WO2006054621A1 - Game playing machine - Google Patents

Game playing machine Download PDF

Info

Publication number
WO2006054621A1
WO2006054621A1 PCT/JP2005/021089 JP2005021089W WO2006054621A1 WO 2006054621 A1 WO2006054621 A1 WO 2006054621A1 JP 2005021089 W JP2005021089 W JP 2005021089W WO 2006054621 A1 WO2006054621 A1 WO 2006054621A1
Authority
WO
WIPO (PCT)
Prior art keywords
signal sequence
random number
binary signal
value
game
Prior art date
Application number
PCT/JP2005/021089
Other languages
French (fr)
Japanese (ja)
Inventor
Shunichi Nakano
Original Assignee
Heiwa Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Heiwa Corporation filed Critical Heiwa Corporation
Priority to JP2006545114A priority Critical patent/JPWO2006054621A1/en
Publication of WO2006054621A1 publication Critical patent/WO2006054621A1/en

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the present invention relates to a gaming machine such as a pachinko gaming machine or a revolving game machine in which a random number value is acquired during a game and a lottery is performed based on the random number value.
  • a pachinko gaming machine or a revolving game machine is provided with a random number generating means using a pseudo-random number.
  • Such random number generation means is used when a winning is detected at the start winning opening in the case of a pachinko machine or when a start lever is pressed in the case of a revolving game machine when a game is being played.
  • the numerical value is acquired at a predetermined time, time interval or moment (hereinafter referred to as “timing”).
  • Each gaming machine handles the acquired numerical value as a random value.
  • a lottery process is performed on the main control board of each gaming machine based on the random value.
  • the main control board determines whether or not the random number power is a power corresponding to a predetermined hit value, and wins a winning role such as a missed Z (or winning Z wrong). decide. For example, in the case of a pachinko gaming machine, if the lottery result is a win, the main control board shifts the gaming machine to a gaming state advantageous to the player. In addition, in the case of a spinning-type game machine, if the lottery result is a winning of a predetermined role, the main control board can easily match the symbols corresponding to that role when the player stops the reel. Reel control
  • FIG. 8 is a schematic block diagram of random number generating means in a conventional spinning cylinder game machine.
  • the random number generation means 210 is provided on the main control board 200 as shown in FIG. 8, and includes a crystal oscillator 211, a random number counter 212, and a latch circuit 213.
  • the crystal oscillator 211 generates a clock signal having a frequency of 10 MHz, for example.
  • the random number counter 212 repeatedly counts the number of input clock signals within a predetermined range each time the clock signal generated by the crystal oscillator 211 is input.
  • the latch circuit 213 acquires and holds the count value of the random number counter 212 as a random value at the timing when the start lever is operated by the player. Specifically, in the latch circuit 213, the start lever is operated.
  • Patent Document 1 Japanese Patent Application Laid-Open No. 11 90004
  • the random number counter 212 always counts the number of clock signals repeatedly within a predetermined range at the input timing of the clock signal. Therefore, theoretically, a count value corresponding to the random number value to be won periodically appears in the random number counter 212 as time passes.
  • the random value is acquired when the player operates the start lever. Therefore, by adjusting the time interval for operating the start lever to the time from when the random number counter 212 counts a certain count value until the same count value is counted, the same random number value is always taken into the CPU 230. It is possible to do so.
  • a predetermined range of consecutive random values is set as the winning area for each winning combination, so that a player can easily predict a winning combination with a high lottery probability.
  • a role with a higher lottery probability has a wider range of random values, and is more likely to be applied periodically. Even if there is some difference in touch, it is within the range of the role. This will lose the game's interest.
  • the spinning-reel game machine is more easily attacked than the pachinko game machine in that a random value is acquired when the player operates the start lever.
  • This sensation machine for example, generates a signal at a constant rhythm and makes the user feel the signal.
  • Teen who has received a signal with this sensory sensory strength matches the signal.
  • the start lever can always be operated at regular intervals. Therefore, it is desired to realize a gaming machine that can effectively prevent an illegal act of aiming at a specific lottery result using such a sensory device.
  • the present invention has been made based on the above circumstances, and it is possible to prevent a lottery result from being predicted and to reliably prevent an illegal act of aiming at a specific lottery result using an sensation sensor or the like. It is an object of the present invention to provide a gaming machine that can be used. Means for solving the problem
  • a gaming machine for achieving the above-described object provides a binary signal sequence of numerical values acquired at a predetermined timing, the upper signal sequence and the lower signal sequence.
  • a change means for changing the contents of the numerical value by switching the order of at least two signals in each of them, a winning combination determining means for determining a corresponding winning combination based on the numerical value changed by the changing means, and the winning combination Game control means for controlling the game content based on the result determined by the combination determining means.
  • a gaming machine for achieving the above object has received numerical information generating means for repeatedly generating numerical information in order within a predetermined range and a predetermined acquisition command.
  • the numerical information generating means acquires numerical information generated by the numerical information generating means, and the acquired numerical information is configured and held as a binary signal sequence of uniquely determined numerical values
  • the numerical information A change means for changing the contents of the numerical value by changing the order of at least two signals in each of the upper signal string and the lower signal string of the binary signal string of the numerical value held by the acquisition means; and the change A winning combination determining means for determining a corresponding winning combination based on the numerical value changed by the means, and the winning combination determination Game control means for controlling the game content based on the determination result of the determination means.
  • the invention according to claim 3 is the gaming machine according to claim 1 or 2, wherein the changing means further replaces the upper signal sequence and the lower signal sequence with respect to the binary signal sequence of the numerical value. Thus, the contents of the numerical values are changed.
  • the invention according to claim 4 is that the numerical information generating means for repeatedly generating numerical information in order within a predetermined range and the numerical information generating means when receiving a predetermined acquisition command.
  • Numerical information acquisition means for acquiring and storing the obtained numerical information as a binary signal string of numerical values that are uniquely determined, and a binary signal sequence of numerical values held by the numerical information acquisition means
  • a change means for changing the contents of the numerical values by reversing the order of the signal arrangement of each of the upper signal sequence and the lower signal sequence, and further replacing the upper signal sequence and the lower signal sequence;
  • a winning combination determining means for determining the corresponding winning combination based on the numerical value changed by the means, and a game control means for controlling the game content based on the determination result by the winning combination determining means.
  • the invention according to claim 5 is the gaming machine according to claim 1 or 2, wherein the changing unit reverses the order of the signal arrangement of each of the upper signal sequence and the lower signal sequence. The content of the numerical value is changed.
  • the invention according to claim 6 is the gaming machine according to claim 1, 2, 3, 4 or 5, wherein the changing means includes at least two signals in each of the upper signal sequence and the lower signal sequence.
  • This is a wiring for transferring the data of the binary signal sequence of the numerical values connected between predetermined terminals so that the order of the signals is switched.
  • the invention according to claim 7 is the gaming machine according to claim 2, 3, 4 or 5, wherein the changing means is configured to change the numerical value 2 between the numerical information generating means and the winning combination determining means. It is characterized in that it is a wiring for parallel transfer of signal data of a hexadecimal number at a time
  • the invention according to claim 8 is the gaming machine according to any one of claims 1 to 7, wherein the numerical value is a random value and the binary signal sequence is a bit sequence. With things is there.
  • the invention according to claim 9 is configured such that the obtained numerical value is configured as a binary signal sequence composed of a plurality of digits, and the binary signal sequence is converted into an upper digit binary signal sequence (s 1, s 1, s 2, ---s, s) and this
  • the output terminal for transmitting the divided binary signal sequence is arranged on the transmission side
  • the input terminal for receiving the binary signal on the transmission side is arranged on the reception side
  • the binary signal sequence received by the receiving side is assigned to the upper digit binary signal sequence (r, r, r,- ⁇ , r
  • the lower digit binary signal on the transmitting side so that 21 is the most significant digit signal (r) of the upper digit binary signal sequence on the receiving side.
  • the signal (s) on the second digit is 2 from the highest digit of the upper digit binary signal sequence on the receiving side.
  • the signal (s) of the signal two digits lower than the highest digit of the upper digit binary signal sequence on the transmitting side is the lower digit binary number lm-1 on the receiving side.
  • the higher order of the transmitting side is set so that the signal (r) with the lowest power of the signal string is 2 digits higher.
  • the numerical value is changed by connecting the output terminal and the input terminal so that the binary signal sequence of the digit binary signal sequence and the lower digit binary signal sequence can be sequentially exchanged and sent to the receiving side.
  • a winning means determining means for determining a corresponding winning combination based on the numerical value changed by the changing means, and a game control means for controlling the game content based on a determination result by the winning combination determining means. It is characterized by comprising.
  • the changing means is configured to change the order of at least two signals in each of the upper signal sequence and the lower signal sequence for a numerical binary signal sequence.
  • the contents of the numerical value are changed by exchanging and the winning combination determining means is determined based on the numerical value changed by the power changing means.
  • the numerical value before the change acquired by the changing means and the numerical value to be determined by the winning combination determining means can be made different, The selection result cannot be predicted, and the interest of the game can be improved.
  • the player cannot easily predict the timing of occurrence of the winning numerical value. It is possible to reliably prevent illegal acts of shooting.
  • the changing unit obtains the numerical value before the change acquired by the changing unit by replacing the higher-order signal sequence and the lower-order signal sequence with respect to the binary signal sequence of the numerical values.
  • the numerical value after the change by the changing means can be further greatly different, so that it is possible to more reliably prevent the occurrence of fraudulent acts such as using a sensory device.
  • the changing means is connected between predetermined terminals so that the order of at least two signals is switched in each of the upper signal sequence and the lower signal sequence.
  • the changing means is a wiring for transferring in parallel the data of the binary signal sequence of the numerical values at a time between the numerical information generating means and the winning combination determining means. This makes it easy to implement changing means that do not place a burden on software. wear.
  • the numerical value before the change obtained by the changing means and the numerical value after the change by the changing means correspond one-to-one, so when the changing means changes a different numerical value, the same numerical value appears as the changed numerical value. There is nothing.
  • FIG. 1 is a schematic front view of a gaming machine according to an embodiment of the present invention.
  • FIG. 2 is a schematic block diagram of the gaming machine.
  • FIG. 3 is a schematic block diagram of a main control board in the gaming machine.
  • FIG. 4 is a diagram showing an example of data indicating a correspondence relationship between a winning area and winning contents for each gaming state.
  • FIG. 5 is a diagram for explaining a specific example of changing means.
  • FIG. 6 A diagram for explaining how the contents of the random number value are changed by the changing means.
  • FIG. 7 is a diagram for explaining a modification of the specific example of the changing means.
  • FIG. 8 is a schematic block diagram of random number generating means in a conventional spinning-type game machine.
  • MAX bet button operation detection sensor Single-load button operation detection sensor Start lever operation detection sensor a First stop button operation detection sensor b Second stop button operation detection sensor c Third stop button operation detection sensor a First reel reel drive means
  • Random number generator 71 crystal oscillator
  • FIG. 1 is a schematic front view of a gaming machine according to an embodiment of the present invention
  • FIG. 2 is a schematic block diagram of the gaming machine
  • FIG. 3 is a schematic block diagram of a main control board in the gaming machine.
  • the gaming machine is a spinning type gaming machine called a so-called pachislot machine.
  • the spinning cylinder type gaming machine of the present embodiment includes a first spinning reel 1 la, a second spinning reel l ib, and a third spinning reel 11c.
  • Display window 12 medal insertion slot 13, credit amount display section 14, MAX bet button 15, single insertion button 16, bet number display section 17, start lever 18, and first stop button 19a , 2nd stop button 19b, 3rd stop button 19c, clearing button 21, payout number display unit 22, medal discharge port 23, medal tray 24, image display unit 30, and illumination display unit 40
  • Speaker unit 50 inserted medal detection sensor 61, MAX bet button operation detection sensor 62, one-sheet insertion button operation detection sensor 63, start lever operation detection sensor 64, first stop button operation detection sensor 65a , Second stop button operation detection sensor 65b, third stop button operation detection sensor 65c, first cylinder Comprising Lumpur driving means 66a, Second barrel reel driving means 66b, a third round cylinder reel driving means 66c, the main control board 110, and a performance
  • each spinning reel 11a, 11b, 11c has a symbol row in which a plurality of symbols are arranged in a row, and is configured to be rotatable.
  • the first drum reel 11a is driven by the first drum reel driving means 66a
  • the second cylinder reel l ib is driven by the second cylinder reel driving means 66b
  • the third cylinder reel 11c is the third reel reel 11c. It is driven by the rotating reel drive means 66c.
  • each reel reel driving means 66a, 66b, 66c for example, a stepping motor is used.
  • the spinning reel drive means 66a, 66b, 66c are controlled by the main control board 110.
  • each reel 11a, l ib, 11c include, for example, a red number “7” design, a blue number “7” design, a BAR design, a replay design, a watermelon design, a bell design, There is a Chile design. A total of 21 of these symbols are arranged on the outer periphery of each spinning reel 11a, l ib, 11c. Further, the number of symbols and the arrangement order of symbols differ for each reel 11a, l ib, 11c.
  • the display window 12 is a transparent window portion provided at a position corresponding to the reel reels 11a, lib, and 11c. As shown in FIG. 1, the player can stop the first reel reel l la, the second reel reel l lb, and the third reel reel 1 lc! The three symbols attached to 1 la, 1 lb and 11c are visible.
  • the medal slot 13 is an slot for a player to insert a medal (game medium).
  • the inserted medal detection sensor 61 is provided in the medal slot 13 and detects that the medal power slot 13 has been inserted. A detection signal from the inserted medal detection sensor 61 is sent to the main control board 110.
  • a credit number display section 14 is provided immediately below the display window 12.
  • the credit number display unit 14 displays the number of credits (stored number) of medals within a predetermined range (for example, within 50 cards).
  • a medal is inserted from the medal insertion slot 13
  • the main control board 110 counts the number of credits increased by the number of inserted medals based on the signal from the inserted medal detection sensor 61. Accumulated and displayed on the credit number display section 14. Further, when a predetermined combination is established in the game, the main control board 110 adds the number of medals to be paid out corresponding to the combination to the current number of credits, and displays the added number on the credit number display unit 14.
  • the MAX bet button 15 and the single insert button 16 are game instruction means for instructing to bet medals and play a game (game), and are provided on the lower left side of the display window 12.
  • the MAX bet button 15 is a button for selecting to play a game with three medals
  • the one-insert button 16 is for selecting to play a game with one, two, or three medals. It is a button to do. Specifically, by pressing the single insert button 16 once, it is selected to play a game with one medal, and by pressing the single insert button 16 twice, a game with two medals bet is selected. Is selected, and by pressing the single insert button 16 three times, it is selected to play the game with three medals.
  • pressing the single-load button 16 three times is the same as pressing the MAX bet button 15 once.
  • the MAX bet button operation detection sensor 62 detects that the MAX bet button 15 has been pressed
  • the single-load button operation detection sensor 63 detects that the single-load button 16 has been pressed. . Detection signals from the sensors 62 and 63 are sent to the main control board 110. As a result, the main control board 110 can recognize how many medals bet to play the game.
  • a bet number display portion 17 is provided immediately below the display window 12 on the lower left side.
  • the bet number display unit 17 displays the number of medals bet on the game.
  • the main control board 110 turns on the lamp corresponding to the “3 ⁇ 4” portion of the bet number display section 17.
  • the main control board 110 lights the lamp corresponding to the “ ⁇ ” portion of the bet number display section 17.
  • the main control board 110 turns on a lamp corresponding to the “reference” portion of the bet number display portion 17.
  • six pay lines are set for stopping the three spinning reels 11a, l ib, 11c and aligning predetermined symbols. That is, three lines extending horizontally through the upper, middle, and lower parts of the display window 12, lines extending from the upper left to the lower right of the display window 12, and the lower left force of the display window 12 are also on the upper right. A line extending by force and a line extending from the middle of the left portion of the display window 12 toward the middle of the center portion, and the center force of the center portion extending by force toward the lower right. Depending on how many medals you bet, The award line is different.
  • the start lever 18 is operated by the player to instruct to start the game.
  • one game starts when the start lever 18 is operated, and ends when all the three stop buttons 19a, 19b, and 19c are pressed.
  • the start lever operation detection sensor 64 detects that the start lever 18 has been operated.
  • the start lever operation detection sensor 64 sends a game start signal to the main control board 110 when detecting that the start lever 18 is operated.
  • the random number generation means 70 provided on the main control board 110 receives a game start signal (acquisition command) from the start lever operation detection sensor 64, acquires one random number value, and changes the acquired random number value to the change means 80.
  • a game start signal acquisition command
  • the CPU 113 receives a game start signal from the start lever operation detection sensor 64 when receiving a signal from the inserted medal detection sensor 61, the MAX bet button operation detection sensor 62, or the one-sheet insertion button operation detection sensor 63.
  • the game start processing is performed after a predetermined time (4.1 seconds) has passed when receiving the previous game start signal.
  • the CPU 113 performs a lottery process for the combination based on the random number value generated by the random number generating means 70 and starts rotating the three spinning reels 11a, l ib and 11c.
  • the first stop button 19a is for instructing to stop the rotation operation of the first reel reel 11a
  • the second stop button 19b is for instructing to stop the rotation operation of the second reel reel ib
  • the third stop button 19c is for instructing to stop the rotation of the third reel reel.
  • the first stop button operation detection sensor 65a detects that the first stop button 19a is pressed
  • the second stop button operation detection sensor 65b detects that the second stop button 19b is pressed
  • the third stop button operation detection sensor 65c detects that the third stop button 19c has been pressed. Detection signals from the respective stop button operation detection sensors 65a, 65b, 65c are sent to the main control board 110.
  • the main control board 110 When the main control board 110 receives the detection signals from the stop button operation detection sensors 65a, 65b, 65c, the main control board 110 stops the rotation operation of the spinning reel corresponding to the stop button operation detection sensor by a predetermined control method. In this way, when the three reel reels 11a, l ib, 11c are stopped, the symbols attached to the reel reels 11a, l ib, 11c become a specific combination on the effective winning line. The role will be established.
  • BB big bonus
  • RB regular bonus
  • the spinning-type gaming machine shifts to a gaming state advantageous to the player. For example, when BB is established, 15 medals are paid out and the player enters a BB game where the player can obtain the most medals. If an RB is established, 15 medals are paid out, and after the BB game, the player enters an RB game where a large number of medals can be obtained.
  • the small role includes, for example, a role when watermelon symbols are aligned on an effective winning line (Shi power small role) and a role when bell symbols are aligned on an effective winning line (bell Small role) and a role when it stops at the left position on the winning line where the cheri pattern is valid (cherry small role).
  • a role when watermelon symbols are aligned on an effective winning line
  • bell Small role when bell symbols are aligned on an effective winning line
  • a role replay
  • replay when replay symbols are aligned on a valid pay line.
  • the revolving game machine will be re-played, that is, the same number of medals as the bet placed on the current game will be automatically inserted, and the player will insert a new medal.
  • the game can be played again.
  • the rib Since Rei does not pay out medals, Replay is not included in the small role, but setting the number of bets for the next game, that is, no new medal insertion operation is required, so the medals used for that game are paid out. It is also possible to treat replay as a small role, assuming Also, if the symbols that make up the winning combination are aligned on an effective winning line, they will be missed.
  • the number-of-payout display unit 22 displays the number of medals to be paid out in accordance with the winning combination.
  • the main control board 110 controls the payout number display unit 22. From the medal release port 23, for example, when the player presses the clearing button 21, the number of medals corresponding to the number of credits at that time is released.
  • the medal tray 24 is a tray for accumulating medals released from the medal outlet 23.
  • the image display unit 30 is provided on the upper side of the display window 12.
  • a liquid crystal display device is used as the image display unit 30.
  • the powerful image display unit 30 includes a liquid crystal panel 31 and a liquid crystal control board 32 that controls the liquid crystal panel 31.
  • the image display unit 30 displays a plurality of images of characters, numbers, figures, characters, etc. in a variably manner, thereby performing the advance notice of the winning combination, notification of predetermined information, and other game effects. For example, a premium effect is announced to confirm the jackpot decision, or the types of symbols that should be aligned on a valid winning line are announced.
  • the control of the image display unit 30 is performed by the effect control board 120 based on a command from the main control board 110.
  • the illumination display section 40 is for notifying various game states and for providing game effects.
  • the lighting display unit 40 is controlled by the performance control board 120 based on a command from the main control board 110.
  • the power display unit 40 has three top LED units 41a, 41b, 41c, eight panel LED units 42a, 42b,. Light (not shown), three top LED boards 44a, 44b, 44c, eight panel LED boards 45a, 45b,..., 45h, and three backlight boards 46a, 4 6b, 46c .
  • the three top LED units 41a, 41b, and 41c are provided on the left side, center, and right side of the upper part inside the front door, respectively. Each of these top LED units 41a, 41b, 41c is mounted on the top LED board 44a, 44b, 44c, and each top LED board 44a, 44b, 44c turns on the top LED unit. Control. [0045] Panel LED units 42a, 42b, 42c, 42d, 42e are provided in this order along the direction of the force from the top to the bottom on the left side of the display window 12 inside the front door.
  • panel LED units 42f, 42g, and 42h are provided on the inner side of the front door and on the right side of the display window 12 along the direction in which the panel LED units 42f, 42g, and 42h are applied in this order.
  • Eight panel LED units 42a, 42b, ..., 42h are mounted on panel LED boards 45a, 45b, ..., 45h, respectively, and each panel LED board 45a, 45b, ..., 45h Controls the lighting of the panel LED unit.
  • the three backlights are respectively provided inside the first reel reel lla, the second reel reel llb, and the third month reel 11c.
  • Each of these backlights is mounted on a knock board 46a, 46b, 46c, and each backlight board 46a, 46b, 46c controls lighting of the backlight.
  • the speaker unit 50 performs a game with sound.
  • the control of the speaker unit 50 is performed by the effect control board 120 based on a command from the main control board 110.
  • the speaker unit 50 includes a first door speaker 51, a second door speaker 52, and a rear speaker 53, as shown in FIGS.
  • the first door speaker 51 and the second door speaker 52 are respectively provided on the left side and the right side of the upper part inside the front door. That is, in FIG. 1, the first door speaker 51 and the second door speaker 52 are circles drawn with dotted lines on the upper part of the front door.
  • the rear speaker power 53 is provided on the rear side of the rotary type gaming machine.
  • the main control board 110 mainly controls and manages game contents and medal payout. As shown in FIGS. 2 and 3, the main control board 110 has a random number generating means 70, a changing means 80, a ROM 111, a RAMI 12, and a CPU (game control means) 113! /
  • the ROM 111 stores various programs relating to game content control and the like.
  • the RAM 112 is a working memory that temporarily stores data. For example, a part of the RAM 112 is used as a random value memory that stores the random value generated by the random number generation means 70.
  • the lottery means 114 shown in FIGS. 2 and 3 are stored in the CPU 113 and the ROM 111. This is realized by the received role lottery program.
  • the random number generation means 70 is a known pseudo-random number generation means that sequentially generates a numerical value in a predetermined range and acquires the numerical value as a random value at a predetermined timing. That is, the random number generation means 70 acquires a random value when receiving a game start signal (acquisition command) from the start lever operation detection sensor 64. The acquired random value is sent to the CPU 113 via the changing means 80.
  • data indicating the correspondence between the random number value and the winning content is stored for each gaming state. Such data is used at the time of random number lottery processing by the lottery means 114. In this embodiment, the entire range of random values (0 to 65535) is divided into a predetermined number of winning areas, and the correspondence between the winning area and the winning content is shown as data indicating the correspondence between the random value and the winning content. Data and data indicating the correspondence between the winning area and the range of random values are used.
  • the number of winning areas and the range of random values corresponding to each winning area are generally different for each gaming state.
  • the general gaming state when the BB is not activated “the BB internal state”, “the RB internal state”, “BB operation”
  • Various game states such as “general game state at time” are set.
  • FIG. 4 is a diagram showing an example of data indicating the correspondence relationship between the winning area and the winning content for each gaming state.
  • the contents of the data for the general gaming state when the BB is not activated, the RB internal state, and the BB internal state are representatively illustrated, and the content of the data for other gaming states is representatively illustrated. Is omitted.
  • the range of random numbers is divided into seven winning areas from “0” to “6”. For each gaming state, the following winning contents are assigned to each winning area.
  • the gaming state is the general gaming state when the BB is not activated, “unauthorized” is selected for the winning area “0” and “cherry small role” is selected for the winning area “1”.
  • “Bell Small” for winning area “2” “Watermelon Small” for winning area “3”
  • “Replay” for winning area “4” “RB” is assigned to area “5”
  • “BB” is assigned to winning area “6”. If the gaming state is the RB internal medium state, “R” is selected for the winning area “0”.
  • data indicating the correspondence between the winning area and the range of random values is set for each gaming state. For example, in the data indicating the correspondence between the winning area and the range of random values for the general gaming state when ⁇ is not activated, the range of random values from 0 to 47698 (47 699 ways) is selected in the winning areas “0”, 47699 Tongue L value range up to 48535 (837 ways) in the selected area “1”, 48536 force etc. Tongue L value range up to 55345 (6810 ways) in the elected area “2”, 55346 force up to 56005 Tongue L value range (660 ways) in the winning area "3", 56006 force et al.
  • the "general game state when the bag is not activated" is a normal game state.
  • the ⁇ ⁇ internal state '' means that the player has won ⁇ by random lottery, but the player has not yet aligned the ⁇ symbol on the valid winning line.
  • the RB is won by lottery, the player's power 3 ⁇ 4B symbol is not yet on the valid winning line.
  • the player's own stop button 19a, 19b, 19c will be pressed until the BB symbol and RB symbol are aligned on the effective winning line. The internal winning status will be in the next game Overcoming.
  • the roles other than BB and RB are valid only in the game at the time of winning, and by pressing the stop buttons 19a, 19b, 19c in the game at the time of winning, the symbol of the corresponding role is displayed. If is not aligned on a valid pay line, the winning state for that role ends at that point.
  • the gaming state shifts to the “general gaming state during BB operation” and the BB game is started.
  • the gaming state becomes “RB in operation”.
  • the RB game is started after moving to "Status". For each of the general gaming state during BB operation and the RB operation state, data indicating the correspondence between a predetermined random number value and winning contents is set.
  • the lottery means 114 performs a lottery process for determining whether the random value stored in the random value memory of the RAMI 12 is a deviation between a predetermined hit value or an outlier. Specifically, the lottery means 114 determines the random number value S of the random number generation means 70 received via the changing means 80 based on the data indicating the correspondence between the random number values stored in the ROM 111 and the combination. By determining whether it belongs to the winning area, it is determined whether the winning power (winning) or the winning power (dismissal) of any role is determined. Then, based on the lottery result of the lottery means 114, the CPU 113 controls the game content or sends a predetermined command to the effect control board 120.
  • the CPU 113 controls the game content and the like by executing a program stored in the ROM 111.
  • the CPU 113 performs reel control for driving and stopping the spinning reels 11a, l ib and 11c.
  • this CPU113 reel control is performed, for example, reel pull-in control that is performed when a winning combination is won, or when a role is not won. There is detachment control.
  • Reel pull-in control means that when a stop button is pressed, a predetermined number of symbols (for example, 5 frames) including the symbols on the winning line that is valid at the timing when the stop button is pressed. Control of the stop position of the spinning reel so as to draw the symbol on the effective winning line when the symbol constituting the combination exists in the range. However, when the player presses the stop button and there is no symbol that constitutes the corresponding role within the range of the predetermined number of frames, the reel pull-in control does not work, and the pressed symbol is effective. Stop on the winning line. Therefore, at this time, the figure constituting the combination The pattern is not aligned on the effective winning line, and the winning combination is not established.
  • a predetermined number of symbols for example, 5 frames
  • Disengagement control refers to controlling the stop position of the reel so that no combination is established in an effective winning line. Therefore, in this case, even if the player presses the stop button aiming at a specific role, no role is formed and the game result is lost.
  • the CPU 113 also manages the gaming state.
  • the gaming state of the gaming machine is “general gaming state when BB is not activated”, “BB internal state”, “RB internal state”, “BB Various game states such as “general game state during operation” are set.
  • the CPU 113 controls the transition of the gaming state based on the result of the random lot value internal lottery.
  • CPU 113 performs processing for transmitting a command to effect control device 120.
  • commands sent from the CPU 11 3 to the effect control device 120 For example, there are commands related to game effects (effect commands) created based on the results of the lottery process, and commands (operation commands) created when a predetermined operation is performed by the player.
  • the effect control board 120 is connected to the main control board 110 via a communication cable line.
  • the effect control board 120 incorporates ROM, RAM, CPU, and the like.
  • Such production control board 120 mainly realizes functions related to game production. That is, the effect control board 120 controls the image display unit 30, the illumination display unit 40, and the speaker unit 50.
  • the effect control board 120 receives a command from the main control board 110 and executes a predetermined process.
  • the production control board 120 receives the production command from the main control board 110, the content of the production of the game is determined based on the production command, and the image display unit 30, the electrical display is displayed.
  • Image production pattern data, illumination design pattern data, and audio data are sent to the unit 40 and the speaker unit 50, respectively.
  • the image display unit 30 displays an image based on the image effect pattern data
  • the illumination display unit 40 lights the lamp and the LED based on the illumination effect pattern data.
  • the speaker unit 50 outputs a predetermined sound to produce a game.
  • the random number generating means 70 includes a crystal oscillator 71 and two random number counters 72a and 72b.
  • the crystal oscillator 71 generates a clock signal having a frequency of 10 MHz, for example.
  • the two random number counters 72a and 72b are numerical information generating means for repeatedly generating numerical information in order within a predetermined range.
  • an 8-bit counter IC is used, and these two random number counters 72a, 72b are functionally linked. That is, the clock signal generated by the crystal oscillator 71 is input to one random number counter 72b.
  • the random number counter 72b repeatedly counts the number of clocks within the range of 0 to 255 every time the clock signal is input.
  • the random number counter 72b When the numerical information counted by the random number counter 72b reaches the maximum value (255), the next time the clock signal is input to the random number counter 72b, the random number counter 72b returns the numerical information to 0 and The clock signal is sent to the random number counter 72a.
  • the random number counter 72a repeatedly counts the number of clock signals within the range from 0 to 255 every time the clock signal from the random number counter 72b is input.
  • the two random number counters 72a and 72b operate in cooperation as described above, and thus operate as a single 2-byte hardware random number counter as a whole. That is, the two random number counters 72a and 72b can repeatedly generate numerical information in order within the range from 0 to 65535.
  • the random number counter 72a counts the upper bit string (8 bits) of the bit string (16 bits) of the numerical information
  • the random number counter 72b counts the lower bit string (8 bits) of the bit string of the numerical information. .
  • the two random number counters 72a and 72b are two-byte hardware random number counters. In addition to the role, it plays a role as a latch circuit (numerical information acquisition means). Ie
  • the two random number counters 72a and 72b acquire numerical information currently counted at a predetermined timing, and store the acquired numerical information as a bit string of random values that are uniquely determined.
  • the game start signal (acquisition command) from the start lever operation detection sensor 64 is input to the two random number counters 72a and 72b.
  • the random number power counters 72a and 72b receive a game start signal (acquisition command) from the start lever operation detection sensor 64, the random number power counters 72a and 72b acquire numerical information currently counted.
  • the CPU 113 receives the random number values held by the two random number counters 72 a and 72 b via the changing unit 80 and temporarily stores them in the RAM 112.
  • the changing means 80 replaces at least two signals of each bit string of the random number counters 72a and 72b with respect to the bit string (16 bits) of the random number values held by the two random number counters 72a and 72b. Is to change.
  • FIG. 5 is a diagram for explaining a specific example of the changing means 80.
  • the changing means 80 as shown in FIG. 5, the random number value connected between the output terminals of the two random number counters 72a and 72b and the random number reception port 115 (input terminal) of the CPU 113 is changed. Wiring is used to transfer data in parallel at once.
  • FIG. 5 is a diagram for explaining a specific example of the changing means 80.
  • the connection between the output terminals of the two random number counters 72a and 72b and the input terminal of the CPU 113 is based on the upper bit string (8 bits from a0 to a7) of the random number value held by the random number counter 72a and the random number counter 72b. This is done by reversing the order of the signal sequences of the lower-order bit strings (eight bits from b0 to b7) of the random number value to be held, and further switching the upper-order bit strings and lower-order bit strings. In other words, the most significant bit (a7) of the upper bit string of the random number value (acquired random value) held by the random number counter 72a becomes the least significant bit (qO) of the lower bit string received by the CPU 113 (received random value).
  • the most significant bit (b7) of the lower bit string of the random number value (acquired random value) held by the random number counter 72b is the least significant bit (q8) of the upper bit string of the random value (received random value) received by the CPU 113.
  • the 6th bit (b6) of the lower bit string of the acquired random value is the first bit (q9) of the upper bit string of the received random value
  • the 5th bit of the lower bit string of the acquired random value (B5) is connected so that it is the second bit (qlO) of the upper bit string of the received random number value ....
  • the least significant bit (b0) of the lower bit string of the acquired random value is the upper bit string of the received random value.
  • the order of bits is reversed in each of the upper bit string and the lower bit string among the bit strings of the random number values held by the two random number counters 72a and 72b.
  • the bit sequence of the random number values held by the two random number counters 72a and 72b can be switched between the upper bit sequence and the lower bit sequence, so the random number value before the change and the random number value after the change are significantly different Can be.
  • the upper bit string (aO, al,..., A7) of the present embodiment is added to the upper digit binary signal string (s, s, s,---s, s) on the transmission side of the present invention.
  • the low-order bit string (bl, b2,..., B7) is the low-order binary signal string (s 1, s 1, s 1,---s , s) and the reception of this embodiment.
  • the high-order bit sequence (q8, q9, ' ⁇ 15) of the received random number value corresponds to the high-order binary signal sequence (r, r, r,- ⁇ ⁇ , r) on the receiving side of the present invention.
  • the 8-bit counter is used for the two random number counters 72a and 72b, and the CPU 113 of the main control board 110 uses a power that can process 16-bit data at a time.
  • the present invention is not limited to this.
  • the random number counter may be one 16-bit counter instead of two 8-bit counters, and the CPU 113 of the main control board 110 may be a 32-bit CPU.
  • FIG. 6 is a diagram for explaining how the content of the random number value is changed by the changing means 80.
  • the random number generation means 70 generates 8-bit numerical information, and acquires and holds the numerical information as a random value at a predetermined timing. . Therefore, an 8-bit random value is sent from the random number generation means 70 to the CPU 113 via the changing means 80 at a predetermined timing.
  • the changing means 80 is a random number generator.
  • a bit string (8 bits) of the random value held by the raw means 70 is used so that the bit order is reversed and transmitted to the CPU 113.
  • the terminal that outputs the information of the least significant bit in the bit string (8 bits) of the random value is AO, and the information of the bit that is one higher bit is output.
  • the terminal that outputs Al is Al, ⁇ , and the terminal that outputs the most significant bit information is A7.
  • the terminal for inputting the information of the least significant bit in the bit string (8 bits) of the random number value is Q0, the terminal for inputting the information of the bit higher than that is Ql, Q7 is the pin for inputting the most significant bit information.
  • the wiring as the changing means 80 is between the terminal AO and the terminal Q7, between the terminal A1 and the terminal Q6, between the terminal A2 and the terminal Q5, between the terminal A3 and the terminal Q4, and between the terminal A and Connected between 4 and terminal Q3, between terminal A5 and terminal Q2, between terminal A6 and terminal Q1, and between terminal A7 and terminal Q0! RU
  • the random number generation means 70 on the transmission side transmits “0” as a random value.
  • the data “0” is expressed as a binary number, it is “00000000”. Therefore, the CPU 113 on the receiving side receives the binary number “00000000” and the random value “0” is sent. Recognize that.
  • the random number generation means 70 transmits data “1” as a random value. In this case, since the data “1” is expressed as a binary number, it is ⁇ 0000001, so the CPU 113 receives a noisy value “10000000” and recognizes that the numerical value “128” has been sent. To do. Further, it is assumed that the random number generation means 70 transmits data “2” as a random value. In this case, since the data “2” is expressed as a binary number “00000010”, the CPU 113 receives a blueprint of “01000000,”! Recognize that it has been sent.
  • the random number generation means 70 transmits the random value “3”
  • the CPU 113 recognizes that the random value “192” has been transmitted.
  • the random number generation means 70 transmits “4” as the random number value
  • the CPU 113 recognizes that the random number value “32” has been sent.
  • the random number generation means 70 transmits data “5” as a random value
  • the CPU 113 recognizes that the random value “160” has been sent.
  • the random number generation means 70 transmits the random value “6”
  • the CPU 113 recognizes that the random value “96” has been sent.
  • the random number generation means 70 transmits the random value “7”
  • the CPU 113 recognizes that the random value “224” has been transmitted.
  • random number generation means 7 When 0 transmits the random value “248”, the CPU 113 recognizes that the random value “31” has been sent. When the random number generation means 70 transmits the random value “249”, the CPU 113 recognizes that the random value “159” has been transmitted. When the random number generation means 70 transmits the random number value “250”, the CPU 113 recognizes that the random number value “95” has been transmitted. When the random number generation means 70 transmits the random value “251”, the CPU 113 recognizes that the random value “223” has been transmitted. When the random number generation means 70 transmits the random value “252”, the CPU 113 recognizes that the random value “63” has been transmitted.
  • the random number generation means 70 transmits the random value “253”
  • the CPU 113 recognizes that the random value “191” has been sent.
  • the random number generation means 70 transmits the random value “254”
  • the CPU 113 recognizes that the random value “127” has been transmitted.
  • the random number generation means 70 transmits data of the random value “255”
  • the CPU 113 recognizes that the random value “255” has been transmitted.
  • the random number generation means 70 continues the random number values as “0”, “1”, “2”, “3”,..., “253”, “254”, “255”. Even if they are sent to the CPU 113 in order, the random values recognized by the CPU 113 are distributed as “0”, “128”, “64”,..., “191”, “127”, “255”. As described above, in the present embodiment, by providing the changing unit 80, the contents of the random number value before the change transmitted by the random number generating unit 70 and the random number value after the change received by the CPU 113 are greatly different. It can be tightened. However, the CPU 113 recognizes the same random number value as the random number value transmitted by the random number generation means 70 only when the random number generation means 70 transmits the random number values “0” and “255”.
  • the replacement of the signal lines is a force performed by at least two. If the numerical values output by the signal lines to be replaced are the same, the signal lines may be replaced. Since the input side and the output side have the same value, the CPU 113 recognizes the same random value as the random value transmitted by the random number generation means 70. For example, if the number of signal lines is two, the number of each signal line that is replaced is “0, 0” or “1, 1”, and if the number of signal lines is three If it is performed, if the numerical value output by each replaced signal line is “0, 0, 0” or “1, 1, 1”, the CPU 113 is the same as the random value transmitted by the random number generating means 70. A random value will be recognized.
  • the output of the two random number counters 72a and 72b is used as the changing unit 80. Since the wiring for transmitting the random number value connected between the terminal and the input terminal of the CPU 113 is used, the random number value before the change sent by the random number generation means 70 and the random number value after the change by the change means 80 Corresponds one-to-one. For this reason, when the changing means 80 changes a plurality of different random numbers, the same random number value does not appear as the changed random value. In the example of FIG. 6, the case where the random number value is 8-bit information has been described, but the same can be said even if the random value is 16-bit information.
  • the start lever operation detection sensor 64 sends a game start signal to the random number counters 72 a and 72 b of the random number generation means 70 and the CPU 113.
  • the random number counters 72a and 72b acquire and hold the numerical information currently counted as random number values.
  • the CPU 113 acquires the stored random number value via the changing means 80 and temporarily stores it in the RAMI 12.
  • the CPU 113 causes the lottery means 114 to execute the lottery process.
  • the lottery means 114 examines to which winning area the random value stored in the RAMI 12 belongs based on the data indicating the correspondence between the random number value stored in RO MILL and the winning content. This determines the role that was won and the power that was not won.
  • the lottery result determined by the lottery means 114 is sent to the CPU 113, and the CPU 113 controls the game contents based on the lottery result!
  • the changing means changes the content of the random value by changing the order of the predetermined bits in the bit string of the random value in a predetermined format
  • the lottery means A lottery process is performed to determine whether the random number value changed by the changing means is a predetermined winning value or outlier. For this reason, since the random number value sent by the random number generation means and the random number value subject to the lottery process by the lottery means (the random number value after the change by the changing means) can be made different, The result cannot be predicted, and the game interest can be improved. However, since the player can not easily predict the appearance timing of the random number value to be won, it is possible to reliably prevent an illegal act of aiming at a specific lottery result using an sensation sensor or the like. .
  • the changing means is a wiring for transmitting the random value, connected between the predetermined terminals so that the order of the predetermined bits in the bit string of the random number values is switched in a predetermined manner. Therefore, it is possible to easily realize a changing means that does not place a burden on the software.
  • the random number value sent by the random number generator and the random number value changed by the changing means have a one-to-one correspondence, when the changing means changes a different random value, the same random number value is used as the changed random number value. None appears. Thereby, the uniformity of random numbers is maintained.
  • the order of bits is rearranged in the reverse order in each of the upper bit string and the lower bit string among the bit strings of the random number values held by the two random number counters, and the random value
  • the changing means is not limited to this.
  • the output terminals of the two random number counters 72a and 72b and the input terminal of the CPU 113 may be connected as shown in FIG. FIG.
  • FIG. 7 is a diagram for explaining a modification of the specific example of the changing means.
  • components having the same functions as those shown in FIG. 5 are given the same reference numerals or corresponding reference numerals, and detailed description thereof is omitted.
  • the connection between the output terminals of the two random number counters 72a and 72b and the input terminal of the CPU 113 is the upper bit string (8 bits a0 to a7) of the random number value held by the random number counter 72a and the random number counter 72b. This is done so that the order of each signal array in the low-order bit string (8 bits from b0 to b7) of the random value to be held is reversed.
  • the most significant bit (a7) of the upper bit string of the random number value (acquired random value) held by the random number counter 72a becomes the least significant bit (q8) of the upper bit string of the random value (received random value) received by the CPU 113.
  • the 6th bit (a6) of the high-order bit string of the acquired random number value becomes the 1st bit (q9) of the high-order bit string of the received random value, and the 5th bit of the high-order bit string of the acquired random number value.
  • the 6th bit (b6) of the low-order bit string of the acquired random value is the first bit (ql) of the low-order bit string of the received random value, and 5 bits of the low-order bit string of the acquired random value Connect the first bit (b5) to the second bit (q2) of the lower bit string of the received random value, and..., the least significant bit (b0) of the lower bit string of the acquired random value is the lowest bit of the lower bit string of the received random value.
  • Connect to the upper bit (q7) By using the changing means 800 shown in FIG. 7, it is possible to rearrange the order of bits in the upper bit string and the lower bit string among the bit strings of the random number values held by the two random number counters 72a and 72b. Because it is possible, it is possible to make a mistake so that the random value before the change and the random value after the change are greatly different.
  • the changing means transmits the random value connected between the predetermined terminals so that the order of the predetermined bits in the bit string of the random value is switched in a predetermined manner.
  • the force changing means described in the case of the wiring it is also possible to use software-implemented means.
  • the random number value held by the random number generation means is sent to the CPU 113 of the main control board as it is without changing its contents, and the CPU 113 is used as a changing means by executing a predetermined program stored in the ROM 111.
  • the contents of the random number value sent from the random number generation means may be changed.
  • the changing means be realized in hardware as in the above embodiment rather than in software.
  • the present invention is applied to a rotating type gaming machine.
  • the present invention may be applied to a pachinko gaming machine.
  • the changing means has at least two values for the numerical binary signal sequence and for each of the upper signal sequence and the lower signal sequence.
  • the content of the numerical value is changed by changing the order of the signals, and the winning combination determining means determines the corresponding winning combination based on the numerical value changed by the changing means.
  • change means The player can predict the lottery result because the value before the change acquired by the player and the value to be determined by the winning combination determination means (the value after the change by the change means) can be made different. It becomes impossible to improve the interest of the game.
  • the present invention can be applied to a gaming machine such as a pachinko gaming machine or a revolving gaming machine in which a random value is acquired at a predetermined timing during a game and a lottery is performed based on the random value.

Landscapes

  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Pinball Game Machines (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

A game playing machine reliably preventing the draw result from being predicted and a false play of aiming at a specific draw result using a sensory device. Random number generating means (70) sequentially generates numeric information in a predetermined range and acquires and holds the numeric information at a predetermined timing as a random number. A CPU (113) acquires the random number through altering means (80) and stores it in a RAM (112). The altering means (80) interchanges the number of order of at least two signals in each of upper- and lower-order signal sequences of a bit sequence of the random number held in the random number generating means (70) so as to alter the content of the random number. Drawing means (114) of the CPU (113) performs drawing of judging whether the random number altered by the altering means (80) is a predetermined winning number or a predetermined blank number. The CPU (113) controls the game content according to the draw result by the drawing means (114).

Description

明 細 書  Specification
遊技機  Game machine
技術分野  Technical field
[0001] 本発明は、遊技時に乱数値を取得し、その乱数値に基づいて抽選が行われる、パ チンコ遊技機や回胴式遊技機等の遊技機に関するものである。  [0001] The present invention relates to a gaming machine such as a pachinko gaming machine or a revolving game machine in which a random number value is acquired during a game and a lottery is performed based on the random number value.
背景技術  Background art
[0002] 一般に、パチンコ遊技機や回胴式遊技機には、疑似乱数を用いた乱数発生手段 が設けられている。かかる乱数発生手段は、遊技 (ゲーム)が行われている際に、パ チンコ遊技機にあっては始動入賞口への入賞検出時、回胴式遊技機にあってはスタ 一トレバーの押下時等、所定の時期、間合いあるいは瞬間(以下、「タイミング」と称す る。)で数値を取得する。各遊技機では、その取得した数値を乱数値として扱う。すな わち、各遊技機の主制御基板では、その乱数値に基づいて抽選処理が行われる。こ の抽選処理においては、主制御基板は、当該乱数値力 予め定められた当たり値に 該当する力否かを判定することにより、当たり Z外れ (又は当選 Z不当選)等の役の 当選を決定する。例えば、パチンコ遊技機の場合には、抽選結果が当たりであると、 主制御基板は、遊技機を遊技者に有利な遊技状態に移行させる。また、回胴式遊技 機の場合には、抽選結果が所定の役の当選であると、主制御基板は、遊技者がリー ルを停止させた際に、当該役に対応する図柄が揃いやすくなるようなリール制御を行  [0002] In general, a pachinko gaming machine or a revolving game machine is provided with a random number generating means using a pseudo-random number. Such random number generation means is used when a winning is detected at the start winning opening in the case of a pachinko machine or when a start lever is pressed in the case of a revolving game machine when a game is being played. The numerical value is acquired at a predetermined time, time interval or moment (hereinafter referred to as “timing”). Each gaming machine handles the acquired numerical value as a random value. In other words, a lottery process is performed on the main control board of each gaming machine based on the random value. In this lottery process, the main control board determines whether or not the random number power is a power corresponding to a predetermined hit value, and wins a winning role such as a missed Z (or winning Z wrong). decide. For example, in the case of a pachinko gaming machine, if the lottery result is a win, the main control board shifts the gaming machine to a gaming state advantageous to the player. In addition, in the case of a spinning-type game machine, if the lottery result is a winning of a predetermined role, the main control board can easily match the symbols corresponding to that role when the player stops the reel. Reel control
[0003] 図 8は従来の回胴式遊技機における乱数発生手段の概略ブロック図である。乱数 発生手段 210は、図 8に示すように主制御基板 200に設けられ、水晶発振器 211と、 乱数カウンタ 212と、ラッチ回路 213とを備える。水晶発振器 211は、例えば 10MHz の周波数のクロック信号を発生するものである。乱数カウンタ 212は、水晶発振器 21 1が発生させたクロック信号が入力する度にその入力するクロック信号の数を所定の 範囲内で繰り返し計数するものである。また、ラッチ回路 213は、遊技者によってスタ 一トレバーが操作されたタイミングで、乱数カウンタ 212の計数値を乱数値として取得 して保持するものである。具体的には、ラッチ回路 213は、スタートレバーが操作され たことを検出するスタートレバー操作検出センサ 220からの信号を受けたときに、乱 数値を取得する。ラッチ回路 213が保持する乱数値は CPU230に送られ、 CPU23 0は、その乱数値に基づいて抽選処理を行う。 FIG. 8 is a schematic block diagram of random number generating means in a conventional spinning cylinder game machine. The random number generation means 210 is provided on the main control board 200 as shown in FIG. 8, and includes a crystal oscillator 211, a random number counter 212, and a latch circuit 213. The crystal oscillator 211 generates a clock signal having a frequency of 10 MHz, for example. The random number counter 212 repeatedly counts the number of input clock signals within a predetermined range each time the clock signal generated by the crystal oscillator 211 is input. The latch circuit 213 acquires and holds the count value of the random number counter 212 as a random value at the timing when the start lever is operated by the player. Specifically, in the latch circuit 213, the start lever is operated. When a signal is received from the start lever operation detection sensor 220 that detects this, a random value is acquired. The random number value held by the latch circuit 213 is sent to the CPU 230, and the CPU 230 performs a lottery process based on the random number value.
[0004] 尚、一般に、乱数カウンタでは、上述したようにクロック信号が入力するタイミングで 計数値を 1ずつインクリメントする方式が採られている。しかし、最近では、クロック信 号の入力タイミングで計数値を 1ずつインクリメントすると共に、所定条件が満たされ た場合に、ある整数値を計数値に加算又は減算するように構成された乱数カウンタも 提案されている (例えば、特許文献 1参照。 ) o  [0004] In general, in the random number counter, as described above, the count value is incremented by one at the timing when the clock signal is input. Recently, however, we have also proposed a random number counter that is configured to increment the count value by 1 at the input timing of the clock signal and to add or subtract a certain integer value to the count value when a predetermined condition is met. (For example, see Patent Document 1.) o
[0005] 特許文献 1:特開平 11 90004号公報  Patent Document 1: Japanese Patent Application Laid-Open No. 11 90004
発明の開示  Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0006] ところで、乱数カウンタ 212は、常時、クロック信号の入力タイミングでそのクロック信 号の数を所定の範囲で繰り返し計数している。このため、理論上、乱数カウンタ 212 には、当たりとなる乱数値に対応する計数値が時間の経過に従って周期的に出現す ることになる。特に、回胴式遊技機では、乱数値は遊技者によるスタートレバーの操 作時に取得される。したがって、スタートレバーを操作する時間間隔を、乱数カウンタ 212がある計数値を計数してカゝら同じ計数値を計数するまでの時間に合わせること により、いつも同じような乱数値が CPU230に取り込まれるようにすることが可能とな る。そして、通常、連続した乱数値の所定範囲が各役の当選エリアとして設定されて いるので、抽選確率の高い役については、遊技者は容易に予測することが可能とな る。すなわち、抽選確率の高い役ほど、乱数値の範囲が広いので、周期的に当てる 可能性が高い。タツチの差が多少あっても、その役の当たり範囲にある。これでは、ゲ ームの興趣が失われてしまう。 Incidentally, the random number counter 212 always counts the number of clock signals repeatedly within a predetermined range at the input timing of the clock signal. Therefore, theoretically, a count value corresponding to the random number value to be won periodically appears in the random number counter 212 as time passes. In particular, in the case of a revolving game machine, the random value is acquired when the player operates the start lever. Therefore, by adjusting the time interval for operating the start lever to the time from when the random number counter 212 counts a certain count value until the same count value is counted, the same random number value is always taken into the CPU 230. It is possible to do so. Usually, a predetermined range of consecutive random values is set as the winning area for each winning combination, so that a player can easily predict a winning combination with a high lottery probability. In other words, a role with a higher lottery probability has a wider range of random values, and is more likely to be applied periodically. Even if there is some difference in touch, it is within the range of the role. This will lose the game's interest.
[0007] また、回胴式遊技機は、遊技者によるスタートレバーの操作時に乱数値が取得され る点で、パチンコ遊技機よりも攻略されやすいといえる。実際、スタートレバーを一定 の時間間隔で操作するための体感機を用いて遊技を行 ヽ、不正にメダルを獲得する 者がいる。この体感機は、例えば、一定のリズムで信号を発生し、その信号を使用者 に体感させるものである。この体感機力もの信号を体で受けた者は、その信号に合わ せてスタートレバーを操作することにより、スタートレバーを常に一定の時間間隔で操 作することが可能となる。したがって、このような体感機等を用いて特定の抽選結果を 狙い撃ちする不正な行為を有効に防止することができる遊技機の実現が望まれてい る。 [0007] In addition, it can be said that the spinning-reel game machine is more easily attacked than the pachinko game machine in that a random value is acquired when the player operates the start lever. In fact, there are people who play games using a sensory device to operate the start lever at regular time intervals and illegally win medals. This sensation machine, for example, generates a signal at a constant rhythm and makes the user feel the signal. Anyone who has received a signal with this sensory sensory strength matches the signal. By operating the start lever, the start lever can always be operated at regular intervals. Therefore, it is desired to realize a gaming machine that can effectively prevent an illegal act of aiming at a specific lottery result using such a sensory device.
[0008] 尚、上述した特許文献 1に記載されている技術を回胴式遊技機に適用することによ り、特定の抽選結果を狙い撃ちする不正な行為を防止することができるようにも考え られる。しかし、力かる技術を用いても、ある整数値を計数値に加算又は減算する処 理が行われる時間間隔が、平均的なスタートレバーの操作間隔よりも十分に長けれ ば、当該処理が行われない間は、乱数カウンタは、クロック信号の一定の入力タイミン グで計数動作を行うので、上記の不正な行為を効果的に防止することできな 、。  [0008] It should be noted that by applying the technique described in Patent Document 1 described above to the spinning-type game machine, it is also considered that an illegal act of aiming at a specific lottery result can be prevented. It is done. However, even if a powerful technique is used, if the time interval for adding or subtracting an integer value to or from the count value is sufficiently longer than the average start lever operation interval, the processing is performed. As long as the counter is not in use, the random number counter performs a counting operation at a fixed input timing of the clock signal.
[0009] 本発明は上記事情に基づいてなされたものであり、抽選結果が予測されないように することができると共に、体感機等を用いて特定の抽選結果を狙い撃ちする不正な 行為を確実に防止することができる遊技機を提供することを目的とするものである。 課題を解決するための手段  [0009] The present invention has been made based on the above circumstances, and it is possible to prevent a lottery result from being predicted and to reliably prevent an illegal act of aiming at a specific lottery result using an sensation sensor or the like. It is an object of the present invention to provide a gaming machine that can be used. Means for solving the problem
[0010] 上記の目的を達成するための請求項 1記載の発明に係る遊技機は、所定のタイミ ングで取得された数値の 2進数信号列について、その上位信号列と下位信号列のそ れぞれにおいて少なくとも二つの信号の順番を入れ替えることにより当該数値の内容 を変更する変更手段と、前記変更手段で変更された数値に基づいて対応する当選 役を決定する当選役決定手段と、前記当選役決定手段による決定結果に基づいて 遊技内容の制御を行う遊技制御手段と、を具備することを特徴とするものである。  [0010] A gaming machine according to the invention described in claim 1 for achieving the above-described object provides a binary signal sequence of numerical values acquired at a predetermined timing, the upper signal sequence and the lower signal sequence. A change means for changing the contents of the numerical value by switching the order of at least two signals in each of them, a winning combination determining means for determining a corresponding winning combination based on the numerical value changed by the changing means, and the winning combination Game control means for controlling the game content based on the result determined by the combination determining means.
[0011] 上記の目的を達成するための請求項 2記載の発明に係る遊技機は、数値情報を所 定の範囲内で順番に繰り返し発生させる数値情報発生手段と、所定の取得指令を 受けたときに、前記数値情報発生手段が発生させた数値情報を取得し、その取得し た数値情報を、一意に定まる数値の 2進数信号列として構成して保持する数値情報 取得手段と、前記数値情報取得手段が保持する数値の 2進数信号列について、そ の上位信号列と下位信号列のそれぞれにおいて少なくとも二つの信号の順番を入 れ替えることにより当該数値の内容を変更する変更手段と、前記変更手段で変更さ れた数値に基づいて対応する当選役を決定する当選役決定手段と、前記当選役決 定手段による決定結果に基づいて遊技内容の制御を行う遊技制御手段と、を具備 することを特徴とするものである。 [0011] A gaming machine according to the invention described in claim 2 for achieving the above object has received numerical information generating means for repeatedly generating numerical information in order within a predetermined range and a predetermined acquisition command. When the numerical information generating means acquires numerical information generated by the numerical information generating means, and the acquired numerical information is configured and held as a binary signal sequence of uniquely determined numerical values, the numerical information A change means for changing the contents of the numerical value by changing the order of at least two signals in each of the upper signal string and the lower signal string of the binary signal string of the numerical value held by the acquisition means; and the change A winning combination determining means for determining a corresponding winning combination based on the numerical value changed by the means, and the winning combination determination Game control means for controlling the game content based on the determination result of the determination means.
[0012] 請求項 3記載の発明は、請求項 1又は 2記載の遊技機において、前記変更手段は 、前記数値の 2進数信号列について更に前記上位信号列と前記下位信号列とを入 れ替えることにより前記数値の内容を変更すること特徴とするものである。  [0012] The invention according to claim 3 is the gaming machine according to claim 1 or 2, wherein the changing means further replaces the upper signal sequence and the lower signal sequence with respect to the binary signal sequence of the numerical value. Thus, the contents of the numerical values are changed.
[0013] 請求項 4記載の発明は、数値情報を所定の範囲内で順番に繰り返し発生させる数 値情報発生手段と、所定の取得指令を受けたときに、前記数値情報発生手段が発 生させた数値情報を取得し、その取得した数値情報を、一意に定まる数値の 2進数 信号列として構成して保持する数値情報取得手段と、前記数値情報取得手段が保 持する数値の 2進数信号列について、その上位信号列と下位信号列の各々の信号 配列の順序を逆にして、更に前記上位信号列と前記下位信号列とを入れ替えること により前記数値の内容を変更する変更手段と、前記変更手段で変更された数値に基 づいて対応する当選役を決定する当選役決定手段と、前記当選役決定手段による 決定結果に基づいて遊技内容の制御を行う遊技制御手段と、を具備することを特徴 とするちのである。  [0013] The invention according to claim 4 is that the numerical information generating means for repeatedly generating numerical information in order within a predetermined range and the numerical information generating means when receiving a predetermined acquisition command. Numerical information acquisition means for acquiring and storing the obtained numerical information as a binary signal string of numerical values that are uniquely determined, and a binary signal sequence of numerical values held by the numerical information acquisition means A change means for changing the contents of the numerical values by reversing the order of the signal arrangement of each of the upper signal sequence and the lower signal sequence, and further replacing the upper signal sequence and the lower signal sequence; A winning combination determining means for determining the corresponding winning combination based on the numerical value changed by the means, and a game control means for controlling the game content based on the determination result by the winning combination determining means. Features and It is a life.
[0014] 請求項 5記載の発明は、請求項 1又は 2記載の遊技機において、前記変更手段は 、前記上位信号列と前記下位信号列の各々の信号配列の順序を逆にすることにより 前記数値の内容を変更するものであることを特徴とするものである。  [0014] The invention according to claim 5 is the gaming machine according to claim 1 or 2, wherein the changing unit reverses the order of the signal arrangement of each of the upper signal sequence and the lower signal sequence. The content of the numerical value is changed.
[0015] 請求項 6記載の発明は、請求項 1、 2、 3、 4又は 5記載の遊技機において、前記変 更手段は、前記上位信号列と前記下位信号列のそれぞれにおいて少なくとも二つの 信号の順序が入れ替わるように所定の端子間に接続された、前記数値の 2進数信号 列のデータを転送するための配線であることを特徴とするものである。  [0015] The invention according to claim 6 is the gaming machine according to claim 1, 2, 3, 4 or 5, wherein the changing means includes at least two signals in each of the upper signal sequence and the lower signal sequence. This is a wiring for transferring the data of the binary signal sequence of the numerical values connected between predetermined terminals so that the order of the signals is switched.
[0016] 請求項 7記載の発明は、請求項 2、 3、 4又は 5記載の遊技機において、前記変更 手段が、前記数値情報発生手段と前記当選役決定手段との間で前記数値の 2進数 信号列のデータを一度に並列転送するための配線であることを特徴とするものである  [0016] The invention according to claim 7 is the gaming machine according to claim 2, 3, 4 or 5, wherein the changing means is configured to change the numerical value 2 between the numerical information generating means and the winning combination determining means. It is characterized in that it is a wiring for parallel transfer of signal data of a hexadecimal number at a time
[0017] 請求項 8記載の発明は、請求項 1乃至 7の何れか一つに記載の遊技機において、 前記数値は乱数値であり、前記 2進数信号列はビット列であることを特徴とするもので ある。 [0017] The invention according to claim 8 is the gaming machine according to any one of claims 1 to 7, wherein the numerical value is a random value and the binary signal sequence is a bit sequence. With things is there.
[0018] 請求項 9記載の発明は、取得された数値を複数桁で構成される二進数信号列に構 成し、この二進数信号列を上位桁二進数信号列(s , s , s , - - - s , s )と、この  [0018] The invention according to claim 9 is configured such that the obtained numerical value is configured as a binary signal sequence composed of a plurality of digits, and the binary signal sequence is converted into an upper digit binary signal sequence (s 1, s 1, s 2, ---s, s) and this
11 12 13 lm-1 lm 上位桁二進数信号列と同数の下位桁二進数信号列 (s , s , s , - - - s , s )とに  11 12 13 lm-1 lm The same number of lower digit binary signal sequences (s, s, s,---s, s) as the upper digit binary signal sequence
21 22 23 2m-l 2m 分割し、この分割した前記二進数信号列を送信するための出力端子を送信側に配 置し、送信側の前記二進数信号を受信するための入力端子を受信側に配置し、受 信側が受信する前記二進数信号列を上位桁二進数信号列 (r , r , r , - · τ , r  21 22 23 2m-l Divided into 2m, the output terminal for transmitting the divided binary signal sequence is arranged on the transmission side, and the input terminal for receiving the binary signal on the transmission side is arranged on the reception side The binary signal sequence received by the receiving side is assigned to the upper digit binary signal sequence (r, r, r,-τ, r
11 12 13 lm-1 1 11 12 13 lm-1 1
)と下位桁二進数信号列 (r , r , r , - · τ , r )としたとき (但し、何れの mも二 m 21 22 23 2m- 1 2m ) And the lower digit binary signal sequence (r, r, r,-τ, r) (where m is 2 m 21 22 23 2m-1 2m
以上の自然数)、送信側の下位桁二進数信号列の最下位桁信号 (s )  (Natural number above), least significant digit signal (s)
21 が受信側の上 位桁二進数信号列の最上位桁信号 (r )となるように、送信側の下位桁二進数信号  The lower digit binary signal on the transmitting side so that 21 is the most significant digit signal (r) of the upper digit binary signal sequence on the receiving side.
lm  lm
列の最下位力 2桁上の信号 (s )が受信側の上位桁二進数信号列の最上位から 2  The lowest power of the column The signal (s) on the second digit is 2 from the highest digit of the upper digit binary signal sequence on the receiving side.
22  twenty two
桁下の信号 (r )となるように、送信側の上位桁二進数信号列の最上位桁信号 (s lm-1 lm The most significant digit signal (s lm-1 lm of the high-order binary signal sequence on the transmitting side so that the signal under the digit (r)
)が受信側の下位桁二進数信号列の最下位桁信号 (r ) ) Is the least significant digit signal (r) of the lower digit binary signal sequence on the receiving side.
21 となるように、送信側の上位 桁二進数信号列の最上位から 2桁下の信号の信号 (s )が受信側の下位桁二進数 lm-1  21 so that the signal (s) of the signal two digits lower than the highest digit of the upper digit binary signal sequence on the transmitting side is the lower digit binary number lm-1 on the receiving side.
信号列の最下位力 2桁上の信号 (r )となるように、以下同様にして送信側の上位  In the same manner, the higher order of the transmitting side is set so that the signal (r) with the lowest power of the signal string is 2 digits higher.
22  twenty two
桁二進数信号列及び下位桁二進数信号列の二進数信号の順序を順次入れ替えて 受信側に送ることができるように前記出力端子と前記入力端子との間を接続すること により当該数値を変更する変更手段と、この変更手段で変更された数値に基づいて 対応する当選役を決定する当選役決定手段と、この当選役決定手段による決定結 果に基づいて遊技内容の制御を行う遊技制御手段と、を具備することを特徴とするも のである。  The numerical value is changed by connecting the output terminal and the input terminal so that the binary signal sequence of the digit binary signal sequence and the lower digit binary signal sequence can be sequentially exchanged and sent to the receiving side. A winning means determining means for determining a corresponding winning combination based on the numerical value changed by the changing means, and a game control means for controlling the game content based on a determination result by the winning combination determining means. It is characterized by comprising.
発明の効果  The invention's effect
[0019] 請求項 1記載の遊技機及び請求項 2記載の遊技機では、変更手段が、数値の 2進 数信号列について、その上位信号列と下位信号列のそれぞれにおいて少なくとも二 つの信号の順番を入れ替えることにより当該数値の内容を変更し、当選役決定手段 力 変更手段で変更された数値に基づいて対応する当選役を決定する。このため、 変更手段が取得した変更前の数値と当選役決定手段による決定の対象となる数値( 変更手段による変更後の数値)とが異なるようにすることができるので、遊技者は、抽 選結果を予測することができなくなり、ゲームの興趣の向上を図ることができる。し力も 、特に、回胴式遊技機にあっては、遊技者は、当たりとなる数値の出現タイミングを容 易に予測することができなくなるため、体感機等を用いて特定の抽選結果を狙 、撃 ちする不正な行為を確実に防止することができる。 [0019] In the gaming machine according to claim 1 and the gaming machine according to claim 2, the changing means is configured to change the order of at least two signals in each of the upper signal sequence and the lower signal sequence for a numerical binary signal sequence. The contents of the numerical value are changed by exchanging and the winning combination determining means is determined based on the numerical value changed by the power changing means. For this reason, since the numerical value before the change acquired by the changing means and the numerical value to be determined by the winning combination determining means (the numerical value after the change by the changing means) can be made different, The selection result cannot be predicted, and the interest of the game can be improved. In particular, in the case of a swivel type gaming machine, the player cannot easily predict the timing of occurrence of the winning numerical value. It is possible to reliably prevent illegal acts of shooting.
[0020] 請求項 3記載の遊技機では、変更手段が、前記数値の 2進数信号列につ 、て更に 上位信号列と下位信号列とを入れ替えることにより、変更手段が取得した変更前の 数値と変更手段による変更後の数値とがさらに大きく異なるようにすることができるの で、体感機等を用いるような不正行為の発生をより確実に防止することができる。  [0020] In the gaming machine according to claim 3, the changing unit obtains the numerical value before the change acquired by the changing unit by replacing the higher-order signal sequence and the lower-order signal sequence with respect to the binary signal sequence of the numerical values. And the numerical value after the change by the changing means can be further greatly different, so that it is possible to more reliably prevent the occurrence of fraudulent acts such as using a sensory device.
[0021] 請求項 4記載の遊技機では、数値情報取得手段が保持する数値の 2進数信号列 について、その上位信号列と下位信号列の各々の数値配列の順序を逆にして、更 に前記上位信号列と前記下位信号列とを入れ替えることにより、変更手段が取得し た変更前の数値と変更手段による変更後の数値とがさらに大きく異なるようにすること ができるので、体感機等を用いるような不正行為の発生をより確実に防止することが できる。  [0021] In the gaming machine according to claim 4, with respect to the binary signal sequence of numerical values held by the numerical information acquisition means, the numerical order of each of the higher order signal sequence and the lower order signal sequence is reversed, and further By replacing the upper signal sequence with the lower signal sequence, the numerical value before the change obtained by the changing means and the numerical value after the change by the changing means can be further greatly different. Such illegal acts can be prevented more reliably.
[0022] 請求項 5記載の遊技機では、上位信号列と下位信号列の各々の数値配列の順序 を逆にすることにより、変更手段が取得した変更前の数値と変更手段による変更後の 数値とが大きく異なるようにすることができるので、体感機等を用いるような不正行為 の発生をより確実に防止することができる。  [0022] In the gaming machine according to claim 5, by reversing the order of the numerical arrangement of each of the upper signal sequence and the lower signal sequence, the numerical value before the change obtained by the changing means and the numerical value after the change by the changing means Therefore, it is possible to more reliably prevent the occurrence of fraudulent acts such as using sensory devices.
[0023] 請求項 6記載の遊技機では、変更手段が、上位信号列と下位信号列のそれぞれに おいて少なくとも二つの信号の順序が入れ替わるように所定の端子間に接続された 、前記数値の 2進数信号列のデータを転送するための配線であることにより、ソフトゥ エアに負担をかけることなぐ変更手段を容易に実現することができる。また、変更手 段が取得した変更前の数値と変更手段による変更後の数値とは一対一に対応する ので、変更手段が異なる数値を変更したときに変更後の数値として同一の数値が出 現することはない。  [0023] In the gaming machine according to claim 6, the changing means is connected between predetermined terminals so that the order of at least two signals is switched in each of the upper signal sequence and the lower signal sequence. By using the wiring for transferring binary signal sequence data, it is possible to easily realize a change means that does not place a burden on the software. In addition, since the value before change obtained by the change means and the value after change by the change means correspond one-to-one, when the change means changes a different value, the same value appears as the changed value. Never do.
[0024] 請求項 7記載の遊技機では、変更手段が、数値情報発生手段と当選役決定手段と の間で前記数値の 2進数信号列のデータを一度に並列転送するための配線である ことにより、ソフトウェアに負担をかけることなぐ変更手段を容易に実現することがで きる。また、変更手段が取得した変更前の数値と変更手段による変更後の数値とは 一対一に対応するので、変更手段が異なる数値を変更したときに変更後の数値とし て同一の数値が出現することはない。 [0024] In the gaming machine according to claim 7, the changing means is a wiring for transferring in parallel the data of the binary signal sequence of the numerical values at a time between the numerical information generating means and the winning combination determining means. This makes it easy to implement changing means that do not place a burden on software. wear. In addition, the numerical value before the change obtained by the changing means and the numerical value after the change by the changing means correspond one-to-one, so when the changing means changes a different numerical value, the same numerical value appears as the changed numerical value. There is nothing.
図面の簡単な説明  Brief Description of Drawings
[0025] [図 1]本発明の一実施形態である遊技機の概略正面図である。  [0025] FIG. 1 is a schematic front view of a gaming machine according to an embodiment of the present invention.
[図 2]その遊技機の概略ブロック図である。  FIG. 2 is a schematic block diagram of the gaming machine.
[図 3]その遊技機における主制御基板の概略ブロック図である。  FIG. 3 is a schematic block diagram of a main control board in the gaming machine.
[図 4]各遊技状態について当選エリアと当選内容との対応関係を示すデータの一例 を示す図である。  FIG. 4 is a diagram showing an example of data indicating a correspondence relationship between a winning area and winning contents for each gaming state.
[図 5]変更手段の具体例を説明するための図である。  FIG. 5 is a diagram for explaining a specific example of changing means.
[図 6]変更手段により乱数値の内容がどのように変更されるのかを説明するための図 である。  [Fig. 6] A diagram for explaining how the contents of the random number value are changed by the changing means.
[図 7]変更手段の具体例の変形例を説明するための図である。  FIG. 7 is a diagram for explaining a modification of the specific example of the changing means.
[図 8]従来の回胴式遊技機における乱数発生手段の概略ブロック図である。  FIG. 8 is a schematic block diagram of random number generating means in a conventional spinning-type game machine.
符号の説明  Explanation of symbols
[0026] 11a 第一回胴リール [0026] 11a 1st drum reel
l ib 第二回胴リール  l ib 2nd reel
11c 第三回胴リール  11c 3rd reel
12 表示窓  12 Display window
13 メダル投入口  13 medal slot
14 クレジット数表示部  14 Credit number display
15 MAXベットボタン  15 MAX bet buttons
16 一枚投入ボタン  16 Single button
17 ベット枚数表示部  17 Bet quantity display
18 スタートレノ ー  18 Start Leno
19a 第一停止ボタン  19a First stop button
19b 第二停止ボタン  19b Second stop button
19c 第三停止ボタン 清算ボタン 19c 3rd stop button Checkout button
払出数表示部  Number of payout display
メダル放出口  Medal outlet
メダル受皿  Medal tray
画像表示部  Image display
液晶パネル  LCD panel
液晶制御基板  LCD control board
電飾表示部 Illumination display
a, 41b, 41c トップ: LEDユニットa, 42b, · · · , 42h ノネル LEDユニットa, 44b, 44c トップ LED基板a, 45b, · · · , 45h パネル LED基板a, 46b, 46c ノ ックライ卜基板 a, 41b, 41c Top: LED unit a, 42b, ..., 42h Nonel LED unit a, 44b, 44c Top LED board a, 45b, ..., 45h Panel LED board a, 46b, 46c Knock light board
スピーカ で  Speaker
第一ドアスピーカ  1st door speaker
第二ドアスピーカ  Second door speaker
背面スピーカ  Rear speaker
投入メダル検出センサ  Inserted medal detection sensor
MAXベットボタン操作検出センサ 一枚投入ボタン操作検出センサ スタートレバー操作検出センサa 第一停止ボタン操作検出センサb 第二停止ボタン操作検出センサc 第三停止ボタン操作検出センサa 第一回胴リール駆動手段 MAX bet button operation detection sensor Single-load button operation detection sensor Start lever operation detection sensor a First stop button operation detection sensor b Second stop button operation detection sensor c Third stop button operation detection sensor a First reel reel drive means
b 第二回胴リール駆動手段b Second drum reel drive means
c 第三回胴リール駆動手段 c Third reel reel drive means
乱数発生手段 71 水晶発振器 Random number generator 71 crystal oscillator
72a, 72b 乱数カウンタ (数値情報発生手段、数値情報取得手段)  72a, 72b Random number counter (numeric information generation means, numeric information acquisition means)
80, 800 変更手段  80, 800 How to change
110 主制御基板  110 Main control board
111 ROM  111 ROM
112 RAM  112 RAM
113 CPU (遊技制御手段)  113 CPU (Game control means)
114 抽選手段(当選役決定手段)  114 lottery means (winning role determination means)
115 乱数受信ポート  115 Random number reception port
120 演出制御基板  120 Production control board
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0027] 以下に、図面を参照して、本願に係る発明を実施するための最良の形態について 説明する。図 1は本発明の一実施形態である遊技機の概略正面図、図 2はその遊技 機の概略ブロック図、図 3はその遊技機における主制御基板の概略ブロック図である 。ここでは、遊技機が、いわゆるパチスロ機といわれる回胴式遊技機である場合につ いて説明する。 Hereinafter, the best mode for carrying out the invention according to the present application will be described with reference to the drawings. FIG. 1 is a schematic front view of a gaming machine according to an embodiment of the present invention, FIG. 2 is a schematic block diagram of the gaming machine, and FIG. 3 is a schematic block diagram of a main control board in the gaming machine. Here, a case where the gaming machine is a spinning type gaming machine called a so-called pachislot machine will be described.
[0028] 本実施形態の回胴式遊技機は、図 1、図 2及び図 3に示すように、第一回胴リール 1 la,第二回胴リール l ib,第三回胴リール 11cと、表示窓 12と、メダル投入口 13と、 クレジット数表示部 14と、 MAXベットボタン 15と、一枚投入ボタン 16と、ベット枚数表 示部 17と、スタートレバー 18と、第一停止ボタン 19a,第二停止ボタン 19b,第三停 止ボタン 19cと、清算ボタン 21と、払出数表示部 22と、メダル放出口 23と、メダル受 皿 24と、画像表示部 30と、電飾表示部 40と、スピーカ部 50と、投入メダル検出セン サ 61と、 MAXベットボタン操作検出センサ 62と、一枚投入ボタン操作検出センサ 63 と、スタートレバー操作検出センサ 64と、第一停止ボタン操作検出センサ 65a,第二 停止ボタン操作検出センサ 65b,第三停止ボタン操作検出センサ 65cと、第一回胴リ ール駆動手段 66a,第二回胴リール駆動手段 66b,第三回胴リール駆動手段 66cと 、主制御基板 110と、演出制御基板 120とを備える。  [0028] As shown in FIG. 1, FIG. 2, and FIG. 3, the spinning cylinder type gaming machine of the present embodiment includes a first spinning reel 1 la, a second spinning reel l ib, and a third spinning reel 11c. , Display window 12, medal insertion slot 13, credit amount display section 14, MAX bet button 15, single insertion button 16, bet number display section 17, start lever 18, and first stop button 19a , 2nd stop button 19b, 3rd stop button 19c, clearing button 21, payout number display unit 22, medal discharge port 23, medal tray 24, image display unit 30, and illumination display unit 40 Speaker unit 50, inserted medal detection sensor 61, MAX bet button operation detection sensor 62, one-sheet insertion button operation detection sensor 63, start lever operation detection sensor 64, first stop button operation detection sensor 65a , Second stop button operation detection sensor 65b, third stop button operation detection sensor 65c, first cylinder Comprising Lumpur driving means 66a, Second barrel reel driving means 66b, a third round cylinder reel driving means 66c, the main control board 110, and a performance control board 120.
[0029] 図 1に示すように、回胴式遊技機の中央部のやや上側には、第一回胴リール l la、 第二回胴リール l lb、第三回胴リール 11cが配設されている。各回胴リール 11a, 11 b, 11cは、複数の図柄を一列に配した図柄列を有しており、回転可能に構成されて いる。第一回胴リール 11aは第一回胴リール駆動手段 66aにより駆動され、第二回胴 リール l ibは第二回胴リール駆動手段 66bにより駆動され、そして、第三回胴リール 11cは第三回胴リール駆動手段 66cにより駆動される。ここで、各回胴リール駆動手 段 66a, 66b, 66cとしては、例えばステッピングモータが用いられる。これら回胴リー ル駆動手段 66a, 66b, 66cの制御は、主制御基板 110により行われる。 [0029] As shown in FIG. 1, a little on the upper side of the center portion of the spinning cylinder type game machine, the first spinning reel l la, A second cylinder reel l lb and a third cylinder reel 11c are provided. Each spinning reel 11a, 11b, 11c has a symbol row in which a plurality of symbols are arranged in a row, and is configured to be rotatable. The first drum reel 11a is driven by the first drum reel driving means 66a, the second cylinder reel l ib is driven by the second cylinder reel driving means 66b, and the third cylinder reel 11c is the third reel reel 11c. It is driven by the rotating reel drive means 66c. Here, as each reel reel driving means 66a, 66b, 66c, for example, a stepping motor is used. The spinning reel drive means 66a, 66b, 66c are controlled by the main control board 110.
[0030] 各回胴リール 11a, l ib, 11cに配される図柄には、例えば、赤色の数字「7」図柄、 青色の数字「7」図柄、 BAR図柄、リプレイ図柄、スイカ図柄、ベル図柄、チヱリー図 柄等がある。各回胴リール 11a, l ib, 11cの外周には、これらの図柄が合計 21個配 されている。また、回胴リール 11a, l ib, 11c毎に各図柄の数及び図柄の配置順序 は異なっている。 [0030] The symbols arranged on each reel 11a, l ib, 11c include, for example, a red number “7” design, a blue number “7” design, a BAR design, a replay design, a watermelon design, a bell design, There is a Chile design. A total of 21 of these symbols are arranged on the outer periphery of each spinning reel 11a, l ib, 11c. Further, the number of symbols and the arrangement order of symbols differ for each reel 11a, l ib, 11c.
[0031] 表示窓 12は回胴リール 11a, l ib, 11cに対応する位置に設けられた透明な窓部 である。遊技者は、図 1に示すように、第一回胴リール l la、第二回胴リール l lb、第 三回胴リール 1 lcの停止時にお!、て表示窓 12からそれぞれの回胴リール 1 la, 1 lb , 11cに付された三つの図柄を目視することができる。  [0031] The display window 12 is a transparent window portion provided at a position corresponding to the reel reels 11a, lib, and 11c. As shown in FIG. 1, the player can stop the first reel reel l la, the second reel reel l lb, and the third reel reel 1 lc! The three symbols attached to 1 la, 1 lb and 11c are visible.
[0032] メダル投入口 13は、遊技者がメダル (遊技媒体)を投入するための投入口である。  [0032] The medal slot 13 is an slot for a player to insert a medal (game medium).
投入メダル検出センサ 61はメダル投入口 13の内部に設けられており、メダル力 ダ ル投入口 13に投入されたことを検出するものである。投入メダル検出センサ 61から の検出信号は主制御基板 110に送られる。  The inserted medal detection sensor 61 is provided in the medal slot 13 and detects that the medal power slot 13 has been inserted. A detection signal from the inserted medal detection sensor 61 is sent to the main control board 110.
[0033] 表示窓 12のすぐ下側には、クレジット数表示部 14が設けられている。クレジット数 表示部 14は、メダルのクレジット数 (貯留数)を所定の範囲内(例えば 50枚以内)で 表示するものである。メダル投入口 13からメダルを投入すると、主制御基板 110は、 投入メダル検出センサ 61からの信号に基づいて、現在のクレジット数力もその投入し たメダルの数だけ増カロさせた数を計数して貯留し、クレジット数表示部 14に表示させ る。また、主制御基板 110は、ゲームにおいて所定の役が成立すると、その役に対応 して払い出されるメダルの払出枚数を現在のクレジット数に加算し、その加算した数 をクレジット数表示部 14に表示させる。 [0034] MAXベットボタン 15及び一枚投入ボタン 16は、メダルを賭けてゲーム(遊技)を行 う旨を指示するための遊技指示手段であり、表示窓 12の左下側に設けられている。 MAXベットボタン 15は、メダルを三枚賭けてゲームを行うことを選択するボタンであり 、また、一枚投入ボタン 16は、メダルを一枚、二枚又は三枚賭けてゲームを行うことを 選択するボタンである。具体的には、一枚投入ボタン 16を一回押すことにより、メダル を一枚賭けてゲームを行うことが選択され、一枚投入ボタン 16を二回押すことにより、 メダルを二枚賭けてゲームを行うことが選択され、そして、一枚投入ボタン 16を三回 押すことにより、メダルを三枚賭けてゲームを行うことが選択される。すなわち、一枚 投入ボタン 16を三回押すことは、 MAXベットボタン 15を一回押すことと同じである。 MAXベットボタン操作検出センサ 62は MAXベットボタン 15が押されたことを検出す るものであり、一枚投入ボタン操作検出センサ 63は一枚投入ボタン 16が押されたこ とを検出するものである。各センサ 62, 63からの検出信号は、主制御基板 110に送 られる。これにより、主制御基板 110は、メダルを何枚賭けてゲームを行うのかを認識 することができる。 A credit number display section 14 is provided immediately below the display window 12. The credit number display unit 14 displays the number of credits (stored number) of medals within a predetermined range (for example, within 50 cards). When a medal is inserted from the medal insertion slot 13, the main control board 110 counts the number of credits increased by the number of inserted medals based on the signal from the inserted medal detection sensor 61. Accumulated and displayed on the credit number display section 14. Further, when a predetermined combination is established in the game, the main control board 110 adds the number of medals to be paid out corresponding to the combination to the current number of credits, and displays the added number on the credit number display unit 14. Let [0034] The MAX bet button 15 and the single insert button 16 are game instruction means for instructing to bet medals and play a game (game), and are provided on the lower left side of the display window 12. The MAX bet button 15 is a button for selecting to play a game with three medals, and the one-insert button 16 is for selecting to play a game with one, two, or three medals. It is a button to do. Specifically, by pressing the single insert button 16 once, it is selected to play a game with one medal, and by pressing the single insert button 16 twice, a game with two medals bet is selected. Is selected, and by pressing the single insert button 16 three times, it is selected to play the game with three medals. That is, pressing the single-load button 16 three times is the same as pressing the MAX bet button 15 once. The MAX bet button operation detection sensor 62 detects that the MAX bet button 15 has been pressed, and the single-load button operation detection sensor 63 detects that the single-load button 16 has been pressed. . Detection signals from the sensors 62 and 63 are sent to the main control board 110. As a result, the main control board 110 can recognize how many medals bet to play the game.
[0035] 表示窓 12のすぐ左下側には、ベット枚数表示部 17が設けられている。かかるベット 枚数表示部 17は、当該ゲームにぉ 、て賭けられたメダルの枚数を表示するものであ る。具体的には、一枚投入ボタン 16がー回押されると、主制御基板 110は、ベット枚 数表示部 17の「¾」の部分に対応するランプを点灯させる。一枚投入ボタン 16が二 回押されると、主制御基板 110は、ベット枚数表示部 17の「弍」の部分に対応するラ ンプを点灯させる。そして、一枚投入ボタン 16が三回押され、又は MAXベットボタン 15が押されると、主制御基板 110は、ベット枚数表示部 17の「参」の部分に対応する ランプを点灯させる。  A bet number display portion 17 is provided immediately below the display window 12 on the lower left side. The bet number display unit 17 displays the number of medals bet on the game. Specifically, when the one-piece insertion button 16 is pressed once, the main control board 110 turns on the lamp corresponding to the “¾” portion of the bet number display section 17. When the single board insertion button 16 is pressed twice, the main control board 110 lights the lamp corresponding to the “弍” portion of the bet number display section 17. Then, when the one-sheet insertion button 16 is pressed three times or the MAX bet button 15 is pressed, the main control board 110 turns on a lamp corresponding to the “reference” portion of the bet number display portion 17.
[0036] 本実施形態では、三つの回胴リール 11a, l ib, 11cを停止させて所定の図柄を揃 えるための入賞ラインが六つ設定されている。すなわち、表示窓 12の上部、中央部、 下部のそれぞれを通り水平方向に延びた三つのラインと、表示窓 12の左上から右下 に向力つて延びるラインと、表示窓 12の左下力も右上に向力つて延びるラインと、表 示窓 12の左部の真ん中から中央部の真ん中に向かって延び、その中央部の真ん中 力も右下に向力つて延びるラインとである。メダルを何枚賭けるかに応じて、有効な入 賞ラインが異なる。メダルを一枚賭けてゲームを行う場合には、表示窓 12の中央部を 通り水平方向に延びる一つの入賞ラインだけが有効な入賞ラインとなる。メダルを二 枚賭けてゲームを行う場合には、表示窓 12の上部、中央部、下部のそれぞれを通り 水平方向に延びた三つの入賞ラインだけが有効な入賞ラインとなる。そして、メダル を三枚賭けてゲームを行う場合には、六つの入賞ラインすべてが有効な入賞ラインと なる。三つの回胴リール 11a, l ib, 11cが停止したときに、六つの入賞ラインのうち 有効な入賞ライン上に所定の図柄が揃い、所定の役が成立すると、当該ゲームが入 賞となり、所定数のメダルが払い出される。 In the present embodiment, six pay lines are set for stopping the three spinning reels 11a, l ib, 11c and aligning predetermined symbols. That is, three lines extending horizontally through the upper, middle, and lower parts of the display window 12, lines extending from the upper left to the lower right of the display window 12, and the lower left force of the display window 12 are also on the upper right. A line extending by force and a line extending from the middle of the left portion of the display window 12 toward the middle of the center portion, and the center force of the center portion extending by force toward the lower right. Depending on how many medals you bet, The award line is different. When a game is played with one medal bet, only one winning line extending in the horizontal direction through the center of the display window 12 is an effective winning line. When playing a game with two medals, only three winning lines extending in the horizontal direction through the upper, middle and lower parts of the display window 12 are valid winning lines. When a game is played with three medals, all six winning lines are valid winning lines. When the three reel reels 11a, l ib, and 11c are stopped, if the predetermined symbols are aligned on the valid winning lines among the six winning lines and a predetermined winning combination is established, the game becomes a winning, A number of medals are paid out.
[0037] スタートレバー 18は、ゲームを開始する旨を指示するために遊技者が操作するもの である。メダル投入口 13から一回のゲーム (遊技)に必要な数のメダルが投入される 力 又は、既に一回のゲームに必要な数のメダルがクレジットされている状態で MAX ベットボタン 15の操作、若しくは一枚投入ボタン 16の必要回数の操作のうちいずれ かの操作が行われることにより、スタートレバー 18の操作が可能となる。ここで、一回 のゲームは、スタートレバー 18が操作されることにより開始し、三つの停止ボタン 19a , 19b, 19cがすべて押されることにより終了する。スタートレバー操作検出センサ 64 は、スタートレバー 18が操作されたことを検出するものである。スタートレバー操作検 出センサ 64は、スタートレバー 18が操作されたことを検出すると、ゲーム開始信号を 主制御基板 110に送る。主制御基板 110に設けられた乱数発生手段 70は、スタート レバー操作検出センサ 64からゲーム開始信号 (取得指令)を受けると、一の乱数値 を取得し、その取得した乱数値を、変更手段 80を介して CPU113に送る。 CPU113 は、投入メダル検出センサ 61、 MAXベットボタン操作検出センサ 62、一枚投入ボタ ン操作検出センサ 63のいずれかから信号を受けているときに、スタートレバー操作検 出センサ 64からゲーム開始信号を受けると、前回のゲーム開始信号の受信時力も所 定時間(4. 1秒)経過した後、ゲーム開始の処理を行う。具体的には、 CPU113は、 乱数発生手段 70が生成した乱数値に基づいて役の抽選処理を行うと共に、三つの 回胴リール 11a, l ib, 11cの回転動作を開始する。  [0037] The start lever 18 is operated by the player to instruct to start the game. The power to insert the number of medals required for one game (game) from the medal slot 13 or the operation of the MAX bet button 15 with the number of medals required for one game already credited, Alternatively, the start lever 18 can be operated by performing any one of the required operations of the single-load button 16. Here, one game starts when the start lever 18 is operated, and ends when all the three stop buttons 19a, 19b, and 19c are pressed. The start lever operation detection sensor 64 detects that the start lever 18 has been operated. The start lever operation detection sensor 64 sends a game start signal to the main control board 110 when detecting that the start lever 18 is operated. The random number generation means 70 provided on the main control board 110 receives a game start signal (acquisition command) from the start lever operation detection sensor 64, acquires one random number value, and changes the acquired random number value to the change means 80. To CPU113 via The CPU 113 receives a game start signal from the start lever operation detection sensor 64 when receiving a signal from the inserted medal detection sensor 61, the MAX bet button operation detection sensor 62, or the one-sheet insertion button operation detection sensor 63. When it is received, the game start processing is performed after a predetermined time (4.1 seconds) has passed when receiving the previous game start signal. Specifically, the CPU 113 performs a lottery process for the combination based on the random number value generated by the random number generating means 70 and starts rotating the three spinning reels 11a, l ib and 11c.
[0038] 第一停止ボタン 19aは第一回胴リール 11aの回転動作の停止を指示するためのも のであり、第二停止ボタン 19bは第二回胴リール l ibの回転動作の停止を指示する ためのものであり、第三停止ボタン 19cは第三回胴リール l ieの回転動作の停止を 指示するためのものである。第一停止ボタン操作検出センサ 65aは第一停止ボタン 1 9aが押されたことを検出するものであり、第二停止ボタン操作検出センサ 65bは第二 停止ボタン 19bが押されたことを検出するものであり、第三停止ボタン操作検出セン サ 65cは第三停止ボタン 19cが押されたことを検出するものである。各停止ボタン操 作検出センサ 65a, 65b, 65cからの検出信号は、主制御基板 110に送られる。主制 御基板 110は、停止ボタン操作検出センサ 65a, 65b, 65cからの検出信号を受ける と、当該停止ボタン操作検出センサに対応する回胴リールの回転動作を所定の制御 方法により停止する。こうして、三つの回胴リール 11a, l ib, 11cが停止したときに、 それらの回胴リール 11a, l ib, 11cに付されている図柄が有効な入賞ライン上にお いて特定の組合せとなると、役が成立することになる。 [0038] The first stop button 19a is for instructing to stop the rotation operation of the first reel reel 11a, and the second stop button 19b is for instructing to stop the rotation operation of the second reel reel ib. The third stop button 19c is for instructing to stop the rotation of the third reel reel. The first stop button operation detection sensor 65a detects that the first stop button 19a is pressed, and the second stop button operation detection sensor 65b detects that the second stop button 19b is pressed. The third stop button operation detection sensor 65c detects that the third stop button 19c has been pressed. Detection signals from the respective stop button operation detection sensors 65a, 65b, 65c are sent to the main control board 110. When the main control board 110 receives the detection signals from the stop button operation detection sensors 65a, 65b, 65c, the main control board 110 stops the rotation operation of the spinning reel corresponding to the stop button operation detection sensor by a predetermined control method. In this way, when the three reel reels 11a, l ib, 11c are stopped, the symbols attached to the reel reels 11a, l ib, 11c become a specific combination on the effective winning line. The role will be established.
[0039] 役の種類には、大きく分けて、大当りである大役 (ボーナス)と、小当りである小役と がある。大役には、例えば、赤色の数字「7」の図柄及び青色の数字「7」の図柄 (BB 図柄)のうちいずれかが有効な入賞ライン上に揃った場合の役であるビッグボーナス (BB)と、「BAR」の図柄 (RB図柄)が有効な入賞ライン上に揃った場合の役であるレ ギュラーボーナス (RB)とがある。大役になると、回胴式遊技機は、遊技者に有利な 遊技状態に移行する。例えば、 BBが成立した場合には、メダルが 15枚払い出される とともに、遊技者が最も多量のメダルを獲得可能な BBゲームに突入する。また、 RB が成立した場合には、メダルが 15枚払い出されるとともに、 BBゲームに次いで遊技 者が多量のメダルを獲得可能な RBゲームに突入する。  [0039] The types of combinations are broadly divided into large combinations (bonuses) that are big hits and small combinations that are small hits. For example, a big bonus (BB), which is a role when a red number `` 7 '' symbol or a blue number `` 7 '' symbol (BB symbol) is aligned on an active winning line, for example, There is also a regular bonus (RB) that is used when the “BAR” symbols (RB symbols) are aligned on an active winning line. When becoming a major player, the spinning-type gaming machine shifts to a gaming state advantageous to the player. For example, when BB is established, 15 medals are paid out and the player enters a BB game where the player can obtain the most medals. If an RB is established, 15 medals are paid out, and after the BB game, the player enters an RB game where a large number of medals can be obtained.
[0040] 一方、小役には、例えば、スイカ図柄が有効な入賞ライン上に揃った場合の役 (スィ 力小役)と、ベル図柄が有効な入賞ライン上に揃った場合の役 (ベル小役)と、チェリ 一図柄が有効な入賞ライン上の左側の位置に停止した場合の役 (チェリー小役)とが ある。力かる小役が成立したときには、それぞれ所定枚数のメダルが払い出される。 その他に、リプレイ図柄が有効な入賞ライン上に揃った場合の役 (リプレイ)がある。こ のリプレイが成立した場合には、回胴式遊技機は、再遊技の状態、すなわち、今回の ゲームに賭けたメダルと同数のメダルが自動投入され、遊技者が新たにメダルを投入 することなぐ再度、ゲームを行うことが可能な状態となる。尚、本実施形態では、リブ レイはメダルの払出しがないことから、リプレイを小役に含めていないが、次の遊技の ための賭数設定すなわち新たなメダルの投入操作が不要なので、その遊技に使用し たメダルが払い出されたと仮定して、リプレイを小役として取扱うことも可能である。ま た、役を構成する図柄が有効な入賞ライン上に揃わな力 た場合には、外れとなる。 [0040] On the other hand, the small role includes, for example, a role when watermelon symbols are aligned on an effective winning line (Shi power small role) and a role when bell symbols are aligned on an effective winning line (bell Small role) and a role when it stops at the left position on the winning line where the cheri pattern is valid (cherry small role). When a powerful small combination is established, a predetermined number of medals are paid out. In addition, there is a role (replay) when replay symbols are aligned on a valid pay line. If this replay is established, the revolving game machine will be re-played, that is, the same number of medals as the bet placed on the current game will be automatically inserted, and the player will insert a new medal. The game can be played again. In this embodiment, the rib Since Rei does not pay out medals, Replay is not included in the small role, but setting the number of bets for the next game, that is, no new medal insertion operation is required, so the medals used for that game are paid out. It is also possible to treat replay as a small role, assuming Also, if the symbols that make up the winning combination are aligned on an effective winning line, they will be missed.
[0041] 払出数表示部 22は、成立した役に対応して払い出されるメダルの払出枚数を表示 するものである。払出数表示部 22の制御は主制御基板 110により行われる。メダル 放出口 23からは、例えば、遊技者が清算ボタン 21を押した場合にそのときのクレジッ ト数に対応する数のメダルが放出される。メダル受皿 24は、メダル放出口 23から放出 されるメダルを蓄積するための皿である。  [0041] The number-of-payout display unit 22 displays the number of medals to be paid out in accordance with the winning combination. The main control board 110 controls the payout number display unit 22. From the medal release port 23, for example, when the player presses the clearing button 21, the number of medals corresponding to the number of credits at that time is released. The medal tray 24 is a tray for accumulating medals released from the medal outlet 23.
[0042] 画像表示部 30は、表示窓 12の上側に設けられて 、る。本実施形態では、画像表 示部 30として液晶表示装置を用いている。力かる画像表示部 30は、図 1及び図 2に 示すように、液晶パネル 31と、液晶パネル 31を制御する液晶制御基板 32とを有する 。画像表示部 30は、複数の文字、数字、図形やキャラクタ一等の画像を変動表示す ることにより、役の成立の予告、所定の情報の告知、その他の遊技の演出を行う。例 えば、大当り確定を予告するプレミアム演出を行ったり、有効な入賞ライン上に揃える べき図柄の種類を告知したりする。この画像表示部 30の制御は、主制御基板 110か らのコマンドに基づいて演出制御基板 120により行われる。  The image display unit 30 is provided on the upper side of the display window 12. In the present embodiment, a liquid crystal display device is used as the image display unit 30. As shown in FIGS. 1 and 2, the powerful image display unit 30 includes a liquid crystal panel 31 and a liquid crystal control board 32 that controls the liquid crystal panel 31. The image display unit 30 displays a plurality of images of characters, numbers, figures, characters, etc. in a variably manner, thereby performing the advance notice of the winning combination, notification of predetermined information, and other game effects. For example, a premium effect is announced to confirm the jackpot decision, or the types of symbols that should be aligned on a valid winning line are announced. The control of the image display unit 30 is performed by the effect control board 120 based on a command from the main control board 110.
[0043] 電飾表示部 40は、各種の遊技状態を報知したり、遊技の演出を行ったりするもの である。この電飾表示部 40の制御は、主制御基板 110からのコマンドに基づいて演 出制御基板 120により行われる。力かる電飾表示部 40は、図 1及び図 2に示すように 、三つのトップ LEDユニット 41a, 41b, 41cと、八つのパネル LEDユニット 42a, 42b , · · · , 42hと、三つのバックライト(不図示)と、三つのトップ LED基板 44a, 44b, 44 cと、八つのパネル LED基板 45a, 45b, · · · , 45hと、三つのバックライト基板 46a, 4 6b, 46cとを有する。  [0043] The illumination display section 40 is for notifying various game states and for providing game effects. The lighting display unit 40 is controlled by the performance control board 120 based on a command from the main control board 110. As shown in FIG. 1 and FIG. 2, the power display unit 40 has three top LED units 41a, 41b, 41c, eight panel LED units 42a, 42b,. Light (not shown), three top LED boards 44a, 44b, 44c, eight panel LED boards 45a, 45b,..., 45h, and three backlight boards 46a, 4 6b, 46c .
[0044] 三つのトップ LEDユニット 41a, 41b, 41cはそれぞれ、前扉の内側上部の左側、 中央、右側に設けられている。これらのトップ LEDユニット 41a, 41b, 41cはそれぞ れ、卜ップ LED基板 44a, 44b, 44cに搭載されており、各卜ップ LED基板 44a, 44b , 44cは当該トップ LEDユニットの点灯を制御する。 [0045] 前扉の内側であって表示窓 12の左側には、パネル LEDユニット 42a, 42b, 42c, 42d, 42eがこの順番で上から下に向力 方向に沿って設けられている。また、前扉 の内側であって表示窓 12の右側には、パネル LEDユニット 42f, 42g, 42hがこの順 番で上から下へ向力う方向に沿って設けられている。 8個のパネル LEDユニット 42a , 42b, · · · , 42hはそれぞれ、パネル LED基板 45a, 45b, · · · , 45hに搭載されて おり、各パネル LED基板 45a, 45b, · · · , 45hは当該パネル LEDユニットの点灯を 制御する。 [0044] The three top LED units 41a, 41b, and 41c are provided on the left side, center, and right side of the upper part inside the front door, respectively. Each of these top LED units 41a, 41b, 41c is mounted on the top LED board 44a, 44b, 44c, and each top LED board 44a, 44b, 44c turns on the top LED unit. Control. [0045] Panel LED units 42a, 42b, 42c, 42d, 42e are provided in this order along the direction of the force from the top to the bottom on the left side of the display window 12 inside the front door. In addition, panel LED units 42f, 42g, and 42h are provided on the inner side of the front door and on the right side of the display window 12 along the direction in which the panel LED units 42f, 42g, and 42h are applied in this order. Eight panel LED units 42a, 42b, ..., 42h are mounted on panel LED boards 45a, 45b, ..., 45h, respectively, and each panel LED board 45a, 45b, ..., 45h Controls the lighting of the panel LED unit.
[0046] 三つのバックライトはそれぞれ、第一回胴リール l la、第二回胴リール l lb、第三回 月同リール 11cの内部に設けられている。これらのバックライトはそれぞれ、ノ ックライト 基板 46a, 46b, 46cに搭載されており、各バックライ卜基板 46a, 46b, 46cは当該バ ックライトの点灯を制御する。  [0046] The three backlights are respectively provided inside the first reel reel lla, the second reel reel llb, and the third month reel 11c. Each of these backlights is mounted on a knock board 46a, 46b, 46c, and each backlight board 46a, 46b, 46c controls lighting of the backlight.
[0047] スピーカ部 50は、音により遊技の演出を行うものである。スピーカ部 50の制御は、 主制御基板 110からのコマンドに基づいて演出制御基板 120により行われる。かかる スピーカ部 50は、図 1及び図 2に示すように、第一ドアスピーカ 51と、第二ドアスピー 力 52と、背面スピーカ 53とを有する。第一ドアスピーカ 51及び第二ドアスピーカ 52 はそれぞれ、前扉の内側上部の左側、右側に設けられている。すなわち、図 1におい て、前扉上部に点線で描いた円の部分が第一ドアスピーカ 51及び第二ドアスピーカ 52である。ここで、前扉の上部においては、トップ LEDユニット 41a, 41b, 41cが設 けられた部分と画像表示部 31が設けられた部分との間に隙間があり、第一ドアスピ 一力 51及び第二ドアスピーカ 52からの音はこの隙間を通して出てくる。また、背面ス ピー力 53は回胴式遊技機の背面側に設けられている。  [0047] The speaker unit 50 performs a game with sound. The control of the speaker unit 50 is performed by the effect control board 120 based on a command from the main control board 110. The speaker unit 50 includes a first door speaker 51, a second door speaker 52, and a rear speaker 53, as shown in FIGS. The first door speaker 51 and the second door speaker 52 are respectively provided on the left side and the right side of the upper part inside the front door. That is, in FIG. 1, the first door speaker 51 and the second door speaker 52 are circles drawn with dotted lines on the upper part of the front door. Here, in the upper part of the front door, there is a gap between the part where the top LED units 41a, 41b and 41c are provided and the part where the image display part 31 is provided, and the first door force 51 and the first The sound from the two-door speaker 52 comes out through this gap. In addition, the rear speaker power 53 is provided on the rear side of the rotary type gaming machine.
[0048] 主制御基板 110は、主に遊技内容やメダルの払出しの制御及び管理を行う。力か る主制御基板 110は、図 2及び図 3に示すように、乱数発生手段 70と、変更手段 80 と、 ROM 111と、 RAMI 12と、 CPU (遊技制御手段) 113とを備えて!/、る。 ROM11 1には、遊技内容の制御等に関する各種のプログラムが格納されている。また、 RA M112は、データを一時的に記憶する作業用のメモリである。例えば、 RAM112の 一部の領域は、乱数発生手段 70が生成した乱数値を記憶する乱数値メモリとして利 用される。なお、図 2及び図 3に示す抽選手段 114は、 CPU113と、 ROM111に格 納された役抽選用プログラムにより実現されるものである。 The main control board 110 mainly controls and manages game contents and medal payout. As shown in FIGS. 2 and 3, the main control board 110 has a random number generating means 70, a changing means 80, a ROM 111, a RAMI 12, and a CPU (game control means) 113! / The ROM 111 stores various programs relating to game content control and the like. The RAM 112 is a working memory that temporarily stores data. For example, a part of the RAM 112 is used as a random value memory that stores the random value generated by the random number generation means 70. The lottery means 114 shown in FIGS. 2 and 3 are stored in the CPU 113 and the ROM 111. This is realized by the received role lottery program.
[0049] 乱数発生手段 70は、公知の疑似乱数発生手段であって、所定範囲の数値を順次 発生すると共に、所定のタイミングで当該数値を乱数値として取得する。すなわち、 乱数発生手段 70は、スタートレバー操作検出センサ 64からのゲーム開始信号 (取得 指令)を受けたときに、乱数値を取得する。取得した乱数値は、変更手段 80を介して CPU113に送られる。  [0049] The random number generation means 70 is a known pseudo-random number generation means that sequentially generates a numerical value in a predetermined range and acquires the numerical value as a random value at a predetermined timing. That is, the random number generation means 70 acquires a random value when receiving a game start signal (acquisition command) from the start lever operation detection sensor 64. The acquired random value is sent to the CPU 113 via the changing means 80.
[0050] ROM111には、各種のプログラムの他に、乱数値と当選内容との対応関係を示す データが遊技状態毎に格納されている。かかるデータは、抽選手段 114による乱数 の抽選処理の際に利用される。本実施形態では、乱数値の全範囲(0〜65535)を 所定数の当選エリアに区分し、乱数値と当選内容との対応関係を示すデータとして、 当選エリアと当選内容との対応関係を示すデータと、当選エリアと乱数値の範囲との 対応関係を示すデータとを用いている。ここで、当選エリアの数、各当選エリアに対 応する乱数値の範囲は、一般に、遊技状態毎に異なる。また、本実施形態の回胴式 遊技機では、例えば、遊技機の遊技状態として、「BB未作動時の一般遊技状態」、「 BB内部中状態」、「RB内部中状態」、「BB作動時の一般遊技状態」等の各種の遊 技状態が設定されている。  In the ROM 111, in addition to various programs, data indicating the correspondence between the random number value and the winning content is stored for each gaming state. Such data is used at the time of random number lottery processing by the lottery means 114. In this embodiment, the entire range of random values (0 to 65535) is divided into a predetermined number of winning areas, and the correspondence between the winning area and the winning content is shown as data indicating the correspondence between the random value and the winning content. Data and data indicating the correspondence between the winning area and the range of random values are used. Here, the number of winning areas and the range of random values corresponding to each winning area are generally different for each gaming state. In addition, in the case of the swivel type gaming machine of the present embodiment, for example, as the gaming state of the gaming machine, “the general gaming state when the BB is not activated”, “the BB internal state”, “the RB internal state”, “BB operation” Various game states such as “general game state at time” are set.
[0051] 図 4は各遊技状態について当選エリアと当選内容との対応関係を示すデータの一 例を示す図である。図 4では、 BB未作動時の一般遊技状態、 RB内部中状態、及び BB内部中状態についての当該データの内容を代表的に例示しており、他の遊技状 態についての当該データの内容については省略している。 BB未作動時の一般遊技 状態、 RB内部中状態、 BB内部中状態については、乱数値の範囲を「0」から「6」ま での 7つの当選エリアに区分している。そして、各遊技状態について、それぞれの当 選エリアには次のような当選内容を割り当てている。すなわち、遊技状態が BB未作 動時の一般遊技状態である場合には、当選エリア「0」に対しては「不当選」を、当選 エリア「1」に対しては「チェリー小役」を、当選エリア「2」に対しては「ベル小役」を、当 選エリア「3」に対しては「スイカ小役」を、当選エリア「4」に対しては「リプレイ」を、当 選エリア「5」に対しては「RB」を、当選エリア「6」に対しては「BB」をそれぞれ、割り当 てている。遊技状態が RB内部中状態である場合には、当選エリア「0」に対しては「R B」を、当選エリア「1」に対しては「チェリー小役」及び「RB」を、当選エリア「2」に対し ては「ベル小役」及び「RB」を、当選エリア「3」に対しては「スイカ小役」及び「RB」を、 当選エリア「4」に対しては「リプレイ」及び「RB」を、当選エリア「5」に対しては「RB」を 、当選エリア「6」に対しては「BB」及び「RB」をそれぞれ、割り当てている。遊技状態 力 ¾Β内部中状態である場合には、当選エリア「0」に対しては「ΒΒ」を、当選エリア「1 」に対しては「チェリー小役」及び「ΒΒ」を、当選エリア「2」に対しては「ベル小役」及 び「ΒΒ」を、当選エリア「3」に対しては「スイカ小役」及び「ΒΒ」を、当選エリア「4」に 対しては「リプレイ」及び「ΒΒ」を、当選エリア「5」に対しては「RB」及び「ΒΒ」を、当選 エリア「6」に対しては「ΒΒ」をそれぞれ、割り当てて 、る。 [0051] FIG. 4 is a diagram showing an example of data indicating the correspondence relationship between the winning area and the winning content for each gaming state. In Fig. 4, the contents of the data for the general gaming state when the BB is not activated, the RB internal state, and the BB internal state are representatively illustrated, and the content of the data for other gaming states is representatively illustrated. Is omitted. For the general gaming state when the BB is not activated, the RB internal medium state, and the BB internal medium state, the range of random numbers is divided into seven winning areas from “0” to “6”. For each gaming state, the following winning contents are assigned to each winning area. In other words, if the gaming state is the general gaming state when the BB is not activated, “unauthorized” is selected for the winning area “0” and “cherry small role” is selected for the winning area “1”. , “Bell Small” for winning area “2”, “Watermelon Small” for winning area “3”, “Replay” for winning area “4” “RB” is assigned to area “5”, and “BB” is assigned to winning area “6”. If the gaming state is the RB internal medium state, “R” is selected for the winning area “0”. B ”,“ Cherry Small ”and“ RB ”for the winning area“ 1 ”,“ Bell Small ”and“ RB ”for the winning area“ 2 ”, and“ 3 ” "Watermelon small part" and "RB" for the winning area "4", "Replay" and "RB" for the winning area "5", "RB" for the winning area "5""BB" and "RB" are assigned respectively. Game State Power ¾ΒIn the case of the internal medium state, “ΒΒ” is selected for the winning area “0”, “Cherry Small” and “ΒΒ” are selected for the winning area “1”, and the winning area “ “Bell Small” and “ΒΒ” for “2”, “Watermelon Small” and “ΒΒ” for winning area “3”, “Replay” for winning area “4” And “ΒΒ”, “RB” and “ΒΒ” are assigned to the winning area “5”, and “ΒΒ” is assigned to the winning area “6”.
[0052] また、各遊技状態について当選エリアと乱数値の範囲との対応関係を示すデータ が設定されている。例えば、 ΒΒ未作動時の一般遊技状態についての当選エリアと乱 数値の範囲との対応関係を示すデータでは、 0から 47698までの乱数値の範囲(47 699通り)を当選エリア「0」、 47699力ら 48535までの舌 L数値の範囲(837通り)を当 選エリア「1」、 48536力ら 55345までの舌 L数値の範囲(6810通り)を当選エリア「2」 、 55346力ら 56005までの舌 L数値の範囲(660通り)を当選エリア「3」、 56006力ら 6 4985までの舌 L数値の範囲(8980通り)を当選エリア「4」、 64986力ら 65205までの 舌 L数値の範囲(220通り)を当選エリア「5」、 65206力ら 65535までの舌 L数値の範囲 (330通り)を当選エリア「6」としている。尚、他の遊技状態についての当選エリアと乱 数値の範囲との対応関係を示すデータでも、同様に、各当選エリアに対応する乱数 値の範囲が所定の範囲に設定されている。ここでは、これらのデータの内容について の詳しい説明を省略する。  [0052] Further, data indicating the correspondence between the winning area and the range of random values is set for each gaming state. For example, in the data indicating the correspondence between the winning area and the range of random values for the general gaming state when ΒΒ is not activated, the range of random values from 0 to 47698 (47 699 ways) is selected in the winning areas “0”, 47699 Tongue L value range up to 48535 (837 ways) in the selected area “1”, 48536 force etc. Tongue L value range up to 55345 (6810 ways) in the elected area “2”, 55346 force up to 56005 Tongue L value range (660 ways) in the winning area "3", 56006 force et al. 6 4985 tongue L value range (8980 street) in the winning area "4", 64986 forces et al. 65205 tongue L value range (220 streets) is the winning area “5”, and the range of the tongue L value from 65206 force to 65535 (330 streets) is the winning area “6”. Similarly, in the data indicating the correspondence relationship between the winning area and the random value range for other gaming states, the range of the random number value corresponding to each winning area is set to a predetermined range. Here, a detailed explanation of the contents of these data is omitted.
[0053] ところで、「ΒΒ未作動時の一般遊技状態」とは、通常の遊技状態のことである。 ΓΒΒ 内部中状態」とは、乱数抽選により ΒΒに当選はしたものの、まだ遊技者が ΒΒ図柄を 有効な入賞ライン上に揃えていない状態のことであり、「RB内部中状態」とは、乱数 抽選により RBに当選はしたものの、まだ遊技者力 ¾B図柄を有効な入賞ライン上に 揃えていない状態のことである。これら BB内部中状態、 RB内部中状態においては、 遊技者自身の停止ボタン 19a, 19b, 19cの押下操作により、 BB図柄、 RB図柄が有 効な入賞ライン上に揃えられるまで、 BB、 RBの内部当選状態が次のゲームに持ち 越される。これに対し、 BB、 RB以外の役は、その当選時点のゲームでのみ有効なも のであり、その当選時のゲームでの停止ボタン 19a, 19b, 19cの押下操作により、該 当する役の図柄が有効な入賞ライン上に揃えられなければ、その時点でその役の当 選状態が終了する。尚、 BB図柄が揃った後は、遊技状態が「BB作動時の一般遊技 状態」に移行して、 BBゲームが開始され、一方、 RB図柄が揃った後は、遊技状態が 「RB作動中状態」に移行して、 RBゲームが開始される。これら BB作動時の一般遊 技状態、 RB作動中状態についてもそれぞれ、所定の乱数値と当選内容との対応関 係を示すデータが設定されて!ヽる。 [0053] By the way, the "general game state when the bag is not activated" is a normal game state. The `` ΓΒΒ internal state '' means that the player has won ΒΒ by random lottery, but the player has not yet aligned the ΒΒ symbol on the valid winning line. Although the RB is won by lottery, the player's power ¾B symbol is not yet on the valid winning line. In these BB internal state and RB internal state, the player's own stop button 19a, 19b, 19c will be pressed until the BB symbol and RB symbol are aligned on the effective winning line. The internal winning status will be in the next game Overcoming. On the other hand, the roles other than BB and RB are valid only in the game at the time of winning, and by pressing the stop buttons 19a, 19b, 19c in the game at the time of winning, the symbol of the corresponding role is displayed. If is not aligned on a valid pay line, the winning state for that role ends at that point. After the BB symbols have been prepared, the gaming state shifts to the “general gaming state during BB operation” and the BB game is started.On the other hand, after the RB symbols have been prepared, the gaming state becomes “RB in operation”. The RB game is started after moving to "Status". For each of the general gaming state during BB operation and the RB operation state, data indicating the correspondence between a predetermined random number value and winning contents is set.
[0054] 抽選手段 114は、 RAMI 12の乱数値メモリに記憶されている乱数値が予め定めら れた当たり値又は外れ値の 、ずれであるかを判定する抽選処理を行うものである。具 体的には、抽選手段 114は、 ROM111に格納されている乱数値と役との対応関係 を示すデータに基づいて、変更手段 80を介して受信した乱数発生手段 70の乱数値 力 Sどの当選エリアに属するかを調べることにより、いずれかの役に当選した(当たり) 力 或いは当選しな力つた (外れ)かを決定する。そして、 CPU113は、抽選手段 11 4の抽選結果に基づいて、遊技内容の制御を行ったり、所定のコマンドを演出制御 基板 120に送ったりする。 The lottery means 114 performs a lottery process for determining whether the random value stored in the random value memory of the RAMI 12 is a deviation between a predetermined hit value or an outlier. Specifically, the lottery means 114 determines the random number value S of the random number generation means 70 received via the changing means 80 based on the data indicating the correspondence between the random number values stored in the ROM 111 and the combination. By determining whether it belongs to the winning area, it is determined whether the winning power (winning) or the winning power (dismissal) of any role is determined. Then, based on the lottery result of the lottery means 114, the CPU 113 controls the game content or sends a predetermined command to the effect control board 120.
[0055] CPU113は、 ROM111に格納されたプログラムを実行することにより、遊技内容の 制御等を行う。例えば、 CPU113は、回胴リール 11a, l ib, 11cを駆動及び停止さ せるリール制御を行う。この CPU113のリール制御には、リールの駆動開始制御、リ ールの駆動停止制御の他、例えば、役に当選した場合に行われるリール引込み制 御、役に当選しな力つた場合に行われる外れ制御等がある。  The CPU 113 controls the game content and the like by executing a program stored in the ROM 111. For example, the CPU 113 performs reel control for driving and stopping the spinning reels 11a, l ib and 11c. In addition to reel drive start control and reel drive stop control, this CPU113 reel control is performed, for example, reel pull-in control that is performed when a winning combination is won, or when a role is not won. There is detachment control.
[0056] リール引込み制御とは、停止ボタンが押されたときに、その押されたタイミングで有 効な入賞ライン上にある図柄を含めて当該図柄力 所定のコマ数 (例えば、 5コマ)の 範囲内に当該役を構成する図柄が存在するときに、その図柄を当該有効な入賞ライ ン上に引き込むように回胴リールの停止位置を制御することをいう。但し、遊技者が 停止ボタンを押したタイミングにおいて上記の所定のコマ数の範囲内に当該役を構 成する図柄が存在しないときには、リールの引込み制御が働かず、押したなりの図柄 が有効な入賞ライン上に停止する。したがって、このときには、当該役を構成する図 柄は有効な入賞ライン上に揃わず、当該役は成立しないことになる。 [0056] Reel pull-in control means that when a stop button is pressed, a predetermined number of symbols (for example, 5 frames) including the symbols on the winning line that is valid at the timing when the stop button is pressed. Control of the stop position of the spinning reel so as to draw the symbol on the effective winning line when the symbol constituting the combination exists in the range. However, when the player presses the stop button and there is no symbol that constitutes the corresponding role within the range of the predetermined number of frames, the reel pull-in control does not work, and the pressed symbol is effective. Stop on the winning line. Therefore, at this time, the figure constituting the combination The pattern is not aligned on the effective winning line, and the winning combination is not established.
[0057] 外れ制御とは、有効な入賞ラインにはいずれの役も成立しないように、リールの停 止位置を制御することをいう。したがって、この場合には、遊技者が特定の役を狙つ て停止ボタンを押したとしても、どのような役も成立せず、ゲームの結果は外れとなる [0057] Disengagement control refers to controlling the stop position of the reel so that no combination is established in an effective winning line. Therefore, in this case, even if the player presses the stop button aiming at a specific role, no role is formed and the game result is lost.
[0058] また、 CPU113は、遊技状態の管理をも行っている。本実施形態の回胴式遊技機 では、上述したように、遊技機の遊技状態として、「BB未作動時の一般遊技状態」、「 BB内部中状態」、「RB内部中状態」、「BB作動時の一般遊技状態」等の各種の遊 技状態が設定されている。 CPU113は、乱数値の内部抽選の結果に基づいて遊技 状態の移行を制御する。 [0058] The CPU 113 also manages the gaming state. In the swivel-type gaming machine of the present embodiment, as described above, the gaming state of the gaming machine is “general gaming state when BB is not activated”, “BB internal state”, “RB internal state”, “BB Various game states such as “general game state during operation” are set. The CPU 113 controls the transition of the gaming state based on the result of the random lot value internal lottery.
[0059] 更に、 CPU113は、演出制御装置 120へコマンドを送信する処理を行う。 CPU 11 3から演出制御装置 120に送信するコマンドには多くの種類がある。例えば、抽選処 理の結果に基づいて作成される遊技の演出に関するコマンド (演出コマンド)や、遊 技者によって所定の操作が行われたときに作成されるコマンド (操作コマンド)等があ る。  Further, CPU 113 performs processing for transmitting a command to effect control device 120. There are many types of commands sent from the CPU 11 3 to the effect control device 120. For example, there are commands related to game effects (effect commands) created based on the results of the lottery process, and commands (operation commands) created when a predetermined operation is performed by the player.
[0060] 尚、回胴式遊技機に関しては、さまざまな規格が定められている。その一つに、スタ 一トレバー 18を操作して力も 4. 1秒を経過しないと、次にスタートレバー 18を操作し ても、回胴リール 11a, l ib, 11cが回転しないという規格がある。このため、 CPU11 3は、かかる規格に合致するように、回胴リール 11a, l ib, 11cの駆動開始制御を行 う。但し、スタートレバー 18を操作して力 4. 1秒以内に、次にスタートレバー 18を操 作した場合であっても、 CPU113が、投入メダル検出センサ 61、 MAXベットボタン 操作検出センサ 62、一枚投入ボタン操作検出センサ 63のいずれかから信号をすで に受けて!/、れば、乱数値に基づく抽選処理は行われる。  [0060] It should be noted that various standards are defined for the spinning cylinder type gaming machine. One of the standards is that if the start lever 18 is not operated for 4.1 seconds, the reel reels 11a, 11b, 11c will not rotate even if the start lever 18 is operated next time. . For this reason, the CPU 113 performs drive start control of the spinning reels 11a, l ib and 11c so as to conform to the standard. However, even if the start lever 18 is operated within 4.1 seconds after the start lever 18 is operated, the CPU 113 detects that the inserted medal detection sensor 61, the MAX bet button operation detection sensor 62, If a signal has already been received from one of the sheet insertion button operation detection sensors 63! /, A lottery process based on a random number value is performed.
[0061] 演出制御基板 120は、主制御基板 110と通信ケーブル線を介して接続されている 。演出制御基板 120には、 ROM、 RAM, CPU等が組み込まれている。かかる演出 制御基板 120は、主に遊技の演出に関わる機能を実現する。すなわち、演出制御基 板 120は、画像表示部 30、電飾表示部 40、スピーカ部 50を制御する。演出制御基 板 120は、主制御基板 110からのコマンドを受けて、所定の処理を実行する。 [0062] 具体的には、演出制御基板 120は、主制御基板 110から演出コマンドを受けたとき 、その演出コマンドに基づいて遊技の演出の内容を決定し、画像表示部 30、電飾表 示部 40及びスピーカ部 50にそれぞれ、画像演出用パターンデータ、電飾演出用パ ターンデータ、音声データを送る。これにより、画像表示部 30は、その画像演出用パ ターンデータに基づいて画像を表示し、電飾表示部 40は、その電飾演出用パターン データに基づいてランプや LEDの点灯を行う。また、スピーカ部 50は、所定の音声 を出力して遊技の演出を行う。 [0061] The effect control board 120 is connected to the main control board 110 via a communication cable line. The effect control board 120 incorporates ROM, RAM, CPU, and the like. Such production control board 120 mainly realizes functions related to game production. That is, the effect control board 120 controls the image display unit 30, the illumination display unit 40, and the speaker unit 50. The effect control board 120 receives a command from the main control board 110 and executes a predetermined process. [0062] Specifically, when the production control board 120 receives the production command from the main control board 110, the content of the production of the game is determined based on the production command, and the image display unit 30, the electrical display is displayed. Image production pattern data, illumination design pattern data, and audio data are sent to the unit 40 and the speaker unit 50, respectively. Thereby, the image display unit 30 displays an image based on the image effect pattern data, and the illumination display unit 40 lights the lamp and the LED based on the illumination effect pattern data. In addition, the speaker unit 50 outputs a predetermined sound to produce a game.
[0063] 次に、本実施形態の回胴式遊技機における乱数発生手段 70及び変更手段 80の 構成について詳しく説明する。  [0063] Next, the configuration of the random number generating means 70 and the changing means 80 in the swivel type gaming machine of the present embodiment will be described in detail.
[0064] 乱数発生手段 70は、図 3に示すように、水晶発振器 71と、二つの乱数カウンタ 72a , 72bとを備える。水晶発振器 71は、例えば 10MHzの周波数のクロック信号を発生 するものである。二つの乱数カウンタ 72a, 72bは数値情報を所定の範囲内で順番 に繰り返し発生させる数値情報発生手段である。各乱数カウンタ 72a, 72bとしては 8 ビットのカウンタ ICが用いられており、これら二つの乱数カウンタ 72a, 72bは、機能 的にリンクされている。すなわち、水晶発振器 71が発生させたクロック信号は一方の 乱数カウンタ 72bに入力する。この乱数カウンタ 72bはそのクロック信号が入力する 度にクロックの数を 0から 255までの範囲内で繰り返しカウントする。そして、乱数カウ ンタ 72bのカウントしている数値情報が最大値(255)になった場合、次にクロック信 号が乱数カウンタ 72bに入力すると、乱数カウンタ 72bは、その数値情報を 0に戻す と共に、クロック信号を乱数カウンタ 72aに送出する。乱数カウンタ 72aは乱数カウン タ 72bからのクロック信号が入力する度にそのクロック信号の数を 0から 255までの範 囲内で繰り返しカウントする。二つの乱数カウンタ 72a, 72bはこのように連携して動 作することにより、全体として一つの 2バイトのハードウェア乱数カウンタとして作動す る。すなわち、二つの乱数カウンタ 72a, 72bは、数値情報を 0から 65535までの範 囲内で順番に繰り返し発生させることができる。ここで、乱数カウンタ 72aは、かかる 数値情報のビット列(16ビット)のうち上位ビット列(8ビット)をカウントし、乱数カウンタ 72bは、その数値情報のビット列のうち下位ビット列(8ビット)をカウントする。  As shown in FIG. 3, the random number generating means 70 includes a crystal oscillator 71 and two random number counters 72a and 72b. The crystal oscillator 71 generates a clock signal having a frequency of 10 MHz, for example. The two random number counters 72a and 72b are numerical information generating means for repeatedly generating numerical information in order within a predetermined range. As each random number counter 72a, 72b, an 8-bit counter IC is used, and these two random number counters 72a, 72b are functionally linked. That is, the clock signal generated by the crystal oscillator 71 is input to one random number counter 72b. The random number counter 72b repeatedly counts the number of clocks within the range of 0 to 255 every time the clock signal is input. When the numerical information counted by the random number counter 72b reaches the maximum value (255), the next time the clock signal is input to the random number counter 72b, the random number counter 72b returns the numerical information to 0 and The clock signal is sent to the random number counter 72a. The random number counter 72a repeatedly counts the number of clock signals within the range from 0 to 255 every time the clock signal from the random number counter 72b is input. The two random number counters 72a and 72b operate in cooperation as described above, and thus operate as a single 2-byte hardware random number counter as a whole. That is, the two random number counters 72a and 72b can repeatedly generate numerical information in order within the range from 0 to 65535. Here, the random number counter 72a counts the upper bit string (8 bits) of the bit string (16 bits) of the numerical information, and the random number counter 72b counts the lower bit string (8 bits) of the bit string of the numerical information. .
[0065] また、二つの乱数カウンタ 72a, 72bは、 2バイトのハードウェア乱数カウンタとして の役割に加えて、ラッチ回路 (数値情報取得手段)としての役割を果たす。すなわち[0065] The two random number counters 72a and 72b are two-byte hardware random number counters. In addition to the role, it plays a role as a latch circuit (numerical information acquisition means). Ie
、二つの乱数カウンタ 72a, 72bは、所定のタイミングで、現在カウントしている数値情 報を取得し、その取得した数値情報を、一意に定まる乱数値のビット列として構成し て保持する。かかる二つの乱数カウンタ 72a, 72bには、スタートレバー操作検出セン サ 64からのゲーム開始信号 (取得指令)が入力するようになって!/、る。二つの乱数力 ゥンタ 72a, 72bは、スタートレバー操作検出センサ 64からのゲーム開始信号(取得 指令)を受けたときに、現在カウントしている数値情報を取得する。 CPU113は、二つ の乱数カウンタ 72a, 72bが保持する乱数値を、変更手段 80を介して受信して RAM 112に一時記憶する。 The two random number counters 72a and 72b acquire numerical information currently counted at a predetermined timing, and store the acquired numerical information as a bit string of random values that are uniquely determined. The game start signal (acquisition command) from the start lever operation detection sensor 64 is input to the two random number counters 72a and 72b. When the random number power counters 72a and 72b receive a game start signal (acquisition command) from the start lever operation detection sensor 64, the random number power counters 72a and 72b acquire numerical information currently counted. The CPU 113 receives the random number values held by the two random number counters 72 a and 72 b via the changing unit 80 and temporarily stores them in the RAM 112.
変更手段 80は、二つの乱数カウンタ 72a, 72bの保持する乱数値のビット列(16ビ ット)について、各々の乱数カウンタ 72a,72bの各ビット列の少なくとも二つの信号を 入れ替えることにより乱数値の内容を変更するものである。図 5は変更手段 80の具体 例を説明するための図である。本実施形態では、変更手段 80として、図 5に示すよう に、二つの乱数カウンタ 72a, 72bの出力端子と CPU113の乱数受信ポート 115 (入 力端子)との間に接続された、乱数値のデータを一度に並列転送するための配線を 用いている。図 5では、二つの乱数カウンタ 72a, 72bの出力端子と CPU113の入力 端子との間の接続は、乱数カウンタ 72aの保持する乱数値の上位ビット列(a0〜a7の 8ビット)と乱数カウンタ 72bの保持する乱数値の下位ビット列(b0〜b7の 8ビット)の各 々の信号配列の順序を逆にして、更に上位ビット列と下位ビット列とを入れ替えるよう にして行っている。すなわち、乱数カウンタ 72aの保持する乱数値 (取得乱数値)の 上位ビット列の最上位ビット (a7)が CPU113の受信する乱数値 (受信乱数値)の下 位ビット列の最下位ビット (qO)となるように接続し、その取得乱数値の上位ビット列の 6ビット目(a6)が受信乱数値の下位ビット列の 1ビット目(ql)となるように接続し、その 取得乱数値の上位ビット列の 5ビット目(a5)が受信乱数値の下位ビット列の 2ビット目 (q2)となるように接続し、…、その取得乱数値の上位ビット列の最下位ビット(aO)が 受信乱数値の下位ビット列の最上位ビット (q7)となるように接続する。また、乱数カウ ンタ 72bの保持する乱数値 (取得乱数値)の下位ビット列の最上位ビット (b7)が CPU 113の受信する乱数値 (受信乱数値)の上位ビット列の最下位ビット (q8)となるように 接続し、その取得乱数値の下位ビット列の 6ビット目(b6)が受信乱数値の上位ビット 列の 1ビット目(q9)となるように接続し、その取得乱数値の下位ビット列の 5ビット目(b 5)が受信乱数値の上位ビット列の 2ビット目(qlO)となるように接続し、 · · ·、その取得 乱数値の下位ビット列の最下位ビット (b0)が受信乱数値の上位ビット列の最上位ビッ ト(ql5)となるように接続する。したがって、本実施形態では、かかる変更手段 80を用 いたことにより、二つの乱数カウンタ 72a, 72bの保持する乱数値のビット列のうち上 位ビット列、下位ビット列のそれぞれにおいてビットの順番を逆の順番に並べ替えると 共に、二つの乱数カウンタ 72a, 72bの保持する乱数値のビット列について上位ビッ ト列と下位ビット列とを入れ替えることができるので、変更前の乱数値と変更後の乱数 値とが大きく異なるようにすることができる。なお、本実施形態の上位ビット列 (aO, al , · · · , a7)は本発明の送信側の上位桁二進数信号列(s , s , s , - - - s , s )に The changing means 80 replaces at least two signals of each bit string of the random number counters 72a and 72b with respect to the bit string (16 bits) of the random number values held by the two random number counters 72a and 72b. Is to change. FIG. 5 is a diagram for explaining a specific example of the changing means 80. In this embodiment, as the changing means 80, as shown in FIG. 5, the random number value connected between the output terminals of the two random number counters 72a and 72b and the random number reception port 115 (input terminal) of the CPU 113 is changed. Wiring is used to transfer data in parallel at once. In FIG. 5, the connection between the output terminals of the two random number counters 72a and 72b and the input terminal of the CPU 113 is based on the upper bit string (8 bits from a0 to a7) of the random number value held by the random number counter 72a and the random number counter 72b. This is done by reversing the order of the signal sequences of the lower-order bit strings (eight bits from b0 to b7) of the random number value to be held, and further switching the upper-order bit strings and lower-order bit strings. In other words, the most significant bit (a7) of the upper bit string of the random number value (acquired random value) held by the random number counter 72a becomes the least significant bit (qO) of the lower bit string received by the CPU 113 (received random value). Connect so that the 6th bit (a6) of the high-order bit string of the acquired random value is the 1st bit (ql) of the low-order bit string of the received random value, and the 5 bits of the high-order bit string of the acquired random value Connect so that the first bit (a5) is the second bit (q2) of the lower bit string of the received random value, and the least significant bit (aO) of the upper bit string of the acquired random value is the highest bit of the lower bit string of the received random value. Connect to the upper bit (q7). In addition, the most significant bit (b7) of the lower bit string of the random number value (acquired random value) held by the random number counter 72b is the least significant bit (q8) of the upper bit string of the random value (received random value) received by the CPU 113. To be Connect and connect so that the 6th bit (b6) of the lower bit string of the acquired random value is the first bit (q9) of the upper bit string of the received random value, and the 5th bit of the lower bit string of the acquired random value (B5) is connected so that it is the second bit (qlO) of the upper bit string of the received random number value .... The least significant bit (b0) of the lower bit string of the acquired random value is the upper bit string of the received random value. Connect to the most significant bit (ql5). Therefore, in the present embodiment, by using such changing means 80, the order of bits is reversed in each of the upper bit string and the lower bit string among the bit strings of the random number values held by the two random number counters 72a and 72b. In addition to rearranging, the bit sequence of the random number values held by the two random number counters 72a and 72b can be switched between the upper bit sequence and the lower bit sequence, so the random number value before the change and the random number value after the change are significantly different Can be. Note that the upper bit string (aO, al,..., A7) of the present embodiment is added to the upper digit binary signal string (s, s, s,---s, s) on the transmission side of the present invention.
11 12 13 lm-1 lm 対応するものであり、下位ビット列 (bl, b2, · · · , b7)は本発明の送信側の下位桁二 進数信号列(s , s , s , - - - s , s )に対応するものであり、また本実施形態の受  11 12 13 lm-1 lm Corresponding, the low-order bit string (bl, b2,..., B7) is the low-order binary signal string (s 1, s 1, s 1,---s , s) and the reception of this embodiment.
21 22 23 2m-l 2m  21 22 23 2m-l 2m
信乱数値の上位ビット列 (q8, q9, ' ^15)は本発明の受信側の上位二進数信号列 (r , r , r , - · τ , r )に対応するものであり、受信乱数値の下位ビット列(qO, q The high-order bit sequence (q8, q9, '^ 15) of the received random number value corresponds to the high-order binary signal sequence (r, r, r,-· τ, r) on the receiving side of the present invention. Lower bit string (qO, q
11 12 13 lm-1 lm 11 12 13 lm-1 lm
1, · ' ^7)は本発明の受信側の下位桁二進数信号列 (r , r , r , - · τ , r )に  1, · '^ 7) is added to the low-order binary signal sequence (r, r, r,-· τ, r) on the receiving side of the present invention.
21 22 23 2m-l 2m 対応するものである。また、本実施形態では、二つの乱数カウンタ 72a, 72bには 8ビ ットカウンタを、主制御基板 110の CPU113には一度に 16ビットのデータの演算処 理がでるものを使用している力 本発明は、これに限定されるものではなぐ例えば乱 数カウンタは二つの 8ビットカウンタではなぐ一つの 16ビットカウンタでもよぐまた主 制御基板 110の CPU113は 32ビット等の CPUであってもよい。  21 22 23 2m-l 2m Corresponding. In the present embodiment, the 8-bit counter is used for the two random number counters 72a and 72b, and the CPU 113 of the main control board 110 uses a power that can process 16-bit data at a time. However, the present invention is not limited to this. For example, the random number counter may be one 16-bit counter instead of two 8-bit counters, and the CPU 113 of the main control board 110 may be a 32-bit CPU.
[0067] 次に、変更手段 80により乱数値の内容がどのように変更されるのかを具体的に説 明する。図 6は変更手段 80により乱数値の内容がどのように変更されるのかを説明 するための図である。 [0067] Next, how the content of the random number value is changed by the changing means 80 will be specifically described. FIG. 6 is a diagram for explaining how the content of the random number value is changed by the changing means 80.
[0068] 図 6の例では、説明を簡単にするために、乱数発生手段 70が 8ビットの数値情報を 発生させ、所定のタイミングでその数値情報を乱数値として取得して保持する場合を 考える。したがって、 CPU113には、所定のタイミングで乱数発生手段 70から変更手 段 80を介して 8ビットの乱数値が送られる。この場合、変更手段 80としては、乱数発 生手段 70の保持する乱数値のビット列(8ビット)を、そのビットの順番が逆の順番に なるようにして CPU113に送信するものを用いる。いま、図 6に示すように、乱数発生 手段 70の側にお 、て、乱数値のビット列(8ビット)のうち最下位ビットの情報を出力 する端子を AO、その一つ上位のビットの情報を出力する端子を Al、 · · ·、そして、最 上位ビットの情報を出力する端子を A7とする。一方、 CPU113の側において、乱数 値のビット列(8ビット)のうち最下位ビットの情報を入力する端子を Q0、その一つ上 位のビットの情報を入力する端子を Ql、 · · ·、そして、最上位ビットの情報を入力する 端子を Q7とする。このとき、変更手段 80である配線は、端子 AOと端子 Q7との間、端 子 A1と端子 Q6との間、端子 A2と端子 Q5との間、端子 A3と端子 Q4との間、端子 A 4と端子 Q3との間、端子 A5と端子 Q2との間、端子 A6と端子 Q1との間、端子 A7と 端子 Q0との間にそれぞれ接続されて!、る。 In the example of FIG. 6, to simplify the explanation, consider a case where the random number generation means 70 generates 8-bit numerical information, and acquires and holds the numerical information as a random value at a predetermined timing. . Therefore, an 8-bit random value is sent from the random number generation means 70 to the CPU 113 via the changing means 80 at a predetermined timing. In this case, the changing means 80 is a random number generator. A bit string (8 bits) of the random value held by the raw means 70 is used so that the bit order is reversed and transmitted to the CPU 113. Now, as shown in FIG. 6, on the random number generation means 70 side, the terminal that outputs the information of the least significant bit in the bit string (8 bits) of the random value is AO, and the information of the bit that is one higher bit is output. The terminal that outputs Al is Al, ···, and the terminal that outputs the most significant bit information is A7. On the other hand, on the CPU 113 side, the terminal for inputting the information of the least significant bit in the bit string (8 bits) of the random number value is Q0, the terminal for inputting the information of the bit higher than that is Ql, Q7 is the pin for inputting the most significant bit information. At this time, the wiring as the changing means 80 is between the terminal AO and the terminal Q7, between the terminal A1 and the terminal Q6, between the terminal A2 and the terminal Q5, between the terminal A3 and the terminal Q4, and between the terminal A and Connected between 4 and terminal Q3, between terminal A5 and terminal Q2, between terminal A6 and terminal Q1, and between terminal A7 and terminal Q0! RU
[0069] 例えば、送信側である乱数発生手段 70が乱数値として「0」と 、うデータを送信した とする。この場合、「0」というデータは、バイナリ数値で表すと、 '00000000'である ので、受信側である CPU113は' 00000000'というバイナリ数値を受信して、乱数 値「0」が送られてきたことを認識する。また、乱数発生手段 70が乱数値として「1」とい うデータを送信したとする。この場合、「1」というデータは、バイナリ数値で表すと、 Ό 0000001,であるので、 CPU113は' 10000000,というノイナリ数値を受信して、舌し 数値「128」が送られてきたことを認識する。また、乱数発生手段 70が乱数値として「 2」というデータを送信したとする。この場合、「2」というデータは、バイナリ数値で表す と、 '00000010,であるので、 CPU113は' 01000000,と!/ヽぅノイナリ数値の†青報 を受信して、乱数値「64」が送られてきたことを認識する。  For example, it is assumed that the random number generation means 70 on the transmission side transmits “0” as a random value. In this case, since the data “0” is expressed as a binary number, it is “00000000”. Therefore, the CPU 113 on the receiving side receives the binary number “00000000” and the random value “0” is sent. Recognize that. Further, it is assumed that the random number generation means 70 transmits data “1” as a random value. In this case, since the data “1” is expressed as a binary number, it is Ό0000001, so the CPU 113 receives a noisy value “10000000” and recognizes that the numerical value “128” has been sent. To do. Further, it is assumed that the random number generation means 70 transmits data “2” as a random value. In this case, since the data “2” is expressed as a binary number “00000010”, the CPU 113 receives a blueprint of “01000000,”! Recognize that it has been sent.
[0070] 同様に、乱数発生手段 70が乱数値「3」を送信すると、 CPU113は乱数値「192」 が送られてきたことを認識する。乱数発生手段 70が乱数値として「4」と 、うデータを 送信すると、 CPU113は乱数値「32」が送られてきたことを認識する。乱数発生手段 70が乱数値として「5」というデータを送信すると、 CPU113は乱数値「160」が送られ てきたことを認識する。乱数発生手段 70が乱数値「6」を送信すると、 CPU113は乱 数値「96」が送られてきたことを認識する。乱数発生手段 70が乱数値「7」を送信する と、 CPU113は乱数値「224」が送られてきたことを認識する。一方、乱数発生手段 7 0が乱数値「248」を送信すると、 CPU113は乱数値「31」が送られてきたことを認識 する。乱数発生手段 70が乱数値「249」を送信すると、 CPU113は乱数値「159」が 送られてきたことを認識する。乱数発生手段 70が乱数値「250」を送信すると、 CPU 113は乱数値「95」が送られてきたことを認識する。乱数発生手段 70が乱数値「251 」を送信すると、 CPU113は乱数値「223」が送られてきたことを認識する。乱数発生 手段 70が乱数値「252」を送信すると、 CPU113は乱数値「63」が送られてきたこと を認識する。乱数発生手段 70が乱数値「253」を送信すると、 CPU113は乱数値「1 91」が送られてきたことを認識する。乱数発生手段 70が乱数値「254」を送信すると、 CPU113は乱数値「127」が送られてきたことを認識する。そして、乱数発生手段 70 が乱数値「255」というデータを送信すると、 CPU113は乱数値「255」が送られてき たことを認識する。 Similarly, when the random number generation means 70 transmits the random value “3”, the CPU 113 recognizes that the random value “192” has been transmitted. When the random number generation means 70 transmits “4” as the random number value, the CPU 113 recognizes that the random number value “32” has been sent. When the random number generation means 70 transmits data “5” as a random value, the CPU 113 recognizes that the random value “160” has been sent. When the random number generation means 70 transmits the random value “6”, the CPU 113 recognizes that the random value “96” has been sent. When the random number generation means 70 transmits the random value “7”, the CPU 113 recognizes that the random value “224” has been transmitted. On the other hand, random number generation means 7 When 0 transmits the random value “248”, the CPU 113 recognizes that the random value “31” has been sent. When the random number generation means 70 transmits the random value “249”, the CPU 113 recognizes that the random value “159” has been transmitted. When the random number generation means 70 transmits the random number value “250”, the CPU 113 recognizes that the random number value “95” has been transmitted. When the random number generation means 70 transmits the random value “251”, the CPU 113 recognizes that the random value “223” has been transmitted. When the random number generation means 70 transmits the random value “252”, the CPU 113 recognizes that the random value “63” has been transmitted. When the random number generation means 70 transmits the random value “253”, the CPU 113 recognizes that the random value “191” has been sent. When the random number generation means 70 transmits the random value “254”, the CPU 113 recognizes that the random value “127” has been transmitted. Then, when the random number generation means 70 transmits data of the random value “255”, the CPU 113 recognizes that the random value “255” has been transmitted.
[0071] したがって、乱数発生手段 70がたとえ乱数値を「0」, 「1」, 「2」, 「3」, · · · , 「253」 , 「254」, 「255」のように連続した順番で CPU113に送信したとしても、 CPU113が 認識する乱数値は、「0」, 「128」, 「64」, · · ·, 「191」, 「127」, 「255」と分散する。 このように、本実施形態では、変更手段 80を設けたことにより、乱数発生手段 70が送 信する変更前の乱数値と CPU113が受信する変更後の乱数値とについて、その内 容を大きく異ならしめることができる。但し、 CPU113は、乱数発生手段 70が乱数値 「0」及び「255」を送信したときのみ、乱数発生手段 70が送信した乱数値と同じ乱数 値を認識する。  [0071] Therefore, the random number generation means 70 continues the random number values as “0”, “1”, “2”, “3”,..., “253”, “254”, “255”. Even if they are sent to the CPU 113 in order, the random values recognized by the CPU 113 are distributed as “0”, “128”, “64”,..., “191”, “127”, “255”. As described above, in the present embodiment, by providing the changing unit 80, the contents of the random number value before the change transmitted by the random number generating unit 70 and the random number value after the change received by the CPU 113 are greatly different. It can be tightened. However, the CPU 113 recognizes the same random number value as the random number value transmitted by the random number generation means 70 only when the random number generation means 70 transmits the random number values “0” and “255”.
[0072] 尚、本実施形態では、上記信号線の入れ替えは、最低 2本で行われる力 これら入 れ替えられる信号線が出す各数値が同一である場合には、各信号線を入れ替えても 入力側と出力側とは同じ値となるため、 CPU113は、乱数発生手段 70が送信した乱 数値と同じ乱数値を認識する。例えば、信号線の入れ替えが 2本の場合には、入れ 替えられた各信号線の出す数値が「0, 0」又は「1, 1」の場合、また、もしも信号線の 入れ替えが 3本で行われる場合には、入れ替えられた各信号線の出す数値が「0, 0 , 0」又は「1, 1, 1」の場合には、 CPU113は、乱数発生手段 70が送信した乱数値と 同じ乱数値を認識することになる。  [0072] In the present embodiment, the replacement of the signal lines is a force performed by at least two. If the numerical values output by the signal lines to be replaced are the same, the signal lines may be replaced. Since the input side and the output side have the same value, the CPU 113 recognizes the same random value as the random value transmitted by the random number generation means 70. For example, if the number of signal lines is two, the number of each signal line that is replaced is “0, 0” or “1, 1”, and if the number of signal lines is three If it is performed, if the numerical value output by each replaced signal line is “0, 0, 0” or “1, 1, 1”, the CPU 113 is the same as the random value transmitted by the random number generating means 70. A random value will be recognized.
[0073] また、本実施形態では、変更手段 80として、二つの乱数カウンタ 72a, 72bの出力 端子と CPU113の入力端子との間に接続された、乱数値を送信するための配線を 用いているので、乱数発生手段 70が送信した変更前の乱数値と変更手段 80による 変更後の乱数値とは一対一に対応する。このため、変更手段 80が複数の異なる乱 数値を変更したときに変更後の乱数値として同一の乱数値が出現することはない。尚 、図 6の例では、乱数値が 8ビットの情報である場合について説明したが、乱数値が 1 6ビットの情報であっても同様のことが言える。 In the present embodiment, the output of the two random number counters 72a and 72b is used as the changing unit 80. Since the wiring for transmitting the random number value connected between the terminal and the input terminal of the CPU 113 is used, the random number value before the change sent by the random number generation means 70 and the random number value after the change by the change means 80 Corresponds one-to-one. For this reason, when the changing means 80 changes a plurality of different random numbers, the same random number value does not appear as the changed random value. In the example of FIG. 6, the case where the random number value is 8-bit information has been described, but the same can be said even if the random value is 16-bit information.
[0074] 次に、本実施形態の回胴式遊技機において、遊技者力スタートレバー 18を操作し たときに主制御基板 110が行う処理の手順について説明する。  [0074] Next, a procedure of processing performed by the main control board 110 when the player power start lever 18 is operated in the swivel type gaming machine of the present embodiment will be described.
[0075] 遊技者がスタートレバー 18を操作すると、スタートレバー操作検出センサ 64は、ゲ ーム開始信号を乱数発生手段 70の乱数カウンタ 72a, 72bと CPU113とに送出する 。乱数カウンタ 72a, 72bは、ゲーム開始信号を受けると、現在カウントしている数値 情報を乱数値として取得して保持する。一方、 CPU113は、その保持した乱数値を、 変更手段 80を介して取得し、 RAMI 12に一時記憶する。また CPU113は、ゲーム 開始信号を受けると、抽選手段 114に抽選処理を実行させる。抽選手段 114は、 RO Mi l lに格納されて ヽる乱数値と当選内容との対応関係を示すデータに基づ ヽて、 RAMI 12に記憶されている乱数値がどの当選エリアに属するかを調べることにより、 どの役に当選した力、当選しな力 たかを決定する。抽選手段 114により決定された 抽選結果は CPU 113に送られ、 CPU 113はその抽選結果に基づ!/、て遊技内容の 制御を行う。  When the player operates the start lever 18, the start lever operation detection sensor 64 sends a game start signal to the random number counters 72 a and 72 b of the random number generation means 70 and the CPU 113. When receiving the game start signal, the random number counters 72a and 72b acquire and hold the numerical information currently counted as random number values. On the other hand, the CPU 113 acquires the stored random number value via the changing means 80 and temporarily stores it in the RAMI 12. When the CPU 113 receives the game start signal, the CPU 113 causes the lottery means 114 to execute the lottery process. The lottery means 114 examines to which winning area the random value stored in the RAMI 12 belongs based on the data indicating the correspondence between the random number value stored in RO MILL and the winning content. This determines the role that was won and the power that was not won. The lottery result determined by the lottery means 114 is sent to the CPU 113, and the CPU 113 controls the game contents based on the lottery result!
[0076] 本実施形態の回胴式遊技機では、変更手段が、乱数値のビット列のうち所定のビッ トの順番を所定の様式で入れ替えることにより乱数値の内容を変更し、抽選手段が、 変更手段で変更された乱数値が予め定められた当たり値又は外れ値のいずれであ るかを判定する抽選処理を行う。このため、乱数発生手段が送出した乱数値と抽選 手段による抽選処理の対象となる乱数値 (変更手段による変更後の乱数値)とが異な るようにすることができるので、遊技者は、抽選結果を予測することができなくなり、ゲ ームの興趣の向上を図ることができる。し力も、遊技者は、当たりとなる乱数値の出現 タイミングを容易に予測することができなくなるため、体感機等を用いて特定の抽選 結果を狙い撃ちする不正な行為を確実に防止することができる。 [0077] また、変更手段が、乱数値のビット列のうち所定のビットの順番が所定の様式で入 れ替わるように所定の端子間に接続された、乱数値を送信するための配線であること により、ソフトウェアに負担をかけることなぐ変更手段を容易に実現することができる 。また、乱数発生手段が送出した乱数値と変更手段による変更後の乱数値とは一対 一に対応するので、変更手段が異なる乱数値を変更したときに変更後の乱数値とし て同一の乱数値が出現することはない。これにより、乱数の一様性は保たれる。 [0076] In the rotating game machine of the present embodiment, the changing means changes the content of the random value by changing the order of the predetermined bits in the bit string of the random value in a predetermined format, and the lottery means A lottery process is performed to determine whether the random number value changed by the changing means is a predetermined winning value or outlier. For this reason, since the random number value sent by the random number generation means and the random number value subject to the lottery process by the lottery means (the random number value after the change by the changing means) can be made different, The result cannot be predicted, and the game interest can be improved. However, since the player can not easily predict the appearance timing of the random number value to be won, it is possible to reliably prevent an illegal act of aiming at a specific lottery result using an sensation sensor or the like. . [0077] Further, the changing means is a wiring for transmitting the random value, connected between the predetermined terminals so that the order of the predetermined bits in the bit string of the random number values is switched in a predetermined manner. Therefore, it is possible to easily realize a changing means that does not place a burden on the software. In addition, since the random number value sent by the random number generator and the random number value changed by the changing means have a one-to-one correspondence, when the changing means changes a different random value, the same random number value is used as the changed random number value. Never appears. Thereby, the uniformity of random numbers is maintained.
[0078] 尚、本発明は上記の実施形態に限定されるものではなぐその要旨の範囲内にお V、て種々の変形が可能である。  Note that the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the gist thereof.
[0079] 上記の実施形態では、変更手段として、二つの乱数カウンタが保持する乱数値の ビット列のうち上位ビット列、下位ビット列のそれぞれにおいてビットの順番を逆の順 番に並べ替えると共に、その乱数値のビット列について上位ビット列と下位ビット列と を入れ替えるものを用いた場合について説明した。しかし、変更手段は、これに限ら れるものではなぐ例えば、二つの乱数カウンタが保持する乱数値の上位ビット列と 下位ビット列のそれぞれにおいて少なくとも二つのビットの順番を入れ替えるだけのも のを用いてもよい。例えば、二つの乱数カウンタ 72a, 72bの出力端子と CPU113の 入力端子との間を、図 7に示すように接続してもよい。図 7は、変更手段の具体例の 変形例を説明するための図である。なお、図 7において、図 5に示すものと同一の機 能を有するものには、同一の符号又は対応する符号を付することにより、その詳細な 説明を省略する。図 7では、二つの乱数カウンタ 72a, 72bの出力端子と CPU113の 入力端子との間の接続は、乱数カウンタ 72aの保持する乱数値の上位ビット列 (a0〜 a7の 8ビット)と乱数カウンタ 72bの保持する乱数値の下位ビット列(b0〜b7の 8ビット) の各々の信号配列の順序が逆になるようにして行っている。すなわち、乱数カウンタ 72aの保持する乱数値 (取得乱数値)の上位ビット列の最上位ビット(a7)が CPU113 の受信する乱数値 (受信乱数値)の上位ビット列の最下位ビット (q8)となるように接続 し、その取得乱数値の上位ビット列の 6ビット目(a6)が受信乱数値の上位ビット列の 1 ビット目(q9)となるように接続し、その取得乱数値の上位ビット列の 5ビット目(a5)が 受信乱数値の上位ビット列の 2ビット目(qlO)となるように接続し、 · · ·、その取得乱数 値の上位ビット列の最下位ビット(a0)が受信乱数値の上位ビット列の最上位ビット (q 15)となるように接続する。また、乱数カウンタ 72bの保持する乱数値 (取得乱数値)の 下位ビット列の最上位ビット (b7)が CPU113の受信する乱数値 (受信乱数値)の下 位ビット列の最下位ビット (q0)となるように接続し、その取得乱数値の下位ビット列の 6ビット目(b6)が受信乱数値の下位ビット列の 1ビット目(ql)となるように接続し、その 取得乱数値の下位ビット列の 5ビット目(b5)が受信乱数値の下位ビット列の 2ビット目 (q2)となるように接続し、…、その取得乱数値の下位ビット列の最下位ビット (b0)が 受信乱数値の下位ビット列の最上位ビット (q7)となるように接続する。図 7に示す変 更手段 800を用いることにより、二つの乱数カウンタ 72a, 72bの保持する乱数値の ビット列のうち上位ビット列と下位ビット列のそれぞれにおいてビットの順番を逆の順 番に並べ替えることができるので、変更前の乱数値と変更後の乱数値とが大きく異な るよう〖こすることがでさる。 [0079] In the above embodiment, as the changing means, the order of bits is rearranged in the reverse order in each of the upper bit string and the lower bit string among the bit strings of the random number values held by the two random number counters, and the random value The case where the upper bit string and the lower bit string are replaced with each other is described. However, the changing means is not limited to this. For example, it is also possible to use a means that only changes the order of at least two bits in each of the upper bit string and the lower bit string of the random value held by the two random number counters. . For example, the output terminals of the two random number counters 72a and 72b and the input terminal of the CPU 113 may be connected as shown in FIG. FIG. 7 is a diagram for explaining a modification of the specific example of the changing means. In FIG. 7, components having the same functions as those shown in FIG. 5 are given the same reference numerals or corresponding reference numerals, and detailed description thereof is omitted. In Fig. 7, the connection between the output terminals of the two random number counters 72a and 72b and the input terminal of the CPU 113 is the upper bit string (8 bits a0 to a7) of the random number value held by the random number counter 72a and the random number counter 72b. This is done so that the order of each signal array in the low-order bit string (8 bits from b0 to b7) of the random value to be held is reversed. That is, the most significant bit (a7) of the upper bit string of the random number value (acquired random value) held by the random number counter 72a becomes the least significant bit (q8) of the upper bit string of the random value (received random value) received by the CPU 113. Is connected so that the 6th bit (a6) of the high-order bit string of the acquired random number value becomes the 1st bit (q9) of the high-order bit string of the received random value, and the 5th bit of the high-order bit string of the acquired random number value. (A5) is connected so that it is the second bit (qlO) of the high-order bit string of the received random number value ...., the least significant bit (a0) of the high-order bit string of the acquired random value is the high-order bit string of the received random value. Most significant bit (q Connect so that 15). In addition, the most significant bit (b7) of the lower bit string of the random number value (acquired random value) held by the random number counter 72b becomes the least significant bit (q0) of the lower bit string received by the CPU 113 (received random value). Connect so that the 6th bit (b6) of the low-order bit string of the acquired random value is the first bit (ql) of the low-order bit string of the received random value, and 5 bits of the low-order bit string of the acquired random value Connect the first bit (b5) to the second bit (q2) of the lower bit string of the received random value, and…, the least significant bit (b0) of the lower bit string of the acquired random value is the lowest bit of the lower bit string of the received random value. Connect to the upper bit (q7). By using the changing means 800 shown in FIG. 7, it is possible to rearrange the order of bits in the upper bit string and the lower bit string among the bit strings of the random number values held by the two random number counters 72a and 72b. Because it is possible, it is possible to make a mistake so that the random value before the change and the random value after the change are greatly different.
[0080] また、上記の実施形態では、変更手段が、乱数値のビット列のうち所定のビットの順 番が所定の様式で入れ替わるように所定の端子間に接続された、乱数値を送信する ための配線である場合について説明した力 変更手段としては、ソフトウェア的に実 現されたものを用いてもよい。すなわち、乱数発生手段が保持する乱数値をその内 容を変えることなぐそのまま主制御基板の CPU113に送出すると共に、 CPU113 力 ROM 111に記憶される所定のプログラムを実行することにより変更手段としての 役割を果たして、乱数発声手段カゝら送られた乱数値の内容を変更するようにしてもよ い。尚、主制御基板の CPU113の作業負担を考慮すると、変更手段としては、ソフト ウェア的に実現するよりも、上記の実施形態のようにハードウ ア的に実現することが 望ましい。 [0080] Further, in the above embodiment, the changing means transmits the random value connected between the predetermined terminals so that the order of the predetermined bits in the bit string of the random value is switched in a predetermined manner. As the force changing means described in the case of the wiring, it is also possible to use software-implemented means. In other words, the random number value held by the random number generation means is sent to the CPU 113 of the main control board as it is without changing its contents, and the CPU 113 is used as a changing means by executing a predetermined program stored in the ROM 111. The contents of the random number value sent from the random number generation means may be changed. In consideration of the work load of the CPU 113 of the main control board, it is preferable that the changing means be realized in hardware as in the above embodiment rather than in software.
[0081] 更に、上記の実施形態では、本発明を回胴式遊技機に適用した場合について説 明したが、例えば、本発明をパチンコ遊技機に適用してもよい。  [0081] Furthermore, in the above embodiment, the case where the present invention is applied to a rotating type gaming machine has been described. However, for example, the present invention may be applied to a pachinko gaming machine.
産業上の利用可能性  Industrial applicability
[0082] 以上説明したように、本発明の遊技機によれば、変更手段が、数値の 2進数信号列 につ 、て、その上位信号列と下位信号列のそれぞれにお 、て少なくとも二つの信号 の順番を入れ替えることにより当該数値の内容を変更し、当選役決定手段が、変更 手段で変更された数値に基づいて対応する当選役を決定する。このため、変更手段 が取得した変更前の数値と当選役決定手段による決定の対象となる数値 (変更手段 による変更後の数値)とが異なるようにすることができるので、遊技者は、抽選結果を 予測することができなくなり、ゲームの興趣の向上を図ることができる。し力も、特に、 回胴式遊技機にあっては、遊技者は、当たりとなる数値の出現タイミングを容易に予 測することができなくなるため、体感機等を用いて特定の抽選結果を狙い撃ちする不 正な行為を確実に防止することができる。したがって、本発明は、遊技時に所定のタ イミングで乱数値を取得し、その乱数値に基づいて抽選が行われる、パチンコ遊技 機や回胴式遊技機等の遊技機に適用することができる。 [0082] As described above, according to the gaming machine of the present invention, the changing means has at least two values for the numerical binary signal sequence and for each of the upper signal sequence and the lower signal sequence. The content of the numerical value is changed by changing the order of the signals, and the winning combination determining means determines the corresponding winning combination based on the numerical value changed by the changing means. For this reason, change means The player can predict the lottery result because the value before the change acquired by the player and the value to be determined by the winning combination determination means (the value after the change by the change means) can be made different. It becomes impossible to improve the interest of the game. In particular, in the case of a revolving type gaming machine, the player cannot easily predict the timing of the appearance of the winning numerical value, so use a sensory device or the like to aim at a specific lottery result. It is possible to reliably prevent illegal acts. Therefore, the present invention can be applied to a gaming machine such as a pachinko gaming machine or a revolving gaming machine in which a random value is acquired at a predetermined timing during a game and a lottery is performed based on the random value.

Claims

請求の範囲 The scope of the claims
[1] 所定のタイミングで取得された数値の 2進数信号列について、その上位信号列と下 位信号列のそれぞれにおいて少なくとも二つの信号の順番を入れ替えることにより当 該数値の内容を変更する変更手段と、  [1] Change means for changing the contents of numerical values obtained by changing the order of at least two signals in each of the upper signal sequence and the lower signal sequence of a binary signal sequence obtained at a predetermined timing When,
前記変更手段で変更された数値に基づいて対応する当選役を決定する当選役決 定手段と、  A winning combination determination means for determining a corresponding winning combination based on the numerical value changed by the changing means;
前記当選役決定手段による決定結果に基づ 、て遊技内容の制御を行う遊技制御 手段と、  Game control means for controlling the game content based on the determination result by the winning combination determination means;
を具備することを特徴とする遊技機。  A gaming machine comprising:
[2] 数値情報を所定の範囲内で順番に繰り返し発生させる数値情報発生手段と、 所定の取得指令を受けたときに、前記数値情報発生手段が発生させた数値情報を 取得し、その取得した数値情報を、一意に定まる数値の 2進数信号列として構成して 保持する数値情報取得手段と、 [2] Numerical information generating means for repeatedly generating numerical information in order within a predetermined range, and when receiving a predetermined acquisition command, the numerical information generated by the numerical information generating means is acquired and the acquired Numeric information acquisition means for configuring and holding numerical information as a binary signal sequence of numerical values uniquely determined;
前記数値情報取得手段が保持する数値の 2進数信号列について、その上位信号 列と下位信号列のそれぞれにおいて少なくとも二つの信号の順番を入れ替えること により当該数値の内容を変更する変更手段と、  Changing means for changing the content of the numerical value by changing the order of at least two signals in each of the upper signal sequence and the lower signal sequence for the binary signal sequence of numerical values held by the numerical information acquisition means;
前記変更手段で変更された数値に基づいて対応する当選役を決定する当選役決 定手段と、  A winning combination determination means for determining a corresponding winning combination based on the numerical value changed by the changing means;
前記当選役決定手段による決定結果に基づ 、て遊技内容の制御を行う遊技制御 手段と、  Game control means for controlling the game content based on the determination result by the winning combination determination means;
を具備することを特徴とする遊技機。  A gaming machine comprising:
[3] 前記変更手段は、前記数値の 2進数信号列について更に前記上位信号列と前記 下位信号列とを入れ替えることにより前記数値の内容を変更すること特徴とする請求 項 1又は 2記載の遊技機。 [3] The game according to claim 1 or 2, wherein the changing means changes the content of the numerical value by further replacing the higher-order signal sequence and the lower-order signal sequence with respect to the numerical binary signal sequence. Machine.
[4] 数値情報を所定の範囲内で順番に繰り返し発生させる数値情報発生手段と、 所定の取得指令を受けたときに、前記数値情報発生手段が発生させた数値情報を 取得し、その取得した数値情報を、一意に定まる数値の 2進数信号列として構成して 保持する数値情報取得手段と、 前記数値情報取得手段が保持する数値の 2進数信号列について、その上位信号 列と下位信号列の各々の信号配列の順序を逆にして、更に前記上位信号列と前記 下位信号列とを入れ替えることにより前記数値の内容を変更する変更手段と、 前記変更手段で変更された数値に基づいて対応する当選役を決定する当選役決 定手段と、 [4] Numerical information generating means for repeatedly generating numerical information in order within a predetermined range, and when receiving a predetermined acquisition command, the numerical information generated by the numerical information generating means is acquired and the acquired Numeric information acquisition means for configuring and holding numerical information as a binary signal sequence of numerical values uniquely determined; For the binary signal sequence of numerical values held by the numerical information acquisition means, the order of the signal arrangement of each of the upper signal sequence and the lower signal sequence is reversed, and the upper signal sequence and the lower signal sequence are further switched. Changing means for changing the content of the numerical value by means of, a winning combination determining means for determining a corresponding winning combination based on the numerical value changed by the changing means,
前記当選役決定手段による決定結果に基づ 、て遊技内容の制御を行う遊技制御 手段と、  Game control means for controlling the game content based on the determination result by the winning combination determination means;
を具備することを特徴とする遊技機。  A gaming machine comprising:
[5] 前記変更手段は、前記上位信号列と前記下位信号列の各々の信号配列の順序を 逆にすることにより前記数値の内容を変更するものであることを特徴とする請求項 1又 は 2記載の遊技機。 [5] The change means may change the contents of the numerical values by reversing the order of the signal arrangement of each of the upper signal sequence and the lower signal sequence. 2. The gaming machine described in 2.
[6] 前記変更手段は、前記上位信号列と前記下位信号列のそれぞれにおいて少なくと も二つの信号の順序が入れ替わるように所定の端子間に接続された、前記数値の 2 進数信号列のデータを転送するための配線であることを特徴とする請求項 1、 2、 3、 4又は 5記載の遊技機。  [6] The changing means includes data of the binary signal sequence of the numerical values connected between predetermined terminals so that the order of at least two signals in each of the upper signal sequence and the lower signal sequence is switched. The gaming machine according to claim 1, 2, 3, 4, or 5, wherein the game machine is a wiring for transferring the game.
[7] 前記変更手段は、前記数値情報発生手段と前記当選役決定手段との間で前記数 値の 2進数信号列のデータを一度に並列転送するための配線であることを特徴とす る請求項 2、 3、 4又は 5記載の遊技機。  [7] The changing means is a wiring for transferring the data of the binary signal sequence of the numerical values in parallel at a time between the numerical information generating means and the winning combination determining means. The gaming machine according to claim 2, 3, 4, or 5.
[8] 前記数値は乱数値であり、前記 2進数信号列はビット列であることを特徴とする請求 項 1乃至 7の何れか一つに記載された遊技機。 8. The gaming machine according to claim 1, wherein the numerical value is a random value, and the binary signal sequence is a bit sequence.
[9] 取得された数値を複数桁で構成される二進数信号列に構成し、この二進数信号列 を上位桁二進数信号列 (s , s , s , - - - s , s )と、この上位桁二進数信号列と同 [9] The obtained numerical value is formed into a binary signal sequence composed of multiple digits, and this binary signal sequence is converted to an upper digit binary signal sequence (s, s, s,---s, s), Same as this upper digit binary signal sequence
11 12 13 lm-1 lm  11 12 13 lm-1 lm
数の下位桁二進数信号列 (s , s , s , - - - s , s )とに分割し、この分割した前記  Divided into binary signal sequences (s, s, s,---s, s)
21 22 23 2m-l 2m  21 22 23 2m-l 2m
二進数信号列を送信するための出力端子を送信側に配置し、送信側の前記二進数 信号を受信するための入力端子を受信側に配置し、受信側が受信する前記二進数 信号列を上位桁二進数信号列 (r , r , r , - · τ , r )と下位桁二進数信号列 (r  An output terminal for transmitting a binary signal sequence is arranged on the transmission side, an input terminal for receiving the binary signal on the transmission side is arranged on the reception side, and the binary signal sequence received by the reception side is higher Digit binary signal sequence (r, r, r,-τ, r) and lower digit binary signal sequence (r
11 12 13 lm-1 lm 2 11 12 13 lm-1 lm 2
, r , r , - · τ , r )としたとき (但し、何れの mも二以上の自然数)、送信側の下, r, r,-· τ, r) (where m is a natural number of 2 or more)
1 22 23 2m- 1 2m 1 22 23 2m- 1 2m
位桁二進数信号列の最下位桁信号 (s )が受信側の上位桁二進数信号列の最上位 桁信号 (r )となるように、送信側の下位桁二進数信号列の最下位カゝら 2桁上の信号 lm The least significant digit signal (s) in the high-order binary signal sequence is the most significant digit in the high-order binary signal sequence on the receiving side. A signal lm that is two digits higher than the least significant digit of the low-order binary signal sequence on the transmission side so that the digit signal (r) is obtained.
(s )が受信側の上位桁二進数信号列の最上位力も 2桁下の信号 (r )となるように (s) so that the most significant force of the upper digit binary signal sequence on the receiving side is also the signal (r) that is two digits lower
22 lm-1 22 lm-1
、送信側の上位桁二進数信号列の最上位桁信号 (s  , The most significant digit signal (s
lm )が受信側の下位桁二進数信 号列の最下位桁信号 (r )となるように、送信側の上位桁二進数信号列の最上位か  lm) is the most significant digit signal sequence on the sending side so that it is the least significant digit signal (r) in the digit sequence on the receiving side.
21  twenty one
ら 2桁下の信号の信号 (s )が受信側の下位桁二進数信号列の最下位カゝら 2桁上 The signal (s) that is 2 digits lower is 2 digits higher than the lowest digit of the lower digit binary signal sequence on the receiving side.
lm-1  lm-1
の信号 (r )となるように、以下同様にして送信側の上位桁二進数信号列及び下位桁 In the same manner, the upper digit binary signal sequence and the lower digit on the transmitting side
22  twenty two
二進数信号列の二進数信号の順序を順次入れ替えて受信側に送ることができるよう に前記出力端子と前記入力端子との間を接続することにより当該数値を変更する変 更手段と、 Change means for changing the numerical value by connecting between the output terminal and the input terminal so that the binary signal sequence of the binary signal sequence can be sequentially exchanged and sent to the receiving side;
この変更手段で変更された数値に基づいて対応する当選役を決定する当選役決 定手段と、  A winning combination determination means for determining a corresponding winning combination based on the value changed by the changing means;
この当選役決定手段による決定結果に基づいて遊技内容の制御を行う遊技制御 手段と、  Game control means for controlling the game content based on the determination result by the winning combination determination means;
を具備することを特徴とする遊技機。  A gaming machine comprising:
PCT/JP2005/021089 2004-11-19 2005-11-17 Game playing machine WO2006054621A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2006545114A JPWO2006054621A1 (en) 2004-11-19 2005-11-17 Game machine

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2004335761 2004-11-19
JP2004-335761 2004-11-19

Publications (1)

Publication Number Publication Date
WO2006054621A1 true WO2006054621A1 (en) 2006-05-26

Family

ID=36407159

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2005/021089 WO2006054621A1 (en) 2004-11-19 2005-11-17 Game playing machine

Country Status (2)

Country Link
JP (1) JPWO2006054621A1 (en)
WO (1) WO2006054621A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011078438A (en) * 2009-02-05 2011-04-21 Net Corp Reel type game machine
JP2011177454A (en) * 2010-03-03 2011-09-15 Olympia:Kk Game machine

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5102134A (en) * 1990-02-08 1992-04-07 Ainsworth Nominees Pty., Ltd. Multiple tier random number generator
JP2000024286A (en) * 1998-07-14 2000-01-25 Samii Kk Random number generating device for game machine
JP2001037955A (en) * 1999-08-02 2001-02-13 Samii Kk Random number producing device for game machine
JP2003150373A (en) * 2001-11-12 2003-05-23 Sansurii:Kk Random number generator

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH03273334A (en) * 1990-03-22 1991-12-04 Sony Corp Random number generator

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5102134A (en) * 1990-02-08 1992-04-07 Ainsworth Nominees Pty., Ltd. Multiple tier random number generator
JP2000024286A (en) * 1998-07-14 2000-01-25 Samii Kk Random number generating device for game machine
JP2001037955A (en) * 1999-08-02 2001-02-13 Samii Kk Random number producing device for game machine
JP2003150373A (en) * 2001-11-12 2003-05-23 Sansurii:Kk Random number generator

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011078438A (en) * 2009-02-05 2011-04-21 Net Corp Reel type game machine
JP2011177454A (en) * 2010-03-03 2011-09-15 Olympia:Kk Game machine

Also Published As

Publication number Publication date
JPWO2006054621A1 (en) 2008-08-07

Similar Documents

Publication Publication Date Title
JP5036987B2 (en) Amusement stand
JP4135034B2 (en) Revolving machine
JP2007300981A (en) Game machine
JP6244328B2 (en) Game machine
JP2011015863A (en) Game machine
JP2013094479A (en) Game machine
JP4856390B2 (en) Amusement stand
JP2016202703A (en) Game machine
JP2004147786A (en) Game machine
WO2006054621A1 (en) Game playing machine
JP6216737B2 (en) Game machine
JP6419036B2 (en) Game machine and random number acquisition method of game machine
JP2006198330A (en) Game stand
JP4563671B2 (en) Game machine
JP2020011144A (en) Slot machine
JP2016202699A (en) Game machine
JP2008018171A (en) Game machine
JP2020005958A (en) Slot machine
JP2019093192A (en) Slot machine
JP2006102116A (en) Game table
JP2017094163A (en) Game machine
JP5232903B2 (en) Game machine
JP5196206B2 (en) Amusement stand
JP2016202701A (en) Game machine
JP2021159298A (en) Slot machine

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A1

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KM KN KP KR KZ LC LK LR LS LT LU LV LY MA MD MG MK MN MW MX MZ NA NG NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SM SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW

AL Designated countries for regional patents

Kind code of ref document: A1

Designated state(s): BW GH GM KE LS MW MZ NA SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LT LU LV MC NL PL PT RO SE SI SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG

DPE1 Request for preliminary examination filed after expiration of 19th month from priority date (pct application filed from 20040101)
121 Ep: the epo has been informed by wipo that ep was designated in this application
WWE Wipo information: entry into national phase

Ref document number: 2006545114

Country of ref document: JP

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 05806898

Country of ref document: EP

Kind code of ref document: A1