JP5741539B2 - Bullet ball machine - Google Patents

Bullet ball machine Download PDF

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Publication number
JP5741539B2
JP5741539B2 JP2012184609A JP2012184609A JP5741539B2 JP 5741539 B2 JP5741539 B2 JP 5741539B2 JP 2012184609 A JP2012184609 A JP 2012184609A JP 2012184609 A JP2012184609 A JP 2012184609A JP 5741539 B2 JP5741539 B2 JP 5741539B2
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effect pattern
game
special
control circuit
big hit
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JP2014039752A (en
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義基 小笠原
義基 小笠原
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奥村遊機株式会社
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Description

  The present invention relates to a ball game machine, and in particular, it is determined whether or not a big hit is made based on the game ball entering the start opening, and the special ball opening is opened in the case of a big hit. The present invention relates to a ball game machine configured to allow a ball to enter.

  Conventionally, various proposals have been made to enhance interest in ball game machines such as pachinko machines. For example, a plurality of bonus game state image data to be displayed in a bonus game state such as a probability fluctuation state executed after the big hit is stored, and a game ball is inserted into the special entrance during a big hit with a short opening time. There has been proposed a technique for reading and displaying specific privilege game state image data from among a plurality of privilege game state image data in the case of a ball (see, for example, Patent Document 1).

JP 2008-295598 A

  However, the jackpot includes not only a big hit with a short opening time but also a big hit with a long opening time. In the case of a big hit with a long time, the player simply has to enter the game ball into the special entrance that is open for a long time, and there is a problem that the game is not interesting.

  The present invention has been made in view of such circumstances, and regardless of the length of the big hit, it is possible to make the game during the big hit interesting and not monotonous, thereby improving the interest of the game. It is an object of the present invention to provide a ball game machine that can be played.

  In order to solve such a problem, the invention according to claim 1 of the present invention is based on a control means for controlling a game and a game ball that can be entered, and the game ball is entered. It is switched between a starting point that is a starting point for determining whether or not it is a big hit, and an open state in which a game ball can enter and a closed state in which it cannot enter, and is determined to be a big hit A special entrance that is opened in the case, and a display screen on which an effect image for notifying the player of the determination result of whether or not the game is a big hit when the game ball enters the start opening is displayed. In the bullet ball game machine having the display device, the control means has at least an effect pattern table storing an effect pattern for notifying a player of a result of determination as to whether or not the game is a big hit. And special pattern pattern The normal effect pattern table is selected from the normal effect pattern table out of the plurality of effect pattern tables, and an effect image of the effect pattern is displayed on the display screen. Detection means for detecting a game ball entering the special entrance, lottery means for performing lottery based on detection of the game ball entering the special entrance by the detection means, and a lottery result by the lottery means Lottery result display means for displaying, cumulative information storage means for storing cumulative information of lottery results determined to be winning by the lottery means, and cumulative information display means for displaying cumulative information stored in the cumulative information storage means An operation means that can be operated by a player and that sends an operation signal to the control means in response to the operation, and the accumulated information stored in the accumulated information storage means exceeds a predetermined amount. In addition, the operation of the operation means is validated at a predetermined timing, and the effect pattern table can be changed from the normal effect pattern table to the special effect pattern table, and can be changed according to the operation status of the operation means. When the special effect pattern table is selected according to the operation status of the operation means at the predetermined timing, control is performed so that a subsequent effect pattern is selected from the special effect pattern table. It is characterized by being a bullet ball game machine.

  According to the invention according to claim 1, a lottery is performed based on the game ball entering the special entrance during the big hit, and the player is determined based on the accumulated information of the lottery result determined to be a win in the lottery. Since it is possible to select a specific performance as the performance executed after the big hit, regardless of the length of the big hit, it is possible to make the game during the big hit interesting and not monotonous. Can be improved.

  According to a second aspect of the present invention, in the bullet ball game machine according to the first aspect, the control means stores a plurality of the special effect pattern tables, and each of the special effect pattern tables is stored. Can be selected, the accumulated information amount stored in the accumulated information storage means is set, and when the player selects the special effect pattern table according to the operation status of the operation means, the accumulated information Only the special effect pattern table in which an amount smaller than the accumulated information stored in the storage means can be selected. When the special effect pattern table is selected, the special effect pattern table is set to the selected special effect pattern table. Control is performed to subtract the accumulated information amount from the accumulated information stored in the accumulated information storage means.

  According to the second aspect of the invention, the selectable special effect pattern table changes according to the amount of accumulated information, and when the player selects the special effect pattern table, the amount set in each special effect pattern table Since the accumulated information is only subtracted, the player can enjoy the way of accumulating the accumulated information like points and using it to get a selectable special performance pattern table. Can improve the interest of

The figure which shows the pachinko game machine in the embodiment of the present invention (a is a front view showing the whole structure of the game machine, b is a side view) Front view showing game board Block diagram showing electrical configuration Flow chart showing main processing of main control circuit Flow chart showing input processing of main control circuit Flow chart showing data acquisition processing of main control circuit Diagram showing the pending data area of the main control circuit The flowchart which shows the big hit judgment processing of the main control circuit Flow chart showing variation pattern setting process of main control circuit The figure which shows the control data for selecting the fluctuation pattern for big hit (the figure which shows the contents of record of the main control circuit) The figure which shows the control data for selecting the fluctuation pattern for outreach (the figure which shows the record contents of the main control circuit) Flow chart showing special symbol variation start processing of main control circuit Flow chart showing special symbol fluctuation stop processing of main control circuit Flow chart showing main process of effect control circuit The flowchart which shows the INT interruption processing of the production control circuit Diagram showing the relationship between commands and command processing flags Flow chart showing counter update processing of effect control circuit Diagram for explaining the contents of random counter addition Flow chart showing command processing of effect control circuit Flow chart showing winning command processing of effect control circuit Flow chart showing variation pattern command processing of effect control circuit The figure which shows the control data for selecting an effect pattern command (The figure which shows the recording content of an effect control circuit) The figure which shows the control data for selecting video data (the figure which shows the record contents of the symbol control circuit) Diagram showing image display on display screen The flowchart which shows the production pattern table change process of the production control circuit Diagram showing image display on display screen The figure which shows the control data for selecting the production pattern command in the special production pattern table (the figure which shows the record contents of production control circuit) The figure which shows the control data for selecting the effect pattern command in a 2nd special effect pattern table (The figure which shows the recording content of an effect control circuit)

Hereinafter, a ball game machine according to an embodiment of the present invention will be described with reference to the drawings. In the embodiment of the present invention, a pachinko game machine is described as an example of a ball game machine.
1. Description of mechanical configuration

  As shown in FIG. 1, an outer frame 1 is installed on the island of Pachinko hall. The outer frame 1 has a rectangular tube shape whose front and rear surfaces are open. A front frame 2 is mounted on the front end surface of the outer frame 1 so as to be rotatable about a vertical axis on the left side. A horizontally long rectangular lower plate 3 positioned at the lower end is fixed to the front surface of the front frame 2, and a lower plate 4 whose upper surface is open is fixed to the front surface of the lower plate 3. An upper plate 5 is disposed above the lower plate 3. The upper plate 5 is attached to the front frame 2, and an upper plate 6 having an open upper surface is fixed to the front surface of the upper plate 5.

  As shown in FIG. 1, an effect button 6 </ b> A is attached to the upper plate 6. This effect button 6A is operated and input by a player with fingers, and is slidable in the vertical direction between an initial position protruding upward from the upper surface of the upper plate 6 and a pushing position below the initial position. In addition, a spring is connected to the effect button 6A. This spring holds the effect button 6A in the upper initial position in a state where the push force is not applied to the effect button 6A, and the effect button 6A is pushed downward against the spring force of the spring. Based on this, it moves from the initial position to the pushing position, and when the operating force is removed, the spring force of the spring returns to the initial position from the pushing position. An operator of a button switch 6B (see FIG. 3) is mechanically connected to the effect button 6A. The button switch 6B is a self-returning push switch, and is fixed inside the upper plate 6. This button switch 6B is in an electrically off state based on the fact that the operator is held in the off position via the effect button 6A at the initial position of the effect button 6A. The child is turned on based on the movement of the child to the on position via the effect button 6A. The effect button 6A, the button switch 6B, and the switch circuit 6C (see FIG. 3), which will be described later, constitute an operation means.

  A handle base 7 is fixed to the front surface of the lower plate 3 at the right end, and a firing handle 8 is rotatably attached to the handle base 7. A firing motor 9 is fixed to the rear of the firing handle 8, and a hitting ball 10 is connected to a rotation shaft of the firing motor 9. The firing motor 9 corresponds to a driving source of the hitting ball 10, and when the shooting handle 8 is rotated, a driving power is supplied to the shooting motor 9, and the upper plate is driven based on the driving of the hitting ball 10. Play the game balls in 6 out of the upper plate 6.

  A window frame 11 is mounted on the front surface of the front frame 2. The window frame 11 has a circular hole-shaped window portion 12, and a transparent plate 13 made of transparent glass, acrylic, or the like is fixed to the inner peripheral surface of the window portion 12. Speakers 14 are fixed to the rear surface of the window frame 11 at the upper left corner and the upper right corner, and a net-like speaker cover 15 is disposed in front of each speaker 14. Each speaker cover 15 is fixed to the window frame 11, and the game sound reproduced by each speaker 14 is emitted through the front speaker cover 15. A lamp cover 16 is fixed to the window frame 11 between both speakers 14, and a plurality of illumination LEDs 17 are arranged behind the lamp cover 16. Each of these illumination LEDs 17 is fixed to the window frame 11, and the lamp cover 16 is illuminated from behind based on the fact that the illumination LEDs 17 emit light.

  As shown in FIG. 2, a game board 18 is attached to the front frame 2, and the game board 18 is covered from the front by a transparent plate 13 made of glass, acrylic, or the like of the window frame 11. An outer rail 19 and an inner rail 20 are fixed to the front surface of the game board 18. A launch passage 21 is formed between the outer rail 19 and the inner rail 20, and the game ball that is hit by the hitting ball 10 is discharged into the game area 22 through the launch passage 21. A plurality of obstacle nails 23 are driven into the game area 22, and the game balls released into the game area 22 fall within the game area 22 while hitting the obstacle nails 23. This game area 22 refers to a circular area surrounded by the outer rail 19 and the inner rail 20 (the remaining area of the launch passage 21), and corresponds to a rolling area that is the maximum range in which the game ball can roll.

  A pocket-shaped special symbol starting port 24 whose upper surface is open is fixed in the game area 22. A special symbol start sensor 25 (see FIG. 3) consisting of a proximity switch is fixed in the special symbol start port 24, and the special symbol start sensor 25 detects that a game ball has won a prize in the special symbol start port 24. Then, a special symbol start signal is output. The special symbol start port 24 corresponds to a start port, the special symbol start sensor 25 corresponds to a start port sensor, and the special symbol start signal output from the special symbol start sensor 25 corresponds to a start signal.

  As shown in FIG. 2, a prize opening base plate 26 is fixed in the game area 22, and a square cylindrical large winning opening 27 whose front surface is open is fixed to the prize opening base plate 26. A count sensor 28 (see FIG. 3), which is a proximity switch, is fixed in the special winning opening 27, and the count sensor 28 detects that a game ball has won the special winning opening 27. Output a count signal. This special winning opening 27 corresponds to a special winning entrance.

  As shown in FIG. 2, a door 29 is attached to the winning prize base plate 26 so as to be rotatable about a horizontal shaft 30 at the lower end. The door 30 is connected to a plunger of a special winning opening solenoid 31 (see FIG. 3), and the special winning opening solenoid 31 plays a game on the front of the special winning opening 27 based on turning the door 29 in a vertical state. The ball is closed so that it cannot be won, and the front of the big winning opening 27 is opened so that the game ball can win based on the turning operation of the door 29 in a horizontal state where the door 29 falls forward. In other words, the big winning opening 27 is switched between a closed state in which the game balls cannot be won and an open state in which the game balls can be won.

  As shown in FIG. 2, a display base plate 32 is fixed in the game area 22, and a special symbol display 33 is fixed to the display base plate 32. The special symbol display 33 is composed of an LED display. The special symbol display 33 displays “7” as a jackpot symbol and “−” as a miss symbol. These jackpot symbol “7” and off symbol “−” correspond to special symbols, and the player is notified of the jackpot based on the fact that the jackpot symbol “7” is displayed on the special symbol display 33, An outage is notified based on the display of the out symbol “-”.

A decorative symbol display 34 corresponding to a display device is fixed to the display base plate 32. The decorative symbol display 34 is composed of a color liquid crystal display having a larger display area than the special symbol display 33, and the decorative symbol is displayed on the display screen 35 of the decorative symbol display 34. This decorative symbol is composed of three columns of numeric symbols that visually create a state in which the type of special symbol is determined, and the numeric symbols in each column correspond to symbol elements of the decorative symbol. Further, during the big hit game, the lottery result obtained by the lottery means by detecting that the prize winning opening 27 is detected by an instruction from the lottery result display means described later is displayed on the display screen 35. 35B, and in accordance with an instruction from a winning number display means as a cumulative information display means described later, the winning number stored in the winning number storage means as the cumulative information storage means is displayed as a cumulative information display section on the display screen 35. It is displayed on the winning number display part 35C. Further, when an effect button 6A as an operation means becomes operable by an instruction from an operable state display means to be described later, an effect button image 6D that informs the player that the operation is possible (see FIG. 26). ) Is displayed.
2. Description of electrical configuration

  The main control circuit 50 in FIG. 3 is the highest-level control means for controlling the entire game such as game contents, and has a CPU 51, ROM 52, and RAM 53. A control program and control data are recorded in the ROM 52 of the main control circuit 50, and the CPU 51 executes a control operation based on the control program and control data in the ROM 52 using the RAM 53 as a work area. The main control circuit 50 corresponds to a random number update unit, a random number acquisition unit, a winning determination unit, and a variable information selection unit.

  The input circuit 54 shapes the special symbol start signal from the special symbol start sensor 25 and the count signal from the count sensor 28 and outputs the waveform to the main control circuit 50. The main control circuit 50 receives the special signal from the input circuit 54. A prize ball command is set based on detecting either the symbol start signal or the count signal. The timer circuit 55 outputs a pulse signal to the main control circuit 50 periodically (specifically, every 4 msec). The main control circuit 50 executes a processing operation every time the pulse signal from the timer circuit 55 is detected. To do.

  The solenoid circuit 56 cuts off the power of the special winning opening solenoid 31, and the main control circuit 50 opens and closes the door 29 of the special winning opening 27 based on driving control of the solenoid circuit 56. The LED circuit 57 displays a special symbol on the special symbol display 33, and the main control circuit 50 controls the display content of the special symbol display 33 based on driving control of the LED circuit 57.

  The payout control circuit 60 controls the payout operation of the prize balls, and has a CPU 61, a ROM 62, and a RAM 63. A control program and control data are recorded in the ROM 62 of the payout control circuit 60, and the CPU 61 executes a payout operation of the game ball based on the control program and control data in the ROM 62 using the RAM 63 as a work area. The payout control circuit 60 receives a prize ball command from the main control circuit 50, and sets a drive signal based on detecting the prize ball command.

  The motor circuit 64 is provided with a drive signal setting result from the payout control circuit 60, and supplies a driving pulse signal to the stepping motor 65 based on the drive signal from the payout control circuit 60. The stepping motor 65 corresponds to a drive source of a prize ball payout device for paying out game balls as prize balls into the upper plate 6. The upper balls 6 have prize balls based on the driving of the stepping motor 65. The number of prize balls according to the command is paid out.

  The effect control circuit 70 generally controls the effect contents of the decorative symbol game and the effect contents during the jackpot game, and includes a CPU 71, a ROM 72, and a RAM 73. A control program and control data are recorded in the ROM 72 of the effect control circuit 70, and the CPU 71 executes processing operations based on the control program and control data in the ROM 72 using the RAM 73 as a work area. The effect control circuit 70 receives a command from the main control circuit 50 and sets the command based on detecting the command from the main control circuit 50. The timer circuit 74 periodically outputs a pulse signal to the effect control circuit 70 (specifically, every 4 msec), and the effect control circuit 70 executes a processing operation every time the pulse signal from the timer circuit 74 is detected. To do. The effect control circuit 70 constitutes a part of the control means, and the lottery means, the winning number storage means as the cumulative information storage means, the lottery result display means, the winning number display means as the cumulative information display means, operable. It corresponds to a status display means.

  The symbol control circuit 80 includes a CPU 81, a ROM 82, a RAM 83, a VDP 84, a VROM 85, and a VRAM 86. The CPU 81 of the symbol control circuit 80 sets control data based on a command from the effect control circuit 70, and instructs the VDP 84 to select video data in accordance with the control data setting result. The corresponding video data is selected from the VROM 85, and a display signal is generated based on the selection result of the video data. The VDP 84 transmits the display signal setting result to the LCD circuit 87, and the LCD circuit 87 displays an image corresponding to the display signal from the VDP 84 on the decorative design display 34. A series of operations of the CPU 81 and the VDP 84 are performed based on a control program and control data recorded in the ROM 82, and the RAM 83 and the VRAM 85 function as work memories for the CPU 81 and the VDP 84. The symbol control circuit 80 corresponds to moving image data selecting means and moving image data reproducing means.

  The sound control circuit 90 includes a CPU 91, a ROM 92 and a RAM 93. The CPU 91 of the sound control circuit 90 selects sound data corresponding to the command from the effect control circuit 70 from the ROM 92, generates a sound signal based on the selection result of the sound data, and transmits it to the speaker circuit 94. The speaker circuit 94 outputs sound corresponding to the sound signal from both speakers 14. The series of operations of the CPU 91 is performed based on the control program and control data recorded in the ROM 92, and the RAM 93 functions as a work memory for the CPU 91.

  The illumination control circuit 100 includes a CPU 101, a ROM 102, and a RAM 103. The CPU 101 of the illumination control circuit 100 selects illumination data corresponding to the command from the effect control circuit 70 from the ROM 102, generates an illumination signal based on the selection result of the illumination data, and transmits it to the LED circuit 104. In other words, the LED circuit 104 causes the illumination LED 17 to emit light with contents corresponding to the illumination signal. The series of operations of the CPU 101 is performed based on the control program and control data recorded in the ROM 102, and the RAM 103 functions as a work memory of the CPU 101.

The switch circuit 6C outputs a single pulse signal having a predetermined time width as an operation signal to the display control device 26 based on the input of the trigger pulse, and is mainly composed of a one-shot multivibrator. Yes. The switch circuit 6C outputs a pulse signal at the rising timing of the ON signal using the ON signal from the button switch 6B as a trigger pulse, and the effect control circuit 70 detects that the effect button 6A is initially set based on the detection of the pulse signal. It is determined that the operation has been performed from the position to the pushing position, and the operation pattern of the effect button 6A is determined based on both the time interval and the number of pulse signals. Then, the effect control circuit 70 outputs predetermined display instruction information to the symbol control circuit 80 according to the operation pattern.
It should be noted that the control means of the present invention is constituted by various circuits for controlling the game described in “2. Description of electrical configuration”.
3. Explanation of gaming functions 3-1. Special design game function

  When the player inserts a game ball into the upper plate 6 and rotates the launch handle 8, the game ball is launched into the game board 18 and falls while hitting the obstacle nail 23. When this game ball wins in the special symbol start opening 24, a set number of game balls are paid out as prize balls in the upper plate 6 from the prize ball payout device, and the special symbol game is started. In this special symbol game, special symbols are sequentially displayed on the special symbol display 33 in a variable state and a variable stop state, and a special symbol is notified to the player according to the type of the special symbol in the variable stop state. The outline of the game is as follows.

The special symbol display 33 displays either the special symbol “7” or “-” in a stationary state, and when the game ball effectively wins in the special symbol start opening 24, the special symbol starts to fluctuate. . This variation refers to a change in the type of the special symbol, and the special symbol change order is set in the order of “7” → “−” → “7” →. This special symbol notifies the player of the big hit based on the stop of the fluctuation at “7”, and notifies the player of the loss based on the stop of the fluctuation at “−”. The time required to stop is called the special symbol variation display time.
3-2. Big hit game function

When the special symbol display 33 stops displaying the big hit symbol, the big hit game is started. This big hit game is to open the grand prize opening 27 and generate a player's advantageous state in which the game ball is allowed to win in the big prize opening 27. The maximum number of the big prize openings 27 (10). The game ball is held in the open state until the number condition for the game balls to win or the time condition for the open time to reach the upper limit (30 seconds) is satisfied. The opening / closing operation based on the number condition and the time condition of the big winning opening 27 is called a big hit round, and the big hit round is repeated a fixed number of times (15 times). The repetition of the big hit round is equivalent to the big hit game. During each big hit round, the big hit round is displayed on the decorative symbol display 34, and during the big hit round display, both speakers 14 are linked to the display contents. A game sound is output, and the plurality of illumination LEDs 17 emit light in conjunction with display contents.
3-3. Special symbol game hold function

The special symbol game is put on hold when the game ball is effectively won in the special symbol start port 24 during the special symbol game and the big hit game in which the special symbol game cannot be started immediately. An upper limit value is set for the number of times this special symbol game is held, and the special symbol game is not held when the game ball wins in the special symbol start port 24 with the number of times the hold has reached the upper limit value. A winning of a game ball in which the special symbol game is not held is referred to as an invalid winning, and a winning in which the special symbol game is held is referred to as an effective winning.
3-4. Decorative design game function (design game function)

  When the game ball effectively wins in the special symbol start opening 24, the decorative symbol game is started in conjunction with the special symbol game. This decorative symbol game displays a moving image on the decorative symbol display 34 based on the reproduction of video data, outputs game sounds according to the display contents of the moving image from both speakers 14, and turns on the plurality of illumination LEDs 17 It is composed by emitting light according to the display content of the moving image surface, and the outline of the decorative design game is as follows.

  A predetermined background is displayed on the decorative symbol display 34 (usually, as shown in FIG. 24A, a mountain background is displayed as the first background 120) and in front of it (game On the front side of the person), one of the number symbols from “1” to “8” is displayed in a stationary state as the symbol element in the left column, the symbol element in the middle column, and the symbol element in the right column of the decorative symbol, The three rows of symbol elements start to fluctuate in synchronization with the start of fluctuation of the special symbol. The variation (variable) of the decorative symbols means that the symbol elements in each column change while moving. The movement direction of the symbol elements in each column is set from top to bottom, and the symbol elements in each column are changed. The change order is set in a loop of “one” → “two” → “three” ... → “seven” → “eight” → “one”.

The decorative elements in the three rows of decorative symbols are (1) left row, (2) right row, (3) variable stop in the order of the middle row (variable stop), the player is in the three rows of variable stop state Big hits and misses are reported by the combination of. In the reach state where the symbol elements in the left column of the decorative symbol and the symbol elements in the right column are stopped at the same number, the reach action screen is displayed on the decorative symbol display 34, and the symbol elements in the final middle column are the left column and the right column. It is implied according to the progress of the reach action screen whether or not the change is stopped with the same number of target symbols. In other words, in addition to notifying the jackpot and misses themselves, the decorative symbol game is intended to give the player a mood change such as a feeling of pounding and harassment based on visualizing the special symbol game. Is. Note that the background displayed during the decorative symbol game is that, as will be described later, when the number of wins by lottery during the big hit game is a predetermined number or more, and the player operates the effect button 6A, (a ) From the first background 120 consisting of the mountain background as shown in FIG. 24 to the second background 130 consisting of the sea background as shown in FIG. 24 (b) and the city as shown in FIG. 24 (c). It is possible to change to the third background 140 consisting of the background. This will be described in detail later.
4). Internal processing of main control circuit 50 4-1. Main processing

  When the power is turned on, the CPU 51 of the main control circuit 50 initializes all data in the RAM 53 in the power-on process in step S1 of FIG. 4, and determines the setting state of the timer interrupt flag in step S2. This timer interrupt flag is turned on in the timer interrupt process based on the CPU 51 receiving a pulse signal from the timer circuit 55. When the CPU 51 detects that the timer interrupt flag is turned on in step S2, step S3 is performed. And the timer interrupt flag is turned off.

When the CPU 51 turns off the timer interrupt flag in step S3, the CPU 51 sequentially executes the input process in step S4 to the data acquisition process in step S6. When the data acquisition process in step S6 is completed, the big hit determination process in step S7 to the big hit game process in step S11 are executed alternatively based on the set state of the main control flag, and the timer interrupt flag is turned on in step S2. The process proceeds to step S3 based on newly detecting. The main control flag is initially set to the big hit determination process in the power-on process in step S1.
4-2. Input processing

When the CPU 51 proceeds to the input process of step S4 in FIG. 4, the CPU 51 determines the output state of the special symbol start signal from the input circuit 54 in step S21 of FIG. If it is detected that there is no special symbol start signal, the start signal flag is turned off in step S22. If it is detected that there is a special symbol start signal, the start signal flag is turned on in step S23. That is, when the game ball wins in the special symbol start port 24, a special symbol start signal is output from the input circuit 54, and the start signal flag is turned on.
4-3. Counter update processing

  When the CPU 51 proceeds to the counter update process of step S5 in FIG. 4, "1" is added to the current measured values of the random counters R1 to R3. These random counters R1 to R3 are added from a common initial value “0” to a different upper limit value and then cyclically added back to the initial value “0”. The addition contents of the random counters R1 to R3 are as follows: It is as follows.

(1) The random counter R1 corresponds to a random value for selecting a variation pattern, and is added cyclically by returning to the initial value “0” after being added from the initial value “0” to the upper limit value “100”. The

(2) The random counter R2 corresponds to a random value that assigns the determination result to complete detachment and detachment reach at the time of determination of detachment, and is added to the upper limit value “49” from the initial value “0” and then the initial value “ It returns to 0 and is added cyclically.

(3) The random counter R3 corresponds to a random number value for drawing whether or not a big hit has occurred. The random counter R3 is added to the upper limit value “248” from the initial value “0” and then returned to the initial value “0” to cycle. Is added to
4-4. Data acquisition process

  When the CPU 51 finishes the counter update process in step S5 in FIG. 4, the CPU 51 proceeds to the data acquisition process in step S6, and determines the setting state of the start signal flag in step S31 in FIG. Here, when it is detected that the start signal flag is turned on, the process proceeds to step S 32, and the measured value of the counter N 1 is compared with the upper limit value MAX (4) recorded in the ROM 52. The counter N1 measures the number of special symbol games held. When the CPU 51 determines “N1 <MAX” in step S32, it determines that the number of special symbol games held has not reached the upper limit. And it transfers to step S33 and acquires the present measured value of random counter R1-R3.

  In the RAM 53 of the main control circuit 50, four reserved data areas E1 to E4 are set as shown in FIG. The order of use “1” to “4” is assigned to these four reserved data areas E1 to E4, and the CPU 51 of the main control circuit 50 acquires the measured values of the random counters R1 to R3 in step S33 of FIG. Then, in step S34, the acquisition results of the random counters R1 to R3 are stored in the area with the smallest usage order among the unused reserved data areas. For example, when the random counters R1 to R3 are stored in both the reserved data area E1 in the usage order “1” and the reserved data area E2 in the usage order “2”, the reserved data in the blank space having the minimum usage order “3” is stored. The area E3 stores the acquisition results of the random counters R1 to R3. That is, the random counters R1 to R3 are stored in the reserved data areas E1 to E4 in the order of acquisition, and the usage orders 1 to 4 correspond to information indicating the acquisition order.

When the CPU 51 stores the acquisition results of the random counters R1 to R3 in step S34 in FIG. 6, the number of special symbol games held is updated based on adding “1” to the counter N1 in step S35.
4-5. Big hit judgment processing

  When the CPU 51 detects that the main control flag is set in the big hit determination process, the CPU 51 shifts from the data acquisition process in step S6 in FIG. 4 to the big hit determination process in step S7. In step S41 in FIG. It is determined whether or not random counters R1 to R3 are stored in E1. If it is detected that the random counters R1 to R3 are stored in the hold data area E1, the acquisition result of the random counter R3 is detected from the hold data area E1 in step S42, and the detection result of the random counter R3 is set to the jackpot value “ 7 ”. The jackpot value “7” is recorded in the ROM 52 of the main control circuit 50. When the CPU 51 detects that the detection result of the random counter R3 is the same as the jackpot value “7”, it determines that the jackpot value is a big hit. In S43, the big hit flag is turned on. Further, when it is detected in step S42 that the detection result of the random counter R3 is different from the big hit value “7”, it is determined to be out, and the big hit flag is turned off in step S44. That is, the big hit is determined with a fixed probability of “1/249”.

  When the CPU 51 proceeds to step S45, it determines the set state of the big hit flag. If it is determined that the big hit flag is turned on, the process proceeds to step S46, and the special symbol “7” is set. If it is determined in step S45 that the big hit flag has been turned off, the process proceeds to step S47, and a special symbol “-” is set. That is, the special symbol “7” is set when the big hit is determined, and the special symbol “−” is set when the loss is determined.

  When the special symbol “-” is set in step S47, the CPU 51 detects the acquisition result of the random counter R2 from the reserved data area E1 in step S48, and compares it with the ten outreach values “0-9”. These outlier reach values are recorded in the ROM 52 of the main control circuit 50. When the CPU 51 determines in step S48 that the detection result of the random counter R2 is the same as one of the ten outlier reach values, the outlier reach value is obtained. In step S49, the release reach flag is turned on. If it is determined in step S48 that the detection result of the random counter R2 is different from any of the 10 outreach values, it is determined that it is completely out, and the outreach flag is turned off in step S50.

When proceeding to step S51, the CPU 51 sets a winning command as shown in the following (1) to (3).
(1) When the big hit flag is turned on, the winning command “big hit” is set.
(2) When the big hit flag is off and the outreach flag is on, the winning command “outreach reach” is set.
(3) When both the big hit flag and the miss reach flag are off, the winning command “completely miss” is set.
In step S52, the winning command setting result is transmitted to the effect control circuit 70, and in step S53, the variation pattern setting process is set in the main control flag.

Thereafter, when proceeding to step S54, the CPU 51 subtracts the number of special symbol games held based on subtracting “1” from the counter N1. Then, the process proceeds to step S55, and the reserved data area of the RAM 53 is organized. In this process, the random counters R1 to R3 in the reserved data area E1 are erased, and when the random counters R1 to R3 are stored after the holding data area E2 is included, the random counters R1 to R3 are used one order before. For example, when the random counters R1 to R3 are stored in the hold data area E1, the hold data area E2, and the hold data area E3, the random counters R1 to R3 of the hold data area E1 are deleted. The random counters R1 to R3 of the reserved data area E2 are moved to the previous reserved data area E1, and the random counters R1 to R3 of the reserved data area E3 are moved to the previous reserved data area E2.
4-6. Fluctuation pattern setting process

  When the CPU 51 detects that the main control flag is set in the fluctuation pattern setting process, the CPU 51 proceeds from the data acquisition process in step S6 in FIG. 4 to the fluctuation pattern setting process in step S8, and in step S61 in FIG. Determine the setting status. When it is determined that the big hit flag is turned on, it is determined that the big hit is determined in the previous big hit determination process, and the process proceeds to step S62.

  In the ROM 52 of the main control circuit 50, a variation pattern table for big hits and a variation pattern table for outreach are recorded. Each of these variation pattern tables shows the correlation between the random counter R1, the variation pattern, and the variation display time. When the CPU 51 proceeds to step S62, the CPU 51 selects a variation pattern table for big hit from the ROM 52, and proceeds to step S63. . Here, the acquisition result of the random counter R1 is detected from the reserved data area E1, and the variation pattern for big hit corresponding to the detection result of the random counter R1 is selected from the variation pattern table for big hit. FIG. 10 shows the recorded contents of the big hit variation pattern table. In the big hit variation pattern table, variation patterns P1 to P4 are set.

  When the CPU 51 selects the big hit variation pattern in step S63 in FIG. 9, the CPU 51 selects the variation display time corresponding to the variation pattern selection result from the big hit variation pattern table in FIG. 10 in step S64. For example, when the detection result of the random counter R1 is “10”, the variation pattern “P1” is selected, and when the variation pattern selection result is “P1”, the variation display time “30 sec” is selected.

  When the CPU 51 determines that the big hit flag is turned off in step S61 of FIG. 9, the CPU 51 determines that a loss reach or complete loss has been determined in the previous big hit determination process. In this case, the process proceeds from step S61 to step S65, and the setting state of the detach reach flag is determined. When it is determined that the outreach flag is turned on, it is determined that the outreach has been determined in the previous jackpot determination process, and a variation pattern table for outreach is selected from the ROM 52 in step S66. In step S67, the acquisition result of the random counter R1 is detected from the reserved data area E1, and the fluctuation pattern for outreach according to the detection result of the random counter R1 is selected from the fluctuation pattern table for outreach.

  FIG. 11 shows the recording contents of the variation pattern table for outreach, and variation patterns P5 to P8 are set in the variation pattern table for outreach. These deviation reach fluctuation patterns P5 to P8 are for generating the same system image with the same development as the big hit fluctuation patterns P1 to P4. In step S67 in FIG. When a pattern is selected, in step S68, a variation display time corresponding to the variation pattern selection result is selected from the variation pattern table for outlier reach in FIG. For example, when the detection result of the random counter R1 is “5”, the variation pattern “P5” is selected, and when the variation pattern selection result is “P5”, the variation display time “28 sec” is selected.

  When the CPU 51 determines in step S65 in FIG. 9 that the release reach flag has been turned off, the CPU 51 determines that a complete release has been determined in the previous jackpot determination process. In step S69, the fluctuation pattern P9 is selected. In step S70, the fluctuation display time “3 sec” corresponding to the fluctuation pattern P9 is selected.

When the CPU 51 selects the variation pattern and the variation display time, the variation pattern command is set to the variation pattern command in step S71 of FIG. And the setting result of a fluctuation pattern command is transmitted to the production | presentation control circuit 70, and it transfers to step S72. Here, the selection result of the fluctuation table time is set in the timer T1, and in step S73, a special symbol fluctuation start process is set in the main control flag. In other words, the effect control circuit 70 is transmitted with the selection result of the variation pattern in addition to the determination result of the big hit, the loss reach, and the complete loss.
4-7. Special symbol variation start processing

  When the CPU 51 detects that the main control flag is set in the special symbol variation start process, the CPU 51 proceeds from the data acquisition process in step S6 in FIG. 4 to the special symbol variation start process in step S9, and in step S81 in FIG. A special symbol variation start signal is output to the circuit 57. Then, the LED circuit 57 starts the special symbol variation display based on detecting the special symbol variation start signal.

  When the CPU 51 outputs a special symbol variation start signal in step S81, the CPU 51 transmits a decorative symbol variation start command to the effect control circuit 70 in step S82. And it transfers to step S83 and sets a special symbol fluctuation | variation stop process to a main control flag. This decoration symbol variation start command is equivalent to a decoration symbol game start command, and the production control circuit 70 starts the visual production of the decoration symbol game based on receiving the decoration symbol variation start command. The design control circuit 80 is instructed, the sound control circuit 90 is instructed to start the sound design of the decorative design game, and the design control circuit 100 is instructed to start the electrical design of the design design game. To do. 4-8. Special symbol change stop processing

  When the CPU 51 detects that the main control flag is set in the special symbol fluctuation stop process, the CPU 51 proceeds from the data acquisition process in step S6 in FIG. 4 to the special symbol fluctuation stop process in step S10, and in step S91 in FIG. The remaining time of the special symbol game and the remaining time of the decorative symbol game are updated based on subtracting the set value ΔT1 from the current measured value of T1. Then, the process proceeds to step S92, and the subtraction result of the timer T1 is compared with “0”.

  When the CPU 51 detects that the subtraction result of the timer T1 is “0” in step S92, it determines the end of the special symbol game and the decorative symbol game, and outputs a special symbol fluctuation stop signal to the LED circuit 57 in step S93. This special symbol fluctuation stop signal instructs to stop the special symbol fluctuation display according to the selection result of the jackpot determination process, and the LED circuit 57 changes the special symbol fluctuation based on the provision of the special symbol fluctuation stop signal. The display stops at either of the selection results “7” and “−”.

  When the CPU 51 outputs a special symbol variation stop signal to the LED circuit 57 in step S93, the CPU 51 transmits a decorative symbol variation stop command to the effect control circuit 70 in step S94. This decoration symbol variation stop command corresponds to a stop command of the decoration symbol game, and the effect control circuit 70 stops the visual effect of the decoration symbol game based on detecting the decoration symbol variation stop command. Instruct the symbol control circuit 80 to instruct the sound control circuit 90 to stop the sound effect of the decorative symbol game, and instruct the electrical control circuit 100 to stop the electrical effect of the decorative symbol game. To do.

When the CPU 51 transmits the decorative symbol variation stop command in step S94, the CPU 51 determines the set state of the big hit flag in step S95. Here, when it is detected that the big hit flag is off, a big hit determination process is set in the main control flag in step S96, and when a big hit flag is detected, the big hit game process is set in the main control flag in step S97.
4-9. Big hit game processing

When the CPU 51 detects that the main control flag is set to the big hit game process, the CPU 51 proceeds from the data acquisition process in step S6 in FIG. 4 to the big hit game process in step S11. This jackpot game process executes 15 jackpot rounds. At the start of the jackpot game process, a jackpot round start command is transmitted from the CPU 51 to the effect control circuit 70, and at the end of the jackpot game process, a jackpot round stop command is transmitted. Is done. In the big hit game process, a winning command is sent to the effect control circuit 70 every time a signal is detected by the count sensor 28 to detect that a game ball has won the winning prize opening 27.
5. Internal processing of effect control circuit 70 5-1. Main processing

When the power is turned on, the CPU 71 of the effect control circuit 70 initializes all data in the RAM 73 in the power-on process in step S201 in FIG. Then, the process proceeds to step S202, and the setting state of the timer interrupt flag is determined. The timer interrupt flag is turned on in the timer interrupt process based on the CPU 71 receiving the pulse signal from the timer circuit 74. When the CPU 71 detects that the timer interrupt flag is turned off in step S202, the CPU 71 executes step S203. If the timer interrupt flag is detected to be on in step S202, the process proceeds to step S204. In step S204, the timer interrupt flag is turned off, and the counter update process in step S205 to the command process in step S206 are executed in order.
5-2. INT interrupt processing

When the CPU 71 of the effect control circuit 70 detects the strobe signal (INT signal) from the main control circuit 50, it starts the INT interrupt process. The strobe signal is transmitted together with the command by the main control circuit 50. When the CPU 71 starts the INT interrupt processing, the CPU 71 receives the command in step S301 in FIG. 15, and records the command reception result in the RAM 73 in step S302. . Then, the process proceeds to step S303, and the command processing flag is set according to the type of command. This command processing flag is initially set in the command waiting process, and FIG. 16 shows the relationship between the type of command transmitted from the main control circuit 50 and the setting contents of the command processing flag.
5-3. Counter update processing

  When proceeding to step S203 in FIG. 14, the CPU 71 adds “1” to the current measurement value of the random counter R11 in step S211 in FIG. This random counter R11 selects a symbol element in the left column of the decorative symbol, a symbol element in the middle column, and a symbol element in the right column from a group of symbol elements “1 to 8”, and is composed of a three-digit counter. Has been. As shown in FIG. 18, the first digit of the random counter R11 is added from “0” to “7”, then returned to “0” and cyclically added, and the second digit is “1”. “1” is added every time the carry is added from “7” to “0”, and the second digit is added by “1” every time the carry is added from “7” to “0”. The

  When the CPU 71 updates the random counter R11 in step S211 of FIG. 17, the first digit and the third digit of the update result of the random counter R11 are compared in step S212. If it is detected that the two are different, the process proceeds to step S213, and the update result of the random counter R11 is stored in the completely out of symbol area of the RAM 73. That is, as shown in FIG. 18, the complete out symbol area stores basic data of complete out symbols that are different in the left and right columns. The stored data in the complete out symbol area is stored in the next step S213. Updated.

  When the CPU 71 detects that the first digit and the third digit of the random counter R11 are the same in step S212 of FIG. 17, the CPU 71 compares the first digit and the second digit of the random counter R11 in step S214. If it is detected that the two are different from each other, the process proceeds to step S215, and the update result of the random counter R11 is stored in the outreach symbol area of the RAM 73. That is, as shown in FIG. 18, the outreach symbol area stores basic data of outreach symbols that have the same left column and right column but different middle columns. It is updated in the next step S215.

  When the CPU 71 proceeds to the counter update process of step S205 in FIG. 14, the CPU 71 adds “1” to the current measured values of the random counters R12 to R13. These random counters R12 to R13 are added from a common initial value “0” to a different upper limit value and then cyclically added back to the initial value “0”. The addition contents of the random counters R12 to R13 are as follows: It is as follows.

(1) The random counter R12 corresponds to a random number value for drawing lottery symbols. The random counter R12 is added from the initial value “0” to the upper limit value “7”, then returned to the initial value “0” and added cyclically.

(2) The random counter R13 corresponds to a random value for drawing the effect pattern command. The random counter R13 is added from the initial value “0” to the upper limit value “60”, then returned to the initial value “0” and added cyclically.
5-4. Command processing

When the CPU 71 proceeds to the command processing in step S206 in FIG. 14, the CPU 71 alternatively performs the command waiting processing in step S401 to the big hit round stop command processing in step S407 based on the setting state of the command processing flag.
5-4-1. Command wait processing

When the CPU 71 detects that the command processing flag is set in the command waiting process, the CPU 71 returns to step S202 in FIG. 14 through the command waiting process in step S401 in FIG. This command waiting process is a process of waiting for a command from the main control circuit 50, and no substantial processing operation is performed.
5-4-2. Win command processing

  When the CPU 71 detects that the command processing flag is set to the winning command processing, the CPU 71 detects the winning command from the RAM 73 in step S221 of FIG. If it is determined that the detection result of the winning command is a big hit, the process proceeds to step S222, and the current measured value of the random counter R12 is acquired. Then, the process proceeds to step S223, where “1” is added to the acquisition result of the random counter R12, and each column of the decorative symbols is set as the addition result of the random counter R12. For example, when the acquisition result of the random counter R12 is “6”, “1” is added to “6”, and the decorative symbol is set to the big hit symbol “777”, which is a combination of big hits.

  If the CPU 71 determines in step S221 that the detection result of the winning command is out of reach, the CPU 71 detects the update result of the random counter R11 from the out of reach symbol area of the RAM 73 in step S224. Then, the process proceeds to step S225, and the decorative design is set based on adding “1” to each digit of the first to third digits of the random counter R11. For example, when the storage result of the random counter R11 is “010”, “1” is added to the number in each column, and the decorative symbol is set to the outreach symbol “one and one” which is a combination of outreach.

  When the CPU 71 determines that the detection result of the winning command is completely out in step S221, the CPU 71 detects the update result of the random counter R11 from the complete out symbol area of the RAM 73 in step S226. Then, the process proceeds to step S227, and a decorative design is set based on adding “1” to each digit of the first to third digits of the random counter R11. For example, when the storage result of the random counter R11 is “001”, “1” is added to the numbers in each column, and the decoration symbol is set to a completely unsymbolized symbol “11”, which is a combination of completely unsuccessful symbols.

When the CPU 71 sets the decorative symbol, the CPU 71 transmits the decorative symbol setting result to the symbol control circuit 80 in step S228. Then, the process proceeds to step S229, and command waiting processing is set in the command processing flag. When the CPU 81 of the symbol control circuit 80 receives the decorative symbol setting result from the effect control circuit 70, it transmits it to the VDP 84.
5-4-3. Fluctuation pattern command processing

  When the CPU 71 detects that the command processing flag is set to the variation pattern command processing, the CPU 71 detects the reception result of the variation pattern command from the RAM 73 in step S231 in FIG. In step S232, the current measurement value of the random counter R13 is acquired, and the process proceeds to step S233.

  An effect table is recorded in the ROM 72 of the effect control circuit 70. As shown in FIG. 22, this effect table shows the correlation among the fluctuation pattern commands P1 to P9, the random counter R13, and the effect pattern commands P1-1 to P9-2. A plurality of effect pattern commands are set as options.

  When the CPU 71 proceeds to step S233 in FIG. 21, the effect pattern command corresponding to the detection result of the variation pattern command and the acquisition result of the random counter R13 is selected from the effect table in FIG. For example, when “P1” is detected as the variation pattern command and “10” is acquired as the random counter R13, the effect pattern command P1-1 is selected from the effect table.

  When the CPU 71 selects an effect pattern command in step S233 of FIG. 21, the selection result of the effect pattern command is transmitted to the symbol control circuit 80, the sound control circuit 90, and the illumination control circuit 100 in step S234. Then, the process proceeds to step S235, and the command processing flag is set to command waiting processing.

  A plurality of sound data are recorded in the ROM 92 of the sound control circuit 90, and when the CPU 91 of the sound control circuit 90 receives the effect pattern command from the effect control circuit 70, the sound data corresponding to the reception result of the effect pattern command is obtained. Select from ROM 92 and record in RAM 93. A plurality of illumination data is recorded in the ROM 102 of the illumination control circuit 100. When the CPU 101 of the illumination control circuit 100 receives an effect pattern command from the effect control circuit 70, it corresponds to the reception result of the effect pattern command. The illumination data is selected from the ROM 102 and recorded in the RAM 103.

  A plurality of video data are recorded in the VROM 85 of the symbol control circuit 80 as shown in FIG. One kind of effect pattern command is assigned to each video data, and the CPU 81 of the symbol control circuit 80 transmits the effect pattern command from the effect control circuit 70 to the VDP 84. Then, the VDP 84 selects video data corresponding to the effect pattern command from the VROM 85, decompresses the video data selection result, and records it in the VRAM 86. Each video data is started to be played when a decoration design change start command is transmitted from the main control circuit 50, and is stopped when a decoration design change stop command is transmitted from the main control circuit 50. The reproduction time of each video data is set to the same value as the variation display time, which is the time required from when the decorative symbol variation start command is transmitted until when the decorative symbol variation stop command is transmitted.

For example, the video data V1-1 and V1-2 are selected when the main control circuit 50 sets the fluctuation pattern P1, and the reproduction time of the video data V1-1 and V1-2 is in accordance with the fluctuation pattern P1. The same common value (30 sec) as the variable display time is set. The video data V5-1 and V5-2 are selected when the main control circuit 50 sets the variation pattern P5, and the reproduction time of the video data V5-1 and V5-2 varies depending on the variation pattern P5. The same common value (28 sec) as the display time is set.
5-4-4. Decorative symbol variation start command processing

  When the CPU 71 detects that the command processing flag is set in the decorative symbol variation start command processing, the CPU 71 transmits a start command to the symbol control circuit 80, the sound control circuit 90, and the illumination control circuit 100 in step S404 of FIG. Set the command processing flag to command wait processing.

  When the CPU 91 of the sound control circuit 90 receives the start command from the effect control circuit 70, the game sound corresponding to the sound data selection result is output from the speaker 14 based on the reproduction of the sound data in the RAM 93. When receiving the start command from the effect control circuit 70, the CPU 101 of the illumination control circuit 100 causes the illumination LED 17 to emit light in a pattern according to the selection result of the illumination data based on reproducing the illumination data in the RAM 103.

When receiving the start command from the effect control circuit 70, the CPU 81 of the symbol control circuit 80 transmits the start command to the VDP 84. Then, the VDP 84 displays the video corresponding to the video data on the decorative design display 34 based on the reproduction of the video data of the VRAM 86, and superimposes the numeric character data on the reproduced video data to display the left column of the decorative design. Then, a video in which the middle row and the right row fluctuate (variable) and a video in which the fluctuation stops (variable stop) are generated. The CPU 81 of the symbol control circuit 80 sets the variation stop timing for each column of the decorative symbols in accordance with the reception result of the effect pattern command, and the last middle column is immediately before the effect time corresponding to the effect pattern command elapses. Set to stop.
5-4-5. Decorative symbol fluctuation stop command processing

  When the CPU 71 detects that the command processing flag is set in the decorative symbol variation stop command processing, the CPU 71 transmits a stop command to the symbol control circuit 80, the sound control circuit 90, and the illumination control circuit 100 in step S405 of FIG. Set the command processing flag to command wait processing.

When the CPU 91 of the sound control circuit 90 receives a stop command from the effect control circuit 70, the CPU 101 of the sound control circuit 100 stops the reproduction processing of the sound data. Stop the data playback process. When the CPU 81 of the symbol control circuit 80 receives a stop command from the effect control circuit 70, it instructs the VDP 84 to stop the reproduction of the video data, and the VDP 84 stops the reproduction process of the video data based on the instruction to stop the reproduction. .
5-4-6. Big hit round start command processing

  When the CPU 71 detects that the command processing flag is set to the big hit round start command processing, it sends a big hit round start command to the symbol control circuit 80, the sound control circuit 90, and the illumination control circuit 100 in step S406 of FIG. The command processing flag is set in the command waiting process.

When receiving the jackpot round start command from the effect control circuit 70, the CPU 81 of the symbol control circuit 80 transmits the command to the VDP 84. Then, the VDP 84 selects video data for the big hit round from the VROM 85, and displays the big hit round on the decorative symbol display 34 based on reproducing the selection result of the video data. The CPU 91 of the sound control circuit 90 selects the jackpot round sound data from the ROM 92 based on receiving the jackpot round start command from the effect control circuit 70, and reproduces the selection result of the sound data based on the reproduction of the sound data selection result. The game sound for the big hit round is output. The CPU 101 of the illumination control circuit 100 selects the illumination data for the big hit round from the ROM 102 based on the reception of the big hit round start command from the effect control circuit 70, and reproduces the selection result of the illumination data. The LED 17 is illuminated for the big hit round.
5-4-7. Big hit round stop command processing

  When the CPU 71 detects that the command processing flag is set to the big hit round stop command processing, the big hit round stop command is transmitted to the symbol control circuit 80, the sound control circuit 90, and the illumination control circuit 100 in step S407 of FIG. The command processing flag is set in the command waiting process.

The CPU 91 of the sound control circuit 90 stops the process of reproducing the sound data for the big hit round based on the reception of the big hit round stop command from the effect control circuit 70, and the CPU 101 of the illumination control circuit 100 receives the signal from the effect control circuit 70. On the basis of receiving the big hit round stop command, the reproduction processing of the big hit round illumination data is stopped. The CPU 81 of the symbol control circuit 80 instructs the VDP 84 to stop playback of the video data for the big hit round based on the reception of the big hit round stop command from the effect control circuit 70, and the VDP 84 is instructed to stop the playback. And stop playing the video data for the big hit round.
6). Internal processing of symbol control circuit 80

  The video data V1-1 and V1-2 in FIG. 23 are selected when the main control circuit 50 sets the variation pattern P1 for jackpot, and the jackpot notice is not inserted into the video data V1-1. First, a big hit notice is inserted in the video data V1-2. This jackpot notice is made by cutting in a special notice picture immediately after the three rows of decorative symbols start to change, and the video data V1-1 and V1-2 are mutually related in the presence or absence of the jackpot notice. Is different. Note that the details of the notice pattern are omitted.

The video data V1-1 and V1-2 are used to generate the same system video with the same content of the production progress. When the video data V1-1 and V1-2 are reproduced, the three rows of decorative symbols are simultaneously displayed. The reach state is generated based on the fact that the fluctuation starts and the left column and the right column sequentially change and stop according to the setting result. After the reach state occurs, a mahjong tsumo effect is generated. After the end of this mahjong tsumo production, the three rows of decorative symbols are stopped and displayed in a jackpot combination.
7). A lottery process during a big hit game and an effect pattern table change process associated with the lottery result

  In addition to the above jackpot game processing, in this embodiment, based on the fact that the game ball has won the big prize opening 27 during the jackpot game, a lottery is performed in the effect control circuit 70 as a control means, and according to the lottery result. Thus, an effect that the effect pattern table can be changed is performed through selection of the player after the end of the big hit game. Hereinafter, the control by the effect control circuit 70 when this effect is performed will be described.

  First, as shown in step S501 of FIG. 25, it is determined whether or not the big hit game has been started, and the CPU 71 detects that the command processing flag is set to the big hit round start command processing and starts the big hit game. If it is determined that the game has been made, the jackpot game as described above is started and the lottery process is started.

  In the lottery process, as shown in the display screen 35 in FIG. 2, a display 35A indicating that a big hit game is being played is displayed, and an effect control circuit 70 is provided as shown in step S502 in FIG. The number of winning times (cumulative information) stored in the winning number storage means as the cumulative information storage means is called up, and the cumulative information display on the display screen 35 is displayed by the winning number display means as the cumulative information display means of the effect control circuit 70. The winning number (cumulative information) is displayed on the winning number display part 35C as a part (in FIG. 2, “8” is displayed since eight times have been won so far).

  Next, as shown in step S503 of FIG. 25, whether or not a signal indicating that the main sensor circuit 50 has won the big winning hole 27 in the big hit game with the count sensor 28b is transmitted to the effect control circuit 70. Judgment is made. Here, when it is detected by the count sensor 28 that a winning has been made to the big winning opening 27, the payout control circuit 60 pays out the game ball, and as shown in step S504 in FIG. The lottery means of the control circuit 70 performs a lottery of winning or losing. The winning probability in the lottery means may be an appropriate probability such as 1/3 or 1/10.

  Next, as shown in step S505 in FIG. 25, it is determined whether or not the lottery has been won, and if it has been won, as shown in step S506 in FIG. Remember again. If it is off, the process proceeds to step S507 in FIG. At that time, the lottery result display means of the effect control circuit 70 displays whether the winning or the winning is made. Here, “O” and “X” are alternately displayed at high speed on the winning result display portion 35B of the display screen 35 shown in FIG. 2, and when the lottery result is obtained, the winning case is shown in FIG. In this way, “O” is displayed, and “X” is displayed in the case of a loss.

  In step S507, it is determined whether or not the big hit game has ended. If the big hit game continues, the process returns to step S503. If it is determined that the big hit game has ended, as shown in step S508 of FIG. 25, the number of wins (cumulative information) is a fixed number (predetermined amount), here 50 times or more or 100 times or more. Judge whether or not

  Here, when the number of wins is less than 50, the process ends as it is. When the number of wins is 50 or more, as shown in step S509 of FIG. 25, a selection effect as shown in FIG. 26A is displayed on the display screen 35 by the operable state display means of the effect control circuit 70. Display for a predetermined time. Here, the effect pattern table can be changed from the normal effect pattern table to the special effect pattern table, and in order to display that the effect pattern table can be changed by operating the effect button 6A, the “special effect pattern table” is displayed. A display “changeable” and a display “press the button to change to the special effect pattern table” and an effect button image 6D as an image showing the effect button 6A are displayed. In addition to the display, the operation of the effect button 6A as the operation means is validated.

  When the number of wins is 100 or more, as shown in step S509 in FIG. 25, a selection effect as shown in FIG. 26C is displayed on the display screen 35 by the operable state display means of the effect control circuit 70. Display for a predetermined time. Here, the effect pattern table can be changed from the normal effect pattern table to the second special effect pattern table, and “second special effect” is displayed in order to display that the effect pattern table can be changed by operating the effect button 6A. An indication “can be changed to an effect pattern table” and an indication “push a button when changing to the second special effect pattern table” and an effect button image 6D as an image showing the effect button 6A are displayed. In addition to the display, the operation of the effect button 6A as the operation means is validated. Thereafter, a selection effect as shown in FIG. 26A is displayed on the display screen 35 for a predetermined time. Here, the effect pattern table can be changed from the normal effect pattern table to the special effect pattern table, and in order to display that the effect pattern table can be changed by operating the effect button 6A, the “special effect pattern table” is displayed. A display “changeable” and a display “press the button to change to the special effect pattern table” and an effect button image 6D as an image showing the effect button 6A are displayed. In addition to the display, the operation of the effect button 6A as the operation means is validated.

  Here, as shown in step S510 of FIG. 25, it is determined whether or not the player has operated the effect button 6A (whether or not the operation status of the operation means has been set to select the special effect pattern table), and predetermined When it is determined that the player has operated the effect button 6A during the waiting time (the operation state has been selected to select the special effect pattern table), as shown in step S511 of FIG. 25, effect control is performed. In the circuit 70, the effect pattern table is changed from the normal effect pattern table to the special effect pattern table or the second special effect pattern table. Then, as shown in FIG. 26 (b), the display screen 35 displays “change the effect pattern to the special effect pattern table (second special effect pattern table)” and the number of wins is subtracted by 50. The display which alert | reports this is performed, and it complete | finishes. Further, if it is determined that the player has not operated the effect button 6A during the predetermined waiting time (the operation state for selecting the special effect pattern table has not been set), the process ends.

  Here, the decorative symbol game is selected from the effect pattern table stored in the effect control circuit 70 (the symbol control circuit 80, the sound control circuit 90, and the illumination control circuit 100) in accordance with a signal from the main control circuit 50. A predetermined production pattern is selected and executed. In this effect pattern, the type of decorative design, presence / absence of reach state, contents of effect, and the like are defined. In addition, a plurality of effect pattern tables are stored in the effect control circuit 70. Usually, the normal effect pattern table (FIG. 22) is selected, and the effect pattern (effect pattern command) stored therein is selected. To be executed.

  In addition, as described above, at the end of the big hit game, a selection effect that asks whether or not to change the effect pattern table from the normal effect pattern table to the rare special effect pattern table is performed, and an effect button that prompts the operation of the operation means When the player operates the effect button 6A when the image 6D is displayed and the effect button 6A can be operated, the symbol variation game after the big hit game is as shown in FIG. From the normal effect pattern table in which a plurality of effect patterns in which mountain backgrounds are displayed as the first background 120 is stored, the sea background is displayed as the second background 130 as shown in FIG. Is changed to the special effect pattern table (FIG. 27) in which a plurality of effect patterns are stored, and thereafter the effect patterns stored in the special effect pattern table are used. So handle variations game is executed. At that time, a predetermined number (50 times here) corresponding to the special effect pattern table is subtracted from the stored number of wins, and the number of wins is stored. Then, when the big hit game is generated next time, the addition of the lottery win count is started from the win count. In the special effect pattern table of the present embodiment, the background is only changed to the second background 130 of the sea, and the same effects as the normal effect pattern table are performed for the other symbols and variation patterns. It has become.

  Further, as described above, when the number of winning times (cumulative information) stored in the winning number storing means as the cumulative information storing means becomes a certain number (predetermined amount), for example, 100 times or more, at the timing described above. It becomes possible to select to change the effect pattern table to the second special effect pattern table that is even rarer than the special effect pattern table. In the present embodiment, when the number of wins is more than a certain number during the big hit game, at the end of the big hit game, the production pattern table is changed from the normal production pattern table to the special production pattern table or the second special production pattern table. A selection effect that asks whether or not to change is performed. Here, the symbol variation game after the big hit game is shown in the diagram from the normal effect pattern table in which a plurality of effect patterns in which a mountain background is displayed as the first background 120 as shown in FIG. The second special effect pattern table (FIG. 28) in which a plurality of effect patterns in which the background of the city is displayed as the third background 140 as shown in (c) of FIG. 24 is stored is stored. The symbol variation game is executed with the effect pattern stored in the effect pattern table. At that time, a predetermined number (100 times here) corresponding to the special effect pattern table is subtracted from the stored number of wins, and the number of wins is stored. Then, when the big hit game is generated next time, the addition of the lottery win count is started from the win count. When the special effect pattern table is selected during the selection effect, the symbol variation display is executed in the special effect pattern table in which the sea background is displayed as the second background 130 as described above. In the second special effect pattern table of the present embodiment, only the background is changed to the third background 140 of the city, and the other effects such as the normal effect pattern table are performed for the other symbols and the variation patterns. It is like that.

  As described above, the pachinko gaming machine (bullet ball gaming machine) according to the present embodiment is based on the control means for controlling the game, the game ball that can be entered, and the game ball entered. It can be switched between a special symbol starting port (starting port) 24 which is a starting point for determining whether or not it is a big hit and an open state in which a game ball can enter and a closed state in which it cannot enter In this case, a big win is obtained when the big winning opening (special entrance) 27 which is opened when it is determined to be a big win and the game ball enters the special symbol start opening (start opening) 24. In a pachinko gaming machine (ball game machine) comprising a decorative symbol display (display device) 34 having a display screen 35 on which an effect image for informing the player of the determination result is displayed. The control circuit (control means) 70 determines whether or not it is a big hit At least two effect pattern tables, a normal effect pattern table and a special effect pattern table, are stored which store effect patterns for notifying the player, and the normal effect pattern of the plurality of effect pattern tables is normally stored. An effect pattern is selected from the table, an effect image of the effect pattern is displayed on the display screen 35, and a count sensor (detection means) 28 that detects a game ball entering the special winning opening (special entrance) 27. And an effect control circuit (lottery means) 70 for performing a lottery based on the count sensor (detection means) 28 detecting a game ball entering the big winning opening (special entrance) 27, and the effect An effect control circuit (lottery result display means) 70 for displaying a lottery result by the control circuit (lottery means) 70 and the effect control circuit (lottery means) 70 An effect control circuit (winning number storage means (cumulative information storage means)) 70 for storing the number of wins determined to be winning (accumulated information of lottery results) and the effect control circuit (winning number storage means (cumulative information storage means)) )) An effect control circuit (winning number display means (cumulative information display means)) 70 that displays the number of wins (accumulated information) stored in 70 and an operation by the player are possible, and an operation signal is sent according to the operation. An effect button (operation means) 6A sent to the control means, and an effect control circuit (operation available state display means) for displaying that the operation button is operable when the operation button (operation means) 6A can be operated. 70, and when the number of wins (cumulative information) stored in the effect control circuit (winning number storage means (cumulative information storage means)) 70 exceeds a predetermined number (predetermined amount), at a predetermined timing. , The effect pattern table can be changed from the normal effect pattern table to the special effect pattern table, the operation of the effect button (operation means) 6A is made effective, and the effect control circuit (operable state display means) 70. To control that the effect pattern table can be changed from the normal effect pattern table to the special effect pattern table and can be changed according to the operation status of the effect button (operation means) 6A, and at the predetermined timing, When the special effect pattern table is selected according to the operation state of the effect button (operation means) 6A, a pachinko gaming machine (ball game) that controls to select the subsequent effect pattern from the special effect pattern table Machine).

  Then, according to the present embodiment, the lottery is performed based on the game balls entering the special winning opening (special entrance) 27 during the big hit, and the number of winning times (the lottery result determined to be a win in the lottery). Game), the player can select a specific effect as an effect to be executed after the end of the jackpot. Therefore, regardless of the length of the jackpot, the game during the jackpot should be interesting and not monotonous. As a result, the interest of the game can be improved.

  Further, in the pachinko gaming machine (bullet ball gaming machine) of the present embodiment, in addition to the above-described configuration, the production control circuit (control means) 70 stores a plurality of the special production pattern tables. While the special effect pattern table can be selected, the number of wins (cumulative information amount) stored in the effect control circuit (cumulative information storage means) 70 is set, and the player can select the effect button (operation means). ) When the special effect pattern table is selected according to the operation status of 6A, a number (amount) smaller than the number of wins (cumulative information) stored in the effect control circuit (winning number storage means (cumulative information storage means)) 70 Only the special effect pattern table for which) is set can be selected, and when the special effect pattern table is selected, the selected special effect pattern table is selected. The winning number (cumulative information amount) set in the winning table is subtracted from the winning number (cumulative information) stored in the effect control circuit (winning number storage means (cumulative information storage means)) 70. And

And according to this Embodiment, the special production | presentation pattern table which can be selected changes according to the number of wins (accumulation information amount), and if a player selects a special production | presentation pattern table, each special production | generation pattern table will be displayed. Since the number of wins (cumulative information) is subtracted by the set amount, the player accumulates the number of wins (cumulative information) like points and uses it to get a selectable special effect pattern table It can be enjoyed like this, and the fun of the game can be improved.
Each embodiment described above is described in order to facilitate understanding of the present invention, and is not described in order to limit the present invention.

  For example, in the above-described embodiment, a pachinko gaming machine has been described as a ball game machine. However, the present invention is not limited to this, and other ball game machines such as a sparrow ball game machine and an arrangement ball may be used. Is also applicable.

  In the embodiment described above, when the special effect pattern table is selected, the number of winnings set in the special effect pattern table is subtracted from the acquired number of winnings. However, the present invention is not limited to this. Alternatively, it may be possible to continue to add without subtracting the number of wins. In this case, it is possible to change to the special effect pattern table after 50 wins, and if the 50 more wins (when the total number of wins is 100), the second special effect pattern table can be selected, and 20 more wins. The third special effect pattern table may be selectable (when the number of wins is 120 in total), and the rare effect pattern table may be selected gradually.

  Further, in the above-described embodiment, when the big hit game is finished, an effect capable of selecting the special effect pattern table is performed according to the number of wins. In the game state (for example, a standby state in which no game is being performed), the special effect pattern table may be selected.

  In the embodiment described above, the background in the decorative symbol game is changed in the effect pattern table. However, the present invention is not limited to this. For example, not the entire decorative symbol game but the probability variation state and the time Only the character and background of the effect image in the state may be changed. In addition, not only the background and characters in the decorative pattern game are changed, but the atmosphere of the entire display screen is changed, and the motif of the gaming machine is changed overall (a gaming machine with a train motif) It may be changed to a gaming machine with an idol as a motif).

  Furthermore, the number of winning information stored in the winning number storage means is stored in a password, QR code (registered trademark), card, etc., so that it can be taken out when the game is interrupted, and the game is resumed next time. In such a case, the password may be entered, or a QR code (registered trademark) or card may be read so that the addition can be continued.

  Further, in the above-described embodiment, the winning result display means displays the lottery result of the lottery means on the winning result display portion 35B displayed at the upper left of the display screen 35 with “O” and “X”. However, the present invention is not limited to this, and the lottery result may be displayed on another display by the winning result display means. For example, the winning result display unit 35B is arranged so as to occupy most of the display screen 35, where the teammate character and the enemy character have a fighting battle, and the teammate character attacks each time the lottery result is won. May hit an enemy character. Furthermore, when the lottery result is won and the winning number storage means determines that the winning number exceeds a predetermined number that the production pattern table can be changed, the attack of the ally character causes great damage to the enemy character. It is also possible to display such as giving. Also, in the above-described lottery result display method of “○” and “×”, the winning number exceeds the predetermined number that the winning pattern storage unit can change the effect pattern table because the lottery result is won. When it is determined that a large number is displayed, a large “◯” or “double ○” may be displayed.

  Further, in the above-described embodiment, the lottery is performed every time the game ball wins once in the big winning opening. However, the present invention is not limited to this. For example, each round of 15 rounds of big hit game It is sufficient that the lottery is drawn at an appropriate interval, such as lottery only for the first winning ball, or lottery only for the first, fifth, and tenth winning balls of each round. Also, the number of rounds of the big hit game is not limited to 15, and there may be other big hit games such as 2, 4 and 8 times. And even in the big hit game of other round numbers, you may have the setting which may perform the lottery.

  Further, in the above-described embodiment, the total number of winning times and the accumulated information are the same number so that the winning number storing means (cumulative information storing means) is incremented by 1 when winning in one lottery. However, the accumulated information is not limited to this, and there may be a difference in information stored and accumulated in the accumulated information storage means in each lottery. For example, when winning a lottery, there are big wins and small wins. When a big win, 2 points are added to the cumulative information storage means, and when the big wins, 1 point is added to the cumulative information storage means. There are 1st prize, 2nd prize, 3rd prize, etc. in the winning pattern, 5 points are added to the accumulated information storage means at the 1st prize, and accumulated information storage means at the 2nd prize For example, a pattern in which 3 points are added and 1 point is added to the cumulative information storage means in the case of a 3rd prize.

  The cumulative information displayed on the cumulative information display means not only directly displays the number of winnings and the number of points according to the winning number, but also displays the cumulative information in a display other than the quantity. May be. For example, every time you win in a fighting battle as described above, the enemy character gradually weakens, and if the enemy character eventually falls, the accumulated information indicates that the special effect pattern table is more than a predetermined amount that can be selected In other cases, the balloon is inflated every time a winning is made, and when the balloon is inflated and ruptured, the accumulated information indicates that the special effect pattern table is greater than or equal to a predetermined amount that can be selected.

  In the above-described embodiment, when the effect button as the operation means is pressed at a predetermined timing, the effect pattern table is changed from the normal effect pattern table to the special effect pattern table or the second special effect pattern table. However, the present invention is not limited to this, and it is only necessary that the effect pattern table can be changed according to various operation situations of the operation means. For example, when the effect pattern table can be changed, the display screen displays “Press the button if you want to continue the normal effect!”, And if the effect button is not pressed, the effect pattern table becomes the special effect pattern table. When the pattern to be changed or the production pattern table can be changed to the special production pattern table, the display screen displays the option to select the normal production pattern table and the choice to select the special production pattern table at the same time. For example, a pattern may be selected in which an effect pattern table that changes color when the button is pressed is selected when the player changes the color alternately and presses the button at the timing. Furthermore, even when an effect pattern table can be selected from a plurality of special effect pattern tables, the display screen is usually displayed in addition to the pattern in which the screen for selecting each special effect pattern table is displayed as described above. Options for the effect pattern table, options for the special effect pattern table, options for the second special effect pattern table, etc. are displayed at the same time. These colors change in order, and the player presses the button at the right timing to press the button. There may be a pattern or the like in which the effect pattern table whose color has changed at the time of selection is selected.

6A ... Production button (operating means), 6B ... Button switch (operating means), 6C ... Switch circuit (operating means), 24 ... Special symbol start opening (start opening), 27 ... Grand prize opening (special entry opening), 28 ... Count sensor (detection means), 34 ... Decoration symbol display (display device), 35 ... Display screen, 50 ... Main control circuit (control means), 70 ... Production control circuit (control means, lottery means, number of wins) (Cumulative information) storage means, lottery result display means, winning count (cumulative information) display means, operable state display means), 120 ... first background, 130 ... second background, 140 ... third background

Claims (2)

  1. Control means for controlling the game;
    A starting hole that is a starting point for determining whether or not a big hit is made based on the fact that the gaming ball can be entered and the gaming ball has entered,
    A special entrance that is switched between an open state in which the game ball can enter and a closed state in which the game ball cannot enter, and is opened when it is determined to be a big hit;
    A display device having a display screen on which an effect image for notifying a player of a determination result as to whether or not the game is a big hit when a game ball enters the start opening;
    In a ball game machine equipped with
    The control means includes
    At least two effect pattern tables, a normal effect pattern table and a special effect pattern table, are stored, which store effect patterns for notifying the player of the determination result of whether or not the game is a big hit. In the effect pattern table, select an effect pattern from the normal effect pattern table, display an effect image of the effect pattern on the display screen,
    Detecting means for detecting a game ball entering the special entrance,
    Lottery means for performing a lottery based on detecting the entrance of the game ball into the special entrance with the detecting means;
    Lottery result display means for displaying a lottery result by the lottery means;
    Cumulative information storage means for storing cumulative information of lottery results determined to be winning by the lottery means;
    Cumulative information display means for displaying cumulative information stored in the cumulative information storage means;
    An operation means capable of being operated by a player and sending an operation signal to the control means in response to the operation;
    With
    When the accumulated information stored in the accumulated information storage means exceeds a predetermined amount, the operation means is enabled at a predetermined timing, and the effect pattern table is changed from the normal effect pattern table to the special effect pattern. Control to notify that the table can be changed and can be changed according to the operation status of the operation means;
    When the special effect pattern table is selected at the predetermined timing according to the operation status of the operation means, the subsequent effect pattern is controlled to be selected from the special effect pattern table. Ball game machine.
  2. In the control means,
    A plurality of the special performance pattern tables are stored,
    The cumulative information amount stored in the cumulative information storage means is set for each of the special performance pattern tables that can be selected,
    When the player selects the special effect pattern table according to the operation status of the operation means, only the special effect pattern table in which an amount smaller than the accumulated information stored in the accumulated information storage means can be selected. ,
    When the special effect pattern table is selected, control is performed to subtract the accumulated information amount set in the selected special effect pattern table from the accumulated information stored in the accumulated information storage means. The ball game machine according to claim 1.
JP2012184609A 2012-08-23 2012-08-23 Bullet ball machine Expired - Fee Related JP5741539B2 (en)

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