JP5461777B2 - Game machine - Google Patents

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JP5461777B2
JP5461777B2 JP2008009575A JP2008009575A JP5461777B2 JP 5461777 B2 JP5461777 B2 JP 5461777B2 JP 2008009575 A JP2008009575 A JP 2008009575A JP 2008009575 A JP2008009575 A JP 2008009575A JP 5461777 B2 JP5461777 B2 JP 5461777B2
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game
sound effect
winning
jackpot
big hit
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JP2009165745A (en
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茂雄 野村
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株式会社平和
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Description

  The present invention relates to a gaming machine such as a pachinko machine.
  Conventionally, gaming machines such as pachinko machines have won a big hit when the game ball that has been launched wins the starting winning opening, and scrolls various symbols to a production symbol display consisting of a liquid crystal display etc. based on the lottery result For example, a variable display effect is performed, and a game (also referred to as “one rotation”) in which the variable display is stopped after a predetermined time has elapsed is executed. When the lottery result is a big hit (special prize), the big prize opening is opened and closed, and a big hit game advantageous to the player is executed.
  In addition, some of these conventional gaming machines have a high probability state (“probability” in which the probability of winning a big hit after the jackpot game ends is higher than in a normal state (also referred to as “low probability state”). Some have a function of shifting to a “variable state” or “probable variation state”. A jackpot that shifts to a high probability state after the jackpot game is finished is called a “probable big hit”, and a jackpot that remains in a low probability state is called a “non-probable big hit”.
In addition, the conventional gaming machine is devised so as to increase the gameability by outputting a sound effect, blinking light, and the like during the change display of the effect symbol. For example, in the gaming machine described in Patent Document 1, when the jackpot lottery probability is in a high probability state, music dedicated to high probability is output at the same time as the start of symbol variation. Then, in order to prevent the music from being interrupted, control is performed so that the music continues to be output even if the symbol variation ends.
JP 2004-275524 A
In the gaming machine described in Patent Document 1, music is not interrupted even if the symbol variation stops during the high probability state, so that the player can listen to the music carefully, but only for the high probability time. Since there is no relationship between music and the music output during jackpot gaming after a probable big hit that triggers the transition to a high probability state, the player can easily grasp the gaming state and the flow of the game Without any excitement.
The present invention has been made to solve such problems, and an object of the present invention is to provide a gaming machine that performs a sound effect that enables a player to easily grasp the gaming state.
In order to solve the above-mentioned problems, the gaming machine according to the present invention performs a lottery with the winning of a game ball at the start winning opening, and a low-probability state and a high-probability state, which are different probability states of winning the jackpot When the result of the lottery is the first big hit game, the first big hit game is played, and after the first big hit game is finished, the game goes to a low probability state, and in the case of the second big hit, the second big hit game And a transition to a high probability state after the end of the second big hit game, and further has a third win and a fourth win as a result of the lottery. In the case of 3 hits, the third hit game is performed and the state shifts to a high probability state after the third hit game ends. In the fourth hit case, the fourth hit game is executed and the fourth hit game ends. Transition to the probability state and the third After the game or the fourth winning game, the gaming machine has a special mode in which a predetermined symbol display effect is performed for a predetermined period regardless of the transitioned probability state, and the first sound effect is generated during the first big hit game. And a sound effect related to the first sound effect is executed during a low-probability game that shifts after the first jackpot game ends, and a second sound effect is played during the second jackpot game. And a sound effect control means for executing a sound effect related to the second sound effect during a high-probability state game that is executed and transitions after the jackpot game ends, and the sound effect control means includes the special mode During the game, a third sound effect different from the first sound effect and the second sound effect is executed, and the first jackpot or the second jackpot is played during the game in the special mode. If you win, the first jackpot game or And executes a sound effect associated with the third sound arrangement of in the second jackpot gaming.
According to this configuration, the sound effect control means executes the first sound effect during the first jackpot game, and during the low probability game that shifts after the first jackpot game ends. The sound effect related to the sound effect is executed, the second sound effect is executed during the second jackpot game, and the second probability effect is executed during the high-probability game that shifts after the second jackpot game ends. Since control is performed to execute the sound effect related to the sound effect, the player can easily grasp the game state by the related sound effect, and the excitement of the game increases. Also, a player it is possible to listen continuously sounds associated effect, it is possible to easily store the sound arrangement.
Further, according to this configuration, the sound effect control means executes the third sound effect during the game in the special mode, and the first jackpot or the second jackpot during the game in the special mode. In the case of winning, the player performs a sound effect related to the third sound effect during the first jackpot game or the second jackpot game to be performed thereafter, so that the player wins a bonus game during a special special mode game. You can easily grasp that you won, and the excitement of the game will increase. Further, since the player can continuously listen to the related sound effects, the sound effects can be easily stored.
In the above configuration, the sound effect related to the first sound effect is a sound effect that outputs an arrangement song of the song output in the first sound effect, and the sound effect related to the second sound effect is A sound that outputs an arrangement song of a song that is output in the second sound effect, and a sound that outputs an arrangement song of a song that is output in the third sound effect as a sound effect related to the third sound effect. It can be a production .
  According to the present invention, since the related sound effect is executed according to the change in the game state and the lottery result, the player can easily grasp the game state as compared with the case of executing the unrelated sound effect. This will increase the excitement of the game.
Hereinafter, the best mode for carrying out the present invention will be described in detail with reference to the accompanying drawings.
(Composition of gaming machine)
FIG. 1 is an external perspective view of a gaming machine 100 according to an embodiment of the present invention. As shown in the figure, the gaming machine 100 includes an outer frame 10 having a rectangular shape and an inner frame 14 hinged to the outer frame 10 by a hinge mechanism 12. A game board 18 covered with a free glass frame unit 16 is provided.
Around the glass frame unit 16, a display lamp 40 made of a light bulb, an LED or the like is provided. The display lamp 40 lights up or blinks in conjunction with the effects during the game and the state of the device (for example, an error in the device or an open / closed state of the glass frame unit 16 or the like).
Speaker units 42 for outputting sound effects are provided at the upper left and right corners of the glass frame unit 16. The tray unit 28 provided below the game board 18 temporarily stores game balls supplied from a ball rental device (not shown) and paid out prize balls, and launches the stored game balls. 24.
  As shown in FIG. 2, a game area 22, which is a circular space defined by the guide rails 20, is formed between the game board 18 and the glass frame unit 16. When a game ball is driven from the launching device (shooting handle) 24 through the guide rail 20 into the upper part of the game area 22, it falls within the game area 22 due to its own weight, and a part thereof is formed on the game board 18. Win various prizes. The game balls that have not won are discharged from the out port 26 provided at the bottom of the game board 18 to the outside of the game area 22 (behind the game board 18). Here, “winning” means that, in addition to the structure in which the game ball is taken into the winning opening, the winning opening is not a structure in which the gaming ball is taken in, but a simple passing gate. It is a concept that includes passing.
  In addition, a large effect symbol display 30 composed of a liquid crystal display or the like is provided at the center of the game board 18. The effect symbol display 30 variably displays a predetermined symbol according to a predetermined variation pattern based on a lottery result performed when a game ball wins a winning device 110 provided at the lower part of the game board 18. Then, after a predetermined time has elapsed, a variable display effect game is performed in which a predetermined combination of effect symbols is stopped and displayed.
A winning device 110 is provided below the game board 18. The winning device 110 is composed of a first start port 60 and a second start port 70 positioned above and below.
In the first start port 60 and the second start port 70, when a game ball that has been launched wins (referred to as “start winning”), a winning detector (not shown) such as an internal passage sensor detects the winning, The symbol display 52a, 52b and the effect symbol display 30 give an opportunity to display the variation of the symbol.
  The first start port 60 is a game ball entrance that is open upward at all times, which is called a so-called navel. In addition, the second starting port 70 includes a normal electric accessory (hereinafter referred to as “electric chew”) 72 called a so-called electric chew (abbreviation of electric tulip). The electric chew 72 includes a pair of swing pieces and is opened and closed by an electric solenoid 73 described later. The second start port 70 opens and closes when the normal symbol indicators 50a and 50b stop displaying a specific normal symbol or when the time symbol is in a short state, thereby making it easy to win the second start port 70.
  In addition, at the lower portion of the winning device 110, a large winning opening 38 having a rectangular plate-shaped opening / closing lid 36 is provided. When the lottery result is a win, the special winning opening 38 is opened. The opening of the big winning opening 38 continues until a predetermined time elapses or a predetermined number of game balls wins the big winning opening 38. One opening of this special winning opening 38 is called a round. There are multiple types of hits, and when a “big hit” is won, 15 rounds of big hit games are executed, and a large number of game balls win in the big prize opening 38. When “Small Win” or “Success” is won, two rounds of big hit game are executed. Here, the “two round jackpot game” is a game in which the winning opening 38 is opened twice for a short time (for example, 0.5 seconds), and a game ball is placed in the winning opening 38 during this short game. Rarely wins. “Sudden accuracy” is also referred to as “sudden probability change”, and refers to a hit that makes a transition to a high probability state after two rounds of big hit game is executed. This gives the player the impression that the gaming state has suddenly shifted from the low probability state to the high probability state. In addition, “small hit” and “surprise” are not limited to “two rounds of big hit game”, but are changed as appropriate so that a big hit game of one round or three rounds or more is performed. May be.
  The special symbol memories 54a, 54b, 54c and 54d are special information whose random numbers and the like acquired after the winning of the game ball to the first starting port 60 or the second starting port 70 during the special symbol change are described later. Flashes in conjunction with being stored as start-up memory in the symbol storage area, and notifies the number of times that the special symbol can be variably displayed continuously. In the present embodiment, the upper limit of the number of start memories is eight (the upper limit number of start memories based on winnings in each of the first start port 60 and the second start port 70 is four). The number of starting memories is the combination of blinking special symbol memories 54a, 54b, 54c, 54d (the number of starting memories by winning to the first starting port 60 is the combination of blinking special symbol memories 54a, 54b, the second starting port The number of start memories by winning 70 is represented by the combination of blinking of the symbol memories 54c and 54d). Specifically, for example, when the special symbol memory 54a is turned on and the special symbol memory 54b is turned off, the number of start memories based on winning in the first start port 60 is one. ing. When both of the special symbol memories 54a and 54b are lit, it indicates that the number of start memories based on winning in the first start port 60 is two. When the special symbol memory 54a blinks and the special symbol memory 54b is extinguished, it indicates that the number of start memories based on winning in the first start port 60 is three. When both the special symbol memories 54a and 54b are blinking, it indicates that the number of start memories based on winning in the first start port 60 is four. The relationship between the number of start memories based on winning in the second start opening 70 and the combination of blinking of the special symbol memories 54c and 54d is the number of start memories due to winning in the first start opening 60 and the special symbol memories 54a and 54b. It is the same as the relationship with the combination of blinking.
The normal symbol memories 55a and 55b are linked with information such as random number values acquired when the game ball passes through the normal symbol start gate 32 during fluctuation of the normal symbol, and is stored in a normal symbol storage area described later. Blinks and notifies the number of times that the normal symbol can be continuously displayed in a variable manner (in this embodiment, the upper limit is four). The relationship between the number of memories based on the passage of the normal symbol start gate 32 and the combination of flashing of the normal symbol memories 55a and 55b is the number of start memories by winning to the first start port 60 and the flashing of the special symbol memories 54a and 54b. The relationship with the combination is the same.
The round alarm 56a is turned on when the fifth round of the jackpot game is reached, and notifies the fifth round of the jackpot game. The round alarm 56b is turned on when the 15th round of the jackpot game is reached, and notifies the 15th round of the jackpot game. The state notification devices 57a and 57b notify the gaming state.
(Control system configuration)
FIG. 3 is a block diagram showing the configuration of the control system of the gaming machine 100.
The first winning detector 62 detects the winning of the game ball to the first start port 60 and outputs a detection signal to the main control board 200. The second winning detector 76 detects the winning of the game ball to the second starting port 70 and outputs a detection signal to the main control board 200. The grand prize winning prize detector 251 detects the winning of the game ball to the big prize winning opening 38 and outputs a detection signal to the main control board 200. The various winning opening winning detectors 252 detect winnings to the normal symbol start gate 32 and the like, and output detection signals to the main control board 200. The various detectors 253 detect the operation of the launching device 24, the shortage state of the prize balls, the full tank state, and the like, and output detection signals to the main control board 200.
The main control board 200 includes a CPU (Central Processing Unit) 210, a RAM (Random Access Memory) 220, a ROM (Read Only Memory) 230, a timer 240, an input port 250, an output port 260, and a bus that interconnects them. 270.
The input port 250 receives the detection signals output from the first winning detector 62, the second winning detector 76, the big prize winning prize detector 251, the various winning prize winning detectors 252, and the various detectors 253 to the CPU 210. Output.
  The output port 260 outputs control commands to the composite sub-control board 300, the special symbol displays 52a and 52b, the normal symbol displays 50a and 50b, the big prize opening solenoid 500, the electric solenoid 73, and the prize ball payout control board 400. In addition, the output port 260 outputs the game information and abnormality signals of the gaming machine 100 to the hall computer 700, and enables the hall computer 700 to remotely monitor the gaming situation of the gaming machine 100 and the like.
  The ROM 230 stores software such as a main control program and game control data. The game control data includes a winning value for determining whether or not the random number acquired in the winning lottery is a hit, and a control command for transmission to the composite sub-control board 300 or the like. As control commands, there are a variation pattern command, a jackpot start command, a jackpot end command, a stop symbol designation command, a jackpot opening / closing command, a winning ball payout control command, and the like. The variation pattern command is a command for designating the mode of the variation display effect of the symbol on the effect symbol display 30. The command includes, for example, “MODE” indicating the command classification and “EVENT” indicating the command content.
  The RAM 220 manages input / output data, data for arithmetic processing, various counters such as a random number loop counter used for winning lottery and stop symbol lottery, a counter for counting the number of interrupt processing, lottery results and gaming state. Temporarily store flags and the like. The RAM 220 has a special symbol storage area, a normal symbol storage area, and a command storage area for temporarily storing control commands to be transmitted to the composite sub-control board 300 and the like.
In the special symbol storage area, when the special symbol is being displayed in a variable manner at the time of the start winning, the variable display effect based on the start winning is suspended, and information such as a random number acquired at the start winning is predetermined as the start memory. Up to the upper limit number (8 in this embodiment) is stored.
In the normal symbol storage area, when the game symbol passes through the normal symbol start gate 32, the normal symbol is displayed in a variable manner. Information is stored up to a predetermined upper limit number (four in this embodiment).
  The CPU 210 of the main control board 200 executes processing in accordance with the main control program stored in the ROM 230, so that a function for performing lottery upon a start winning prize, a control command for the composite sub-control board 300, a prize ball payout control board 400, a special symbol display 52a, 52b, a function to transmit to the normal symbol displays 50a, 50b, etc., a function to control the game state such as probability change and time reduction, and the like to execute the game.
  The gaming machine 100 has a low-probability state and a high-probability state with different probabilities of winning a jackpot as probability states. The low probability state is, for example, a probability state after the gaming machine 100 is turned on and initialized, and is also called a normal state. In the present embodiment, for example, the probability of winning a jackpot in a low probability state is 1/300, and the probability of winning a jackpot in a high probability state is 1/30. In the high probability state, the winning probability of the jackpot is increased by increasing the number of jackpot values that are determined to be jackpots when the random numbers drawn in a match match.
  Further, the gaming machine 100 has a time reduction function. The time-short state is a state in which the normal symbol change time in the normal symbol displays 50a and 50b is shorter than that in the normal state. During a short period of time, the probability of winning a normal symbol that is triggered by the passing of a game ball to the normal symbol start gate 32 increases, and the electric chew 72 of the second start port 70 frequently opens and closes and the opening time is extended. The In the present embodiment, for example, in a normal state, the variation time of a normal symbol is 10 seconds, the hit probability is 1 / 1.2, and the electric chew 72 is opened only once for about 0.5 seconds. In the short time state, the normal symbol fluctuation time is 1 second, the hit probability is 1 / 1.008, and the electric chew 72 is opened for about 1.8 seconds three times. For this reason, the lottery can be performed efficiently in a short time without substantially reducing the player's ball during the time-short state. Note that this state is sometimes referred to as “with electric support (with electric chew support)” because the electric chew 72 is frequently opened (has support). The state without the electric Chu support is called “no electric support”. The short-term end trigger is either (1) if it continues until a big win is won, (2) if the number of times of variable symbol display reaches a predetermined number, or (3) if the number of times of special symbol variation reaches a predetermined number of times Or when one or more conditions are met. In the present embodiment, “100 times shorter” means that there is support for electric Chu until the number of times of special symbol fluctuation display reaches 100 times. In addition, during the time saving, the symbol variation time in the special symbol indicators 52a and 52b and the effect symbol indicator 30 may be shortened.
In addition, the gaming machine 100 according to the present embodiment has “non-probable big hit” (corresponding to “first big hit”), “probable big hit” (corresponding to “second big hit”), “No support support” (corresponding to “third hit”) and “small hit” (corresponding to “fourth hit”).
As shown in FIG. 4, when the “non-probable big hit” is won, the game moves to a low probability state after executing 15 rounds of big hit game, and runs 100 times in a short time.
If “probable big hit” is won, after 15 rounds of big hit game are executed, the game shifts to a high probability state and runs 10,000 times in a short time. The high probability state will continue until the next big win. In the present embodiment, “probable big hit” is won with a probability of about 60%, for example.
In addition, if “Winning without power support” is won in the low probability state, after a short round of big hit game is executed, only the lottery probability will be high without shifting to the short time state (without electric support). Transition to a high probability state.
  In addition, when a “small hit” is won during the low probability state, a short big hit game of two rounds is executed. And after that, it shifts again to the state at the time of winning the small hit. That is, when the lottery probability state at the time of winning a small hit is a low probability state, the state shifts to a low probability state, and when the lottery probability at the time of winning a small hit is a high probability state, the state shifts to a high probability state. In the present embodiment, for example, a small win is won with a probability of about 1/250.
  In addition, when “Electric support no surprise” or “Small hit” is won, in the high probability state or low probability state that shifts after winning game, “Tokimeki mode” (corresponding to “Special mode”) regardless of the probability state Is displayed. For this reason, the player cannot recognize the probability state during the “palpitation mode”, but may be in a high probability state, so that the player can play the game with expectation. In addition, the end timing of the display effect in the flapping mode is until either one is won or until the number of special symbol fluctuations reaches a predetermined number (for example, 20 rotations). Thereafter, the display effect before the transition to the crushing mode is performed again. Note that this “palpitation mode” is sometimes called “probability latent mode” because it cannot be determined on the surface even when the state has shifted to a high probability state.
Similar to the main control board 200, the composite sub-control board 300 includes a CPU, a RAM, a ROM, an input port, and an output port (not shown).
In the ROM of the composite sub-control board 300, a composite sub-control program for controlling the effect, a control command for transmitting to the illumination control board 310 and the effect symbol display board 320, and an acoustic for transmitting to the speaker unit 42 Data etc. are stored. The RAM of the composite sub control board 300 temporarily stores data received from the main control board 200 and data for performing arithmetic processing. Examples of data received from the main control board 200 include control commands such as a variation pattern command, a lottery result, a gaming state, and the like.
The CPU of the composite sub control board 300 performs processing according to the composite sub control program stored in the ROM, thereby transmitting a control command to the illumination control board 310 to control blinking of the display lamp 40, A function for transmitting a control command to the effect symbol display board 320 to control the variation display effect of the symbol on the effect symbol display 30, and a function to control the sound effect by transmitting acoustic data to the speaker unit 42 (“sound effect control” Corresponding to “means”).
The sound effect control means determines a sound effect to be executed based on a control command transmitted from the main control board 200, a gaming state, etc., reads out sound data corresponding to the determined sound effect from the ROM, and By outputting to the unit 42, execution of the sound effect is controlled.
  Specifically, as shown in FIG. 5 (a), the sound production control means performs the sound production of BGM1 ("first sound production" during the big hit game triggered by the winning of "non-probable big hit"). And a sound effect related to BGM1 (corresponding to "a sound effect related to the first sound effect") is executed during a low-probability game that shifts after the jackpot game ends. In the present embodiment, the BGM1 arrangement music is output as a sound effect related to BGM1.
  Further, as shown in FIG. 5B, the sound effect control means executes the sound effect of BGM2 (corresponding to the “second sound effect”) during the big hit game triggered by the winning of “probable big hit”. Then, during the high-probability game that shifts after the jackpot game ends, a sound effect related to BGM2 (corresponding to “sound effect related to the second sound effect”) is executed. In this embodiment, the BGM2 arrangement music is output as a sound effect related to BGM2.
  Further, as shown in FIG. 5C, the sound effect control means executes a sound effect of BGM3 (corresponding to “third sound effect”) during the “palpation mode”, and “ When “probable big hit” or “non-probable big hit” is won, a sound effect related to BGM3 (corresponding to “sound effect related to the third sound effect”) is executed. In the present embodiment, BGM3 arrangement music is output as a sound effect related to BGM3.
The sound production related to each of the BGM 1, 2, 3 may be any sound production that allows the player to recognize the relevance to each of the BGM 1, 2, 3; In addition, it may be the output of only a part of each of the BGMs 1, 2 and 3 (for example, the rust part) or the output of the same music as each of the BGMs 1, 2 and 3.
Based on the control command transmitted from the composite sub-control board 300, the illumination control board 310 performs control related to the display lamp such as turning on, blinking, and turning off the display lamp 40.
Based on the control command transmitted from the composite sub-control board 300, the prize ball payout control board 400 controls the launch device 24 that launches the game ball to the game area 22 and the payout apparatus 410 that pays out the prize ball.
The special winning opening solenoid 500 opens and closes the special winning opening 38 based on a control command transmitted from the main control board 200. The electric solenoid 73 opens and closes the second starting port 70 of the winning device 110. The electric solenoid 73 receives a control command transmitted from the main control board 200, for example, when a normal ball lottery performed when the game ball passes the normal symbol start gate 32 or when the game ball is in a short time state. Based on this, the winning probability of the game ball to the second starting port 70 is increased.
The effect symbol display 30 is an LCD, a CRT (Cathode Ray Tube) display, or the like, and displays the image data output from the effect symbol display board 320.
The effect symbol display board 320 includes a CPU, a ROM, a RAM, an image processing VDP (Video Display Processor), an input port, and an output port (not shown).
The RAM of the effect symbol display board 320 temporarily stores input / output data for the CPU and data for arithmetic processing, and functions as a work area and a buffer memory. The VDP outputs image data to the effect symbol display 30 via the output port in accordance with an output instruction from the CPU. The ROM stores a program for performing symbol display effect control and various image data to be output to the effect symbol display 30.
As the image data stored in the ROM of the effect symbol display substrate 320, for example, there is image data for displaying the display effects shown in FIGS. 6 shows an example of the display effect of “Sengoku mode”, FIG. 7 shows an example of the display effect of “Otome mode”, and FIG. 8 shows an example of the display effect of “Tokimeki mode”.
When receiving the control command from the composite sub-control board 300, the CPU of the effect design display board 320 reads the image data corresponding to the control command from the ROM according to the program stored in the ROM, and is designated by the control command. By outputting image data to the effect symbol display 30 for the variation time, a symbol variation display effect is performed.
In the present embodiment, as shown in FIG. 4, the CPU of the effect symbol display board 320 performs the “normal jackpot effect” during the 15-round jackpot game that is executed when the “non-probable bonus game” is won, In the low-probability and short-time game that shifts after the big hit game ends, the “Otome Mode” display effect is performed. In addition, during the 15-round jackpot game that is executed when winning the “probable jackpot”, the “ordinary jackpot effect” is performed, and during the high-probability / short-time game that transitions after the jackpot game ends, "Is displayed. Also, during the two-round jackpot game that is executed when “Electric power without support” is won in the low-probability state, the “Tokimeki mode entry effect” is performed, and the game moves in the high-probability state after the jackpot game ends. The “Tokimeki Mode” display effect is performed. In addition, during the two-round big hit game that is executed when the “small hit” is won in the low probability state, “Tokimeki mode entry effect” is performed, and during the low probability state game that shifts after the big hit game ends. Display effect of “Tokimeki Mode”.
(Operation)
Next, a flow of game processing performed in the gaming machine 100 configured as described above will be described. First, when the gaming machine 100 is powered on, various initial settings are performed, and the gaming state of the gaming machine 100 becomes a normal state (low probability state). Then, the CPU 210 of the main control board 200 performs a random number update process for updating a random number, a special game management process for managing a game related to a special symbol, a normal game management process for managing a game related to a normal symbol, a control command, etc. Is output to the composite sub-control board 300 or the like, and a payout management process for managing payout of prize balls is performed.
(Startup prize-related processing)
Of the above processes, a process performed by the CPU 210 of the main control board 200 based on the start winning in the low probability state will be described with reference to the flowchart shown in FIG.
The CPU 210 of the main control board 200 determines whether or not there is a start winning or starting memory (step S101). If no detection signal is received from the first winning detector 62 or the second winning detector 76, and there is no start memory in the special symbol storage area of the RAM 220, it is determined that there is neither a start winning nor a start memory. (Step S101; No), and the process ends.
When it is determined that there is a start winning or starting memory (step S101; Yes), the CPU 210 performs a hit determination by comparing the random value acquired at the time of starting winning with the winning value (step S102). Next, CPU210 determines the variation pattern of an effect design based on a determination result (step S103).
Next, the CPU 210 transmits various control commands (step S104). Specifically, the CPU 210 transmits a variation pattern command corresponding to the determined variation pattern to the composite sub-control board 300. Furthermore, the CPU 210 determines a special symbol stop symbol based on the determination result, and transmits a stop symbol designation command corresponding to the determined stop symbol to the special symbol indicators 52a and 52b, thereby making the special symbol special. Stop the design.
  As a result of the winning determination, if the winning is not won (step S105; No), the process is terminated. On the other hand, when winning is won (step S105; Yes), the CPU 210 plays a big hit game (step S106). Specifically, when the “probable big hit” or “non-probable big hit” is won, the CPU 210 executes a 15-round big hit game. In the case of winning “Electric Sabo No Charge” or “Small Hit”, the CPU 210 executes two rounds of big hit game. The CPU 210 transmits a control command to the composite sub-control board 300 at the time of starting the big hit, at the start of each round, at the end of the big hit, and the like, and by sending a big prize opening / closing command to the big prize opening solenoid 500, Control the execution of jackpot games.
  When the big hit game ends, the CPU 210 shifts the game state according to the winning type of winning (step S107). Specifically, if the “non-probable big hit” is won, the state shifts to a low probability state / short time state. If you win “probable big hit”, you will move to a high probability state / short time state. If you win “Electricity without support”, you will move to a high probability state. If you win a “small hit”, the game moves to a low probability state.
(Production control processing)
Next, an effect control process performed by the CPU of the composite sub-control board 300 will be described with reference to the flowchart shown in FIG.
When receiving the control command from the main control board 200 (step S201), the CPU of the composite sub-control board 300 analyzes the control command (step S202). When the control command is a variation pattern command, the CPU of the composite sub-control substrate 300 should transmit to each of the effect symbol display substrate 320, the illumination control substrate 31, and the speaker unit 42 based on the variation pattern command, the game state, and the like. A control command (including voice data) is determined and transmitted (step S203).
For example, when the CPU of the composite sub-control board 300 receives a “non-probable big hit” game start command from the main control board 200, it reads out the acoustic data of BGM1 from the ROM of the composite sub-control board 300 and sends it to the speaker unit 42. Output. Further, a control command for instructing “normal jackpot effect” is transmitted to the effect symbol display board 320.
Next, when the CPU of the composite sub-control board 300 receives a “non-probable big hit” game end command from the main control board 200, it reads out the acoustic data of the arranged music of BGM1 from the ROM of the composite sub-control board 300, Output to the speaker unit 42. Further, a control command for instructing the display effect of “maiden mode” is transmitted to the effect symbol display board 320. Thereby, the effect shown in FIG. 5A is performed.
When the CPU of the composite sub-control board 300 receives a “probability big hit” game start command from the main control board 200, the CPU reads out the BGM2 acoustic data from the ROM of the composite sub-control board 300 and outputs it to the speaker unit 42. . Further, a control command for instructing “normal jackpot effect” is transmitted to the effect symbol display board 320.
Next, when the CPU of the composite sub-control board 300 receives a “probability big hit” game end command from the main control board 200, it reads out the acoustic data of the arranged music of BGM2 from the ROM of the composite sub-control board 300, and the speaker unit. Output to 42. Further, a control command for instructing a display effect of “Sengoku mode” is transmitted to the effect symbol display board 320. Thereby, the effect shown in FIG.5 (b) is performed.
In addition, when the CPU of the composite sub-control board 300 receives a “start without power support” or “small hit” game start command from the main control board 200 in a low probability state, the CPU instructs the “crush mode entry effect”. The control command is transmitted to the effect symbol display board 320.
Next, when the CPU of the composite sub-control board 300 receives a game end command of “no power support” or “small hit” from the main control board 200, the BGM3 acoustic data is read from the ROM of the composite sub-control board 300. Read out and output to the speaker unit 42. Further, a control command for instructing a display effect of “Tokimeki mode” is transmitted to the effect symbol display board 320.
  Next, the CPU of the composite sub-control board 300 wins the main probability during the high-probability state or low-probability state game after winning “no power support” or “small hit” and finishing the two rounds of big hit game. When the game start command of “probability big hit” or “non-probability big hit” is received from the control board 200, the acoustic data of the BGM3 arrangement music is read from the ROM, and the BGM3 arrangement music is output from the speaker unit. Thereby, the effect shown in FIG.5 (c) is performed.
As explained above, the player grasps the game state by associating the music output at the time of the big hit game with the music after the big hit game is finished, or by associating the music at the time of the symbol change with the music after the big hit win. Easy to do.
In addition, BGM3 is output during the display effect of “Tokimeki Mode”, and when the big hit is won during “Tokimeki Mode”, the BGM3 arrangement music is output, so that the player wins the big hit during “Tokimeki Mode”. Can be easily recognized.
In this way, since the related sound effects are executed according to the change of the game state and the lottery result, the player can easily grasp the game state and the flow of the game as compared with the case where the sound effects that are not relevant are executed. Can increase the excitement of the game. Also, a player it is possible to listen continuously sounds associated effect, it is possible to easily store the sound arrangement.
In the above-described embodiment, it has been described that the mode shifts to the “squeeze mode” when winning “no power support” or “small hit” in the low probability state, but is not limited to this, for example, In addition, when the “probability without power support” or “small hit” is won in the high probability state, the “crush mode” may be entered.
1 is an external perspective view of a gaming machine according to an embodiment of the present invention. It is a front view of the game board concerning the embodiment. It is a block diagram which shows the structure of the control system of the game machine which concerns on the embodiment. It is a figure which shows the relationship between the winning type which concerns on the embodiment, and the game state after a winning game. It is a figure which shows the relationship between the game state which concerns on the embodiment, and production. It is a figure which shows an example of the display effect of the "Sengoku mode" concerning the embodiment. It is a figure which shows an example of the display effect of the "maiden mode" which concerns on the embodiment. It is a figure which shows an example of the display effect of "the crush mode" concerning the embodiment. It is a flowchart which shows the flow of the process which CPU of the main control board which concerns on the embodiment performs based on a start prize. It is a flowchart which shows the flow of the presentation control process which CPU of the composite sub-control board | substrate concerning the embodiment performs.
Explanation of symbols
DESCRIPTION OF SYMBOLS 10 Outer frame 12 Hinge mechanism 14 Inner frame 16 Glass frame unit 18 Game board 20 Guide rail 22 Game area 24 Launching device 26 Out port 28 Sauce unit 30 Production symbol display 31 Illumination control board 32 Normal symbol start gate 36 Opening / closing lid 38 Special winning opening 40 Display lamp 42 Speaker unit 50a, 50b Normal symbol display 52a, 52b Special symbol display 54a, 54b, 54c, 54d Special symbol memory 55a, 55b Normal symbol memory 56a, 56b Round indicator 57a, 57b Status notification Device 60 first start port 62 first winning detector 70 second start port 72 normal electric accessory (electric Chu)
73 Electric Solenoid 76 Second Winning Detector 100 Game Machine 110 Winning Device 200 Main Control Board 240 Timer 250 Input Port 251 Large Winning Port Winning Detector 252 Various Winning Port Winning Detector 253 Various Detectors 260 Output Port 270 Bus 300 Composite Sub Control board 310 Illumination control board 320 Production symbol display board 400 Prize ball payout control board 410 Payout device 500 Big prize opening solenoid 700 Hall computer

Claims (2)

  1. The lottery is performed with the winning of the game ball at the starting winning opening, and has at least a low probability state and a high probability state, which are different probability states of winning the jackpot, and the result of the lottery is the first jackpot In this case, the first big hit game is played and the low probability state is shifted to after the first big hit game is finished. In the second big hit, the second big hit game is played and the high probability state is shifted to after the second big hit game is finished. And
    Furthermore, as a result of the lottery, there is a third win and a fourth win. When the lottery result is the third win, a third win game is performed and a high probability after the third win game is finished. In the case of the fourth winning game, the fourth winning game is performed, and after the fourth winning game is finished, the low-probability state is entered, and after the third winning game or the fourth winning game is finished, the game is transferred. A gaming machine having a special mode in which a predetermined symbol display effect is performed for a predetermined period regardless of the probability state,
    During the first jackpot game, a first sound effect is executed, and during a low probability game that shifts after the first jackpot game is finished, a sound effect related to the first sound effect is executed,
    Sound effect control means for executing a second sound effect during the second jackpot game and executing a sound effect related to the second sound effect during a high-probability game that transitions after the jackpot game ends. With
    The sound production control means is
    A third sound effect different from the first sound effect and the second sound effect is executed during the special mode game, and the first jackpot or the second sound effect is executed during the special mode game. A game machine characterized by executing a sound effect related to the third sound effect during the first jackpot game or the second jackpot game to be performed when the jackpot is won.
  2. The sound effect related to the first sound effect is set as a sound effect that outputs an arrangement song of the song output in the first sound effect, and the sound effect related to the second sound effect is the second sound effect. A sound effect that outputs an arrangement song of a song that is output by a sound effect, and a sound effect that is related to the third sound effect is a sound effect that outputs an arrangement song of a song that is output by the third sound effect. The gaming machine according to claim 1.
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JP5201119B2 (en) * 2009-10-22 2013-06-05 タイヨーエレック株式会社 Game machine
JP2011206422A (en) * 2010-03-30 2011-10-20 Heiwa Corp Game machine
JP5801712B2 (en) * 2011-12-27 2015-10-28 株式会社ニューギン Game machine
JP6204148B2 (en) * 2013-10-22 2017-09-27 株式会社ニューギン Game machine
JP5837554B2 (en) * 2013-12-10 2015-12-24 株式会社藤商事 Game machine
JP5980765B2 (en) * 2013-12-10 2016-08-31 株式会社藤商事 Game machine
JP5993905B2 (en) * 2014-07-31 2016-09-14 京楽産業.株式会社 Game machine
JP6288728B2 (en) * 2016-03-08 2018-03-07 株式会社サンセイアールアンドディ Game machine
JP6199459B2 (en) * 2016-09-05 2017-09-20 株式会社藤商事 Game machine
JP2020048749A (en) * 2018-09-26 2020-04-02 株式会社サンセイアールアンドディ Game machine

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JP2005230074A (en) * 2004-02-17 2005-09-02 Newgin Corp Game machine
JP4630560B2 (en) * 2004-03-25 2011-02-09 株式会社ニューギン Game machine
JP4811922B2 (en) * 2006-01-31 2011-11-09 株式会社大一商会 Game machine
JP5188038B2 (en) * 2006-06-27 2013-04-24 株式会社大一商会 Game machine
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