JP6595843B2 - Game machine - Google Patents

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JP6595843B2
JP6595843B2 JP2015166592A JP2015166592A JP6595843B2 JP 6595843 B2 JP6595843 B2 JP 6595843B2 JP 2015166592 A JP2015166592 A JP 2015166592A JP 2015166592 A JP2015166592 A JP 2015166592A JP 6595843 B2 JP6595843 B2 JP 6595843B2
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effect
state
big hit
display
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JP2017042334A (en
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敏男 小倉
祐也 田中
雄司 榎本
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株式会社三共
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  The present invention relates to a gaming machine. Specifically, the present invention relates to a gaming machine that performs variable display and can be controlled in an advantageous state advantageous to a player.

  Conventionally, when there is a specific hold memory that has been determined to be a subsequent big hit state in the hold memory at the time of the previous big hit state, an effect from the previous big hit state to the subsequent big hit state (called a hold continuous effect) There was a gaming machine to execute. In such a gaming machine, a dedicated variation pattern table used for determining the variation pattern of the variation display corresponding to the holding storage at the time of the previous jackpot state is provided, and the variation pattern of the variation display to be the later jackpot state and the previous variation pattern table There is one that executes one of a plurality of types of on-hold continuous effects depending on the big hit type (see, for example, Patent Document 1).

JP 2015-33493 A

  However, in the gaming machine disclosed in Patent Document 1, if there is no reserved storage in the previous advantageous state (for example, the big hit state), and the advantageous state is reached within a predetermined period after the end of the previous advantageous state, It is necessary to determine the production mode of the subsequent advantageous state depending on whether or not the holding continuous production is executed during the state. For this reason, there existed a problem that the process burden about a reservation continuous production might become large.

  The present invention has been conceived in view of such circumstances, and its purpose is to provide a special feeling that it is in an advantageous state within a predetermined period after the end of the previous advantageous state, and it is not necessary to replace the production. The object is to provide a gaming machine capable of reducing the burden.

(1) A gaming machine that performs variable display and can be controlled in an advantageous state (for example, a big hit state) advantageous to a player,
Of the variable display performed within a predetermined period (for example, within 4 fluctuations) after the end of the advantageous state, a specific effect (for example, set in step S127 of FIG. 4) in the specific variable display that triggers the control of the advantageous state. A special effect capable of executing the jackpot finalizing effect from the darkening effect based on the fluctuation pattern of the reserved consecutive A jackpot. See FIGS. 5 (E) to 5 (G) and FIGS. 6 (C) to 6 (E). Execution means;
When a predetermined condition (for example, a condition that there is a holding storage) is satisfied in the advantageous state controlled earlier, the control is started during the control of the advantageous state controlled earlier and controlled later. continued until the specific effect with at least a portion of the representation embodiment is common special effect (for example, dark change effect. Figure 5 (D) references. which continues at step S125 of FIG. 4) capable of executing special a performance and execution means, the,
The specific effect executing means can execute the specific effect in the specific variable display of the advantageous state later regardless of whether or not the special effect is executed by the special effect executing means (for example, FIG. As shown in FIGS. 5 (E) to 5 (G) and FIGS. 6 (C) to 6 (E), the same effect is executed based on the variation pattern of the reserved reaming A big hit set in step S127 of FIG. .)

According to such a configuration, in the specific variable display that triggers the control of the advantageous state performed within the predetermined period from the end of the previous advantageous state, it is started during the control of the previous advantageous state and is controlled later. The specific effect can be executed regardless of whether or not the special effect is continuously executed until the specific variable display is executed. As a result, it is possible to provide a gaming machine capable of reducing the processing burden because it is not necessary to change the production while giving a special feeling that the advantageous state is within a predetermined period after the end of the previous advantageous state. .

(2) In the gaming machine of (1) above,
The advantageous state includes a first advantageous state in which a probability of being controlled to the advantageous state after completion of the advantageous state is a normal probability state, and a probability of being controlled to the advantageous state after the completion of the advantageous state is a normal probability. A second advantageous state that becomes a higher probability state than
Of the first advantageous state and the second advantageous state, the advantageous state in which the specific effect execution means can execute the specific effect in the specific variable display is the second advantageous state.
(3) In the above gaming machine (1) or (2),
Game control means (for example, a game control microcomputer 560) for transmitting a command (for example, a variation pattern command) for controlling the progress of the game and controlling the performance;
The specific effect execution means executes the specific effect corresponding to the command on a one-to-one basis based on the transmitted command (for example, the variation pattern for the reserved consecutive A big hit executed in step S127 of FIG. 4). The production of No. 1 corresponds to the command for designating the reserve consecutive A big hit fluctuation pattern shown in FIG.

According to such a configuration, it is possible to reduce the processing burden on the side of the specific effect execution means.
( 4 ) In any of the above gaming machines (1) to (3) ,
The effect mode of the special effect (for example, the effect mode of the darkening effect at the time of the change in the middle of the reserved run A. See FIG. 5D). This is the same as the effect mode of the darkening effect at the start of the big hit fluctuation.

  According to such a structure, even if it is a case where a specific effect is performed without execution of a special effect, a specific effect can be performed without a sense of incongruity.

( 5 ) In the gaming machine of ( 4 ) above,
The common production mode is a production mode for displaying a dark image (for example, see FIGS. 5D and 5E).

  According to such a structure, even if it is a case where a specific effect is performed without execution of a special effect, a specific effect can be performed without a sense of incongruity.

( 6 ) In any of the gaming machines (1) to ( 5 ) above,
In the specific variable display performed within the predetermined period, a predetermined effect different from the specific effect (for example, a battle reach effect based on a variation pattern of the reserved consecutive B big hit executed in step S137 of FIG. 3; FIG. 7F). , See FIG. 7 (G).)
When the predetermined condition is satisfied in the previously controlled advantageous state, the specific variable display that is controlled later is executed after the previously controlled advantageous state is controlled. Special effect execution means that can execute a special effect different from the special effect (for example, an effect based on a variation pattern that displays a character of a battle effect set according to the lottery in step S135 of FIG. 4) according to the lottery result. With.

  According to such a configuration, there are a plurality of types of effects performed within a predetermined period from the end of the previous advantageous state, and the entertainment of the game can be improved. In addition, when a predetermined effect is executed within a predetermined period from the end of the previous advantageous state, the special effect is not always executed, so that the player can pay more attention to the contents of the effect of the predetermined effect. it can.

( 7 ) In the gaming machine of ( 6 ) above,
Before SL predetermined demonstration execution unit, as the predetermined effect, whether said second advantageous state or a first advantageous state direction outcome (e.g., battle result) is capable of executing effect of informing by.

  According to such a configuration, it is possible to make the player pay more attention to the contents of the predetermined effect.

It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows an example of the circuit structure in a main board | substrate (game control board). It is a figure which shows a fluctuation pattern determination table. It is a flowchart which shows the flow of a reservation continuous effect process. It is a screen transition diagram of the effect display device for the reserved continuous A effect. It is a screen transition diagram of an effect similar to the reserved reaming A effect when there is no reserved memory in the previous big hit state. It is a screen transition diagram of the effect display device for the reserved continuous B effect.

  Hereinafter, embodiments of the present invention will be described with reference to the drawings. A pachinko gaming machine is shown as an example of a gaming machine, but the present invention is not limited to a pachinko gaming machine, and may be another gaming machine such as a coin gaming machine or a slot machine, which is in an advantageous state advantageous to a player. Any gaming machine that can be controlled may be used.

  Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.

  The pachinko gaming machine 1 performs a predetermined game as described below by driving a game ball as a game medium into the game area 7. The pachinko gaming machine 1 includes an outer frame and a game frame attached to the inside of the outer frame so as to be opened and closed. In addition, the pachinko gaming machine 1 has a glass door frame 2 provided on the game frame so as to be opened and closed.

  On the lower surface of the glass door frame 2, there is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided an extra ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, a hitting operation handle 5 for firing the hitting ball, and the like. Inside the pachinko gaming machine 1, a ball hitting device for hitting a game ball into the game area 7 according to the operation of the ball hitting operation handle 5 is provided. A game board 6 is detachably attached to the back surface of the glass door frame 2. On the front surface of the game board 6, a game area 7 is formed in which a game ball that has been struck can flow down.

  The member forming the hitting ball supply tray (upper plate) 3 is provided with a push button 120 as an operation means. The player's operation action on the push button 120 is detected by the push sensor 124 (see FIG. 2).

  In the vicinity of the center of the game area 7, there is provided an effect display device 9 capable of variably displaying (also referred to as variable display) effect symbols as a plurality of types of identification information that can be identified. On the right side of the effect display device 9 in the game area 7, a first special symbol display 8 a that variably displays a first special symbol as a plurality of types of identification information that can identify each, and a plurality of types that can identify each of them. And a second special symbol display 8b for variably displaying the second special symbol as the identification information.

  Each of the first special symbol display 8a and the second special symbol display 8b is configured by a display (for example, a 7-segment LED) capable of displaying numbers and characters in a variable manner. The effect display device 9 is composed of a liquid crystal display device (LCD), and displays various images such as a variation display of the effect symbol synchronized with the variation display of the first special symbol or the second special symbol on the display screen. An area is provided. In such a display area, for example, a symbol display area for variably displaying three decorative (effect) effect symbols “left”, “middle”, and “right” is formed.

  A winning device having a first start winning port 13 is provided below the effect display device 9. A game ball won in the first start winning opening 13 is detected by the first start opening switch 13a. A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below the winning device having the first starting winning port 13. The game ball won in the second start winning opening 14 is detected by the second start opening switch 14a.

  The variable winning ball device 15 includes a pair of left and right movable pieces. The variable winning ball device 15 has an open state (first state) that is advantageous to the player (game balls can enter) and a closed state that is disadvantageous to the player (game balls cannot enter). The winning means is changeable to a state (second state) and is driven by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning). When the variable winning ball device 15 is in the closed state, the game ball cannot be won in the second start winning opening 14. Note that the variable winning ball apparatus 15 may be configured so that it is difficult to win in a closed state, but it is possible to win (a game ball is difficult to win). The variable winning ball device 15 includes variable winning means that can change between a first state in which a game ball can enter a predetermined area and a second state in which the game ball cannot enter or difficult to enter the predetermined area. It only has to be.

  When the variable winning ball device 15 is in the closed state, there is no area where the variable winning ball device 15 can receive the game ball, so that the game ball is easier to win the first start winning port 13 than the second start winning port 14. On the other hand, when the variable winning ball device 15 is in the open state, an area in which the variable winning ball device 15 can receive a game ball is larger than that of the first starting winning port 13, so It is easy for a game ball to win the start winning opening 14. Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.

  On the left side of the effect display device 9, there is provided a normal symbol display 10 for variably displaying normal symbols that can be distinguished from each other. The normal symbol display 10 is realized by a display (for example, 7-segment LED) that can display numbers 0 to 9 in a variable manner.

  When the game ball passes through the gate 32 and is detected by the gate switch 32a, the fluctuation display of the normal symbol display 10 is started. When the stop symbol resulting from the fluctuation display result on the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball device 15 is controlled to be in the open state for a predetermined number of times and for a predetermined time. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having a display unit with four LEDs for displaying the number of winning balls that have passed through the gate 32 is provided. Each time a game ball is detected by the gate switch 32a, the normal symbol variation display is held and stored, and the normal symbol hold memory display 41 increments the LED to be turned on by one. Each time the variable symbol display on the normal symbol display 10 is started based on the normal symbol hold memory, the normal symbol hold memory is consumed and the number of LEDs to be turned on is reduced by one.

  The variation display of the first special symbol or the second special symbol indicates that the game ball enters (including passing and winning) the first start winning opening 13 or the second starting winning opening 14 as a start winning area. A first start condition (first execution condition) or a second start condition (second execution condition), which is an execution condition for variation display, is established by detection by the mouth switch 13a or the second start port switch 14a. Thereafter, the variation display of the first special symbol or the second special symbol is, for example, a case where the number of reserved memories is not 0 and the variation display of the first special symbol and the second special symbol is not executed, And it is started based on the fact that the start condition of the variable display that becomes the state where the big hit game is not executed is satisfied. The variation display of the first special symbol or the second special symbol ends when the variation display time (variation time) elapses, and the display result (stop symbol) of the variation display is derived and displayed. Further, regarding the variable display in which the start condition is not yet established even though the game ball has entered the start winning area such as the first starting winning opening 13 and the second starting winning opening 14, it is within a predetermined upper limit range. The storage of information in this way is called hold storage. The on-hold storage due to the entry of the game ball to the first start winning opening 13 is referred to as a first on-hold storage. The on-hold storage due to the entry of the game ball into the second start winning opening 14 is referred to as a second on-hold storage.

  Above the first special symbol display 8a and the second special symbol display 8b, a first special symbol reservation storage display 18a and a second special symbol reservation storage display 18b are provided. The 1st special symbol reservation memory indicator 18a consists of four indicators which display the number of reservation memory of the 1st reservation memory. The second special symbol reserved memory display 18b includes four indicators that display the number of reserved memories stored in the second reserved memory. Each of the first special symbol reserved memory display 18a and the second special symbol reserved memory indicator 18b increases the number of indicators to be lit by 1 each time there is a corresponding effective start winning, and the corresponding special symbol indicator Each time the variable display at is started, the number of indicators to be turned on is reduced by one.

  When the variation display of the first special symbol is executed on the first special symbol display 8a, the effect display such as the variation display of the effect symbol is executed on the effect display device 9 corresponding to the variation display. When the variation display of the second special symbol is executed on the second special symbol display 8b, the effect display such as the variation display of the effect symbol is executed on the effect display device 9 corresponding to the variation display.

  When the special symbol and effect symbol variation display is executed and the first special symbol display unit 8a displays the big hit display result (big hit symbol) as the specific display result, or the second special symbol display unit 8b specifies When the jackpot display result (hit symbol) as the display result is derived and displayed, the effect display device 9 also derives and displays the jackpot display result (combination of jackpot symbol) as the specific display result. In this way, when the specific display result is displayed as the variable display result, the specific game state (big hit game state) is controlled as an advantageous state to which a value advantageous to the player is given.

  Further, in the effect display device 9, symbols other than the symbol that will be the final stop symbol (for example, the middle symbol of the left and right middle symbols) have continued for a predetermined time, and the jackpot symbol (for example, the left middle right symbol is aligned with the same symbol) Stops, swings, scales, or deforms in a state that matches the symbol combination), or multiple symbols fluctuate synchronously in the same symbol, or the position of the display symbol is switched An effect performed in a state where the possibility of occurrence of a big hit is continued before the final result is displayed (hereinafter, these states are referred to as reach states) is referred to as reach effect.

  Here, in the reach state, when the effect symbols that are stopped and displayed in the display area of the effect display device 9 constitute a part of the jackpot combination, the change of the effect symbols that are not yet stopped and displayed is continued. This is a display state in which all or part of the effect symbols are synchronously changing while constituting all or part of the jackpot combination. In other words, reach means a state in which identification information constitutes a specific display result in a plurality of variable display areas, but at least some of the variable areas are in variable display. In this embodiment, the reach state is formed, for example, in a state where the same symbol is stopped in the left and right symbol display areas and the symbol is not stopped in the middle symbol display area. The symbols stopped in the left and right symbol display areas when the reach state is formed are called reach formation symbols or reach symbols.

  Some reach is set so that when it appears, a big hit is more likely to occur than normal reach (normal reach). Such a special reach is called super reach. The reach includes a normal reach, which is a basic reach, as a reach other than a special super reach. Normal reach is set so that big hits are less likely to occur than super reach.

  In the super reach, after a reach symbol is formed, a complicated effect display that improves the player's expectation of the effect, such as displaying a predetermined moving image, is executed. In normal reach, a relatively simple effect display is executed.

  After reaching the reach state, when a reach display result is obtained in the form in which the reach symbol is formed, the reach is called “displacement”. In addition, when a reach display result is obtained in a mode in which a reach pattern is not formed without being in a reach state, this is called non-reach shift.

  In addition, on the lower end portion in the display area of the effect display device 9, an image for displaying the generated stored storage information (hereinafter referred to as a stored image or display) is displayed in correspondence with the number of the stored storage information. A display area is formed (not shown). In addition, during the execution of the variable display corresponding to the hold display that has been erased (moved or shifted) from the hold display area, the information includes the active display corresponding to the variable display (also referred to as the variable display). An active display area for displaying an image is formed adjacent to the hold display area.

  Below the variable winning ball apparatus 15, an open / close plate driven by a solenoid 21 is provided. The open state (first state) is advantageous for the player (the game ball can enter) and disadvantageous for the player (the game ball is A special variable winning ball apparatus 20 is provided as a winning means that can change to a closed state (second state) that cannot be entered. In the special variable winning ball apparatus 20, when the open / close plate is controlled to be in the open state in the big hit gaming state, the big winning opening serving as the winning area is opened. The game ball that has entered the big winning opening is detected as a winning ball by the count switch 23. The special variable winning ball apparatus 20 may be configured so that it is difficult to win in a closed state, but it is possible to win (a game ball is difficult to win).

  In the big hit gaming state, repeated continuous control is performed in which the special variable winning ball apparatus 20 repeats an open state and a closed state. In the repeated continuation control, a state where the special variable winning ball apparatus 20 is opened is called a round. A game in which the special variable winning ball apparatus 20 is opened by repeated continuation control in a round is called a round game. In the big hit game state, after the special variable winning ball apparatus 20 is opened, a predetermined release state end condition (a predetermined period (for example, 29 seconds) has elapsed in the opened state, or a predetermined number (for example, The closed state is established in response to the establishment of (the opening end condition that 10) winning balls have been generated). When the opening end condition is satisfied, a continuation right is generated and the special variable winning ball apparatus 20 is opened again. The generation of the continuation right is repeated until reaching the final round (for example, the 15th round) in which the number of times of opening in the big hit gaming state becomes a predetermined upper limit value.

  There are a plurality of types of jackpots, and when it is determined to be a jackpot, one of the jackpot types is selected. Among the types of “big hit”, after being controlled to the big hit gaming state, the special gaming state has a higher probability of being determined to be a big hit compared to the normal state (a normal gaming state that is not a probable change state). The type of jackpot (type) that shifts to a probability variation state (abbreviation of probability variation state, also referred to as a high probability state) is called “probability variation jackpot”. The special gaming state may be controlled to a short time state in which the variation time (variation display period) of the special symbol or effect symbol is shortened from the non-short time state in association with the probability variation state. The special gaming state may be controlled to the short time state independently of the probability changing state.

  In this way, the transition time to the short-time state reduces the variation time of the special symbol and the production symbol. Therefore, when the short-time state is reached, it is easy for an effective start winning to occur, and a big hit game may be performed. Rise. Of the “hit”, a type of jackpot (type) that is controlled to the big hit gaming state and does not shift to the probable change state is called “ordinary big hit”.

  As the special gaming state, the variable winning ball device 15 is increased in the open state by increasing the frequency of the variable winning ball device 15 being opened in association with the probability changing state or the short-time state, thereby increasing the frequency at which the game ball enters the variable winning ball device 15 and variable winning. There is a case where it is controlled to an electric chew support control state that facilitates the winning to the ball device 15 (higher approach, higher frequency). Since the electric chew support control state is a high base state as will be described later, in the following description, it is mainly referred to as a high base state.

  Electric Chu support control includes control that shortens the normal symbol variation time and derives and displays the display result at an early stage (normal symbol shortening control), and control that increases the probability that a normal symbol stop symbol will be a winning symbol (normal symbol probability change) Control), control for extending the opening time of the variable winning ball apparatus 15 (opening time extension control), and control for increasing the number of opening of the variable winning ball apparatus 15 (opening number increase control) are performed. When such control is performed, the time ratio during which the variable winning ball device 15 is open is higher than when the control is not performed. As a result, the game ball is likely to start and win (the special symbol display devices 8a and 8b and the effect display device 9 are more likely to satisfy the variable display execution condition). Further, by increasing the winning frequency to the second starting winning port 14 by such control, a gaming state is achieved in which the frequency of establishment of the second starting condition and / or the frequency of execution of the variable display of the second special symbol is increased.

  The state in which the winning frequency to the second start winning opening 14 is increased by such electric Chu support control (high frequency state) is the number of game balls to be paid out as prize balls according to the winning with respect to the number of shot balls. Since the ratio “base” is higher than when the control is not performed, it is called “high base state”. When such control is not performed, it is called a “low base state”. Such control is control for facilitating winning in the variable winning ball apparatus 15 by supporting the winning with the variable winning ball apparatus 15, that is, the electric tulip, and is referred to as “electric chew support control”.

  The term “high probability state (probability variation state)” and “low probability state (non-probability variation state)” are used as the terms indicating the state of the big hit probability, and the term “high base state (electricity variation)” is used as the term indicating the combination of the base states. "Chew support control state)" and "Low base state (non-electric Chu support control state)" are used.

  “Low-accuracy low base state” and “high-accuracy high base state” are used as terms indicating a combination of the state of the big hit probability and the base state. The “low probability low base state” is a state indicating that the state of the big hit probability is the low probability state and the base state is the low base state. The “high probability high base state” is a state indicating that the state of the big hit probability is the high probability state and the base state is the high base state.

  At the lower part of the game board 6, there is an out port 26 into which a hit ball that has not won a prize is taken. In addition, four speakers 27 that utter sound effects and sounds are provided outside the game area 7. On the outer periphery of the game area 7, a frame LED 28 provided on the front frame is provided.

  In addition, a prepaid card unit (also simply referred to as a “card unit”) that enables lending a ball by inserting a prepaid card is installed adjacent to the pachinko gaming machine 1 (not shown).

  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. FIG. 2 also shows a payout control board 37, an effect control board 80, and the like. On the main board 31, a game control microcomputer (corresponding to game control means) 560 for controlling the progress of the game in the pachinko gaming machine 1 according to a program is mounted. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as a storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit. 57. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).

  The RAM 55 is a backup RAM as a non-volatile storage means that is partially or entirely backed up by a backup power supply created on a power supply board (not shown). That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is saved for a predetermined period (until the backup power supply cannot be supplied because the capacitor as the backup power supply is discharged). In particular, at least data (special symbol process flag, etc.) corresponding to the game state, that is, the control state of the game control means, and data indicating the number of unpaid winning balls are stored in the backup RAM.

  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to make a big hit based on the display result of the special symbol variation display. The random number circuit 503 updates the numerical data according to the set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and generates the random data at random timing. Based on the fact that the starting winning time is the time of reading (extracting) the numerical data, it has a random number generation function in which the read numerical data becomes a random value. Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503.

  Further, an input driver circuit 58 that provides detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. Also, an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening according to a command from the game control microcomputer 560 is also provided. It is mounted on the substrate 31.

  Further, the game control microcomputer 560 includes a first special symbol display 8a, a second special symbol display 8b, which variably displays special symbols, a normal symbol display 10, which variably displays normal symbols, and a first special symbol hold memory. Display control of the display 18a, the second special symbol storage memory display 18b, and the normal symbol storage memory display 41 is performed.

  The effect control board 80 includes an effect control microcomputer 100, a ROM 102, a RAM 103, a VDP 109, an I / O port unit 105, and the like. The ROM 102 stores a program and data for effect control such as display control. The RAM 103 is used as a work memory. The effect control microcomputer 100 includes an effect control CPU 101. The VDP 109 controls display of the effect display device 9 in cooperation with the effect control microcomputer 100. The effect control CPU 101 receives the detection signal of the push sensor 124 via the input port 106.

  The game control microcomputer 560 relays an effect control command for instructing the effect contents of various effect devices such as the effect display device 9 in one direction from the main board 31 to the effect control board 80. 77. The effect control microcomputer 100 receives an effect control command and performs variable display control of the effect display device 9, and also performs display control of the frame LED 28 provided on the frame side via the lamp driver board 35. Various effects are controlled by controlling the sound output from the speaker 27 via the sound output board 70.

  In the game control microcomputer 560, when a predetermined main process for game control is executed, a timer interrupt is periodically executed every predetermined time (for example, 2 ms), and the timer interrupt process is executed. The game control can be executed. Game control executed when a special game control such as a special symbol such as a first special symbol and a second special symbol is displayed and a big hit game control is executed. The process is executed according to a predetermined process.

  In the game control microcomputer 560, data is extracted from various random counters, and using the extracted data, the big hit determination, the big hit type determination, the fluctuation pattern type determination, the fluctuation pattern determination, the normal hit determination, and the round-dam counter The initial value is determined. The game control microcomputer 560 performs various game controls such as jackpot game control, variation display of the first special symbol, variation display of the second special symbol, and variation display of the normal symbol based on such various determinations. Execute.

  In the game control microcomputer 560, predetermined control information such as a jackpot determination result, a jackpot type determination result, a variation pattern type determination result, and a variation pattern determination result based on such various determinations. Is transmitted to the effect control microcomputer 100 as an effect control command that is an effect control instruction command. In the effect control microcomputer 100, based on the received effect control command, the first special symbol variation display, the second special symbol variation display, and an effect adapted to game control such as jackpot control are executed.

  In the production control microcomputer 100, when a predetermined main process for production control is executed, a timer interruption is periodically performed every predetermined time (for example, 2 ms, 4 ms, etc.), and the timer interruption process is executed. Thus, various effects control can be executed. A specific effect control such as an effect related to the display of fluctuation of the effect symbol and an effect related to the big hit gaming state is performed according to a predetermined process by an effect control process executed in association with the timer interruption process. Executed.

  Next, the reservation continuous effect in this embodiment will be described. The game control microcomputer 560 has a random number value for jackpot determination and a random number value for jackpot type determination when a game ball enters a start winning area such as the first start winning opening 13 and the second starting winning opening 14. And a random value for determining a variation pattern is extracted. Then, if the start condition that can start the variable display such as the condition that the variable display is not being executed or the condition that the jackpot is not being hit is satisfied at the time of starting winning, the variable display is executed based on the extracted random number value.

  On the other hand, the information indicating the extracted random number value is stored in the RAM 55 at the time of starting winning for the variable display in which the starting condition is not yet established even though the game ball has entered the starting winning area. Then, at the time of starting winning, the game control microcomputer 560 transmits to the effect control microcomputer 100 a prefetch result notification command that can specify information indicating whether or not to win, information indicating a variation pattern, and the like. . The hold memory is read out from the old one each time the start condition of the variable display is satisfied, and the variable display is executed based on the read information of the hold memory.

  By receiving such a prefetch result notification command, the production control microcomputer 100 becomes a big hit or a specific variation pattern type until a variation display that becomes a big variation or a specific variation pattern type is executed. It is possible to execute a pre-reading effect that suggests whether or not to notify.

  FIG. 3 is a diagram showing a variation pattern determination table. Referring to FIG. 3A, when it is determined that the variation pattern of the first to fourth variation display after the big hit in the high probability state and the high base state is out of place, When the “reach out (for other than the holding ream)” is determined and it is determined to be a big hit, either “reserving ream A big hit” or “reserved ream B big hit” is determined.

  “Non-reach out” is a variation pattern that results in a non-reach display as a non-reach, and the variation time is 5 seconds.

  “Holding consecutive A big hit” is a fluctuation pattern that results in a big hit display after the darkening effect and the explosion effect, and the fluctuation time is 10 seconds. The “holding consecutive B big hit” is a fluctuation pattern that becomes a big hit display result after reaching a battle effect and reaching, and the fluctuation time is 30 seconds.

  Referring to FIG. 3B, when it is determined that the variation pattern of the fifth and subsequent variation display after the big hit in the high probability state and the high base state is to be out of order, If any of (for non-holding) and “reach out” is determined and it is determined to be a big hit, “big hit” is determined. In the fluctuation display after the fifth hit after the big hit, the fluctuation patterns of “holding consecutive A big hit” and “holding consecutive B big hit” are not determined.

  “Reach out” is a variation pattern that results in a dislocation display after reaching reach, and the variation time is 30 seconds. “Big hit” is a fluctuation pattern that results in a big hit display after reaching reach, and the fluctuation time is 30 seconds.

  Note that even in a state other than the high probability state and the high base state, the variation pattern table shown in FIG. 3 may be used, or another variation pattern table may be used. Further, in the fifth and subsequent fluctuation displays after the end of the big hit, a battle effect may be executed as a reach effect.

  In this embodiment, one variation pattern for each variation pattern type is shown. That is, the variation pattern type and the variation pattern are synonymous. However, the present invention is not limited to this, and includes a plurality of variation patterns. There may be a variation pattern type. In addition, a variation pattern may be provided in which the same effects as the variation pattern of the reserved continuous A big hit and the reserved continuous B big hit are executed.

  FIG. 4 is a flowchart showing the flow of the hold continuous effect process. The hold continuous effect process is executed by the effect control microcomputer 100. This on-hold continuous effect process is a collection of the processes related to the on-hold continuous effect among the processes executed in each process of the effect control process.

  Referring to FIG. 4, effect control CPU 101 of effect control microcomputer 100 determines whether or not a prefetch result notification command indicating a reserved continuous A big hit or a reserved continuous B big hit has been received (step S <b> 111). When it is determined that it has been received (YES in step S111), the production control CPU 101 turns on the hold continuous A flag or the hold continuous B flag, respectively.

  The effect control CPU 101 determines whether or not the reserved reaming A flag is on, that is, whether or not the reserving continuous A effect is being executed (step S121). When it is determined that the reserved continuous A flag is in the ON state (YES in step S121), the effect control CPU 101 determines whether or not it is a big hit ending effect (step S122). When it is determined that it is a big hit ending effect during the reserved reaming A effect (YES in step S122), the effect control CPU 101 executes a darkening effect (step S123).

  FIG. 5 is a screen transition diagram of the effect display device 9 for the reserved continuous A effect. FIG. 5A shows a state in which a big hit ending effect is being executed on the effect display device 9. At this time, the darkening effect is executed in step S123 of FIG. 4, so that the darkening effect is displayed from the state where the image is displayed on the screen of the effect display device 9 as shown in FIGS. 5B and 5C. To do.

  Returning to FIG. 4, if it is determined that it is not during the big hit ending production (NO in step S122), the production control CPU 101 displays the variable display corresponding to the reserved memory immediately before the reserved memory of the target that will be the big hit of the holding ream A. It is determined whether or not it is a start time (step S124).

  When it is determined that it is the time of starting the variable display before the target during the reserved reaming A effect (YES in step S124), the effect control CPU 101 continues the darkening effect (step S125).

  Proceeding to FIG. 5, the darkening effect is continued as shown in FIG. In the lower right part of the screen, the variable display is executed with small symbols, and the hold display is displayed only with numbers. In the configuration in which the holding display light emitting means for displaying the holding number outside the screen is provided, the holding display may be omitted from the screen.

  Returning to FIG. 4, when it is determined that it is not the time of starting the variable display before the target (NO in step S124), the effect control CPU 101 starts the variable display corresponding to the storage of the target that will be the big hit of the holding continuous A. It is determined whether or not (step S126).

  When it is determined that it is the start of the target variable display during the reserved continuous A effect (YES in step S126), the effect control CPU 101 executes an effect based on the variable pattern of “held continuous A big hit” (step S127). ). After that, the effect control CPU 101 turns off the hold continuous A flag (step S128).

  Proceeding to FIG. 5, as shown in FIG. 5E, in the variation display based on the variation pattern of the reserved consecutive A big hit, a darkening effect is executed at the start. In the case of FIG. 5E as well, the change display and the hold display are displayed in the lower right part of the screen, as in FIG. Then, as shown in FIG. 5 (F), an explosion effect is executed. Finally, as shown in FIG. 5 (G), a display indicating that the big hit has been confirmed is performed. Thereafter, as shown in FIG. 5H, an effect during the big hit similar to the normal big hit is executed.

  In this embodiment, in the first to fourth fluctuation display after the end of the big hit, the fluctuation pattern of “holding consecutive A big hit” is determined even if there is no holding memory in the previous big hit state. If this happens, the rendition of the reserved consecutive A hit is executed.

  FIG. 6 is a screen transition diagram of an effect similar to the reserved reaming A effect when there is no reserved memory in the previous big hit state. The screen in FIG. 6A is similar to the screen in FIG. If there is no pending storage until the end of the big hit ending effect, and it is determined to be disengaged every time there is a start winning prize, as shown in FIG. The fluctuation display is executed based on the pattern, or the fluctuation display is executed based on the fluctuation pattern of the reach deviation.

  And when there is a start winning and it is determined that “holding consecutive A big hit”, it is in the state where the dark turn effect as shown in FIG. 5 (B) to FIG. 5 (D) is not executed. Also, as shown in FIGS. 6 (C) to 6 (E), the same effect as the reservation reaming A big hit similar to FIGS. 5 (E) to 5 (G) is executed. After that, as in FIG. 5 (H), as shown in FIG. 6 (F), the effect during the big hit similar to the normal big hit is executed.

  Returning to FIG. 4, when it is determined that the pending run A flag is not in the on state (NO in step S <b> 121), the effect control CPU 101 has the hold run B flag on, that is, the pending run B production is being executed. Whether or not (step S131). When it is determined that the holding ream B flag is in the ON state (YES in step S131), the effect control CPU 101 determines whether or not it is a predetermined round of big hit (step S132). If it is determined that it is the time of a predetermined number of rounds of big hits during the reserved series B effect (YES in step S132), the effect control CPU 101 executes the battle execution notice effect (step S133).

  FIG. 7 is a screen transition diagram of the effect display device 9 for the reserved continuous B effect. FIG. 7 (A) shows a round of the big hit in the effect display device 9 a predetermined number of times (here, the seventh round). At this time, when the battle execution advance notice effect is executed in step S133 of FIG. 4, the image is displayed on the screen of the effect display device 9 as shown in FIGS. 7B and 7C. After dark, the fact that the execution of the battle effect has been confirmed is displayed. Thereafter, as shown in FIG. 7D, a big hit ending effect is executed.

  Returning to FIG. 4, if it is determined that it is not at the time of a predetermined round of big hits (NO in step S <b> 132), the effect control CPU 101 changes corresponding to the hold storage before the hold storage of the target that becomes the hold continuous B big hit. It is determined whether or not it is a display start time (step S134).

  If it is determined that it is the start time of the fluctuation display before the target in the reserved series B production (YES in step S134), the production control CPU 101 changes to the fluctuation pattern indicated by the fluctuation pattern command according to the lottery result. The effect based on the variation pattern for displaying the character of the battle effect is executed (step S135).

  Proceeding to FIG. 7, as shown in FIG. 7E, when the variation pattern for displaying the character of the battle effect is not set according to the lottery result, the variation pattern command is used in the variation display before the target. Variation display based on the variation pattern shown is executed.

  Returning to FIG. 4, when it is determined that it is not the time of starting the variable display before the target (NO in step S134), the effect control CPU 101 starts the variable display corresponding to the storage of the target that is the big hit of the continuous reaming B. It is determined whether or not (step S136).

  When it is determined that it is the start time of the target fluctuation display during the reserved continuous B effect (YES in step S136), the effect control CPU 101 executes an effect based on the fluctuation pattern of “hold consecutive B big hit” (step S137). ). After that, the effect control CPU 101 turns off the reserved continuous B flag (step S138).

  Proceeding to FIG. 7, as shown in FIG. 7F, based on the fluctuation pattern of the reserved consecutive B big hit, the battle effect for the reserved consecutive B big hit is executed after reaching reach. Finally, as shown in FIG. 7 (G), a display indicating that the big hit has been confirmed by the victory of the ally character in the battle effect is performed. Thereafter, as shown in FIG. 7H, an effect during the big hit similar to the normal big hit is executed.

  In addition, it is notified by the battle result in the battle effect shown in FIG. For example, as shown in FIG. 7G, when winning with a punch, it is a normal big hit, and when winning with a kick, it indicates a promising big hit. The battle defeat effect may be a normal big hit.

[Summary]
Next, effects of the embodiment described above will be described.

  (1) In the big hit fluctuation display that triggers the control of the big hit state among the fluctuation displays within the upper limit range of the number of reserved storage after the big hit state ends, FIG. 5 (E) to FIG. 5 (G), FIG. In step S127 of FIG. 3 as shown in FIG. 3C) to FIG. 6E, it is possible to execute a reserved consecutive A big hit effect (a big hit confirmed effect from a dark turn effect) based on the fluctuation pattern of the reserved continuous A big hit. If the condition that there is a hold memory in the previously controlled jackpot state is satisfied, the hold is performed from the control of the previously controlled jackpot state until the controlled big hit fluctuation display is executed. It is possible to execute the darkening effect continued in step S125 of FIG. 4 as shown in FIG. Regardless of whether or not the darkening effect is executed before the big hit fluctuation display is executed, in the big hit fluctuation display for the subsequent big hit state, FIG. 5 (E) to FIG. 5 (G), FIG. As shown in FIG. 6 (E), the hold reaming A big hit effect can be executed in step S127 of FIG.

  As a result, in the big hit fluctuation display that triggers the control of the big hit state within the range of the upper limit of the number of reserved storage from the end of the previous big hit state, the big hit fluctuation display that is controlled later during the control of the previous big hit state Regardless of whether or not the darkening effect has been executed before is executed, it is possible to execute the holding ream A big hit effect. As a result, it is possible to reduce the processing burden because it is not necessary to replace the production while giving a special feeling that the big hit state is within the upper limit of the number of reserved storage after the end of the previous big hit state.

  (2) The game control microcomputer 560 transmits a variation pattern command for controlling the progress of the game and controlling the performance. The effect of the fluctuation pattern for the reserved continuous A jackpot change pattern executed in step S127 of FIG. 4 by the effect control microcomputer 100 is one-to-one with the command specifying the reserved continuous A jackpot fluctuation pattern shown in FIG. Correspond.

  Thereby, the processing burden on the side of the effect control microcomputer 100 can be reduced.

  (3) As shown in FIG. 5 (D), the darkness effect effect mode continued in step S125 of FIG. 4 is the effect mode at the start of the reserved consecutive A jackpot effect as shown in FIG. 5 (E). This is common with certain darkening effects.

  As a result, even if the reserved reaming A big hit effect is executed without executing the darkening effect before the target as shown in FIG. it can.

  (4) As shown in FIG. 5D and FIG. 5E, the common effect mode is a mode of displaying a dark image.

  As a result, even if the reserved consecutive A big hit effect is executed without executing the darkening effect before the target as shown in FIG. 5D, the reserved consecutive A big hit effect is executed without a sense of incongruity. Can do.

  (5) FIG. 7 (F) based on the variation pattern of the reserved consecutive B big hit executed in step S137 of FIG. 3 different from the reserved continuous A big hit effect in the big hit fluctuation display performed within the upper limit range of the number of reserved memories. As shown in FIG. 7 (G), it is possible to execute a reserved consecutive B jackpot effect (battle reach effect). When the condition that there is a pending storage in the previously controlled jackpot state is satisfied, from the control of the previously controlled jackpot state until the jackpot fluctuation display controlled later is executed, It is possible to execute an effect based on a variation pattern that displays a character of a battle effect that is set according to the lottery result in step S135 of FIG.

  As a result, a plurality of types of effects are performed within the range of the upper limit of the number of reserved memories from the end of the previous jackpot state, and the entertainment of the game can be improved. In addition, when the reserved consecutive B big hit effect is executed within the range of the upper limit of the number of reserved memories from the end of the previous big hit state, the effect of necessarily displaying the battle effect character in the variable display before the target is executed. Since it is not always true, it is possible to make the player pay more attention to the contents of the rendition of the reserved consecutive B big hit effect.

  (6) The big hit state includes a probabilistic big hit that is different from the big hit state after the big hit state and is in a probability variation state advantageous to the player, and a normal big hit that is in a non-probable state after the big hit state. . As the reserved consecutive B big hit effect, it is possible to execute an effect of notifying whether the probability variation big hit or the normal big hit is made based on the battle result.

Thereby, a player can be made to pay more attention to the production content of the reservation consecutive B big hit production.
[Modification]
Next, a modification of the embodiment described above will be described.

  (1) In the above-described embodiment, the reserved run A big hit effect and the reserved run B big hit effect are executed. However, the present invention is not limited to this, and when there is an on-hold storage that is determined to be a big hit when the big hit state ends, another on-hold continuous effect may be executed.

  (2) In the above-described embodiment, when it is determined to be the reserved consecutive B big hit, as shown in FIG. 7C, in the predetermined round of the previous big hit state, the reserved consecutive B big hit Announcing that the execution of the production has been confirmed. However, the present invention is not limited to this, and it may be notified at another timing that execution of the reserved consecutive B big hit effect is confirmed, for example, during the execution of the ending effect in the previous big hit state. May be.

  (3) In the case where it is determined to be a reserved consecutive A big hit or a reserved consecutive B big hit, various reserved big hit effects are executed during the previous big hit only when the target big hit is a probable big hit. You may do it.

  Furthermore, when it is determined to be a holding big hit B, if the target big hit is a probable big hit, whether or not various holding big hit effects are executed during the previous big hit is determined by lottery. You may make it do.

  Here, only in the case where the subsequent big hit is a probable big hit, in the configuration in which the holding consecutive big hit effect is executed during the previous big hit and the battle defeat corresponds to the normal big hit (end of the probable change), If the reservation consecutive big hit production is not executed, it is substantially notified that the ally character is defeated in the four-variation battle production after the big hit ends, and the interest is lowered.

  Therefore, by determining by lottery whether or not to execute various holding big hit effects during the previous big hit, only when the subsequent big hit is a probable big hit, the reserved big big hit effect is executed during the previous big hit, and In a configuration in which a battle defeat usually corresponds to a big hit, when a battle effect is executed by 4 fluctuations after the big hit, even if the reserved big hit effect is not executed during the previous big hit, There will be a pattern in which the ally character wins, and a decrease in interest can be suppressed.

  The embodiment disclosed this time should be considered as illustrative in all points and not restrictive. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.

  DESCRIPTION OF SYMBOLS 1 Pachinko machine, 20 special variable winning ball apparatus, 560 microcomputer for game control, 100 microcomputer for production control.

Claims (2)

  1. A gaming machine that performs variable display and can be controlled to an advantageous state advantageous to the player,
    A specific effect execution means capable of executing a specific effect in a specific variable display that triggers control of the advantageous state among variable displays performed within a predetermined period after the end of the advantageous state;
    If the predetermined condition is satisfied in the previously controlled advantageous state, it is started during the control of the previously controlled advantageous state until the specific variable display controlled later is executed continuing to, the specific effect with at least a portion of the representation embodiment comprises a special effect and execution means, capable of performing the special effect of the common,
    The gaming machine in which the specific effect execution means can execute the specific effect in the specific variable display of the advantageous state later, regardless of whether or not the special effect is executed by the special effect execution means.
  2. The advantageous state includes a first advantageous state in which a probability of being controlled to the advantageous state after completion of the advantageous state is a normal probability state, and a probability of being controlled to the advantageous state after the completion of the advantageous state is a normal probability. A second advantageous state that becomes a higher probability state than
    2. The advantageous state in which the specific effect execution means can execute the specific effect in the specific variable display among the first advantageous state and the second advantageous state is the second advantageous state. The gaming machine described in 1.
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