the symbol displayed on the 1st special symbol display 31a or the 2nd special symbol display 31b of FIG. The flowchart which shows an example of the content of the timer interruption process which the production | presentation control part 400 of FIG. 4 performs 20 is a detailed flowchart showing an example of the content of command reception processing in step 1001 of FIG. The screen figure which shows an example of the hold display image displayed on the image display 21 of FIG. An image diagram showing an example of a hold display image displayed on the image display 21 of FIG. 1 when the high expectation hold display is not performed FIG. 23A is an image diagram showing an example of a hold display image displayed on the image display 21 when the special symbol variation ends in the state of FIG. 23A. FIG. 23B is an image diagram showing an example of a hold display image displayed on the image display 21 when the special symbol variation is completed in the state of FIG. 23B. An image diagram showing an example of a hold display image displayed on the image display 21 of FIG. 1 when a high expectation hold display is performed. FIG. 24A is an image diagram showing an example of a hold display image displayed on the image display 21 when the special symbol variation is completed in the state of FIG. 24A. FIG. 24B is an image diagram showing an example of a hold display image displayed on the image display 21 when the special symbol variation ends in the state of FIG. 24B. The flowchart which shows an example of the content of the pending | holding frequency display process which the image sound control part 500 of FIG. 4 performs 25 is a detailed flowchart showing an example of the content of the expectation level determination process in step 2006 of FIG. The image figure which shows an example of the holding | maintenance display image displayed on the image display 21 in a modification. The image figure which shows an example of the holding | maintenance display image displayed on the image display 21 in a modification. The image figure which shows an example of the holding | maintenance display image displayed on the image display 21 in a modification. The image figure which shows an example of the holding | maintenance display image displayed on the image display 21 in a modification. The image figure which shows an example of the holding | maintenance display image displayed on the image display 21 in a modification.
  Hereinafter, embodiments of the present invention will be described. In the following description, in order to clarify the technical significance of the present invention, the basic configuration and basic processing of the pachinko gaming machine of the present invention are described, and then the specific implementation of the present invention is described. The form is illustrated.
(Basic configuration of pachinko machine)
In FIG. 1, a pachinko gaming machine 1 is a pachinko gaming machine configured to pay out a prize ball when a game ball launched by an instruction operation by a player wins a prize, for example. The pachinko gaming machine 1 includes a game board 2 on which game balls are launched, and a frame member 5 surrounding the game board 2. The frame member 5 is configured to be openable and closable with respect to the main part of the pachinko gaming machine 1 around a hinge provided on the shaft support side, and the game board 2 is detachably attached to the frame member 5. Yes. And the lock part 43 is provided in the predetermined position (for example, edge part on the opposite side to a shaft support side) which becomes the front side of the frame member 5, and the frame member 5 is unlocked by unlocking the lock part 43. Can be opened.
  A game area 20 for playing a game with a game ball is formed on the front surface of the game board 2. In the gaming area 20, a rail member (from which a game ball launched from below (the launching device 211; see FIG. 4) rises along the main surface of the game board 2 and forms a path toward the upper position of the gaming area 20 ( (Not shown).
  In addition, the game board 2 is provided with an image display 21 that displays images for various effects at positions that are easily visible to the player. The image display 21 notifies the player of the symbol lottery result (symbol variation result) by displaying, for example, a decorative symbol according to the progress of the game by the player, or the advance notice of the appearance of characters or items. Display the production. The image display 21 is described as a liquid crystal display device, an EL (Electro Luminescence) display device, an LED (Light Emitting Diode) dot display device, and a 7-segment display (hereinafter referred to as a 7-segment display device). However, any other display device may be used.
  Further, a movable accessory 22 and a board lamp 23 used for various effects are provided on the front surface of the game board 2. The movable accessory 22 is configured to be movable with respect to the game board 2 and performs various effects by moving it with a predetermined operation in accordance with the progress of the game by the player. The board lamp 23 emits light according to the progress of the game by the player, thereby performing various effects by light.
  The game area 20 is provided with a game nail and a windmill (both not shown) that change the direction in which the game ball falls downward. Further, in the game area 20, various bonuses related to winning and lottery are arranged at predetermined positions. In FIG. 1, as an example of various prizes related to winning and lottery, a first starting port 25a, a second starting port 25b, a gate 27, a big winning port 28, and a normal winning port 29 are arranged on the game board 2. It is installed. Further, the game area 20 is provided with a discharge port 24 for discharging out of the game area 20 a game ball that has not been won in the winning area among the game balls launched into the game area 20.
  When a game ball wins in the first start opening 25a, the first special symbol lottery (big hit lottery) is started. The first start opening 25a is provided with a predetermined “special electric accessory” (large winning opening opening / closing unit 115) and / or a predetermined special symbol display (for example, a first special symbol display 31a described later). It is a winning opening related to winning a game ball to be activated. When a game ball wins the second start opening 25b, the second special symbol lottery (big hit lottery) is started. The second start opening 25b operates a predetermined special electric accessory (large winning opening opening / closing part 115) and / or a predetermined special symbol display (for example, a second special symbol display 31b described later). This is a winning opening related to winning a game ball. When the game ball passes through the gate 27, a normal symbol lottery (open / close lottery) is started.
  The second starting port 25b includes an electric tulip 26 in the vicinity of the entrance of the game ball as an example of “ordinary electric accessory”. The electric tulip 26 has a pair of wings imitating tulip flowers, and the pair of wings opens and closes left and right by driving an electric tulip opening / closing unit 112 (for example, an electric solenoid), which will be described later. Lights up or blinks together. When the pair of blade portions of the electric tulip 26 is closed, the entrance of the second start port 25b is almost closed, so that the game ball hardly enters the second start port 25b. On the other hand, when the pair of blade portions of the electric tulip 26 are opened to the left and right, the opening width guided to the inlet of the second starting port 25b is expanded, so that the game ball can easily enter the second starting port 25b. When the electric tulip 26 wins the normal symbol lottery started when the game ball passes through the gate 27, the pair of blade portions open for a specified time while lighting or blinking, and opens and closes a specified number of times.
  The “Large Winner” is one that makes it easier to win a prize when an accessory is activated. The big winning opening 28 provided in the pachinko gaming machine 1 is located below the second start opening 25b. The special winning opening 28 is normally in a closed state so that a game ball cannot enter, but is opened according to the result of the special symbol lottery (the first special symbol lottery, the second special symbol lottery). .
  An electric accessory for opening / closing or enlarging / reducing the “big prize opening” is a “special electric accessory” (for example, the big prize opening / closing unit 115). Although the detailed structure and drive mechanism of the special prize opening / closing part 115 provided in the pachinko gaming machine 1 are omitted, the operation of the special electric combination according to the result of the special symbol lottery (for example, the structure of the special electric combination) Part of the game board 2 protrudes and inclines from the main surface of the game board 2), so that the big winning opening 28 is in an open state, and a game ball can easily enter. In addition, the pachinko gaming machine 1 is accompanied by a mechanism (so-called “actual accessory continuous actuating device”) that allows the special electric accessory to be operated continuously, and the special electric accessory follows a predetermined operation pattern. Driven.
  For example, the special electric accessory at the special winning opening 28 is in a round in which it is in an open state until a predetermined condition is satisfied (for example, 29.5 seconds have elapsed or 10 game balls have been won or the accumulated accumulated time is within 1.8 seconds). Is repeated a predetermined number of times (for example, 15 times) (so-called “big hit game” is executed). Note that the big winning lottery 29 does not start even if the game ball wins.
  In addition, a display 3 is provided at a predetermined position (for example, lower right) of the game board 2 to display the result of the above-described special symbol lottery or normal symbol lottery and the number of holds. Details of the display 3 will be described later.
  The pachinko gaming machine 1 shown in FIG. 1 has two start ports (a first start port 25a and a second start port 25b) arranged in the game area 20, but when a game ball wins a special symbol lottery It is possible to provide only one or three or more start ports for starting the operation. Further, in the pachinko gaming machine 1, one big prize opening 28 is provided in the game area 20, but a plurality of big prize openings having the same function as the big prize opening 28 may be provided.
  In addition, as will be apparent from the description below, the pachinko gaming machine 1 may vary in jackpot probability that a jackpot will be drawn in a special symbol lottery under predetermined conditions.
  For example, the pachinko gaming machine 1 has a state in which the jackpot probability is relatively low (low probability gaming state; for example, jackpot probability is 1/300) to a state in which the jackpot probability is relatively high (high probability gaming state; for example, jackpot Probability may vary to 1/30). In addition, the pachinko gaming machine 1 can reduce the special symbol variation time during the special symbol lottery under a predetermined condition, increase the probability of winning during the normal symbol lottery, or the normal symbol variation time during the normal symbol lottery. In some cases, the opening time of the blade portion of the electric tulip 26 may be shortened, or the number of times the blade portion of the electric tulip 26 may be opened and closed (electrical chew support; see “electric tulip processing” described later).
  Here, the payout of prize balls will be described. When a game ball enters the first start port 25a, the second start port 25b, the big winning port 28, and the normal winning port 29 (winning), a predetermined number per game ball is determined according to the place where the game ball has won. Prize balls are paid out. For example, when a game ball wins the first start port 25a or the second start port 25b, four prize balls are awarded, and when a game ball wins the big prize port 28, thirteen prize balls are awarded. Then, 10 prize balls are each paid out. Even if it is detected that a game ball has passed through the gate 27, no prize ball is paid out in conjunction with it.
(Configuration of frame members of pachinko machines)
On the front side of the frame member 5, a handle 51, a lever 52, a stop button 53, an eject button 54, a speaker 55, a frame lamp 56, an effect button 57, an effect key 58, a dish 59, a lock part 43, and the like are provided. Yes.
  When the player touches the handle 51 and performs an operation to rotate the lever 52 in the clockwise direction, the launching device 211 (at 100 hits per minute) with a hitting force corresponding to the operation angle (for example, 100 per minute). 4) electrically fires the game ball. The dish 59 is provided so as to protrude forward of the pachinko gaming machine 1 and temporarily stores game balls to be supplied to the launching device 211. In addition, the above-described prize ball is paid out to the plate 59. Then, the game balls stored in the tray 59 are supplied to the launching device 211 one by one by a supply device (not shown) at a timing linked with the operation by the player's lever 52. In addition, the plate 59 may be configured by integrating the upper and lower plates, or may be configured by separating the upper plate and the lower plate. The handle 51 may emit light under predetermined conditions.
  The stop button 53 is provided on the lower side surface of the handle 51, and even when the player touches the handle 51 and rotates the lever 52 in the clockwise direction, the game ball is released by being pressed by the player. Is temporarily stopped. The take-out button 54 is provided on the front surface in the vicinity of the position where the tray 59 is provided. When the player presses the game ball, the game ball stored on the tray 59 is dropped into a box (not shown).
  The speaker 55 and the frame lamp 56 each notify the gaming state and situation of the pachinko gaming machine 1 and perform various effects. The speaker 55 performs various effects using music, voice, and sound effects. Further, the frame lamp 56 performs various effects by light depending on a pattern by lighting / flashing, a difference in emission color, or the like. Note that the frame lamp 56 may change the light irradiation direction and produce an effect by changing the irradiation direction.
(display)
Next, the display 3 provided in the pachinko gaming machine 1 will be described with reference to FIG. In FIG. 2, the display 3 includes a first special symbol display 31a, a second special symbol display 31b, a first special symbol hold indicator 32a, a second special symbol hold indicator 32b, a normal symbol indicator 33, and a normal symbol indicator 33. A symbol hold display 34 and a game status display 35 are provided.
  In the first special symbol display 31a, the display symbol is changed and displayed in response to the winning of the game ball in the first starting port 25a. For example, the first special symbol display 31a is composed of a 7-segment display device, and when a game ball wins at the first starting port 25a, the special symbol (first special symbol) is displayed in a variable manner and the lottery result is displayed. To do.
  The second special symbol display 31b is displayed with the display symbol varying corresponding to the winning of the game ball at the second starting port 25b. For example, the second special symbol display 31b is composed of a 7-segment display device, and when a game ball wins in the second start opening 25b, the special symbol (second special symbol) is variably displayed and the lottery result is displayed. To do.
  In the normal symbol display 33, the display symbol is changed and displayed in response to the game ball passing through the gate 27. For example, the normal symbol display 33 is constituted by an LED display device, and when a game ball passes through the gate 27, the normal symbol is variably displayed and the lottery result is displayed.
  The first special symbol hold indicator 32a displays the number of times the first special symbol lottery is held. The second special symbol hold indicator 32b displays the number of times the second special symbol lottery is held. The normal symbol hold display 34 displays the number of times the normal symbol lottery is held.
  For example, during a period in which the display symbols are variably displayed by the first special symbol display 31a, the second special symbol display 31b or the normal symbol display 33 (while the variation display for one winning is being performed), When another game ball wins, the change display of the display pattern for the winning game ball is held for a predetermined number of times (for example, 4 times) until the change display for the previously won game ball ends. .
  The fact that such a hold is made and the number of the hold (number of undrawn times) are displayed on the first special symbol hold indicator 32a, the second special symbol hold indicator 32b, and the normal symbol hold indicator 34. For example, the first special symbol hold indicator 32a, the second special symbol hold indicator 32b, and the normal symbol hold indicator 34 are each constituted by LED display devices arranged in a row, and the number of times of hold is displayed according to the lighting mode. .
  The game state display 35 displays the game state at the time when the power of the pachinko gaming machine 1 is turned on. As will be apparent from the description below, the pachinko gaming machine 1 is set with a plurality of gaming states (for example, a normal gaming state, a probable variation gaming state, a short-time gaming state, and a latent certain gaming state). When the pachinko gaming machine 1 is turned on, the gaming state indicator 35 notifies the gaming state. For example, the gaming status indicator 35 is composed of a plurality of LED display devices, and the gaming status is displayed according to the lighting mode.
(Input device)
Next, an input device provided in the pachinko gaming machine 1 will be described with reference to FIG. In FIG. 3, the pachinko gaming machine 1 is provided with an effect button 57 and an effect key 58 as an example of an input device.
  The effect button 57 and the effect key 58 are provided for the player to input the effect. The effect button 57 is provided on the side of the upper surface of the dish 59 protruding forward of the pachinko gaming machine 1. The production key 58 has a center key and a plurality of keys arranged in a substantially cross shape, and is provided on the upper side of the plate 59 adjacent to the production button 57. For example, the production key 58 is configured such that one central key is arranged at the center and four peripheral keys having substantially the same shape are arranged around the central key.
  The effect button 57 and the effect key 58 are each pressed by the player to perform a predetermined effect. For example, the player operates the four surrounding keys of the effect key 58 to move the cursor from a plurality of selection items displayed on the image display 21 to a desired selection item. By operating the key, it is possible to confirm the selection of the selection item indicated by the cursor.
(Configuration on the back side of the frame member)
Further, on the back side of the frame member 5, a ball tank for storing game balls for payout and a payout device (including a payout driving unit 311) for paying out game balls to the tray 59 are provided. Is attached. For example, a main board, a sub board, and the like are disposed on the rear surface of the game board 2.
(Outline of main board)
Specifically, a main control board on which a main control unit 100 that performs internal lottery, determination of winning, and the like is configured is disposed on the main board. The main board is sealed by a main board case made of a transparent member so that a trace remains when opened.
(Outline of sub-board)
In addition, the sub-board includes a launch control board configured with a launch control unit 200 that controls a launch device 211 that launches a game ball to the upper part of the game area 20, and a payout control unit 300 that controls payout of a prize ball. A payout control board, an effect control board configured with an effect control unit 400 for overall control of effects, an image control board configured with an image sound control unit 500 for controlling effects with images and sounds, and various lamps ( A lamp control board and the like on which a lamp control unit 600 for controlling effects by the frame lamp 56, the panel lamp 23) and the movable accessory 22 is arranged. In addition, on the rear surface of the game board 2, 24V (volt) AC power supplied to the pachinko gaming machine 1 is converted into DC power of various voltages, and the DC power of each voltage is applied to the above-described various boards and the like. A switching power supply for outputting is provided.
(Control device)
(Outline of control device)
Next, with reference to FIG. 4, a control device that performs operation control and signal processing in the pachinko gaming machine 1 will be described. FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the pachinko gaming machine 1.
  In FIG. 4, the control device of the pachinko gaming machine 1 includes a main control unit 100, a launch control unit 200, a payout control unit 300, an effect control unit 400, an image sound control unit 500, and a lamp control unit 600.
(Main control unit in the control device)
The main control unit 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, and a RAM (Random Access Memory) 103. The CPU 101 performs arithmetic processing when performing various controls related to the number of payout prize balls, such as internal lottery and winning determination. The ROM 102 stores programs executed by the CPU 101, various data, and the like, and the RAM 103 is used as a work memory for the CPU 101. Hereinafter, main functions of the main control unit 100 will be described.
  The main control unit 100 performs a special symbol lottery (a first special symbol lottery or a second special symbol lottery) when a game ball wins a prize at the first starting port 25a or the second starting port 25b, and whether or not it is won in the special symbol lottery. Determination result data indicating such is sent to the effect control unit 400. In addition, the main control unit 100 includes data indicating a variation setting of the winning probability determined according to the special symbol lottery (for example, a variation setting from 1/300 to 1/30) and a special symbol variation time reduction setting, Data indicating the setting for shortening the normal symbol variation time determined according to the normal symbol lottery is sent to the effect control unit 400.
  The main control unit 100 controls the opening time when the blade portion of the electric tulip 26 is open, the number of times the blade portion is opened and closed, and the opening / closing time interval at which the blade portion opens and closes. In addition, the main control unit 100 determines the number of times when the game ball has won the first start port 25a, the number of times when the game ball has won the second start port 25b, and the game ball has passed through the gate 27. Manage the number of hold times.
  The main control unit 100 controls the opening / closing operation of the special winning opening 28 according to the result of the special symbol lottery. For example, the main control unit 100 opens the special winning opening 28 so as to project and incline until a predetermined condition is satisfied (for example, 29.5 seconds have elapsed or 10 game balls have been won or the accumulated cumulative release time is within 1.8 seconds). Control is performed so that the round to be in a state is repeated a predetermined number of times (for example, 15 times). In addition, the main control unit 100 controls the opening / closing time interval at which the special winning opening 28 opens and closes.
  When a game ball wins in the first start port 25a, the second start port 25b, the big winning port 28, and the normal winning port 29, the main control unit 100 determines a predetermined amount per game ball according to the place where the game ball has won. The payout control unit 300 is instructed to pay out the number of prize balls. For example, the main control unit 100 may have four prize balls when a game ball wins the first start opening 25a or the second start opening 25b, and 13 prize balls when a game ball wins the big prize opening 28, a normal prize opening. When a game ball wins in 29, an instruction command (command) is sent to the payout control unit 300 so as to pay out 10 prize balls.
  Even if the main control unit 100 detects that the game ball has passed through the gate 27, the main control unit 100 does not instruct the payout control unit 300 to pay out the prize ball in conjunction therewith. When the payout control unit 300 pays out a prize ball according to an instruction from the main control unit 100, information on the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. Then, the main control unit 100 manages the number of prize balls paid out based on the information acquired from the payout control unit 300.
  The main control unit 100 controls the launching device 211 that launches the game ball via the launch control unit 200. For example, the main control unit 100 transmits a signal permitting the operation of the launching device 211 to launch a game ball to the launch control unit 200 via the payout control unit 300 based on a predetermined condition.
(Switches related to the main control unit in the control device)
In order to realize the above-described functions, the main control unit 100 includes a first start port switch 111a, a second start port switch 111b, an electric tulip opening / closing unit 112, a gate switch 113, a big prize opening switch 114, a big prize opening opening / closing. 115, normal winning opening switch 116, first special symbol indicator 31a, second special symbol indicator 31b, first special symbol hold indicator 32a, second special symbol hold indicator 32b, normal symbol indicator 33, normal A symbol hold display 34 and a game status display 35 are connected.
  The first start port switch 111 a detects that a game ball has won the first start port 25 a and sends a detection signal to the main control unit 100. The second start port switch 111b detects that a game ball has won the second start port 25b and sends a detection signal to the main control unit 100.
  The electric tulip opening / closing unit 112 opens and closes the pair of blade portions of the electric tulip 26 in response to a control signal sent from the main control unit 100.
  The gate switch 113 detects that the game ball has passed through the gate 27 and sends a detection signal to the main control unit 100.
  The big prize opening switch 114 detects that a game ball has won the big prize opening 28 and sends a detection signal to the main control unit 100.
  The special prize opening / closing unit 115 opens and closes the special prize opening 28 in response to a control signal sent from the main control unit 100.
  The normal winning port switch 116 detects that a game ball has won the normal winning port 29 and sends a detection signal to the main control unit 100.
(On-hold indicator of the main control unit in the control device)
In addition, the main control unit 100 displays the result of the first special symbol lottery started by winning the game ball to the first starting port 25a on the first special symbol display 31a.
  The main control unit 100 displays the number of holdings in which the lottery is put on hold in accordance with the winning of the game ball to the first starting port 25a on the first special symbol holding display 32a. The main control unit 100 displays the result of the second special symbol lottery started by winning the game ball in the second starting port 25b on the second special symbol display 31b. The main control unit 100 displays the number of holdings in which the lottery is put on hold according to the winning of the game ball to the second starting port 25b on the second special symbol holding display 32b.
  The main control unit 100 displays the result of the normal symbol lottery started by passing the game ball to the gate 27 on the normal symbol display 33. Then, the main control unit 100 displays the number of holdings on which the lottery is put on hold according to the passing of the game ball to the gate 27 on the normal symbol holding display 34.
  Further, the main control unit 100 transmits various types of information to a host computer provided in a store (hall) where the pachinko gaming machine 1 is installed. Then, the main control unit 100 transmits information regarding the number of paid-out prize balls acquired from the payout control unit 300, information indicating the state of the main control unit 100, and the like to the host computer.
(Launch control unit in the control device)
The launch control unit 200 includes a CPU 201, a ROM 202, and a RAM 203. The CPU 201 performs arithmetic processing when performing various controls related to the launching device 211. The ROM 202 stores programs executed by the CPU 201 and various data, and the RAM 203 is used as a work memory for the CPU 201.
  When the position of the lever 52 is in the neutral position, the lever 52 is in a firing stop state without outputting a signal. When the lever 52 is rotated in the clockwise direction, the lever 52 outputs a signal corresponding to the rotation angle to the launch control unit 200 as a hitting ball firing command signal.
  The launch control unit 200 controls the launch operation of the launch device 211 based on the hit ball launch command signal. For example, the launch control unit 200 controls the operation of the launch device 211 such that the speed at which the game ball is launched increases as the rotation angle of the lever 52 increases. Further, the launch control unit 200 can perform the launch operation of the launch device 211 by receiving a signal permitting launch from the main control unit 100. On the other hand, when the signal indicating that the stop button 53 is pressed is output or the control signal for stopping the emission is output from the main control unit 100, the launch control unit 200 performs the operation of launching the game ball by the launch device 211. Stop.
(Discharge control unit in the control device)
The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs a calculation process when controlling the payout of the payout ball. The ROM 302 stores programs executed by the CPU 301, various data, and the like, and the RAM 303 is used as a working memory for the CPU 301 and the like. Then, the payout control unit 300 controls payout of the payout ball based on the command sent from the main control unit 100.
  Specifically, the payout control unit 300 acquires from the main control unit 100 a command for paying out a predetermined number of prize balls according to the place where the game ball has won. Then, the payout driving unit 311 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 311 is configured by a drive unit including a drive motor that sends out the game ball from the game ball storage unit.
  In addition, the payout control unit 300 ensures that a predetermined amount of game balls are stored in a predetermined place, and various switches for detecting that a predetermined number of game balls are paid out (the payout ball detection switch 312, Input signals from the ball detection switch 313, the ball detection switch 314, and the full detection switch 315) are received.
  Also, the payout control unit 300 transmits various information to the host computer. For example, the payout control unit 300 transmits information on the number of prize balls instructed to be paid out to the payout driving unit 311, information on the number of prize balls actually paid out, and the like to the host computer. Also, the payout control unit 300 transmits similar information to the main control unit 100.
(Production control unit in the control device)
The effect control unit 400 includes a CPU (effect control CPU) 401, a ROM 402, a RAM 403, and an RTC (real time clock) 404. In addition, an effect button 57 and an effect key 58 are connected to the effect control unit 400. The CPU 401 performs a calculation process when controlling the effect. The ROM 402 stores programs executed by the CPU 401, various data, and the like, and the RAM 403 is used as a working memory for the CPU 401. The RTC 404 measures the current date and time.
  The production control unit 400 sets production contents based on data indicating the special symbol lottery result and the like sent from the main control unit 100. At that time, when the player presses the effect button 57 or the effect key 58, the effect control unit 400 may set the effect content according to the operation input. In addition, when the game for the pachinko gaming machine 1 is interrupted for a predetermined period or longer, the effect control unit 400 sets an effect for waiting for a customer as one of the effects.
  Furthermore, when the main control unit 100 outputs data indicating that the winning probability at the time of the special symbol lottery is changed, or when outputting data indicating that the special symbol change time at the time of the special symbol lottery is shortened, When the data indicating that the normal symbol variation time at the time of the normal symbol lottery is shortened is output, the effect control unit 400 sets the effect contents corresponding to the contents indicated by the output data. Then, the effect control unit 400 sends commands for instructing execution of the set effect contents to the image sound control unit 500 and the lamp control unit 600, respectively.
(Image sound control unit in the control device)
The image sound control unit 500 includes a CPU (image sound control CPU) 501, a ROM 502, and a RAM 503. The CPU 501 performs a calculation process when controlling an image expressing the content of the effect. The ROM 502 stores programs executed by the CPU 501 and various data, and the RAM 503 is used as a working memory for the CPU 501.
  The image sound control unit 500 controls the image displayed on the image display 21 and the sound output from the speaker 55 based on the command sent from the effect control unit 400. Specifically, in the ROM 502 of the image sound control unit 500, a symbol image or background image displayed during the game on the image display 21, a decorative symbol for notifying the player of the lottery result, and a notice effect for the player. Image data such as characters and items to be displayed is stored.
  Further, the ROM 502 of the image sound controller 500 synchronizes with the image displayed on the image display 21 or independently of the displayed image, such as music and sound output from the speaker 55, and effects such as jingle. Various acoustic data such as sound are stored. The CPU 501 of the image sound control unit 500 selects and reads out the data corresponding to the command sent from the effect control unit 400 from the image data and sound data stored in the ROM 502. The CPU 501 performs image processing for background image display, symbol image display, symbol image variation, character / item display, and the like using the read image data. Further, the CPU 501 performs voice processing using the read acoustic data. Then, the CPU 501 displays the image indicated by the image processed image data on the image display 21. Further, the CPU 501 outputs the sound indicated by the sound data subjected to the sound processing from the speaker 55.
(Lamp control unit in the control device)
The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs arithmetic processing when controlling the light emission of the panel lamp 23 and the frame lamp 56 and the operation of the movable accessory 22. The ROM 602 stores programs executed by the CPU 601 and various data, and the RAM 603 is used as a working memory for the CPU 601.
  The lamp control unit 600 controls the lighting / flashing of the panel lamp 23 and the frame lamp 56, the emission color, and the like based on the command sent from the effect control unit 400. In addition, the lamp control unit 600 controls the operation of the movable accessory 22 based on the command sent from the effect control unit 400.
  Specifically, the ROM 602 of the lamp control unit 600 stores lighting / flashing pattern data and emission color pattern data (light emission pattern data) for the panel lamp 23 and the frame lamp 56 according to the production contents set by the production control unit 400. Data) is stored. The CPU 601 selects and reads out the light emission pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the light emission of the panel lamp 23 and the frame lamp 56 based on the read light emission pattern data. In addition, the ROM 602 stores operation pattern data of the movable accessory 22 corresponding to the production contents set by the production control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the operation of the movable accessory 22 based on the read operation pattern data.
(Basic processing in pachinko machines)
(Main data and programs used for basic processing)
Next, details of a process performed in the pachinko gaming machine 1 (specifically, a process performed in the main control unit 100) will be described. First, main data and programs used in the processing will be described with reference to FIGS. 5, 6A to 6D, and 7A to 7C.
  FIG. 5 is a diagram illustrating an example of data and programs stored in the RAM 103 of the main control unit 100.
  FIG. 6A is a diagram showing an example of jackpot random number data D2 stored in the ROM 102. As shown in FIG. FIG. 6B is a diagram illustrating an example of jackpot symbol random number data D3 stored in the ROM 102. FIG. 6C is a diagram illustrating an example of the reach random number data D4 stored in the ROM 102. FIG. 6D is a diagram illustrating an example of the hit random number data D5 stored in the ROM 102.
  FIG. 7A is a diagram illustrating an example of a jackpot table of the variation pattern table data D10 stored in the ROM 102. FIG. 7B is a diagram illustrating an example of a reach table of the variation pattern table data D10 stored in the ROM 102. FIG. 7C is a diagram illustrating an example of a deviation table of the variation pattern table data D10 stored in the ROM 102.
(Outline of data program stored in data storage area)
As shown in FIG. 5, the RAM 103 has a data storage area 103D and a program storage area 103P.
  In the data storage area 103D, random number data D1, number-of-holds data D6, lottery result random number data D7, variation command data D8, variation time data D9, variation pattern data D11, gaming state data D12, symbol setting data D13, symbol data D14 Further, auxiliary game remaining number data D15, round number data D16, winning command data D17, winning number data D18, and the like are stored. In the program storage area 103P, various programs P1 for operating the pachinko gaming machine 1 are stored.
(Random number data)
As random number data D1, various random numbers (big hit random numbers (for example, 0 to 299), big hit symbol random numbers (for example, 0 to 9), reach random numbers (for example, 0 to 249), random numbers ( For example, data indicating 0 to 9), fluctuation pattern random numbers (for example, 0 to 249), and initial value random numbers (for example, 0 to 299) are stored.
(Holding count data)
The number-of-holds data D6 includes the number of times that the special symbol lottery is on hold (the first hold number U1 and the second hold number U2 in the special symbol lottery) and the number of times that the normal symbol lottery is on hold (the number of normal symbol lottery holds). Data indicating G) is stored respectively.
(Lottery result random number data)
In the lottery result random number data D7, data indicating each random number determined by the special symbol lottery, the normal symbol lottery, or the like is stored in the time series of the lottery.
(Variable command data)
As the variation command data D8, data indicating “variation start command” and “variation stop command” including setting information set by “big hit determination processing” and “variation pattern setting processing” described later is stored.
(Variation time data)
As the variation time data D9, data indicating the special symbol variation time for performing the special symbol lottery and the normal symbol variation time for performing the normal symbol lottery are stored.
(Variation pattern data)
As the variation pattern data D11, data indicating variation pattern random numbers determined in the process of setting the symbol variation pattern to be produced is stored in the order of the setting time series.
(Game state data)
As the game state data D12, data indicating the game state currently set in the pachinko gaming machine 1 (normal game state, probability change game state, short-time game state, latent probability game state, etc.) is stored.
(Design setting data)
As the symbol setting data D13, data indicating each symbol (special symbol, normal symbol) which is determined by special symbol lottery, normal symbol lottery, or the like and displayed after being variably displayed is stored. The symbol data D14 stores data indicating each symbol displayed on the first special symbol display 31a or the second special symbol display 31b.
(Auxiliary game residual count data)
As the auxiliary game remaining number data D15, data indicating the auxiliary game remaining number J is stored.
(Round number data)
As the round number data D16, data indicating the round number R, which is the number of times that the special winning opening 28 is opened, is stored.
(Hit command data)
As the hit command data D17, settings relating to the jackpot command indicating setting information relating to the jackpot operation control for controlling the opening operation or the like of the jackpot 28, or the setting relating to the jackpot operation control for controlling the opening / closing operation of the blade portion of the electric tulip 26, etc. Data indicating a small hit command indicating information is stored.
(Prize number data)
As winning number data D18, data indicating the number of game balls (winning number C) won in the big winning opening 28 is stored.
(High probability game remaining count data)
As the high probability remaining game count data D19, data indicating the number of remaining special symbol variations in the high probability gaming state (high probability remaining game count X) is stored.
  The ROM 102 stores jackpot random number data D2, jackpot symbol random number data D3, reach random number data D4, hit random number data D5, variation pattern table data D10, and the like.
(Big hit random data)
The jackpot random number data D2 stores data for determining whether the random number indicates “big hit”, “small hit”, or “out of place” compared to the random number acquired as the big hit random number. Yes. For example, as shown in FIG. 6A, the jackpot random number data D2 includes a random number value that is a jackpot when the pachinko gaming machine 1 is in the normal gaming state or the short-time gaming state, and the pachinko gaming machine 1 is in the probability-changing gaming state or the latent probability gaming. A random value that is a big hit and a random value that is a big hit when in a state are described.
  In an example of the specific value shown in FIG. 6A, the range of the value of the jackpot random number is 0-299. As the jackpot random number data D2, in the normal gaming state or the short-time gaming state, one random number value to win the jackpot is set, and the jackpot winning probability is 1/300. In addition, as the jackpot random number data D2, in the case of the high probability gaming state or the latent gaming state, ten random numbers for winning the jackpot are set, and the jackpot winning probability is 10/300 (= 1/30). Yes.
  That is, in the example of FIG. 6A, when a special symbol lottery is performed by winning the first starting port 25a or the second starting port 25b in the high probability gaming state and the latent probability gaming state, the special symbol in the normal gaming state or the short-time gaming state. Compared to the case where a lottery is performed, the winning probability of jackpot is 10 times. In addition, as the jackpot random number data D2, regardless of the gaming state of the pachinko gaming machine 1, three random numbers for winning a small hit are set, and the winning probability for the small hit is 3/300 (= 1/100). ing.
(Big hit design random number data)
The jackpot symbol random number data D3 is data used in a process for determining the type of “big jackpot” (so-called “jackpot symbol random number determination process”) in the “jackpot determination process” described later. Data for determining whether the random number acquired as the jackpot symbol random number is a random number corresponding to the “jackpot” indicating the probability variation symbol A or the like is stored. A more detailed description of the distinction between these symbols will be described later.
  FIG. 6B shows an example of jackpot symbol random number data D3. Here, the random number value corresponding to “big hit” indicating each of the probability variation design A and the probability variation design B is the type of the start opening (first start opening 25a, second start opening 25b) in which the winning winning that becomes the trigger for the big win lottery is established. ) Is stored in the data storage area 103D.
  In the example shown in FIG. 6B, the range of values that the jackpot symbol random number can take is 0 to 249. The allocation of random numbers to each symbol differs depending on whether the winning of the jackpot symbol random number is triggered by winning a prize at the first starting port 25a or when winning a prize at the second starting port 25b. This difference in the distribution of random numbers causes a difference in the tendency in the big hit lottery between the first start port 25a and the second start port 25b.
(Reach random number data)
The reach random number data D4 is data for determining whether the random number acquired as the reach random number corresponds to whether the reach effect is accepted or not. Here, the “reach effect” refers to an effect performed on the image display 21 or the like in order to make the player mainly expect a big hit.
  In the example shown in FIG. 6C, as the reach random number data D4, a random value corresponding to the case where the reach effect is adopted and a random value corresponding to the case where the effect is not adopted are stored. Specifically, the range of reach random numbers is 0 to 249. In the reach random number data D4, 22 random values when the reach effect is adopted are set, and the probability of adopting the reach effect is 22/250 (= 11/125). On the other hand, in the reach random number data D4, 228 random number values when the reach effect is not adopted are set, and the probability that the reach effect is not adopted is 228/250 (= 114/125).
(Random number data)
The winning random number data D5 stores data for determining whether the random number acquired as the winning random number is a random number indicating whether or not the normal symbol lottery is successful.
  In the example shown in FIG. 6D, as the random number data D5, the random number value corresponding to the case of “winning” in the normal symbol lottery and the random value corresponding to the case of “out” in the lottery are stored. . Specifically, the range of the value of the hit random number is 0-9. In the winning random number data D5, for example, nine random numbers that are hit in the normal symbol lottery are set, and the probability of winning is 9/10.
(Variation pattern table data)
As the variation pattern table data D10 (see FIGS. 7A to 7C), in order to determine what symbol variation pattern (variation time) is displayed corresponding to the random number acquired as the “variation pattern random number”. Is stored. As will be described later, the pachinko gaming machine 1 has a plurality of types of variation pattern tables as necessary. In addition, about the value of the variation time which each pattern shown in FIG. 7A-FIG. 7C has, the value of a variation pattern random number, and the number (ratio) of the variation pattern random value for every variation pattern, it is an exemplary value and its combination. . Therefore, those skilled in the art can appropriately change these values and combinations thereof without being limited to the exemplified values based on the description of the present specification.
  For example, as shown in FIGS. 7A to 7C, as an example of the variation pattern table data D10, a random number value that produces a design variation in the variation pattern A (2 seconds), and a design variation in the variation pattern B (4 seconds). Random value that produces effects, random value that produces effects that vary in the pattern C (8 seconds), random values that produce effects that vary in the pattern D (10 seconds), and changes in the pattern in the variation pattern E (12 seconds) Random value that produces effects, random number that produces effects that vary in variation pattern F (30 seconds), random values that produce effects that vary in pattern G (60 seconds), and patterns that vary in pattern H (90 seconds) A random number value that produces an effect that fluctuates and a random value that produces an effect that fluctuates according to the fluctuation pattern I (120 seconds) are described.
  Here, FIG. 7A, FIG. 7B and FIG. 7C are a diagram showing an example of a jackpot table of the variation pattern table data D10, a diagram showing an example of a reach table of the variation pattern table data D10, and a variation pattern table, respectively. It is a figure which shows an example of the table for loss of data D10.
  Specifically, the range of the value of the fluctuation pattern random number is 0 to 249. Then, as shown in FIG. 7A, in the jackpot table of the fluctuation pattern table data D10, 25 random numbers that are produced by changing the pattern with the fluctuation pattern F (30 seconds) when the pachinko gaming machine 1 hits the jackpot are set. Thus, the probability of the variation pattern F (30 seconds) being 25/250. In the jackpot table of the fluctuation pattern table data D10, when the pachinko gaming machine 1 hits the jackpot, 60 random numbers that are produced by changing the pattern with the fluctuation pattern G (60 seconds) are set. The fluctuation pattern G (60 seconds) The probability of becoming 60/250. In the jackpot table of the fluctuation pattern table data D10, when the pachinko gaming machine 1 hits the jackpot, 110 random numbers that are produced by changing the pattern with the fluctuation pattern H (90 seconds) are set, and the fluctuation pattern H (90 seconds). The probability of becoming 110/250. In the jackpot table of the fluctuation pattern table data D10, 55 random numbers that are produced by changing the pattern with the fluctuation pattern I (120 seconds) when the pachinko gaming machine 1 wins are set, and the fluctuation pattern I (120 seconds). The probability of becoming 55/250.
  In addition, as shown in FIG. 7B, the reach table of the variation pattern table data D10 has 110 random numbers that are produced by varying the design with the variation pattern F (30 seconds) when the pachinko gaming machine 1 produces the reach. The probability of setting the variation pattern E (30 seconds) is 110/250. In the reach table of the variation pattern table data D10, when the pachinko gaming machine 1 produces a reach, 60 random numbers that are produced by varying the design with the variation patterns G and H are set, respectively. Probability is 60/250 respectively. In the reach table of the variation pattern table data D10, when the pachinko gaming machine 1 produces a reach, 20 random numbers that are produced by varying the design with the variation pattern I (120 seconds) are set. The variation pattern I (120 seconds) ) Is 20/250.
  In addition, as shown in FIG. 7C, the randomness table of the variation pattern table data D10 has 250 random values that are produced by varying the symbol in the variation pattern C (8 seconds) when the pachinko gaming machine 1 is disconnected. The probability of setting the variation pattern C (8 seconds) is 250/250 (= 100%).
(Processing performed in the main control unit)
Next, details of processing performed in the main control unit 100 will be described with reference to FIGS.
  In the flowcharts shown in FIGS. 8 to 19, detailed descriptions of processes not directly related to the present invention are omitted. 8 to 19 and the following description, each “step” executed by the main control unit 100 may be abbreviated as “S”. In each drawing and related descriptions, “switch” may be abbreviated as “SW”.
(Main processing and timer interrupt processing performed by the main control unit)
When power is turned on to the pachinko gaming machine 1, the main control process is started. First, when the power is turned on, a startup program stored in a boot ROM (not shown) is executed, thereby initializing each unit such as a memory (for example, the RAM 103) (so-called “start-up time”). Process ").
  Thereafter, the main control unit 100 of the pachinko gaming machine 1 sets a CTC (Counter Timer Circuit) cycle (CTC cycle setting) for “timer interrupt processing” described later. Then, the power-off monitoring process, the fluctuation pattern random number update process, the interrupt prohibition setting, the initial value random number update process, and the interrupt permission setting process are repeated.
  Here, in the “initial value random number update process”, the main control unit 100 updates the initial value random number. For example, the main control unit 100 updates 1 by adding 1 to an initial value random number (for example, 0 to 299) stored in the random number data D1, and updates the random number data D1 by using the updated initial value random number. .
  In the “variation pattern random number update process”, the main control unit 100 updates the variation pattern random number. For example, the main control unit 100 updates 1 by adding 1 to the fluctuation pattern random number (for example, 0 to 249) stored in the random number data D1, and updates the random number data D1 using the updated fluctuation pattern random number. .
(Timer interrupt processing performed by the main control unit)
Next, the “timer interrupt process” performed by the main control unit 100 will be described with reference to FIG. The “timer interrupt process” is a process that interrupts the main control process executed by the main control unit 100 every predetermined period (for example, 4 msec) during the power supply period.
  In the timer interrupt process, the main control unit 100 sequentially performs “random number update process” (step 701), “switch process” (SB1), “symbol process” (SB2), “electric accessory process” (SB3), Processing such as “prize ball processing” (step 708) and “output processing” (step 709) is performed.
  Here, the “switch process” (SB1) includes a start port switch process (step 702) and a gate switch process (step 703). The “symbol processing” (SB2) includes “special symbol processing” (step 704) and “normal symbol processing” (step 705). Further, the “electrical accessory processing” (SB3) includes “big prize opening processing” (step 706) and “electric tulip processing” (step 707) (related to the ordinary electric accessory).
(Random number update process)
In FIG. 8, the main control unit 100 updates various random numbers used in the subsequent processing (step 701), and proceeds to the next step. For example, the main control unit 100 determines the jackpot random number (for example, 0 to 299), the jackpot symbol random number (for example, 0 to 9), the reach random number (for example, 0 to 249), and the winning random number that are stored in the random number data D1. 1 is added to each (for example, 0 to 9) and updated, and the random number data D1 is updated using the updated random number. The main control unit 100 returns the random number to 0 and updates it when each random number is the maximum value. In addition, when the big hit random number makes a round (for example, when the big hit random number starts from 100 and goes round to 99), the main control unit 100 uses the initial value random number (for example, 0 to 299) stored in the random number data D1. Referring to the initial value random number, the jackpot random number is updated.
(Start-up switch processing)
Next, the main control unit 100 monitors the state of the first start port switch 111a and the second start port switch 111b, and when the first start port switch 111a or the second start port switch 111b is turned on, The special symbol lottery process is executed (FIG. 8, step 702). Hereinafter, with reference to FIG. 9, the contents of the “start port switch process” performed in step 702 will be described.
  In FIG. 9, the main control unit 100 determines whether or not a game ball has won the first starting port 25a and the first starting port switch 111a is turned on (step 721a). When the first start port switch 111a is turned on (YES in step 721a), the main control unit 100 proceeds to the next step 722a. On the other hand, when the first start port switch 111a is off (NO in step 721a), the main control unit 100 advances the process to step 721b, which is a process related to the second start port 25b described later.
  In step 722a, the main control unit 100 refers to the hold count data D6 and determines whether or not the first hold count U1 in the special symbol lottery is less than the upper limit value Umax1. For example, the upper limit value Umax1 in the main control unit 100 is set to four times, but is not limited thereto. Then, when the first holding number U1 is less than the upper limit value Umax1 (YES in step 722a), the main control unit 100 advances the process to the next step 723a. On the other hand, when the first holding number U1 is greater than or equal to the upper limit value Umax1 (NO in step 722a), the main control unit 100 proceeds to step 721b, which is a process related to the second start port 25b.
  In Step 723a, the main control unit 100 updates the first holding number U1 in the special symbol lottery by adding 1 and advances the processing to the next step. For example, the main control unit 100 adds 1 to the first hold count U1 stored in the hold count data D6, and updates the hold count data D6 using the first hold count U1 after the addition.
  In Step 724a, the main control unit 100 acquires random numbers for the lottery by the current winning, stores them in the lottery result random number data D7 in chronological order, and advances the process to Step 725a.
  In step 725a, the main control unit 100 sets a first hold number increase command.
  Next, the main control unit 100 proceeds with the process related to the second start port 25b. First, the main control unit 100 determines whether or not a game ball has won the second start port 25a and the second start port switch 111b is turned on (step 721b). When the second start port switch 111b is turned on, the main control unit 100 proceeds to the next step 722b. On the other hand, when the second start port switch 111b is off, the main control unit 100 ends the process of this detailed flowchart.
  In the process related to the second start port 25b, in the process from step 722b to step 725b, the same process as the step 722a to step 725a related to the first start port 25a is performed. In the process related to the second start opening 25b, the second holding number U2 in the special symbol lottery is defined as a variable corresponding to the first holding number U1 in the special symbol lottery, and Umax2 as the upper limit value thereof. The second hold number increase command is defined as a variable corresponding to the first hold number increase command. In step 722b, when the second holding number U2 is greater than or equal to the upper limit value Umax, the main control unit 100 ends the process of this detailed flowchart.
(Gate switch processing)
Returning to FIG. 8, after the start port switch process in step 702, the main control unit 100 monitors the state of the gate switch 113, and when the gate switch 113 is turned on, the process for normal symbol lottery ( A so-called “gate switch process”) is executed (step 703). Hereinafter, the contents of the gate switch processing performed in step 703 will be described with reference to FIG.
  First, in step 731, the main control unit 100 determines whether or not the game ball has passed through the gate 27 and the gate switch 113 is turned on. When the gate switch 113 is turned on (YES in step 731), the main control unit 100 advances the process to the next step 732. On the other hand, when the gate switch 113 is off (NO in step 731), the main control unit 100 ends the process of the detailed flowchart.
  In step 732, the main control unit 100 refers to the holding number data D6 and determines whether or not the holding number G in the normal symbol lottery is less than the upper limit value Gmax. For example, the main control unit 100 sets the upper limit value Gmax to 4 times. Then, when the number of times of holding G is less than the upper limit value Gmax (YES in step 732), the main control unit 100 advances the process to the next step 733. On the other hand, the main control unit 100 ends the process of the detailed flowchart when the number of times of holding G is equal to or greater than the upper limit Gmax (NO in step 732).
  In step 733, the main control unit 100 adds 1 to the holding number G in the normal symbol lottery and updates it, and proceeds to the next step. For example, the main control unit 100 adds 1 to the holding number G in the normal symbol lottery stored in the holding number data D6, and updates the holding number data D6 using the holding number G after the addition.
  Next, in step 734, the main control unit 100 acquires a random number for the lottery by the current winning, stores it in the lottery result random number data D7, and ends the process of the detailed flowchart. Here, the main control unit 100 refers to the random number data D1 and acquires a random number (per random number) for the normal symbol lottery among the random numbers updated in the above step 701 and stores it in the lottery result random number data D7. To do. As will be described later, the result of the normal symbol lottery is determined by the random number acquired in step 734.
(Special symbol processing)
Returning to FIG. 8, after the gate switch process in step 703, the main control unit 100 refers to the random numbers for the special symbol lottery acquired in step 702, and determines the big hit determination process, the variation pattern selection process, and the variation start Predetermined processing (so-called “special symbol processing”) including processing for generating a command to start symbol variation and processing for generating a variation stop command to stop symbol variation is performed (step 704 in FIG. 8).
  Hereinafter, the contents of the special symbol process performed in step 704 will be described with reference to FIG.
  In step 741, the main control unit 100 determines whether or not the “winning game flag” relating to the current state of the pachinko gaming machine 1 is on. That is, it is determined whether or not the current state of the pachinko gaming machine 1 is “special symbol lottery win”. Here, the “winning game flag” is a flag that is set when a special symbol that is stopped indicates winning in “stopped process” described later.
  In step 741, if the winning game flag is ON (YES in step 741), a symbol representing a winning of a special symbol lottery (so-called “special symbol”) is already selected, and the special symbol is displayed as a first special symbol. The main control unit 100 ends the process of the detailed flowchart because the display is stopped on the display 31a or the second special symbol display 31b. On the other hand, if the winning game flag is OFF (NO in step 741), the main control unit 100 proceeds to the next step 742.
  In step 742, the main control unit 100 refers to the change command data D8 and determines whether or not the current state of the pachinko gaming machine 1 is changing in a special symbol. For example, when the fluctuation command data D8 indicates that the special symbol is changing (YES in Step 742), the main control unit 100 determines that the current state of the pachinko gaming machine 1 is changing the special symbol, The process proceeds to step 751. On the other hand, when the current state of the pachinko gaming machine 1 is not changing the special symbol (NO in step 742), the main control unit 100 advances the processing to the next step 743.
  In step 743, the main control unit 100 refers to the holding number data D6 and determines whether or not the second holding number U2 (the number of winnings to the second starting port 25b) of the special symbol lottery is 1 or more. . Then, the main control unit 100 advances the process to the next step 744 when the second hold count U2 is 1 or more (YES in step 743). On the other hand, when the second hold count U2 is 0 (NO in step 743), the main control unit 100 advances the process to step 745.
  In step 744, the main control unit 100 refers to the holding number data D6 and updates it by subtracting 1 from the second holding number U2 of the special symbol lottery, and proceeds to the next step 744a. For example, the main control unit 100 subtracts 1 from the second hold count U2 stored in the hold count data D6, and updates the hold count data D6 using the subtracted second hold count U2.
  In step 744a, the main control unit 100 turns off the customer waiting flag. Here, the customer waiting flag is a flag for identifying a state in which there is no winning for starting the special symbol lottery, and is performed when the first holding number U1 is 0 in step 745 described later. This flag is turned on in the customer waiting setting process (step 745a). The actual customer waiting setting process will be described later.
  On the other hand, in step 745, the main control unit 100 refers to the holding number data D6 and determines whether or not the first holding number U1 in the special symbol lottery is 1 or more. And the main control part 100 advances a process to the following step 746, when the lottery holding | maintenance count U1 in a special symbol lottery is 1 or more (it is YES at step 745).
  Here, in step 746, the main control unit 100 refers to the holding number data D6 and updates it by subtracting 1 from the first holding number U1 of the special symbol lottery, and then proceeds to the above-described step 744a. . For example, the main control unit 100 subtracts 1 from the first hold count U1 stored in the hold count data D6, and updates the hold count data D6 using the first hold count U1 after the subtraction.
  On the other hand, when the first holding number U1 is 0 (NO in step 745), the main control unit 100 means that there is no winning for starting the special symbol lottery, and thus a waiting for customer setting process is performed ( Step 745a).
  Here, in the customer waiting setting process, first, if the customer waiting flag is on, the process is terminated as it is. On the other hand, if the customer waiting flag is not on, the customer waiting command is set and the customer waiting flag is turned on. And The “customer waiting command” is a command transmitted to the effect control unit 400 or the like to display a screen for waiting for a customer as one of the effects when the game is interrupted for a predetermined period.
(Large hit judgment processing in special symbol processing)
Next, in step 747, the main control unit 100 performs a “big hit determination process”. Hereinafter, with reference to FIG. 12, the “hit determination process” performed in step 747 will be described.
  In step 761 of FIG. 12, the main control unit 100 executes a so-called “big hit random number determination process”. That is, in step 761, the main control unit 100 wins the second starting port out of the jackpot random numbers acquired in step 724a or step 724b of the flowchart shown in FIG. 9 and stored in the lottery result random number data D7. If there is an obtained jackpot random number, it is determined whether or not the jackpot random number has been won by the special symbol lottery with reference to the jackpot random number with the oldest winning prize among the jackpot random numbers obtained by winning at the second starting port.
  On the other hand, in this step 761, the main control unit 100 is obtained by winning the second start opening out of the jackpot random numbers acquired in step 724a or step 724b of FIG. 9 and stored in the lottery result random number data D7. If there is no random number, the oldest jackpot random number among the jackpot random numbers obtained by winning the first start opening is referred to determine whether or not the jackpot was won in the special symbol lottery.
  For example, when the jackpot random number obtained by winning the second starting port is acquired, the main control unit 100 refers to the random number value described in the jackpot random number data D2 (see FIG. 6A), 2. It is determined which random number value corresponds to the oldest jackpot random number among the winnings obtained by winning at the starting opening.
  In the above-described determination, the “hit random number data” serving as a determination criterion varies depending on the gaming state (high probability gaming state, low probability gaming state) when the jackpot determination process is being performed. For example, according to the example of FIG. 6A, when the gaming state is a low-probability gaming state (normal gaming state or short-time gaming state), only when the acquired random number value is “3”, “big hit” is obtained. . On the other hand, when the gaming state is a high-probability gaming state (probability variation gaming state or latent probability gaming state), the acquired random value is “3”, “7”, “37”, “67”, “97”. , “127”, “157”, “187”, “217”, “247” are big hits.
  Thereafter, the main control unit 100 appropriately deletes the data indicating the determined jackpot random number from the lottery result random number data D7.
  In step 762, the main control unit 100 determines whether or not the determination result in step 761 is “big hit”. If the determination result is “big hit” (YES in step 762), the main control unit 100 advances the process to the next step 763. On the other hand, when the determination result in step 761 is a result other than “big hit” (NO in step 762), the main control unit 100 advances the process to step 765 described later.
  In step 763, the main control unit 100 refers to the jackpot symbol random number with the oldest winning among the jackpot symbol random numbers acquired in step 724 a or step 724 b of the flowchart shown in FIG. 9 and stored in the lottery result random number data D 7. Then, the type of “big hit” in the special symbol lottery is determined (so-called “big hit symbol random number determination process” is executed).
  For example, the main control unit 100 refers to the random number value described in the jackpot symbol random number data D3 (see FIG. 6B) to determine which random number value corresponds to the jackpot symbol random number with the oldest winning prize. Then, the main control unit 100 deletes the data indicating the determined jackpot symbol random number from the lottery result random number data D7.
  After the above processing, in step 764, the main control unit 100 stores (sets) the symbol corresponding to the determination result in the symbol setting data D13 as setting information, and ends the processing of the detailed flowchart.
  That is, in step 764, the main control unit 100 stores a special symbol (for example, a probable variation symbol A) indicating that it is a big hit with a probability variation in the symbol setting data D13 as setting information.
  In step 765, the main control unit 100 determines whether or not the determination result in step 761 is “small hit”. When the determination result is “small hit” (YES in step 765), the main control unit 100 stores, in the symbol setting data D13, as a setting information, a small hit symbol indicating that the hit is not accompanied by a probability change or time reduction. (Step 766), and the process of the detailed flowchart is ended.
  On the other hand, when the determination result in the above step 761 is neither “big hit” nor “small win” (NO in step 765), the main control unit 100 uses the off symbol representing the fact that it has deviated from the special symbol lottery as the setting information. The data is stored in the setting data D13 (step 767), and the process of the detailed flowchart ends.
(Design in special design lottery)
If there is a symbol displayed depending on the result of the special symbol lottery, that is, the probability variation symbol A, the probability variation symbol B, the small hit symbol symbol, or the off symbol symbol, and the normal symbol, the symbols including the normal symbol have different shapes. The display is stopped after the variable display and displayed on the first special symbol display 31a or the second special symbol display 31b. An example is shown in FIG.
(Change pattern setting process in special symbol process)
Returning to FIG. 11, after the “big hit determination process” (step 747), the main control unit 100 performs a “variation pattern setting process” (step 748), and proceeds to the next step. Here, the “variation pattern setting process” is based on the variation pattern random number acquired and stored at the time of winning the start symbol that triggered the special symbol lottery, and the variation pattern of the special symbol according to the determination result of the jackpot determination process. Is a process for setting.
  Hereinafter, the variation pattern setting process performed in step 748 will be described with reference to FIG.
  In step 771 of FIG. 13, the main control unit 100 determines whether or not “big hit” has been reached, according to the determination result of “big hit determination processing” in step 747 of the flowchart shown in FIG. 11.
  Here, when it is “big hit” (YES in step 771), the main control unit 100 selects a jackpot table to be used for “fluctuation pattern random number determination” (step 773) described later from the fluctuation pattern table data D10 (step 773). Step 772), and the process proceeds to Step 773 (so-called “variation pattern random number determination”). On the other hand, if it is not “big hit” (NO in step 771), the main control unit 100 advances the processing to “reach random number determination processing” (step 775).
  In this “reach random number determination process” (step 775), the main control unit 100 acquires (by step 724a or step 724b in the flowchart shown in FIG. 9) by winning the first start port or the second start port, and the lottery result Among the reach random numbers stored in the random number data D7, the presence or absence of the reach is determined by referring to the reach random number acquired by the start opening winning prize determined as the determination target in the above-mentioned “big hit determination process”.
  For example, the main control unit 100 refers to a random number value (for example, see FIG. 6C) described in the reach random number data D4, and determines which random number value the reach random number to be determined corresponds to. Based on this determination result, a table to be used for “variation pattern random number determination” (step 773) is selected based on the presence / absence of reach (step 776, step 777, step 778).
  Specifically, if it is a random number value with reach (YES in step 776), the main control unit 100 selects a reach table (step 777). On the other hand, if it is a random number value without reach (NO in step 776), the main control unit 100 selects a loss table (step 778). Thereafter, in either case, the process proceeds to the subsequent variation pattern random number determination process (step 773).
  That is, when any one of the “big hit table”, “reach table”, and “offset table” is selected, in step 773, the main control unit 100 performs a variation pattern random number determination. Note that the types of variation pattern table data used in the pachinko gaming machine 1 include the internal state of the pachinko gaming machine 1 (for example, a low probability gaming state, a high probability gaming state), and the number of holding times (first holding number U1, first number of times). 2 may be changed as appropriate according to the number of times of holding U2).
  In step 773, the main control unit 100 performs a “variation pattern random number determination process” using the above-described table and the variation pattern random number acquired at the time of the start opening winning that triggered the special symbol lottery.
  For example, the main control unit 100 refers to the random value described in the currently selected table (see, for example, FIGS. 7A to 7C), and the acquired variation pattern random number corresponds to any random value. Determine whether. Next, the main control unit 100 stores (sets) the setting information indicating the variation pattern associated with the variation pattern random number in the variation pattern data D11 (step 774), and ends the process of the detailed flowchart.
(Subsequent processing of “variation pattern setting processing” in special symbol processing)
Returning to FIG. 11, after the “variation pattern setting process” in step 748, in step 749, the main control unit 100 starts variation. Here, the main control unit 100 starts a display control process in which the special symbol is changed and displayed on the first special symbol display 31a or the second special symbol display 31b (FIG. 2).
  Next, at step 750, the main control unit 100 generates a “change start command” including the setting information set by the jackpot determination process and the change pattern setting process, and using the change start command, the change command data D8. Update (set).
  For example, the variation start command includes variation patterns (variation time), symbols (probability variation symbol A, probability variation symbol B, small hit symbol symbol, loss symbol symbol, etc.) determined by other processing as setting information.
  The main control unit 100 measures the variation time from the variation start (step 749) in order to perform the special symbol variation display for the variation time indicated by the variation pattern defined by the variation start command setting information. In step (1), it is determined whether or not the variation time defined in the setting information has elapsed.
  When the variation time specified in the setting information has elapsed (YES in step 751), the main control unit 100 displays the first special symbol display 31a or the second special symbol display in order to end the special symbol variation display. The special symbol stored in the symbol setting data D13 is displayed on the device 31b to stop the variation of the special symbol (Step 752), generate the variation stop command, and update the variation command data D8 using the variation stop command. (Set) (step 753).
  Even when it is determined in step 742 that the current state of the pachinko gaming machine 1 is in the special symbol variation, the main control unit 100 determines whether or not the special symbol variation time has ended (step 751). Similar to the processing described above, the processing after step 751 is executed.
  Note that the change stop command set in step 753 is also transmitted to the effect control unit 400 in “output processing” in step 709 (see FIG. 8) described later.
(Processing during suspension in special symbol processing)
After the variable stop command set (step 753), in step 754, the main control unit 100 performs “stopped process” and ends the process of the detailed flowchart shown in FIG.
  Hereinafter, with reference to FIG. 14, the “stopping process” executed in step 754 of the detailed flowchart shown in FIG. 11 will be described.
  In step 781, the main control unit 100 determines whether or not an “auxiliary flag” indicating the auxiliary gaming state is on. The auxiliary flag is a flag that is set in “game state setting process” to be described later. If the auxiliary flag is not on (NO in step 781), the process proceeds to step 785.
  On the other hand, if the auxiliary flag is ON (YES in step 781), the main control unit 100 updates the value obtained by subtracting 1 from the auxiliary game remaining number J as a new auxiliary game remaining number J (step 782). The auxiliary game remaining number J indicates the remaining number of auxiliary games. The setting of the auxiliary game remaining number J will be described later in the section “Game state setting process”.
  Next, in step 783, it is determined whether or not the updated auxiliary game remaining number J is zero. When the auxiliary game remaining count J is 0 (YES in Step 783), the main control unit 100 turns off the auxiliary flag (Step 784). On the other hand, if the auxiliary game remaining number J is not 0 (NO in step 783), the process proceeds to the subsequent step 785.
  In step 785, the main control unit 100 determines whether or not the probability variation flag indicating the high probability gaming state is ON. If the probability variation flag is off (NO in step 785), the process proceeds to step 789. On the other hand, when the probability variation flag is on (YES in step 785), the main control unit 100 updates the value obtained by subtracting 1 from the high probability game remaining number X as a new high probability game remaining number X (step 786). ).
  Specifically, the high probability game remaining count X indicates the remaining number of times of special symbol variation in the high probability game state. When the probability variation flag of the game state setting process described later is turned on, the high probability game remaining count X is displayed. The initial value of the remaining number X is set to a predetermined constant “Xsup” (for example, 10000).
  Next, in step 787, the main control unit 100 determines whether or not the updated high-probability game residual count X is zero. If the high probability remaining game count X is 0 (YES in step 787), the main control unit 100 turns off the probability variation flag (step 788). On the other hand, if the high probability remaining game count X is not 0 (NO in Step 787), the main control unit 100 advances the process to Step 789.
  In step 789, the main control unit 100 determines whether or not the stopped special symbol is a big hit. This determination can be made based on, for example, the symbol type set in the setting information in the “hit determination process” (see step 747 in FIG. 11 and FIG. 12).
  If the stopped special symbol is “big hit” (YES in step 789), whether or not the open time of the big prize opening 28 in one round (refer to the section of “Big prize opening process”) is “long hit”. The process proceeds to the process of determining (step 790). On the other hand, if it is not “big hit” (NO in step 789), the process proceeds to processing (step 795) for determining whether or not the stopped special symbol is “small hit”.
  If it is determined in step 790 whether or not the stopped special symbol is “long winning”, the main control unit 100 turns on the long winning game flag (step 791). ), The process proceeds to step 793. On the other hand, when it is not long hit (NO in step 790), the main control unit 100 turns on the short hit game flag (step 792), and proceeds to step 793.
  Here, in step 793, the main control unit 100 sets the auxiliary game remaining count J and the high probability game remaining count X to “0”. Thereafter, in step 794, the main control unit 100 turns off the auxiliary flag and the probability variation flag, and ends the process of the detailed flowchart.
  On the other hand, if it is determined in step 795 whether or not the stopped special symbol is a “small hit”, if the stopped special symbol is not a small hit (NO in step 795), the processing of the detailed flowchart ends. If the stopped special symbol is a small hit (YES in step 795), the main control unit 100 turns on the small hit game flag (step 796), and then ends the process of the detailed flowchart.
  When both the auxiliary flag and the probability variation flag are turned on by the above-described processing, the probability variation gaming state is indicated. Further, when the auxiliary flag is on and the probability variation flag is off, a short-time gaming state is indicated. Further, when the auxiliary flag is off and the probability variation flag is on, the latent probability gaming state is indicated. Further, when both the auxiliary flag and the probability variation flag are off, the normal gaming state is indicated.
  Further, in this specification, the “winning game flag” is a general term for the above-mentioned “long winning game flag”, “short winning game flag”, and “small winning game flag”.
(Normal symbol processing)
Returning to FIG. 8, after the special symbol process in step 704, the main control unit 100 performs a normal symbol process (step 705). Hereinafter, the contents of the normal symbol process performed in step 705 will be described with reference to FIG.
  In step 801, the main control unit 100 determines whether or not the “auxiliary game flag” is on. Here, the “auxiliary game flag” indicates the opening of the electric tulip 26 that is an ordinary electric accessory. Specifically, the “auxiliary game flag” is turned on when the normal symbol when the fluctuation is stopped is the winning symbol. This is a flag to be set (see step 810).
  When the auxiliary game flag is on (YES in step 801), the main control unit 100 ends the process of the detailed flowchart. On the other hand, when the auxiliary game flag is off (NO in step 801), the main control unit 100 determines whether or not the normal symbol is changing (step 802).
  If the normal symbol is changing in step 802 (YES in step 802), the process proceeds to step 808b. On the other hand, if the normal symbol is not fluctuating (NO in step 802), the main control unit 100 refers to the hold count data D6 and determines whether or not the hold count G in the normal symbol lottery is 1 or more. (Step 803). The number of holding times G in the normal symbol lottery is a parameter set in the above-described “gate switch processing”.
  If the holding count G is not 1 or more (NO in step 803), the main control unit 100 ends the process of the detailed flowchart. On the other hand, when the holding number G is 1 or more (YES in Step 803), the main control unit 100 subtracts 1 from the holding number G, and updates the holding number data D6 using the holding number G after subtraction ( Step 804).
  Thereafter, in step 805, the main control unit 100 executes a winning random number determination process. The winning random number determination process refers to a process of determining whether or not the random number acquired when the game ball passes through the gate 27 is a winning with reference to the winning random number data D5.
  Next, in step 806, the main control unit 100 sets a stop symbol. The setting of the stop symbol is to set a symbol to be stopped according to the determination result in the hit random number determination process.
  In step 807, the main control unit 100 executes a variable time setting process. The “variable time setting process” is a process of setting a normal symbol variable time according to the gaming state. For example, in the auxiliary gaming state having an electric chew support function such as a probability varying gaming state or a short-time gaming state, “1. “5 seconds” is set, and “4.0 seconds” is set in a gaming state without an electric chew support function such as a normal gaming state or a latent gaming state.
  Thereafter, the main control unit 100 starts normal symbol variation (step 808a), and determines whether or not the variation time set in step 807 has elapsed (step 808b). When the fluctuation time has not elapsed (NO in step 808b), the main control unit 100 ends the process of the detailed flowchart. When the variation time has elapsed (YES in step 808b), the main control unit 100 stops the variation of the normal symbol (step 808c).
  Then, the main control unit 100 determines whether or not the stopped normal symbol is a win (step 809). If the stopped normal symbol is not “winning” (NO in step 809), that is, if it is out of place, the main control unit 100 ends the process of the detailed flowchart. On the other hand, if the stopped normal symbol is a win (YES in step 809), the main control unit 100 turns on the auxiliary game flag (step 810) and ends the process of the detailed flowchart.
(Large winnings processing)
Returning to FIG. 8, after the normal symbol process in step 705, the main control unit 100 performs a big prize opening process (step 706). Hereinafter, with reference to FIG. 16, the contents of the special winning a prize mouth process performed in step 706 will be described.
  FIG. 16 is a flowchart showing a special prize opening process performed by the main control unit 100.
  First, the main control unit 100 determines whether or not the special symbol lottery result in the special symbol variation display process whose variation has been stopped in step 752 is a big hit or a small hit (step 811a). And the main control part 100 advances a process to the following step 811b, when the said special symbol lottery result is a big hit or a small hit. On the other hand, when the special symbol lottery result is neither big win nor small win, the main control unit 100 advances the processing to the next step 811d.
  In Step 811b, the main control unit 100 starts a jackpot opening. Here, the jackpot opening is an effect performed using image display on the image display 21 of the gaming machine 1 immediately before the start of the jackpot game, and the player wins a game ball at the jackpot 28. Is to encourage. By this opening effect, the player can know the start timing of the jackpot gaming state. Then, the main control unit 100 sets an opening command indicating the start of the jackpot game, stores it in the hit command data D17 (step 811c), and proceeds to the next step 811d.
  In step 811d, the main control unit 100 determines whether or not the “winning game flag” is on. The “winning game flag” is a generic term for “long winning game flag”, “short winning game flag”, and “small winning game flag” set in the stop process shown in FIG.
  When the winning game flag is OFF (NO in step 811d), the main control unit 100 ends the process of the detailed flowchart. On the other hand, when the winning game flag is ON (YES in step 811d), the main control unit 100 determines whether or not a preset opening is being performed (step 812).
  If it is during opening (YES in step 812), the main control unit 100 determines whether or not a predetermined time (so-called “opening time”) for which the opening should be performed has passed (step 813). On the other hand, when the opening is not in progress (NO in step 812), the main control unit 100 determines whether or not the ending is in progress (step 829). Step 829 and subsequent steps will be described later.
  If the opening time has not elapsed (NO in step 813), the main control unit 100 ends the process of the detailed flowchart. On the other hand, when the opening time has elapsed (YES in step 813), the main control unit 100 executes “round number (R) / operation pattern setting process” (step 814).
  Here, in the “round number / operation pattern setting process”, the number of rounds according to the winning game flag and the operation pattern of the special winning opening 28 are set. The operation pattern of the special winning opening 28 is defined by a unit action defined by “opening time” and “opening count” of the special winning opening 28 and “round number” which is the number of repetitions of the unit action. For example, in the case of a big hit, the number of rounds is set to 15 rounds. For example, it is defined as shown in the following table.
(An example in the operation pattern setting of the big prize opening 28)
――――――――――――――――――――――――――――――――――
(Unit operation during one round) (Number of rounds)
"Long per hit" 29.5 second opening of the grand prize opening × 1 time 15 times “Short hit” 0.1 second opening of the big winning opening × 1 time 15 times “Small hit” 0.1 second opening of the big winning entrance × 15 times 1 time ――――――――――――――――――――――――――――――――――
  After the round number / actuation pattern setting process (step 814), in step 815, the main control unit 100 sets the winning number C to the big winning opening 28 in each round to “0”. Next, the main control unit 100 updates the value obtained by adding 1 to the round number R as a new round number R (step 816). Here, a round start command indicating that a round is to be started is set. Further, the main control unit 100 controls the special prize opening / closing part 115 to start opening / closing (or enlargement / reduction) of the special prize opening 28 (step 817).
  Next, in step 818, the main control unit 100 determines whether or not the operation time has elapsed. The passage of the operation time means that a predetermined time (for example, 29.5 seconds or 0.1 seconds) has elapsed since the opening of the special winning opening 28 was started. In the case of a small hit, a time corresponding to 0.1 seconds of opening × 15 times is processed as an operation time.
  Here, when the operating time has not elapsed (NO in step 818), the main control unit 100 determines whether or not the winning number maximum value Cmax (for example, Cmax = 9) of the game balls to the big winning opening 28 is not less than. Determination is made (step 819). Here, when the winning number C is equal to or greater than Cmax (YES in Step 819), the main control unit 100 ends the operation of the big winning opening 28 (Step 820). On the other hand, when the winning number C is less than Cmax (NO in step 819), the main control unit 100 ends the process of the detailed flowchart.
  On the other hand, when the operation time has elapsed (YES in step 818), the process proceeds to step 820, and the main control unit 100 ends the operation of the special winning opening 28. In other words, in the case of a big win, the big winning opening 28 ends the operation when either the lapse of the operation time or the predetermined number of winnings is satisfied.
  In addition, since the opening time is set to 0.1 seconds for the small win or short win, it is difficult to win the game ball in the big winning opening 28 during this time. In other words, the small hits and short hits are hits where the number of prize balls obtained is extremely small compared to the long hits.
  Next, in step 820, the main control unit 100 determines whether or not the final round Rmax has been reached after ending the operation of the special prize opening / closing part 115 related to the opening of the special prize opening 28 (step 821). For example, if the round number R set in the round number setting process in step 814 is 15 rounds, the final round Rmax is 15. Further, if the round number R set in the round number setting process is 1 round as in the small hitting time, the final round Rmax is 1.
  In step 821, when the current round number R is not the final round Rmax (NO in step 821), the main control unit 100 ends the process of the detailed flowchart. On the other hand, when the round number R is the final round Rmax (YES in step 821), the main control unit 100 starts ending (step 822). Here, “ending” refers to a predetermined operation in the pachinko gaming machine 1 after the special winning opening 28 is opened. In addition, the time at which a preset ending should be performed is an “ending time”.
  After starting the ending in step 822, the main control unit 100 sets an ending command (step 823). Then, the main control unit 100 sets the round number R to “0” (step 824) and determines whether the ending time has elapsed (step 825). If the ending time has not elapsed (NO in step 825), the process of the detailed flowchart ends. When the ending time has elapsed (YES in step 825), the main control unit 100 executes a gaming state setting process (step 826). The game state setting process will be described later with reference to FIG. Thereafter, the main control unit 100 turns off the winning game flag (step 827), and ends the process of the detailed flowchart.
  On the other hand, if the opening is not in progress in step 812 (NO in step 812), the main control unit 100 determines whether the ending is in progress (step 829). If the process is ending (YES in step 829), the process proceeds to step 825, and the processes after step 825 are executed. When the ending is not in progress (step 829: NO), the main control unit 100 determines whether or not the special winning opening 28 is in operation (step 830). When the special winning opening 28 is not in operation (NO in Step 830), the process proceeds to Step 815, and the processes after Step 815 are executed. On the other hand, when the special winning opening 28 is in operation (YES in Step 830), the process proceeds to Step 818, and the processes after Step 818 are executed.
(Game state setting process in the big prize opening process)
Next, with reference to FIG. 17, the gaming state setting process executed in step 826 in FIG. 16 will be described. FIG. 17 is a flowchart showing the game state setting process.
  In step 831, the main control unit 100 refers to the winning game flag and determines whether or not it is a small hit. If it is a small hit (YES in step 831), the process of the detailed flowchart ends. Here, as described above, the “winning game flag” is a flag that is set in the stop process corresponding to the flowchart of FIG. 14. On the other hand, if it is not a small hit (NO in step 831), the main control unit 100 advances the process to the next step 832.
  In step 832, the main control unit 100 determines whether or not it is a normal jackpot. If it is not normally a big hit (NO in step 832), the main control unit 100 advances the process to step 835. If it is a normal big hit (YES in step 832), the main control unit 100 turns on the auxiliary flag (step 833). Thereafter, the main control unit 100 sets the auxiliary game remaining count J to “100” (step 834), and ends the process of the detailed flowchart. Here, the auxiliary game remaining number J is set to “100”, but the numerical value set as the auxiliary game remaining number J is not limited to this value.
  In step 835, the main control unit 100 determines whether the probability variation jackpot or the latent probability jackpot. Specifically, for example, it is determined by referring to the jackpot symbol random number acquired at the time of the start opening winning that is a determination target or the jackpot symbol set based on it.
  First, when it is a probable big hit (YES in step 835), the main control unit 100 turns on the auxiliary flag (step 836) and sets the auxiliary game remaining number J to a predetermined constant Jsup (here, 10000). (Step 837). Thereafter, the main control unit 100 turns on the probability variation flag (step 838), sets the high probability game remaining number X to a constant Xsup (here, 10000) (step 839), and performs the processing of the detailed flowchart. finish.
  On the other hand, if it is a big hit in step 835 (NO in step 835), the main control unit 100 shifts the processing to step 838, sets the probability variation flag on, and sets the high probability game remaining count X in advance. The set constant Xsup (here, 10000) is set (step 839), and the process of the detailed flowchart ends.
  Here, in the pachinko gaming machine 1 according to the present embodiment, in order to prevent the gaming state from being changed until the next jackpot is won, the constant Jsup and the constant Xsup are, for example, very large values “10000”. For convenience. In another embodiment, the constant Jsup and the constant Xsup may be set to “70”, for example.
(Electric tulip treatment)
Returning to FIG. 8, after the big prize opening process in step 706, the main control unit 100 performs an operation process (electric tulip process) of an electric tulip, which is an example of an ordinary electric accessory (step 707). Hereinafter, the contents of the electric tulip process performed in step 707 will be described with reference to FIG.
  In step 851, the main control unit 100 determines whether or not the “auxiliary game flag” (see the section of “normal symbol processing” in FIG. 15) is on. If the auxiliary game flag is off (NO in step 851), the process of the detailed flowchart is ended. On the other hand, when the auxiliary game flag is on (YES in step 851), the main control unit 100 determines whether or not the electric tulip 26 is operating (step 852).
  In step 852, when the electric tulip 26 is operating (YES in step 852), the process proceeds to step 855. On the other hand, when the electric tulip 26 is not in operation (NO in step 852), the main control unit 100 executes “operation pattern selection processing” (step 853). Here, the “operation pattern selection process” is a process of selecting a pattern for opening the electric tulip 26 according to the gaming state. For example, in the auxiliary gaming state such as the high probability gaming state or the short-time gaming state, “1. “80 seconds × 3 times” is selected, and “0.15 seconds × 1 time” is selected in a gaming state without an electric chew support function such as a normal gaming state or a latent game state.
  Thereafter, in step 854, the main control unit 100 starts the operation of the electric tulip 26. Then, the main control unit 100 determines whether or not the operation time has elapsed (step 855). If the operating time has not elapsed (NO in step 855), the process of the detailed flowchart is ended. When the operation time has elapsed (YES in step 855), the main control unit 100 turns off the auxiliary game flag (step 856) and ends the process of the detailed flowchart.
(Prize ball processing)
Returning to FIG. 8, after the electric tulip process in step 707, the main control unit 100 performs a prize ball process (step 708), and proceeds to the next step. For example, in the winning ball process, the main control unit 100 manages the number of game balls won in the first starting port 25a, the second starting port 25b, the big winning port 28, and the normal winning port 29, respectively. For example, when the main control unit 100 obtains a detection signal indicating that a game ball has won from the big prize opening switch 114 to the big prize opening 28, the main control unit 100 wins a prize stored in the winning number data D18. The number of game balls in which a winning is detected is added to the number C, and the winning number data D18 is updated using the winning number C after the addition. The main control unit 100 sets the number of prize balls to be paid out according to the number of game balls won in each of the first start opening 25a, the second start opening 25b, the big winning opening 28, and the normal winning opening 29.
(Output processing)
After the award ball processing, the main control unit 100 outputs control commands to the launch control unit 200, the payout control unit 300, and the effect control unit 400 (step 709), and proceeds to the next step. . For example, the main control unit 100 outputs a control command indicating the number of payouts to the payout control unit 300 to instruct the payout control unit 300 about the number of payouts. In addition, the main control unit 100 provides commands related to effects (eg, change start command, change stop command, jackpot command, small hit command, first hold number increase command, second hold number increase command, round start command, opening command, etc. ) Is output to the effect control unit 400 to determine the contents of the effect in the pachinko gaming machine 1. Hereinafter, an operation example of the effect control unit 400 that has acquired a command related to the effect will be described.
(Operation example by production control unit)
For example, when the effect control unit 400 acquires a change start command from the main control unit 100, the effect control unit 400 determines the effect content based on the change pattern indicated by the change start command. Then, the production control unit 400 sends commands for instructing execution of the decided production contents to the image sound control unit 500 and the lamp control unit 600 in order to produce an image display, audio output, lamp lighting, and the like. . In addition, when the effect control unit 400 acquires a variation end command from the main control unit 100, the effect control unit 400 sends a command for instructing the effect end to the image sound control unit 500 and the lamp control unit 600 in order to end the effect being executed. .
(Example of more specific operation of the production control unit)
As described above, when the power is turned on to the pachinko gaming machine 1, the main control process is started. First, the startup process is performed with the power-on. During the start-up process, initial setting is performed in the effect control unit 400, and the effect control unit 400 sets a CTC cycle for timer interrupt processing.
  The effect control unit 400 executes the timer interrupt process according to the set CTC cycle while repeating the random number update process. That is, the production control unit 400 performs a predetermined timer interruption process every predetermined period (for example, 4 msec) while repeating the random number update process during the operation of the pachinko gaming machine 1. Then, as will become clear later, the production control unit 400 receives a command from the main control unit 100 and appropriately reflects the contents in subsequent processing.
(Timer interrupt processing executed by the production control unit)
Here, with reference to FIG. 20, the timer interruption process performed by the effect control unit 400 will be described. FIG. 20 is a flowchart showing a timer interrupt process executed by the effect control unit 400.
  The timer interrupt process generally includes a “command reception process” (step 1001), an “effect input device process” (step 1002), and a “command transmission process” (step 1003).
  The “command reception process” in step 1001 is a predetermined process performed when the effect control unit 400 receives a command from the main control unit 100. The specific contents of this command reception process will be described in detail with reference to FIG.
  The “effect input device process” in step 1002 is a process for realizing the effect on the effect by the input from the player via the input device (for example, the effect button 57 and the effect key 58).
  The “command transmission process” in step 1003 refers to a command from the main control unit 100, a command generated by the command reception process, and a command for reflecting the input content from the player via the input device. This is a process of transmitting to the unit 500 and the lamp control unit 600 that controls the effects of various lamps (the frame lamp 56, the panel lamp 23) or the movable accessory 22.
(Command reception processing)
Next, with reference to FIG. 21, the details of the command reception process shown in step 1001 of FIG. 20 will be described. FIG. 21 is a flowchart showing command reception processing executed by the effect control unit 400.
  In step 1101, the effect control unit 400 determines whether or not the hold number increase command indicating that the hold number (the first hold number U <b> 1 or the second hold number U <b> 2) has increased is received from the main control unit 100. Here, the hold number increase command (first hold number increase command or second hold number increase command) is a command set in the start port switch process (see step 725a and step 725b in FIG. 9).
  If the pending number increase command has not been received (NO in step 1101), the effect control unit 400 proceeds to step 1104 described later. On the other hand, when the hold number increase command is received (YES in step 1101), the effect control unit 400 performs a hold number addition process of adding the hold number for each winning start port (step 1102). Then, the production control unit 400 sets a hold number command for displaying the number of hold display images corresponding to the hold numbers (first hold number U1 and second hold number U2) on the image display 21 (step 1103). ).
  Thereafter, in step 1104, the effect control unit 400 determines whether or not a variation start command indicating the variation start of the special symbol has been received from the main control unit 100. The change start command is a command set in the special symbol processing by the main control unit 100 (see step 750 in FIG. 11).
  If the change start command has not been received (NO in step 1104), the effect control unit 400 proceeds to step 1106 described later. On the other hand, when the change start command is received (YES in step 1104), the effect control unit 400 executes an “effect selection process” (step 1105).
  Here, the “effect selection process” in step 1105 is a process of selecting an effect mode such as a probability change mode or a time reduction mode, or selecting one of a plurality of types of variable effects prepared in advance. In the “effect selection process”, the effect control unit 400 performs a “holding ball subtraction process”. Here, the “holding ball subtraction process” is a number corresponding to the second holding number U2 and the first holding number U1 after being updated (subtracted) in step 744 or step 746 of the special symbol process shown in FIG. A hold number command for displaying the hold display on the image display 21 is set.
  Specifically, the selection of the variation effect performed by the effect control unit 400 uses information on the variation time of the special symbol obtained by analyzing the variation start command, and has a reproduction time that is the same as the variation time. This is performed by selecting a predetermined variation effect and generating a variation effect start command based on the selection. By transmitting this variation effect start command to the appropriate control unit by the above-described command transmission process, the effect control unit 400 of the pachinko gaming machine 1 and other control units change / stop the special symbol of the pachinko gaming machine 1 In accordance with the display, an effect design (for example, a decorative design) is displayed on a suitable display device (for example, the image display 21) in a variable / stopped manner.
  Thereafter, in step 1106, the effect control unit 400 determines whether or not a change stop command for stopping the effect design is received from the main control unit 100. Note that the change stop command is a command indicating stop change of the effect design, and is a command set in the special design process of the main control unit 100 (see step 753 in FIG. 11).
  Here, when the change stop command has not been received (NO in step 1106), the effect control unit 400 proceeds to step 1108 described later. On the other hand, when the change stop command is received (YES in step 1106), the effect control unit 400 executes the process during the end of the change effect (step 1107).
  Here, the “changed effect end process” in step 1107 is a process of stopping the change of the design for the effect or ending the effect mode corresponding to the gaming state according to the number of times of change.
  Thereafter, in step 1108, the effect control unit 400 determines whether or not an opening command indicating the start of the jackpot game has been received from the main control unit 100. Note that the opening command is a command set in the stop process of the main control unit 100 (see step 798 in FIG. 14).
  If the opening command has not been received (NO in step 1108), the effect control unit 400 moves the process to step 1110 described later. On the other hand, when the opening command is received (YES in step 1108), a “winning effect selection process” for selecting the content of the winning effect is executed (step 1109).
  Thereafter, in step 1110, it is determined whether or not an ending command indicating the end of the jackpot is received from the main control unit 100. The ending command is a command that is set in the special winning opening process of the main control unit 100 (see step 823 in FIG. 16).
  Here, when the ending command has not been received (NO in step 1110), the effect control unit 400 proceeds to step 1112 described later. On the other hand, when the ending command is received (YES in step 1110), the effect control unit 400 performs an ending effect selection process for selecting an effect for ending (step 1111).
  In step 1112, when the game for the pachinko gaming machine 1 is interrupted for a predetermined period or longer, the effect control unit 400 receives a “customer waiting command” (see “special symbol processing”) from the main control unit 100, A customer waiting effect command for setting an effect for customer waiting is set as one of the effects, and the processing of the detailed flowchart ends.
(Processing input device processing)
Here, “effect input device processing” in step 1002 of FIG. 20 will be described. This process is a process for realizing an effect on the production by the input from the player who is producing through the production input device. More specifically, an operation input from a player using an effect input device such as an effect button 57 and an effect key 58 is detected, and an effect input device command is issued for subsequent processing based on the detection. Generate.
  In this process, first, the effect control unit 400 detects the presence / absence of an input from the effect input device. Here, when there is an input by the player through the input device (the input device detects as the on state), the effect control unit 400 sets an input device command for effect based on the detection. On the other hand, when there is no input, the production input device command is not set.
  The effect input device command generated in this manner is appropriately transmitted to the image sound control unit 500, the lamp control unit 600, and the like by the “command transmission process” in step 1003 together with other effect control commands. Then, in accordance with the transmitted command, effects such as image and sound reproduction, lamp lighting, and blinking are performed.
(Hold count display process)
Hereinafter, the number-of-holds display processing of the pachinko gaming machine 1 according to one embodiment of the present invention will be described with reference to FIGS.
  The image sound control unit 500 shown in FIG. 4 displays a hold display image corresponding to the first hold number U1 and the second hold number U2 on the image display 21 based on commands from the main control unit 100 and the effect control unit 400. indicate. The main control unit 100 performs the lottery and variation of the special symbol based on the first holding number U1 and the second holding number U2 included in the holding number data D6 (see FIG. 5). Specifically, here, as shown in FIG. 11, the main control unit 100 is a first special symbol corresponding to the first holding number U1 (= displayed on the first special symbol display 31a). The variation of the second special symbol (which is displayed on the second special symbol display 31b) corresponding to the second holding count U2 is given priority over the variation of the symbol.
  In addition, when the production control unit 400 receives a hold increase command from the main control unit 100, the image display 21 displays a hold display image corresponding to the first hold count U1 and a hold display corresponding to the second hold count U2. A hold number command for displaying an image is set (step 1103 in FIG. 21). Further, when receiving the change start command from the main control unit 100, the effect control unit 400 causes the image display 21 to display a hold display image corresponding to the first hold count U1 and a hold display image corresponding to the second hold count U2. Is set (step 1105 in FIG. 21).
  FIG. 22 is a screen diagram illustrating an example of a hold display image displayed on the image display 21 of FIG. 1 by the image sound control unit 500. As shown in FIG. 22, the image sound control unit 500 holds the first hold count U1 in the first area AR1 (here, the lower end area of the screen of the image display 21) of the image display 21. A hold display image corresponding to each sphere is displayed, and a second hold count U2 is displayed in a second area AR2 (here, the left end area of the screen of the image display 21) different from the first area AR1 of the image display 21. A hold display image corresponding to each hold ball is displayed. In the following description, the display process of the hold display image corresponding to the hold ball having the first hold count U1 will be mainly described.
  In addition, the image sound control unit 500 displays a hold display image corresponding to the hold ball on which the first special symbol is variably displayed in the changing hold display area AR10 at the left end of the first area AR1. In other words, the image sound control unit 500 displays a variable display at step 749 of the flowchart shown in FIG. 11 when it is determined YES at step 745 of the flowchart shown in FIG. 11 (when the first hold count U1 is 1 or more). The hold display image corresponding to the hold ball for which the start is started is displayed in the changing hold display area AR10.
  Furthermore, in the first area AR1, areas AR11 for displaying the number of the hold display images corresponding to the upper limit value Umax1 (here, 4 times) of the first hold count U1 on the right side of the changing hold display area AR10. ~ AR14 is set. The hold display images displayed in the areas AR11 to AR14 are shifted to the left adjacent area each time the special symbol variation display by the main control unit 100 is completed while the second hold count U2 is 0. The Note that the hold display image displayed in the area AR11 is shifted to the changing hold display area AR10.
  In addition, the image sound control unit 500 selects one object from a plurality of types of objects (for example, images showing a plurality of different monsters) preset in the ROM 502 or the like, and holds an image showing the selected objects. The image is displayed on the image display 21 as a display image. In FIG. 22 to FIG. 24C, alphabetical characters (A to E, etc.) are described and displayed as white circles as the hold display images.
  Furthermore, when the special symbol change of the reserved ball corresponding to the hold display image displayed in the area AR11 is started, the image sound control unit 500 holds that the expectation level of the jackpot is high during the special symbol change. It is determined whether or not display (hereinafter referred to as high expectation hold display) is performed. For example, the determination is made based on the following table.
(An example of how to determine whether or not to display a high expectation hold)
――――――――――――――――――――――――――――――
Jackpot lottery result (Probability of displaying) (Probability of not displaying)
"Big hit" 25% 75%
“Out” 1% 99%
――――――――――――――――――――――――――――――
  That is, when the special symbol variation of the holding ball corresponding to the holding display image displayed in the area AR11 is started, the image sound control unit 500 displays “hit” in the hit command data D17 of the RAM 103 shown in FIG. When a jackpot command indicating that there is included (that is, the jackpot lottery result of the holding ball is “hit”), a high expectation hold display is made with a probability of 25%, and it is “out of” Is included (that is, the big hit lottery result of the holding ball is “out of”), the high expectation hold display is performed with a probability of 1%.
  In this way, the probability (25% in this case) of displaying the high expectation hold when the jackpot lottery result is “big win”, and the high expectation hold display when the jackpot lottery result is “out”. By setting the probability higher than the probability (here, 1%), the player can effectively have a big hit expectation using the high expectation hold display in the hold display.
  In addition, when the image sound control unit 500 determines that the high expectation hold display is not performed when the special symbol variation of the hold ball corresponding to the hold display image displayed in the area AR11 is started, The hold display image that has been displayed in the changing hold display area AR10 is erased from the changing hold display area AR10. On the other hand, if the image sound control unit 500 determines that the high expectation hold display is performed when the special symbol variation of the hold ball corresponding to the hold display image displayed in the area AR11 is started, The hold display image that has been displayed in the changing hold display area AR10 until then is continuously displayed in the changing hold display area AR10.
  In this way, the hold display image displayed in the changing hold display area AR10 is displayed in the changing hold display area AR10 after the end of the change display of the special symbol for the hold ball corresponding to the hold display image. Accordingly, since the high expectation hold display is performed, it is possible to produce an effect that is unexpected for the player, and that effectively gives a sense of expectation.
  Here, with reference to FIG. 23A-FIG. 24C, the hold display image displayed on 1st area | region AR1 by the image sound control part 500 is demonstrated concretely.
  FIG. 23A, FIG. 23B, and FIG. 23C are image diagrams showing an example of the hold display image displayed in the first area AR1 of the image display 21 of FIG. 1 when the high expectation hold display is not performed. FIG. 23A shows a hold display image in the case of the first hold count U1 = 4, and a hold display image in which the alphabet “A” is written in an open circle ○ is displayed in the changing hold display area AR10. In the areas AR11 to AR14, the hold display images in which the alphabets “B” to “E” are written in the white circles ○ are displayed.
  In the following description, in order to distinguish the hold display images, the alphabets described in the white circles are given and described. For example, a hold display image in which an alphabet “A” is written in a white circle ○ is referred to as “hold display image A”. That is, in FIG. 23A, the hold display image A, the hold display image B, the hold display image C, the hold display image D, and the hold display image E are respectively displayed in the changing hold display area AR10 and the areas AR11 to AR14. It is displayed.
  When the special symbol fluctuation of the holding ball corresponding to the hold display image A is completed from the state of FIG. 23A, as shown in FIG. 23B, the hold display image A displayed in the changing hold display area AR10 in FIG. 23A is erased. Thus, the hold display image B displayed in the area AR11 is displayed in the changing hold display area AR10. Similarly, the hold display image C, the hold display image D, and the hold display image E respectively displayed in the areas AR12 to AR14 in FIG. 23A are moved to the areas AR11 to AR13 and displayed.
  When the special symbol fluctuation of the holding ball corresponding to the hold display image B is completed from the state of FIG. 23B, the hold display image B displayed in the changing hold display area AR10 in FIG. 23B is erased as shown in FIG. 23C. Then, the hold display image C displayed in the area AR11 is displayed in the changing hold display area AR10. Similarly, the hold display image D and the hold display image E respectively displayed in the areas AR12 and AR13 in FIG. 23B are moved and displayed in the areas AR11 and AR12, respectively.
  24A, FIG. 24B, and FIG. 24C show the image display of FIG. 1 when it is determined that the high expectation hold display is performed when the special symbol variation of the hold ball corresponding to the hold display image B is started. It is an image figure which shows an example of the hold display image displayed on 21st area | region AR1. FIG. 24A is a hold display image when the first hold count U1 = 4, and the hold display image A, the hold display image B, and the hold display image are respectively displayed in the changing hold display area AR10 and the areas AR11 to AR14. C, hold display image D, and hold display image E are displayed.
  When the special symbol variation of the reserved ball corresponding to the hold display image A is completed from the state of FIG. 24A, the special symbol variation of the hold ball corresponding to the hold display image B is subsequently started. Based on the big hit lottery result of the holding ball corresponding to B, as described above, it is determined whether or not the high expectation hold display is performed. When it is determined that the high expectation hold display is performed, as shown in FIG. 24B, the hold display image A displayed in the changing hold display area AR10 in FIG. 24A is displayed in the changing hold display area AR10. The hold display image B that is continuously displayed and displayed in the area AR11 is combined with the hold display image A on the right side of the hold display image A to generate a composite image, and the generated composite image is in the changing hold display area AR10. Is displayed.
  That is, as shown in FIG. 24B, the image sound control unit 500 starts the special symbol variation of the reserved sphere corresponding to the reserved display image (here, the reserved display image B) that has been displayed in the area AR11. When it is determined that the high expectation hold display is performed, the hold display image (the hold display image A in this case) that has been displayed in the changing hold display area AR10 and the display in the area AR11 until then. A composite image obtained by combining the held display image (here, the held display image B) is displayed in the on-change pending display area AR10 of the image display 21.
  In this way, since the composite image obtained by combining the hold display image A and the hold display image B is displayed in the changing hold display area AR10, the hold display can be given unexpectedness. It is possible to further improve the presentation effect in the hold display for letting the user expect.
  In the present embodiment, as an example of a high expectation hold display mode, a case in which a composite image is generated by arranging images of two objects will be described. However, at least a hold display image displayed in the changing hold display area AR10 is displayed. As long as it is possible to visually recognize that it is continuously displayed in the changing hold display area AR10 even after the special symbol change corresponding to the hold display image. For example, a form in which the composite image is generated by changing the display mode of the hold display image A may be used. Specifically, for example, a composite image indicating that the hold display image B is absorbed by the hold display image A and the hold display image A becomes larger may be generated. Further, for example, when the object corresponding to the hold display image A is a character indicating a monster, an animal, or the like, the composite image may be generated in such a manner that the character crosses the shoulder. In this case, since the diversity and unexpectedness of the hold display can be further increased, the effect of the hold display can be further enhanced.
  On the other hand, the hold display image C, the hold display image D, and the hold display image E respectively displayed in the areas AR12 to AR14 in FIG. 24A are moved to the areas AR11 to AR13 and displayed, as in FIG. 23B. Is done.
  When the special symbol variation of the reserved ball corresponding to the hold display image B is completed from the state of FIG. 24B, the special symbol variation of the hold ball corresponding to the hold display image C is subsequently started. Based on the big hit lottery result of the holding ball corresponding to C, as described above, it is determined whether or not the high expectation hold display is performed. If it is determined not to perform the high expectation hold display, as shown in FIG. 24C, the hold display image A and the hold display image B displayed in the changing hold display area AR10 in FIG. The composite image is deleted, and the hold display image C displayed in the area AR11 is displayed in the changing hold display area AR10. In addition, the hold display image D and the hold display image E that are respectively displayed in the areas AR12 and AR13 in FIG. 24B are moved and displayed in the areas AR11 and AR12, respectively.
  FIG. 25 is a flowchart illustrating an example of the content of the number-of-holds display process executed by the image sound control unit 500 (CPU 501). Here, the number-of-holds display process is a process of displaying on the image display 21 a line-display image corresponding to the number of times of the first number of holds U1 and a line-of-hold image corresponding to the number of times of the second number of hold U2. First, in step 2001, the image sound control unit 500 receives the first holding number U1 and the second holding number U2 from the effect control unit 400.
  In step 2002, the image sound control unit 500 determines whether or not the first hold count U1 has increased based on the first hold count U1 received in step 2001. If it is determined that the first hold count U1 has not increased (NO in S2002), the process proceeds to step 2005. If it is determined that the first hold count U1 has increased (YES in S2002), in step 2003, the image sound control unit 500 uses the hold display corresponding to the hold ball whose first hold count U1 has increased. As described above, one object is selected from a plurality of types of objects preset in the ROM 502 or the like. Next, in step 2004, the image sound control unit 500 displays a hold display image (object image) corresponding to the hold ball whose first hold count U1 has increased on the image display 21 and returns the process.
  In the case of NO in step 2002, in step 2005, the image sound control unit 500 determines whether or not the first hold count U1 has decreased based on the first hold count U1 received in step 2001. If it is determined that the first hold count U1 has not decreased (NO in S2005), the process proceeds to step 2013. When it is determined that the first hold count U1 has decreased (YES in S2005), in step 2006, the image sound control unit 500 is a process for determining whether or not to perform a high expectation hold display. Degree determination process ”. In this embodiment, the “expectation degree determination process” is performed by the image sound control unit 500, but the present invention is not limited to this, and the “expectation degree determination process” is performed by the effect control unit 400 or the main control unit 100. It may be a form. Details of the “expectation determination process” will be described later with reference to the flowchart shown in FIG. In step 2007, the image sound control unit 500 determines whether or not to perform the high expectation hold display based on the determination result of the “expectation determination process” in step 2006, and does not perform the high expectation hold display. Is determined (NO in S2007), the process proceeds to step 2011.
  If it is determined that the high expectation hold display is performed (YES in S2007), in step 2008, the image sound control unit 500 displays the object that has been displayed in the changing hold display area AR10 (see FIG. 22). And the image of the object that has been displayed in the area AR11 so far are combined to generate a combined image. In step 2009, the image sound control unit 500 displays the composite image generated in step 2008 in the on-change pending display area AR10. Next, in step 2010, the image acoustic control unit 500 moves and displays the images of the objects displayed in the areas AR12 to AR14 of the first area AR1 to the areas AR11 to AR13 of the first area AR1, respectively. Return processing.
  In the case of NO in step 2007, in step 2011, the image sound control unit 500 deletes the image or composite image of the object displayed in the changing hold display area AR10 (see FIG. 22). In step 2012, the image acoustic control unit 500 displays the object images displayed in the areas AR11 to AR14 (see FIG. 22) of the first area AR1, respectively, and the on-change display area AR10 in the first area AR1. , Moved to and displayed in the areas AR11 to AR13 (see FIG. 22), and the process returns.
  In the case of NO in step 2005, in step 2013, the image sound control unit 500 updates the display of the second area AR2 (see FIG. 22) corresponding to the second holding count U2, and returns the process.
  FIG. 26 is a detailed flowchart illustrating an example of the content of the expectation level determination process in step 2006 of FIG. First, in step 2101, the image sound control unit 500 determines whether or not a high expectation hold display is possible based on a preset criterion. For example, it is determined whether or not a high expectation hold display is possible according to the current game state, the jackpot lottery result of the first hold ball of the first hold count U1. Specifically, for example, when the current gaming state is a probabilistic gaming state and the jackpot lottery result of the holding ball to be subjected to special symbol change is a normal jackpot, a high expectation hold display is displayed. Determine that the situation is not possible. In other words, if the game is in the probable game state, winning the normal jackpot will end the probability game state, so the player does not normally expect a big jackpot, so the normal jackpot is displayed with a high expectation hold This is because it is not effective in increasing the player's expectation.
  If it is determined that the high expectation hold display is not possible (NO in step 2101), the process proceeds to step 2106. If it is determined that the high expectation hold display is possible (YES in step 2101), in step 2102, the image sound control unit 500 displays the hold display image displayed in the area AR11 at this time. It is determined whether or not the corresponding jackpot lottery result of the holding ball is a jackpot. If it is determined that the game is a big hit (YES in Step 2102), in Step 2103, the image sound control unit 500 determines whether or not to hold the high expectation hold display by lottery using a random number. Specifically, it is determined that the high expectation hold display is performed with a probability of 25%, for example. On the other hand, when it is determined that it is not a big hit (NO in step 2102), in step 2105, the image sound control unit 500 determines whether or not to hold the high expectation hold display by lottery using random numbers. Do. Specifically, for example, it is determined that high expectation hold display is performed with a probability of 1%.
  If it is determined that the high expectation hold display is to be performed (YES in step 2103 or step 2105), in step 2104, the image sound control unit 500 sets that the high expectation hold display is performed (for example, in the RAM 503). Store) and return the process. On the other hand, when it is determined that the high expectation hold display is not performed (NO in step 2103 or step 2105 or NO in step 2101), in step 2106, the image sound control unit 500 displays the high expectation hold display. The fact that it is not to be executed is set (for example, stored in the RAM 503), and the process is returned.
  As described above, according to the present embodiment, when the hold display image displayed in the changing hold display area AR10 has changed the special symbol change for the hold ball corresponding to the hold display image, the next hold ball Since the high expectation hold display remaining in the changing hold display area AR10 even after the special symbol change is started, it is possible to make the hold display surprising, so in the hold display for letting the player expect a jackpot The production effect can be further improved.
(Various modifications)
Note that the pachinko gaming machine according to the present invention is not limited to the above embodiment, and may be the following form.
  In the present embodiment, the case where the image sound control unit 500 executes the hold number display process has been described. However, another control unit (for example, the effect control unit 400) may execute the hold number display process. . Further, instead of the image sound control unit 500, hardware such as an electric circuit may execute the hold number display process.
  In the present embodiment, the case where the number of the first holding times U1 and the number of the second holding times U2 is displayed on the image display 21 has been described. However, the number of the second holding times U2 is displayed on other indicators, lamps, and the like. Form may be sufficient. For example, a predetermined number (for example, four) of LEDs may be provided below the image display 21 shown in FIG. 1, and the number of second holding times U2 may be displayed on the LEDs.
  In the present embodiment, an example has been described in which one object is selected from a plurality of preset objects and displayed on the image display 21 as a hold display image. May be displayed on the image display 21 as a hold display image.
  In the present embodiment, a case has been described in which the image sound control unit 500 displays a hold display image corresponding to a hold ball in which the first special symbol is displayed in the changing hold display area AR10 of the image display 21. However, a form that does not have an area for displaying a hold display image corresponding to the hold ball that is variably displayed may be used. In this case, the image sound control unit 500 may display the composite image in the area AR11 in place of the changing hold display area AR10. For example, in FIG. 27A, the hold display image A is normally deleted when the special symbol change for the hold ball corresponding to the hold display image A is started, but the special display for the hold ball corresponding to the hold display image A is performed. When it is determined that the high expectation hold display is performed when the symbol change is started, the hold display image A is erased even after the special symbol change for the hold ball corresponding to the hold display image A is started. Instead, as shown in FIG. 27B, a composite image of the hold display image A and the hold display image B may be displayed in the area AR11.
  In this embodiment, when it is determined that the high expectation hold display is performed, the composite image is displayed in the changing hold display area AR10. However, the present invention is not limited to this, and the changing hold display area AR10 is displayed. Only the held display image that has been displayed may continue to be displayed in the changing hold display area AR10 even after the special symbol change display related to the hold display image ends. For example, from the state of FIG. 28A, when the special symbol fluctuation of the holding ball for the holding display image A is finished and the special symbol fluctuation of the holding ball for the holding display image B is started, it is determined that the high expectation holding display is performed In such a case, as shown in FIG. 28B, only the hold display image A displayed in the changing hold display area AR10 in FIG. 28A may be continuously displayed in the changing hold display area AR10. In this case, the player is informed that the hold display image A displayed in the changing hold display area AR10 is continuously displayed even after the special symbol change of the hold ball with respect to the hold display image A is completed. For the sake of easy understanding and effective display, a moving image in which the hold display image B is repelled by the hold display image A, for example, as shown in FIG. May be displayed.
DESCRIPTION OF SYMBOLS 1 ... Pachinko machine 2 ... Game board 20 ... Game area 21 ... Image display 22 ... Movable accessory 23 ... Board lamp 24 ... Discharge port 25a ... 1st start port 25b ... 2nd start port 26 ... Electric tulip 27 ... Gate 28 ... Grand prize opening 29 ... Normal prize opening 3 ... Display 31a ... First special symbol display 31b ... Second special symbol display 32a ... First special symbol hold indicator 32b ... Second special symbol hold indicator 33 ... Normal symbol display 34 ... Normal symbol hold indicator 35 ... Game status indicator 43 ... Lock part 5 ... Frame member 51 ... Handle 52 ... Lever 53 ... Stop button 54 ... Eject button 55 ... Speaker 56 ... Frame lamp 57 ... Effect button 58 ... Production key 59 ... Dish 100 ... Main controller 101, 201, 301, 401, 501, 601 ... CPU
102, 202, 302, 402, 502, 602 ... ROM
103, 203, 303, 403, 503, 603 ... RAM
111a ... 1st start port switch 111b ... 2nd start port switch 112 ... Electric tulip opening / closing part 113 ... Gate switch 114 ... Grand prize opening switch 115 ... Grand prize opening / closing part 116 ... Normal prize opening switch 200 ... Launch control part 211 ... Launching device 300 ... payout control unit 311 ... payout drive unit 312 ... payout ball detection switch 313 ... ball detection switch 314 ... ball detection switch 315 ... full detection switch 400 ... effect control unit 404 ... RTC
500 ... Image sound control unit 600 ... Lamp control unit

Claims (2)

  1. A pachinko gaming machine having a start opening for winning a game ball,
    A holding ball storage means for storing a holding ball corresponding to the right to make a big hit lottery when a game ball wins at the start opening;
    A special symbol control means for displaying a variation of a special symbol for the reserved ball stored in the reserved ball storage means when the reserved ball is stored in the reserved ball storage means;
    A holding ball display means for displaying a holding display corresponding to each holding ball stored in the holding ball storage means;
    Among the holding balls stored in the holding ball storage means, the jackpot lottery was performed based on the right to perform the jackpot lottery for the earliest holding ball that is the first holding ball stored in the holding ball storage means. According to the result, comprising a display determination means for determining whether or not to hold a display indicating that the degree of expectation of jackpot is high (hereinafter referred to as high expectation hold display),
    The holding ball display means includes
    Displaying a holding display corresponding to the holding ball in the variable symbol display of the special symbol by the special symbol control means in a preset variable holding display area,
    If the earliest reserved ball stored in the reserved ball storage means is not the reserved ball determined to perform the high expectation hold display by the display determining means, the special symbol by the special symbol control means Each time the change display of is finished, the hold display corresponding to the hold ball for which the change display of the special symbol is finished is deleted from the hold display area during the change ,
    When the earliest hold ball stored in the hold ball storage means is a hold ball determined by the display determination means to perform the high expectation hold display, the hold display corresponding to the hold ball Regardless of whether or not the other hold display (hereinafter referred to as the advance hold display) displayed prior to the display mode indicating that the preceding hold display has a high expectation degree of jackpot A pachinko machine that continues to display in the on-change hold display area even after the special symbol change display by the special symbol control means for the hold ball corresponding to the display ends.
  2. A pachinko gaming machine having a start opening for winning a game ball,
    A holding ball storage means for storing a holding ball corresponding to the right to make a big hit lottery when a game ball wins at the start opening;
    A special symbol control means for displaying a variation of a special symbol for the reserved ball stored in the reserved ball storage means when the reserved ball is stored in the reserved ball storage means;
    A holding ball display means for displaying a holding display corresponding to each holding ball stored in the holding ball storage means;
    Among the holding balls stored in the holding ball storage means, the jackpot lottery was performed based on the right to perform the jackpot lottery for the earliest holding ball that is the first holding ball stored in the holding ball storage means. According to the result, comprising a display determination means for determining whether or not to hold a display indicating that the degree of expectation of jackpot is high (hereinafter referred to as high expectation hold display),
    The holding ball display means includes
    Displaying a holding display corresponding to the holding ball in the variable symbol display of the special symbol by the special symbol control means in a preset variable holding display area,
    If the earliest reserved ball stored in the reserved ball storage means is not the reserved ball determined to perform the high expectation hold display by the display determining means, the special symbol by the special symbol control means Each time the change display of the special symbol is started, the hold display corresponding to the hold ball on which the change display of the special symbol has started is erased from the change hold display area .
    When the earliest hold ball stored in the hold ball storage means is a hold ball determined by the display determination means to perform the high expectation hold display, the hold display corresponding to the hold ball Regardless of whether or not the hold display is of a display mode indicating that the degree of expectation of jackpot is high, the display is continued after the start of the special symbol change display by the special symbol control means for the hold ball. , Pachinko machines.
JP2010079497A 2010-03-30 2010-03-30 Pachinko machine Active JP5192014B2 (en)

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JP2014171816A (en) * 2013-03-13 2014-09-22 Taiyo Elec Co Ltd Game machine
JP5816228B2 (en) * 2013-07-22 2015-11-18 京楽産業.株式会社 Game machine
JP6236707B2 (en) * 2013-09-11 2017-11-29 株式会社三共 Game machine
JP6236708B2 (en) * 2013-09-11 2017-11-29 株式会社三共 Game machine
JP5810144B2 (en) * 2013-10-16 2015-11-11 京楽産業.株式会社 Game machine
JP5810145B2 (en) * 2013-10-16 2015-11-11 京楽産業.株式会社 Game machine
JP5985681B2 (en) * 2015-03-02 2016-09-06 京楽産業.株式会社 Game machine
JP6232401B2 (en) * 2015-07-28 2017-11-15 京楽産業.株式会社 Game machine
JP6232402B2 (en) * 2015-07-28 2017-11-15 京楽産業.株式会社 Game machine
JP2017042320A (en) * 2015-08-25 2017-03-02 京楽産業.株式会社 Game machine
JP5997340B2 (en) * 2015-09-25 2016-09-28 京楽産業.株式会社 Game machine
JP2016112459A (en) * 2016-02-02 2016-06-23 株式会社大都技研 Game machine
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JP6303138B2 (en) * 2016-03-24 2018-04-04 株式会社大都技研 Amusement stand
JP6340560B2 (en) * 2016-03-24 2018-06-13 株式会社大都技研 Amusement stand
JP2016172090A (en) * 2016-07-02 2016-09-29 株式会社大都技研 Game machine

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