WO2016143614A1 - Machine de jeu - Google Patents

Machine de jeu Download PDF

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Publication number
WO2016143614A1
WO2016143614A1 PCT/JP2016/056314 JP2016056314W WO2016143614A1 WO 2016143614 A1 WO2016143614 A1 WO 2016143614A1 JP 2016056314 W JP2016056314 W JP 2016056314W WO 2016143614 A1 WO2016143614 A1 WO 2016143614A1
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WO
WIPO (PCT)
Prior art keywords
game
displayed
bingo
screen
points
Prior art date
Application number
PCT/JP2016/056314
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English (en)
Japanese (ja)
Inventor
▲泰▼秀 松田
Original Assignee
ユメ ゲーミング シンガポール プライベート リミテッド
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
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Application filed by ユメ ゲーミング シンガポール プライベート リミテッド filed Critical ユメ ゲーミング シンガポール プライベート リミテッド
Priority to SG11201606927XA priority Critical patent/SG11201606927XA/en
Publication of WO2016143614A1 publication Critical patent/WO2016143614A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F5/00Roulette games
    • A63F5/04Disc roulettes; Dial roulettes; Teetotums; Dice-tops
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Definitions

  • the present invention relates to a game machine capable of executing a plurality of games in a single casing.
  • game machines such as slot machines and video poker are installed.
  • a display capable of executing a plurality of types of games is provided.
  • a video game machine is installed.
  • a player can freely select a favorite game from a plurality of games.
  • pachinko machines and slot machines are installed in Japanese amusement halls.
  • a pachinko machine performs a game by launching a game ball, in order to incorporate it into the video game machine as described above, a moving game ball or a nail that becomes an obstacle to the game ball is used.
  • Japanese Patent Application Laid-Open No. 2008-237398 discloses a pachinko game using a simulation program that visualizes a pachinko machine.
  • the slot machine plays a game by rotating and stopping the reel, it is necessary to visualize the movement of the reel in order to incorporate it into the video game machine as described above.
  • Japanese Patent Application Laid-Open No. 2008-245828 discloses a slot game using a simulation program that visualizes a slot machine.
  • the simulation program as described above enables a player to enjoy a pachinko machine or a slot machine in a pseudo manner even with a video game machine.
  • the player plays a game by turning the handle installed in front of the housing.
  • turning the handle is important in the operability of the pachinko machine.
  • the player operates a lever installed on the left front side of the housing to start rotating a plurality of reels, and operates the same number of stop switches as the reels installed below the reels. Stop each reel. In other words, operating the reels and stop switches is important in the operability of the slot machine.
  • An object of the present invention is to provide a game machine capable of playing a plurality of games with different game points used in a game and obtaining the operability of an actual game machine. To do.
  • the present invention includes the following aspects.
  • a display device capable of executing one of the plurality of games, a switch provided for each of the games to execute one of the plurality of games, and the display device
  • a game switch which is a switch provided separately, a selection switch capable of selecting one game from a plurality of the games, and a storage medium (for example, an IC card) storing value information necessary for playing the game
  • a read / write device for example, a card reader / writer
  • the game switch can be used only for a plurality of switches and one game.
  • the control device has a game point used for the game, and a value for the player of the game point acquired from the value information is set for each game, and the control device Comprises game selection means for selecting one game by operation of the selection switch by a player, and point processing means for acquiring the game points from the value information read by the read / write device.
  • a game machine that uses the game points for the selected game and executes the game using the game switch corresponding to the selected game.
  • value information is information necessary for playing a game, and includes money amount information that is information relating to cash, game points used for games, and the like.
  • the amount information includes amount data indicating the value of cash itself, and amount points that are points obtained by converting cash at a predetermined conversion rate.
  • the game points are points that are used when starting a game and are points that can be acquired as a result of the game.
  • the “storage medium” include a medium such as an IC card, a magnetic card, and a contactless card (for example, RFID).
  • the present invention it is possible to set the value of game points for each type of game. For example, one game point can be worth 5 yen in the first game, and one game point can be worth 20 yen in the second game.
  • the present invention further includes the following aspects.
  • the value information includes one game point dedicated to the game that cannot be used for another game, for each game.
  • the present invention further includes the following aspects.
  • the value information includes money amount information, and the point processing means, at the start of the selected game, the game points for the game for which the money amount information included in the value information is selected. Convert to and obtain.
  • the present invention further includes the following aspects.
  • the value information includes one game point dedicated to the game that cannot be used for another game, and the reading / writing device selects at the end of the selected game.
  • the game points of the played game are included in the value information and stored in the storage medium.
  • the present invention further includes the following aspects.
  • the value information includes amount information, and the point processing means converts the game points of the selected game into the amount information at the end of the selected game, and reads and writes
  • the device includes the converted amount information in the value information and stores the value information in the storage medium.
  • the present invention further includes the following aspects. (6) A conversion rate between the amount information and the game points used for the game is set for each game. The present invention further includes the following aspects. (7) A part of the game switch also serves as the selection switch.
  • the present invention further includes the following aspects. (8)
  • the game points of the selected game are displayed on the display device for each game.
  • the present invention can provide a game machine capable of playing a plurality of games with different game points used in a game by a single device and obtaining the operability of an actual game machine.
  • the figure which shows the display of the game screen in the bonus challenge of the pachinko game The figure which shows the display of the game screen in the bonus challenge of the pachinko game.
  • the figure which shows the display of the game screen in the bonus challenge of the pachinko game It is a figure which shows the game screen of a slot game. It is a figure which shows the effective line of a slot game. It is a figure which shows the symbol arrangement
  • FIG. 38 shows a winning combination in a slot game bonus game. It is a flowchart for demonstrating the flow of the game of a slot game. It is a figure which shows the example of the symbol combination which suggests the winning of a slot game. It is a figure which shows the example of the symbol combination which suggests the winning of a slot game. It is a figure which shows the example of the symbol combination which suggests the winning of a slot game. It is a figure which shows the example of the symbol combination which suggests the winning of a slot game. It is a figure which shows the example of the symbol combination which suggests the winning of a slot game. It is a figure which shows the example of the symbol combination which suggests the winning of a slot game. It is a figure which shows the production
  • Game machine 10 The game machine 10 according to one embodiment of the present invention can execute three types of games on the display device 20. The player can select one game from three types of games. Also, the game hall manager can set game points necessary for execution for each of the three types of games. In the game machine 10 of the present embodiment, game points are replaced with virtual game media and used for games.
  • the “virtual game medium” is a virtual representation of the game medium as information in the game machine 10. Games that can be executed on the game machine 10 of the present embodiment include a pachinko game as a first game, a slot game as a second game, and a bingo game as a third game. Details of each game will be described later.
  • the game machine 10 of the present embodiment is a rectangular box having a left frame, a right frame, an upper frame portion, and an upper and lower central portion protruding forward. Consists of.
  • the housing 11 includes a game unit 14 that occupies most of the housing 11 and a settlement unit 16 that is provided on the right frame of the housing 11 on the right side of the game unit 14.
  • the housing 11 is formed with a front door whose front portion can be opened and closed.
  • Game unit 14 The game unit 14 is for progressing the game of each game of the game machine 10, and is formed with a game switch 30 used for the game and a control device 100 used for controlling the game.
  • Display device 20 As shown in FIGS. 1A and 1B, a display device 20 is provided in the upper half of the front surface of the housing 11.
  • the display device 20 is a 32-inch liquid crystal monitor. This display device 20 displays a game screen of each game.
  • the display device 20 displays a selection screen for selecting each game and a setting screen for system setting of the game machine 10.
  • An operation unit 25 is provided below the display device 20 and at the center of the upper and lower sides of the housing 11 so as to project forward.
  • a plurality of game switches 30 used for each game are provided on the upper surface and the front surface of the protruding operation unit 25.
  • Game switch 30 The game switch 30 is used for game progress, selection of each game, and system setting of the game machine 10.
  • the game switch 30 includes a bet switch 42, a lever 45, a handle 46, and a stop switch 50.
  • the settlement switch 75 included in the settlement unit 16 is also included in the game switch 30.
  • a bet switch 42 On the left side of the upper surface of the operation unit 25, a bet switch 42 is provided for betting virtual game media necessary for one game when a game in each game progresses or when a game in each game starts.
  • the bet switch 42 is also used on a selection screen for selecting each game and a setting screen for setting the system of the game machine 10.
  • Three stop switches 50 used for the slot game as the second game are provided from the center of the upper surface of the operation unit 25 to the right side.
  • a slot machine having three pseudo reels 620 (left pseudo reel 621, middle pseudo reel 622, and right pseudo reel 623) is displayed on the display device 20.
  • the three stop switches 50 correspond to the three pseudo reels 620. That is, the stop switch 50 includes a left stop switch 51 for stopping the left pseudo reel 621, a middle stop switch 52 for stopping the middle pseudo reel 622, and a right stop switch 53 for stopping the right pseudo reel 623. have.
  • “stopping the pseudo reel 620” means displaying the pseudo reel 620 displayed as being rotated on the display device 20 as being stopped.
  • the stop switch 50 is also used on a setting screen for setting the system of the game machine 10.
  • the lever 45 used for the slot game is provided on the left side of the front surface of the operation unit 25.
  • the lever 45 is formed to be movable up and down and left and right.
  • the player can rotate the three pseudo reels 620 by operating the lever 45.
  • “rotate the pseudo reel 620” means that the pseudo reel 620 displayed as being stopped on the display device 20 is displayed as being rotated.
  • the lever 45 is also used on a selection screen for selecting each game and a setting screen for system setting of the game machine 10.
  • a handle 46 used for a pachinko game that is a first game and a bingo game that is a third game is provided on the right side of the front surface of the operation unit 25, a handle 46 used for a pachinko game that is a first game and a bingo game that is a third game is provided.
  • the handle 46 is formed to be rotatable to the right from the stop position.
  • the player can launch a pseudo game ball (540, 740) by operating the handle 46.
  • “launching the pseudo game balls (540, 740)” refers to causing the display device 20 to display an image in which the pseudo game balls (540, 740) are launched.
  • the strength (speed) at which the pseudo game ball (540, 740) is launched is formed to be stronger (faster) as the handle 46 is rotated to the right.
  • the case 11 is provided with a speaker 60 for notifying the player of various information by voice.
  • the speaker 60 includes an upper speaker 61 disposed at the upper left and right of the display device 20 and a lower speaker 62 disposed at the front center of the operation unit 25.
  • a sound amplifier 64 for amplifying audio data is formed inside the game unit 14.
  • the audio data generated by the main body control board 110 is amplified by the sound amplifier 64 and then input to the speaker 60.
  • the casing 11 is provided with an effect lamp 65 for notifying the player of various information by light.
  • the effect lamp 65 includes side lamps 66 disposed on the left and right sides of the display device 20 and an upper lamp 67 disposed on the top of the housing 11.
  • a credit display unit 22 for displaying the balance information stored in the IC card 78 is provided above the display device 20 and between the two upper speakers 61.
  • the credit display unit 22 is a dot matrix display device, but a 7-segment LED, a liquid crystal monitor, or the like may be used.
  • a control device 100 for controlling the game machine 10 is formed inside the game unit 14.
  • the control device 100 includes a main body control board 110 for controlling the progress of the game, and a sub board 150 for controlling processing of operation signals from the game switch 30 and the effect lamp 65.
  • An internal storage device 120 is formed inside the main body control board 110.
  • the main body control board 110 and the sub board 150 are composed of a CPU, a ROM, a RAM, an I / O, and the like.
  • the CPU has an interrupt function such as a timer interrupt, and executes various programs by executing programs stored in the ROM or the internal storage device 120.
  • the ROM stores fixed data such as a program executed by the CPU.
  • the RAM is used as a temporary storage area when the CPU executes a program, for example, a storage area for storing the state of the game machine 10, or a storage area for storing a lottery result relating to each game.
  • the main body control board 110 is for performing control related to game progress, selection of each game, and system settings of the game machine 10. As shown in FIG. 2, the main body control board 110 is formed so as to be able to transmit and receive between the sub board 150 of the game unit 14 and the display device 20. It is formed so that transmission is possible. The main body control board 110 is formed so as to be able to transmit and receive to / from the settlement unit control board 300 of the settlement unit 16. Further, the main body control board 110 is formed so as to be able to transmit and receive to and from the jackpot control board 400 of the jackpot unit 80 through the HUB 85 and the router 86.
  • the main body control board 110 executes setting processing of the game machine 10, game selection processing, game progress processing, point processing, and the like by executing each program stored in the internal storage device 120 on the CPU. It can be carried out. In addition, the main body control board 110 performs each of the system setting means 111, the game selection means 112, the game control means 113, the effect control means 114, and the point processing means 115 as shown in FIG. Have means. (System setting means 111)
  • the system setting means 111 performs system setting processing for the game machine 10.
  • the system setting unit 111 displays a system setting screen on the display device 20 when the system installation process is started by a predetermined operation. Then, the system setting means 111 performs various setting change processing and confirmation processing based on the operation of the game switch 30 by the player. The system setting process by the system setting unit 111 will be described later.
  • Game selection means 112 The game selection means 112 is for performing a game selection process for selecting one game from the three types of games of the game machine 10.
  • the game selection unit 112 causes the display device 20 to display a selection screen.
  • the game selection means 112 performs a game selection process based on the operation of the bet switch 42 and the lever 45 by the player.
  • the game selection process by the game selection means 112 will be described later.
  • the game control means 113 is for performing a game control process for advancing the game of the game machine 10. When one game is selected by the game selection unit 112, the game control unit 113 controls a game in the selected game. The game control process for each game by the game control means 113 will be described later.
  • the effect control means 114 is for controlling the image displayed on the display device 20, the sound output from the speaker 60, and the lighting of the effect lamp 65.
  • the images controlled by the effect control means 114 and displayed on the display device 20 include a game screen of the game, a selection screen for selecting each game, and a setting screen for setting the system of the game machine 10.
  • the effect control means 114 generates image data and outputs it to the display device 20 based on the operation of the game switch 30 by the player and information from each means.
  • the point processing means 115 is for processing game points used in the game machine 10. Specifically, the point processing means 115 converts the amount data stored in the IC card 78 into game points based on a conversion rate described later. Further, the point processing means 115 performs a process for subtracting game points by betting and a process for adding game points when game points are acquired in the game. The point processing means 115 can manage game points for each type of game. In the game machine 10 of the present embodiment, the game points are replaced with virtual game media during the game.
  • An internal storage device 120 is formed on the main body control board 110.
  • the internal storage device 120 is an SSD (Solid State Drive).
  • the internal storage device 120 includes a system program 121 that is a program for the game machine 10, a game 1 program 122 for the first game, a game 2 program 123 for the second game, and a game 3 for the third game. At least a program 124 is provided.
  • the internal storage device 120 of this embodiment is an SSD (Solid State Drive), but is not limited to this. For example, it may be a hard disk or an EEPROM which is a rewritable nonvolatile memory.
  • the internal storage device 120 may be a storage device that is not built in the main body control board 110 and can be connected to the outside.
  • the internal storage device 120 may be an external storage device using a storage medium such as a DVD-ROM, a USB memory, and an SD card.
  • a storage medium such as a DVD-ROM, a USB memory, and an SD card.
  • the internal storage device 120 uses a storage device inside the main body control board 110 from the viewpoint of preventing illegal acts such as program tampering.
  • the sub board 150 is for processing the operation signal from the game switch 30 and controlling the effect lamp 65. As shown in FIG. 2, the sub board 150 is formed so as to be able to transmit and receive to and from the main body control board 110 of the game unit 14. Each game switch 30 is also connected. The sub board 150 receives the operation signal from each game switch 30 and transmits it to the main body control board 110. Further, the sub board 150 receives the lamp driving signal from the main body control board 110, and causes the effect lamp 65 and the lamp built in the game switch 30 to emit light. Further, the sub board 150 receives data relating to each game from the main body control board 110 and transmits the data to the hall PC 96 via the relay board 90 described later.
  • the settlement unit 16 exchanges value information necessary for playing a game with the IC card 78 as a recording medium.
  • the value information exchanged with the IC card 78 includes amount information relating to the amount of money that can be used for games and information relating to game points used for games.
  • the settlement unit 16 is connected to the game unit 14, and money amount information and game points are exchanged with the game unit 14.
  • a settlement switch 75 that is operated at the time of settlement is provided at the front center portion of the settlement unit 16.
  • a card reader / writer 70 and a settlement unit control board 300 are formed inside the settlement unit 16.
  • a settlement switch 75 In the central portion of the front face of the settlement unit 16, a settlement switch 75 is provided for settlement of virtual game media acquired by the game at the end of the game, that is, game points.
  • the settlement switch 75 may be provided in the operation unit 25 of the game unit 14.
  • a card reader / writer 70 is formed above the settlement switch 75 and inside the settlement unit 16.
  • the card reader / writer 70 is provided with an insertion slot 71 on the front surface.
  • the insertion port 71 is exposed on the front surface of the settlement unit 16.
  • the card reader / writer 70 can read information from the IC card 78 and write information to the IC card 78 by inserting the IC card 78 from the insertion slot 71.
  • (Checkout unit control board 300) A settlement unit control board 300 for controlling the settlement unit 16 is formed inside the settlement unit 16. As shown in FIG. 2, the settlement unit control board 300 is formed so as to be able to transmit / receive to / from the main body control board 110 of the game unit 14.
  • the settlement unit control board 300 transmits the amount information and game points received from the card reader / writer 70 to the main body control board 110, and transmits the amount information and game points received from the main body control board 110 to the card reader / writer 70. To do. In addition, the settlement unit control board 300 gives an instruction to read information to the card reader / writer 70 when the IC card 78 is inserted into the insertion slot 71 or when the settlement switch 75 is operated. An information write instruction is issued to the card reader / writer 70.
  • the IC card 78 is a storage medium in which value information including amount information and game points is stored, and is for providing the amount information and game points to the game machine 10. The IC card 78 stores amount data as amount information and game points used for each game as information related to the game points for each type of game that can be executed by the game machine 10. In the present embodiment, game points are stored for each of the three types of games.
  • the IC card 78 in which the amount data corresponding to the purchase amount is stored is provided.
  • the game points of each game are zero.
  • the player can play a game by inserting the IC card 78 into the insertion slot 71 of the game machine 10.
  • the game points are replaced with virtual game media of the corresponding game.
  • an amount corresponding to the number of bets necessary to start the game is subtracted from the amount data.
  • the game points related to the acquired virtual game medium are added to the game points corresponding to the game. If game points acquired as a result of the game are already stored in the IC card 78, the game can be played using the game points.
  • an IC card in which an IC chip is embedded is used as a storage medium for storing monetary information and game points. May be used.
  • a transmission / reception unit that performs communication for reading and writing information is provided instead of the insertion port 71.
  • the jackpot unit 80 is for managing a plurality of game machines 10. As shown in FIGS. 2 and 4, the jackpot unit 80 is connected to a plurality of game machines 10 via a HUB 85.
  • the jackpot unit 80 is provided with a router 86 to which a plurality of game machines 10 or HUBs 85 can be connected, and a jackpot control board 400 for managing the game machines 10 connected to the jackpot unit 80.
  • the jackpot control board 400 performs a game information acquisition process for each game machine 10 and a special payout process for a predetermined game machine 10.
  • the “special payout process” is a process of paying out a large number of virtual game media to the player when a special condition is established.
  • the jackpot unit 80 stores game points, amount data, or a part of amount points described later, which are thrown into each game machine 10.
  • a special condition is satisfied in one of the game machines 10 connected to the jackpot unit 80, a process of paying out a large number of virtual game media to the player is performed.
  • the “special condition is satisfied” includes, for example, a case where a big hit with “7” is established in a pachinko game.
  • “special condition is satisfied” includes a case where a perfect bingo in which all squares are filled is established in the bingo game.
  • a special condition is established includes a case where a very rare winning or winning combination is established in each game of the game machine 10.
  • “special conditions are satisfied” means that, for example, when a specific time is reached, or when the conditions managed in the jackpot unit 80 are satisfied, such as when the number of players in the game hall reaches a predetermined number Also mentioned. The player can acquire a large number of additional game points from the jackpot unit 80 in addition to the acquisition of game points related to the virtual game medium in each game.
  • the owner PC 95 manages all game machines 10 and jackpot units 80 in the game arcade. As shown in FIGS. 2 and 4, the owner PC 95 is connected to a plurality of jackpot units 80 via a router 86. The owner PC 95 is connected to all the game machines 10 in the game hall via the jackpot unit 80. As a result, the owner PC 95 is configured to be able to transmit / receive to / from the main body control board 110 of all the game machines 10.
  • the owner PC 95 can refer to the game information of each game machine 10.
  • the owner PC 95 can change the payout setting for each jackpot unit 80.
  • the hall PC 96 manages the game situation of each game machine 10 in the game hall. As shown in FIG. 2, the hall PC 96 is formed so as to be able to receive from the sub board 150 of the game unit 14 via the relay board 90. Information acquired in the hall PC 96 includes the following.
  • the information related to the housing 11 includes information that the door is released and information that the lamp such as the effect lamp 65 is off.
  • the information related to the pachinko game as the first game and the bingo game as the third game includes the number of times the simulated game balls (540, 740) have passed through the start chuckers (510, 710), the contents of the jackpot and the jackpot There are times.
  • the information related to the slot game as the second game includes the total number of bet coins, the total number of coins to be paid out by winning, and information related to winning a winning combination.
  • the hall PC 96 can refer to the information acquired from each game machine 10 and notify the game hall manager if there is an abnormality in the information. At this time, a warning screen can be displayed on the screen of the hall PC 96.
  • System setting process A system setting process of the game machine 10 by the system setting unit 111 will be described. First, on the demonstration screen where the IC card 78 is not inserted into the insertion slot 71 and the game is not being executed, the person who performs the operation operates a predetermined operation, for example, a setting switch (not shown) provided in the housing 11 To do. Then, as shown in FIG. 5A, the screen shifts to a system setting screen for setting the system of the game machine 10.
  • IP address setting and communication test IP address setting and communication test, game selection method selection, volume setting, and game auto mode can be enabled or disabled. It is also possible to perform a payout setting and a conversion rate setting.
  • the payout setting and the conversion rate setting can be set and changed after inputting a password so as to prevent easy change. Furthermore, the password can be changed on the system setting screen.
  • a triangular cursor appears on the screen, and the person who performs the operation operates the lever 45 to move the cursor. At this time, each time the lever 45 is operated downward, the cursor moves to the next lower item, and each time the lever 45 is operated upward, the cursor moves to the next higher item. Then, the person who performs the operation operates one of the stop switches 50 to determine the item related to the selected cursor as the setting target. If the stop switch 50 is operated while the cursor is selecting “END”, the system setting screen is ended and the display returns to the demonstration screen.
  • a communication test can be performed on the IP address setting screen. Specifically, when the bet switch 42 is pressed in a state where the IP address is displayed on the IP address setting screen, a communication test is executed. By performing the communication test, it is possible to confirm whether or not communication with the jackpot unit 80 and the owner PC 95 is normally performed. Then, when the person who performs the operation operates any one of the stop switches 50, the setting of the IP address ends, and the system shifts from the IP address setting screen to the system setting screen. (2) Selection of game selection method When the stop switch 50 is operated while the cursor is selecting "GAME SELECT" on the system setting screen, the system setting screen is terminated and the game selection method selection screen shown in FIG. 5C is displayed.
  • the person who performs the operation can operate the lever 45 to select a game selection method. At this time, each time the lever 45 is operated downward, the cursor moves in the order of “ON”, “Title 1”, “Title 2”, “Title 3”, and “ON”. Each time the lever 45 is operated upward, the cursor moves in the order of “ON”, “Title 3”, “Title 2”, “Title 1”, and “ON”.
  • “ON” is a state in which the player can freely select a desired game. That is, “ON” is a state in which the game selection process by the game selection means 112 is enabled.
  • “Title 1” is a state in which the player cannot select a game and is always fixed to the first game.
  • “Title2” is a state in which the player cannot select a game and is always fixed to the second game.
  • “Title 3” is a state in which the player cannot select a game and is always fixed to the third game. That is, “Title 1”, “Title 2”, and “Title 3” are states in which the game selection process by the game selection unit 112 is invalid.
  • the handle 46 can be automatically operated. Specifically, when “OFF” is selected, the player can launch a simulated game ball (540, 740) by turning the handle 46 clockwise.
  • the handle 46 turns to the left and returns to the initial position, and the launch of the pseudo game ball (540, 740) is completed.
  • the player can launch a simulated game ball (540, 740) by turning the handle 46 clockwise.
  • the handle 46 is fixed at the position where the hand is released and the launch of the pseudo game ball (540, 740) continues. Note that the player can end the launch of the pseudo game ball (540, 740) by turning the handle 46 counterclockwise to return to the initial position.
  • the auto mode of the handle 46 is set to “ON”, even a player unfamiliar with the operation of the pachinko gaming machine can easily advance the game.
  • a power gauge (506, 706), which will be described later, it is possible to always launch a pseudo game ball (540, 740) with a constant strength.
  • the auto mode of the handle 46 is set to “OFF”, the player who is used to operating the pachinko gaming machine can advance the game without feeling uncomfortable.
  • the pseudo reel 620 can be stopped without using the stop switch 50.
  • the pseudo reel 620 when “OFF” is selected, after the pseudo reel 620 starts to rotate, the player cannot stop the pseudo reel 620 unless the player operates the stop switch 50.
  • the pseudo reel 620 is automatically operated when the player does not operate the stop switch 50 for a certain time after the pseudo reel 620 starts rotating. That is, the player can proceed with the game only by operating the lever 45. If a winning combination lottery described later is won, the winning combination can always be won.
  • a triangular cursor appears on the screen, and the person who performs the operation operates the lever 45 to move the cursor.
  • the person who performs the operation operates one of the stop switches 50 to determine the item related to the selected cursor as the setting target. If the stop switch 50 is operated while the cursor is selecting “END”, the security setting screen ends and the system setting screen returns.
  • the security setting screen is terminated and the payout setting screen shown in FIG. 7A is displayed.
  • the payout setting screen it is possible to select one of the set values from “1” to “4” for the payout rate, which is the ratio of game points to be paid out with respect to game points that have been input.
  • the payout rate is formed so as to increase as the set value increases. That is, when the same game point is inserted, the number of game points that can be acquired is “4” rather than the set value “1”.
  • the probability of winning a big hit by winning an internal lottery described later is increased.
  • the probability of winning a winning combination by winning a winning lottery described later increases.
  • the probability of winning a bingo lottery which will be described later, will be high.
  • the person who performs the operation can operate the lever 45 to change the payout rate.
  • the cursor moves in the order of “Title 1”, “Title 2”, “Title 3”, and “Title 1”.
  • the lever 45 moves in the order of “Title 3”, “Title 2”, “Title 1”, and “Title 3”.
  • the numerical value is increased by one from the current set value. Note that 1 is redisplayed after 4.
  • the numerical value is decreased by one from the current set value. Note that 4 is redisplayed after 1.
  • the person who performs the operation can operate the lever 45 to set the conversion rate.
  • the lever 45 each time the lever 45 is operated downward, the cursor moves in the order of “Title 1”, “Title 2”, “Title 3”, and “Title 1”.
  • the lever 45 Each time the lever 45 is operated upward, the cursor moves in the order of “Title 3”, “Title 2”, “Title 1”, and “Title 3”.
  • the numerical value is increased by one from the current set value. Note that the speed of increase increases when the lever 45 is pressed and held to the right.
  • the lever 45 is operated to the left, the numerical value is decreased by one from the current set value. If you press and hold the lever 45 to the left, the speed of decrease increases.
  • settings requiring password input include payout settings and conversion rate settings, but are not limited thereto.
  • the game machine 10 executes the following processing.
  • the player inserts the IC card 78 purchased in the game hall into the insertion slot 71 on the right side of the game machine 10.
  • the IC card 78 used in the game machine 10 of the present embodiment stores amount data for the purchase amount of the IC card 78 and amount of game data for each game as amount information.
  • the newly purchased IC card 78 has 0 game points stored for each game stored therein. Note that the game points stored in the IC card 78 can be used even when moved to another game machine 10. However, the game points acquired in each game can be used only for the same type of game, and cannot be used for other types of games.
  • the point processing means 115 obtains the money amount information and game points from the IC card 78, and stores the numerical value of the money amount data of the money amount information of the IC card 78 on the credit display unit 22. Display. Then, when the selection of the game selection method described above is “ON”, the screen shifts from the demo screen to the selection screen shown in FIG. 8A. On the other hand, when any game is selected as the selection of the game selection method, the screen shifts to the game start screen of the selected game. (2) Game Selection Process In the game machine 10, on the selection screen for selecting each game, the game selection unit 112 executes the game selection process based on the operation of the game switch 30 by the player.
  • a reduced game demo screen for each game is displayed on the selection screen in front of the demo screen.
  • two game demo screens are displayed at the back and one at the front.
  • the game demo screen at the head is changed.
  • the player operates the bet switch 42 the game on the game demo screen that is currently at the head is determined as the game that the player plays.
  • the game demo screen is enlarged over the entire area of the display device 20, and a game start screen as shown in FIG. 8D is displayed.
  • Game control processing The game control processing executed by the game machine 10 is as follows. When the player operates the bet switch 42 on the game start screen, the game selected in the game selection process can be started. Then, the game of each game is executed by the game control process by the game control means 113. Details of the game control processing of each game by the game control means 113 will be described later.
  • Checkout process A checkout process is executed in the game machine 10 as the player operates the checkout switch 75. First, when the player ends the game and ends the game, the player operates the settlement switch 75. At this time, the point processing means 115 replaces the virtual game medium in the finished game with game points, and the remaining number is written in the IC card 78. Then, in the game machine 10, the IC card 78 is ejected from the insertion slot 71, and a demonstration screen is displayed on the display device 20.
  • the IC card 78 stores game points for each type of game.
  • the game points acquired in each game can be used only for the same type of game in other game machines 10. That is, the game points acquired in the first game are limited to the first game, the game points acquired in the second game are limited to the second game, and the game points acquired in the third game are the third game. Can only be used.
  • the amount data is 0 yen and the game points for the selected game are 0 points
  • the characters “Game Over” are displayed on the display device 20, and the demonstration screen Return to.
  • the IC card 78 is not ejected from the insertion slot 71 and is collected inside the game machine 10.
  • the first game is a pachinko game executed on the display device 20.
  • Pachinko machines use game balls as game media, launch game balls into the game area between the game board and the front glass, and let the game balls falling from the top of this game area enter the start chucker The aim is to acquire more game balls.
  • the pachinko gaming machine is reproduced on the display device 20.
  • the pachinko game instead of the actual game ball moving, it is displayed as if the pseudo game ball 540 is moving.
  • the pseudo game ball 540 as a virtual game medium in the pachinko game is referred to as “held ball”.
  • FIG. 9 shows a game screen 500 displayed on the display device 20 in the pachinko game.
  • the game screen 500 is a three-dimensional reproduction of an actual pachinko gaming machine on the display device 20.
  • a game screen 503 is displayed slightly below the center of the game screen 500.
  • An electrical decoration 502 is displayed so as to surround the game screen 503.
  • the title logo 501 of the pachinko game is displayed on the top of the electric decoration 502.
  • the electric decoration 502 and the title logo 501 are displayed on the display device 20 so as to appear three-dimensionally.
  • the electric decoration 502 is displayed so as to light up or blink as the game progresses.
  • the title logo 501 is displayed so as to light up or blink as the game progresses. Further, the title logo 501 may be displayed as if the upper part of the game screen 500 is moved up and down, left and right, or tilted left and right.
  • a ball display portion 504 indicating the number of playable pseudo game balls 540 is displayed at the lower left end of the game screen 500, and a power gauge 506 indicating the launch strength of the pseudo game balls 540 is displayed at the lower right end.
  • 10 and 13 are enlarged views of the game screen 503.
  • the game of the pachinko game of this embodiment includes a normal game and a bonus challenge.
  • a game screen 503 for normal games will be described with reference to FIG. On the game screen 503, each component mounted on the pachinko gaming machine is three-dimensionally displayed.
  • a pseudo liquid crystal display unit 560 corresponding to a liquid crystal monitor mounted on a pachinko gaming machine is displayed at the center of the game screen 503.
  • the pseudo liquid crystal display unit 560 provides effects as the game progresses.
  • an accessory B572 is displayed, and in the upper part of the accessory B572, an accessory A571 is displayed.
  • an accessory C573 is displayed in three dimensions. Yes.
  • the accessory A571 is normally displayed in white, it may change to any of blue, yellow, green, and red as the game progresses.
  • the accessory B572 and the accessory C573 may be displayed so as to light up or blink as the game progresses. Moreover, it may be displayed so that light may run to the left and right.
  • the holding ball display unit 550 includes four display units, a first holding ball display unit 551, a second holding ball display unit 552, a third holding ball display unit 553, and a fourth holding ball display unit 554 from left to right.
  • the four reserved ball display portions 550 may be displayed in any of white, blue, yellow, green, and red, and the expectation of jackpot increases in the order of white, blue, yellow, green, and red. To do.
  • the accessory A571, the accessory B572, and the accessory C573, four windmills 525 and a large number of nails for making the movement of the pseudo game ball 540 irregular. 520 is displayed.
  • four start chuckers 510 into which the pseudo game balls 540 can enter and an out mouth 515 at the bottom end of the game screen 503 into which the pseudo game balls 540 can enter are displayed. .
  • the pseudo game ball 540 can be displayed on the game screen 503 at a place other than the pseudo liquid crystal display unit 560, the accessory A571, the accessory B572, and the accessory C573. Specifically, the pseudo game ball 540 launched from the left to the upper part enters one of the five start chuckers 510 or the out port 515 while changing the falling direction by the nail 520 and the windmill 525. In the present embodiment, “entering ball” means that the display of the pseudo game ball 540 disappears when the pseudo game ball 540 reaches the start chucker 510 or the out mouth 515. When the pseudo game ball 540 enters the start chucker 510, the pseudo liquid crystal display unit 560 produces an effect as to whether or not it is a big hit.
  • a stage 528 for guiding the simulated game ball 540 that has fallen to the front of the reserved ball display unit 550 to the lower start chucker 510 is displayed below the reserved ball display unit 550.
  • This stage 528 is formed so as to guide the pseudo game ball 540 in the same manner as the stage for guiding the game ball that has fallen to the front of the liquid crystal screen in an actual pachinko gaming machine.
  • an image displayed on the pseudo liquid crystal display unit 560 will be described with reference to FIG.
  • the image displayed on the pseudo liquid crystal display unit 560 includes a background 564 that covers the entire area of the pseudo liquid crystal display unit 560, a character design 565 that is an image of a chicken displayed in front of the background 564, and a chicken wing.
  • the character design 565 and the blank design 566 are displayed on the upper stage 561, the middle stage 562, and the lower stage 563 of the pseudo liquid crystal display unit 560.
  • the character symbols 565 are displayed in the order of 1 to 9 from the left, and the character symbol 565 of 1 is displayed again after 9.
  • the character symbols 565 are displayed in the order of 9 to 1 from the left, and after the number 1, the character symbols 565 of 9 are displayed again.
  • a chicken character 530 is displayed in the center of the game screen 503, and a giant egg image, which is a challenge image 535, is displayed in front of and below the game character 503.
  • a collision portion 536 with which the simulated game ball 540 collides is provided at four locations on the outer periphery of the giant egg image that is the challenge image 535.
  • a nail 520 and a windmill 525 are arranged along the shape of the character 530.
  • an acquired ball number display section 567 that displays the number of balls that have been acquired by the bonus challenge, and below the huge egg image is a bonus challenge display.
  • a time display unit 508 indicating the remaining time is displayed.
  • an out port 515 into which a pseudo game ball 540 can enter is displayed at the lowermost end of the game screen 503.
  • the pseudo game ball 540 can be displayed on the pseudo screen 503 at a place other than the challenge image 535.
  • the pseudo game ball 540 launched from the left to the top collides with the four collision parts 536 while changing the falling direction by the nail 520 and the windmill 525, and enters the out port 515, or four collision parts
  • the ball enters the out mouth 515 without colliding with 536.
  • the simulated game ball 540 displayed on the game screen 503 simulates the movement of the game ball in an actual pachinko machine. Specifically, the same gravity acceleration as that in reality is given to the pseudo game ball 540, and the motion of the pseudo game ball 540 is reproduced based on the mass and elastic modulus of the actual game ball.
  • the simulated game ball 540 collides with the nail 520 the direction of rebound is determined by calculation, and when it is rotated by the windmill 525, the moving speed is recalculated.
  • the game can proceed when there is a “handball”.
  • the number of possessions is zero.
  • 200 possession balls corresponding to 200 game points are set at the start of the game.
  • an amount corresponding to 200 gaming points is subtracted from the amount data of the IC card 78. If there is no amount corresponding to 200 gaming points in the amount data of the IC card 78, the maximum amount that can be converted into gaming points is converted into gaming points, and a coin corresponding to the converted gaming points is set.
  • the pachinko game of this embodiment is roughly composed of a normal game and a bonus challenge.
  • the normal game is to increase the number of possessions by aligning the character symbols displayed on the pseudo liquid crystal display unit 560.
  • the bonus challenge is a game using a game screen 503 (see FIG. 13) different from the normal game, and aims to achieve a predetermined task using the pseudo game ball 540.
  • FIG. 14 shows a flowchart of the game flow in the pachinko game of the present embodiment.
  • the game control means 113 determines whether or not to end the game.
  • “ending the game” includes a case where the player himself / herself presses the checkout switch 75 to end the game.
  • End the game means that the ball is 0 balls, in other words, the game points for pachinko games are 0 points and the game cannot be continued, and the amount data of the IC card 78 is 0 yen and the game continues. Includes cases where it is not possible.
  • the game control means 113 determines that the game is to be terminated, the game is terminated after the settlement process. On the other hand, if the game control means 113 determines not to end the game, the process proceeds to the next step 101.
  • step 101 the game control means 113 determines whether or not the game being executed is a normal game.
  • the process proceeds to the next step 102.
  • the game control means 113 executes a normal game process. In the normal game process, a game using the game screen 503 for normal games is executed. Then, the process proceeds to the next step 103.
  • step 103 the game control means 113 determines whether or not the result of the normal game process is a big hit.
  • the jackpot means a state in which the character patterns 565 having the same number are arranged in the pseudo liquid crystal display unit 560. Details will be described later.
  • the process proceeds to the next step 104. On the other hand, if the game control means 113 does not determine that the result of the normal game process is a big hit, the process returns to step 100.
  • step 104 a big hit effect is executed by the game control means 113. Then, the process proceeds to Step 105.
  • the game control means 113 executes a bonus challenge process. In the bonus challenge process, a game using a bonus challenge game screen 503 is executed. Then, the process proceeds to the next step 106.
  • step 106 the game control means 113 determines whether or not the remaining time of the bonus challenge has become zero, that is, whether or not the time displayed on the time display unit 508 has become zero. If the game control means 113 determines that the remaining time has become zero, the process proceeds to the next step 107. On the other hand, if the game control means 113 determines that the remaining time is not zero, the process returns to step 100.
  • step 107 the game control means 113 determines whether or not the bonus challenge challenge game is successful. If the game control means 113 determines that the challenge game is successful, the process proceeds to the next step 108. On the other hand, if the game control means 113 determines that the challenge game has not succeeded, that is, has failed, the process proceeds to step 110. In step 108, the game control means 113 executes a successful challenge effect indicating that the challenge game has been successful. Then, the process proceeds to the next step 109. In step 109, the game control means 113 executes an addition process of adding the possession balls acquired by succeeding in the challenge game. Here, in the addition process, if the challenge is successful within 30 seconds, 2000 balls are added. In addition, in the case of more than 30 seconds and within 60 seconds, 1000 possession balls are added. Then, the process returns to step 100.
  • step 110 a challenge failure effect is executed in step 110. Then, the process returns to step 100.
  • the game and effects of the normal game executed by the normal game process will be described as follows.
  • the player launches a pseudo game ball 540 into the game screen 503 by turning the handle 46 clockwise.
  • the strength at which the pseudo game ball 540 is launched increases as the handle 46 is turned to the right.
  • the speed at which the pseudo game ball 540 is launched increases as the handle 46 is turned to the right.
  • the color of the power gauge 506 changes toward the right as the handle 46 is turned to the right.
  • the player can visually recognize the strength (speed) at which the pseudo game ball 540 is launched.
  • the pseudo game ball 540 enters one of the start chuckers 510, the number of possessed balls is increased by five and an internal lottery for determining whether or not to win is executed.
  • the character design 565 and the blank design 566 displayed in the upper 561, middle 562 and lower 563 of the pseudo liquid crystal display unit 560 start scrolling sequentially to the left as shown in FIG. 15A.
  • the scrolling speed is slowed down from the previous two symbols including the blank symbol 566 and then stops.
  • the internal lottery is managed by the number of games. Specifically, the number of games until the big hit is set in advance, and when the set number of games is reached, the internal lottery is won with high probability. At the time of winning the internal lottery, the number of games until the next internal lottery is won and a big hit is determined.
  • the “number of games” in the pachinko game refers to the number of times the pseudo game balls 540 have been launched, in other words, the number of possessed balls used.
  • the stop mode of the character symbol 565 and the blank symbol 566 in the upper stage 561, the middle stage 562, and the lower stage 563 of the pseudo liquid crystal display unit 560 is determined by the result of the internal lottery.
  • the reach effect is performed when the character pattern 565 having the same number is aligned with the above lines (1) to (5).
  • This reach production may be executed even when the internal lottery is not won.
  • the character symbols 565 having the same numbers are not arranged on the lines (1) to (5) after the end of the reach effect. That is, the reach effect is an effect that makes the player expect a big hit.
  • the reach effect is started when the upper stage 651 and the lower stage 563 are stopped, and a reach state is reached in which the character symbol 565 having the same number is stopped vertically or diagonally.
  • a plurality of reach effects are executed according to the result of the internal lottery or the arrangement of the character symbol 565 when the reach state is reached. Details of the reach production will be described later.
  • the character design 565 changes according to the state of the game. Specifically, when the simulated game ball 540 enters one of the start chuckers 510 and scrolling of the upper stage 561, the middle stage 562, and the lower stage 563 starts, it is a character symbol 565, and in the chicken image, Wings flutter and chickens shake their heads. Also, when the upper 561 and lower 563 scrolls stop and reach a reach state, as shown in FIG. 15B or 15C, the chicken neck of the character symbol 565 is in the reach state with the player facing the player side. Make you aware. Furthermore, at the time of the big hit, the image of the chicken of the character design 565 is surprised and arrestedd. In the full rotation reach state, which will be described later, an image in which the chicken of the character symbol 565 is rhythmically shaken is displayed.
  • the background 564 displays images of “meadow”, “seaside” or “forest” while slowly scrolling.
  • images of “meadow”, “seaside” or “forest” are displayed in the background 564, “raining”, “wind blows”, etc. on the images of “meadow”, “seaside” or “forest” May be added.
  • the image of the background 564 changes according to the expected value of the internal lottery. Specifically, when the expected value for winning the internal lottery is high, an image indicating that the expected value is high is displayed. For example, when an image of “evening meadow”, “evening seaside”, “evening forest”, or “battlefield” is displayed, the expectation level of winning at the time of reach is high.
  • the “Evening Meadow” image changes from the “Evening Roll” image when it approaches the number of games that will be a big hit, and the “Evening Roll” image is displayed in the background 564 for a maximum of 32 games. to continue.
  • the “Evening Seaside” image changes from the “Seaside” image when the number of games that is a big hit is approached, and the “Evening Seaside” image continues to be displayed on the background 564 for up to 32 games.
  • the “Evening Forest” image changes from the “Forest Forest” image when it approaches the number of games that will be a big hit, and the “Evening Forest” image continues to be displayed in the background 564 for up to 32 games.
  • the image of “the arena” is a background 564 that is always promised to be in the reach state, and changes from the other background 564 when the lamp is lit on the holding ball display unit 550.
  • the “game field” image appears in a state where the lamp is lit on the reserved ball display portion 550, and the “game field” image is continuously displayed on the background 564 for a maximum of five games.
  • FIGS. 15B and 15C A normal reach production which is one of the reach productions is shown in FIGS. 15B and 15C. Since the normal reach production is a reach production that is often performed even when the internal lottery is unsuccessful, the expectation for the jackpot is low among other reach productions.
  • FIG. 15B is an example of a single reach state in which a jackpot is achieved if the character symbol 565 of the number “2” stops at the center of the middle stage 562.
  • FIG. 15C is an example of a double reach state in which a big hit is made when the character symbol 565 of the number “2” or “3” stops at the center of the middle stage 562.
  • a “reach” shout flows from the speaker 60, and then a dedicated BGM flows.
  • 15D and 15E show the super reach production.
  • the super reach production shifts from the single reach state and the double reach state.
  • the character symbol 565 in the middle stage 562 scrolls from the right side (see FIG. 15D), but does not scroll to the left side, and quickly moves upward from the center of the middle stage 562 and disappears ( See FIG. 15E).
  • the following effects are performed by the character pattern 565 that moves quickly and disappears. That is, in the super reach production, the chicken character, which is the character design 565, is displayed with a desperate face so that it can fly off the screen and sweep away.
  • the character design 565 that moves quickly and disappears is the character design 565 with the number of the loss that is not a big hit.
  • the character symbol 565 disappears the same number of blank symbols 566 as the disappeared character symbol 565 disappear.
  • the expectation for the jackpot is increased. That is, among the nine types of character designs 565, the character design 565 with the number of lost numbers decreases, so that the probability that the character design 565 with the jackpot number stops at the center of the middle stage 562 increases.
  • FIG. 16A to FIG. 16I show special reach production.
  • Special reach production shifts from the single reach state.
  • the special reach effect shifts after the BGM changes after the character symbol 565 of the middle stage 562 scrolls several times in the single reach state.
  • the screen becomes dark as the BGM changes (see FIG. 16B), and a new production screen appears on the pseudo liquid crystal display unit 560.
  • a screen for notifying the confrontation between the character design 565 with the number of lost and the character design 565 with the jackpot number is displayed (see FIG. 16C).
  • the screen shifts to a confrontation screen (see FIG. 16D).
  • the confrontation screen an image in which a chicken fighting by a chicken that is the character of the character design 565 is performed is displayed under the moonlight. Then, a cut-in image of the character symbol 565 having the number of lost and a cut-in image of the character symbol 565 having the jackpot number are displayed (see FIG. 16E). At this time, the size of the character image 565 in the cut-in image indicates the expected value for the big hit. Specifically, when the image of the chicken of the character symbol 565 having the jackpot number is larger than the image of the chicken of the character symbol 565 having the number of losers, the expectation to victory is increased. Then, after re-transferring to the confrontation screen (see FIG. 16F), the effect of determining win or loss is executed.
  • the chicken of the character pattern 565 having the jackpot number wins it is “winned”, and the number in the middle 562 of the reach state is determined as the jackpot number.
  • the characters “WIN” are displayed (see FIG. 16G), and the numbers of the character designs 565 in the upper 561, middle 562, and lower 563 are displayed (see FIG. 16H).
  • the chicken of the character pattern 565 with the number of loser wins it is “losing”, and the number in the middle 562 of the reach state is determined as the number of loser.
  • the numbers of the character symbols 565 in the upper 561, middle 562, and lower 563 are displayed (see FIG. 16I).
  • FIG. 17 shows the full rotation reach production.
  • the full rotation reach effect is a reach effect different from the above-described normal reach effect, super reach effect, and special reach effect, and is performed when the jackpot is confirmed.
  • the full rotation reach effect rarely shifts when an internal lottery is won.
  • the scrolling is performed in a state where all the character symbols 565 of the upper stage 561, middle stage 562 and lower stage 563 are aligned.
  • the scrolling speed gradually decreases and stops at the center, and the jackpot character symbol 565 is displayed in a state where it is aligned with a line connecting the center of the upper stage 561, the center of the middle stage 562, and the center of the lower stage 563.
  • FIG. 18B to FIG. 18D are screens of jackpot effects performed when the jackpot is determined.
  • the screen In the case of a big hit in the special reach production, the screen once returns to the screen of FIG. 18A.
  • the process proceeds to the jackpot production as it is.
  • the jackpot immediately after the jackpot determination shown in FIG.
  • the chicken which is the character design 565 with the jackpot number, makes an expression that surprises for a moment and then changes to a joyful expression.
  • a plate 568 that displays the blessing message and the number of balls of the acquired ball appears while rotating while expanding from the back of the screen.
  • a plate 568 displaying a blessing message and the number of possessed balls is displayed.
  • a ball addition process is performed, and the number of balls added is displayed on the ball display unit 504. It should be noted that the number of balls to be added at the time of jackpot is different depending on the number of the character symbol 565 at the time of jackpot.
  • the number of balls to be added is at least 3000.
  • the number of balls to be added is at least 2000. Then, as shown in FIG. 18D, the display of the plate 568 is switched to the display indicating the transition to the bonus challenge, and the effect of the big hit is completed.
  • the probability of winning an internal lottery in a normal game is managed by “mode” in addition to the number of games. For example, three modes of “low mode”, “medium mode”, and “high mode” having different winning probabilities are prepared, and the gameability can be changed by switching these modes in a time zone. Further, after the payout rate is changed by the payout setting, the “high mode” may be set with high probability. If “High Mode” is set to be more advantageous than “Low Mode” and “Medium Mode”, such as winning the internal lottery within 100 games, or increasing the possibility of winning the internal lottery continuously. Good. Further, when the mode is shifted to the “high mode”, the probability of staying in the “high mode” again may be set high.
  • the player launches the pseudo game ball 540 into the game screen 503 by turning the handle 46 clockwise.
  • the simulated game ball 540 collides with any one of the four collision parts 536
  • the egg image as the challenge image 535 is displayed so that cracks start from the collision part 536.
  • the crack progresses and the egg image as the challenge image 535 is broken, the challenge is successful.
  • the game image 503 for the normal game see FIG. 10
  • the bonus challenges always shift after a big hit.
  • a countdown of 60 seconds is started together with a signal for starting the bonus challenge shown in FIGS.
  • the player tries to break the egg image, which is the challenge image 535, within the time limit of 60 seconds.
  • the simulated game ball 540 is caused to collide with the collision portions 536 provided at the four corners of the egg image, which is the challenge image 535, to break the egg.
  • FIG. 19C when the simulated game ball 540 collides with the collision unit 536, the egg gradually cracks. If the egg can be broken within the time limit, a successful image 569 with a placard is displayed as shown in FIG. 19D, and the challenge is successful.
  • the method of cracking and cracking is not limited to this.
  • the strength of the shell is set like a real egg, and a virtual mass is set for the pseudo game ball 540, so that the higher the collision speed of the pseudo game ball 540, the easier the cracks and the easier it is to crack. You may simulate it.
  • the bonus challenge the number of possessions will not decrease.
  • the simulated game ball 540 collides with the egg image which is the challenge image 535 within the time limit 5 possession balls are added.
  • the second game is a slot game executed on the display device 20.
  • a slot machine can be used by inserting game medals, rotating a plurality of rotating reels displaying a plurality of symbols, stopping the rotating reels by operating a stop switch, and establishing a predetermined combination of symbols. It aims to win game medals.
  • the slot machine is reproduced on the display device 20. In this slot game, it is displayed as if the pseudo reel 620 is rotating instead of the actual rotating reel. In this slot game, “held coins” are used as virtual game media.
  • FIG. 20 shows a game screen 600 displayed on the display device 20 in the slot game.
  • the game screen 600 is a three-dimensional reproduction of an actual slot machine on the display device 20.
  • Three pseudo reels 620 are displayed slightly below the center of the game screen 600.
  • Each pseudo reel 620 includes a left pseudo reel 621 on the left side, a middle pseudo reel 622 in the center, and a right pseudo reel 623 on the right side.
  • a reel frame 625 is displayed so as to surround these pseudo reels 620.
  • the reel frame 625 changes to three colors of yellow, green, and red according to the bonus state.
  • On the left side of the pseudo reel 620 three bet lamps 610 are displayed.
  • the bet lamp 610 includes a single bet lamp 611 that is turned on when the bet switch 42 is operated once and one coin is held. Further, there is a middle bet lamp 612 that is turned on when the bet switch 42 is operated twice in succession and two coins are held. Further, there is a max bet lamp 613 that is turned on when the bet switch 42 is operated three times in succession and three coins are held.
  • a victory lamp 603 is displayed on the right side of the pseudo reel 620. The victory lamp 603 is turned on when the coins are paid out.
  • a holding coin display unit 604 is displayed below the pseudo reel 620. In the possessed coin display portion 604, the number of retained coins from “0” to “999999” can be displayed.
  • a title logo 601 is displayed above the pseudo reel 620 and above the game screen 600.
  • the title logo 601 is displayed three-dimensionally on the display device 20, and is lit or blinked depending on the game effect.
  • FIG. 21 shows an effective line 630 that is used to determine whether or not symbols corresponding to a predetermined combination have been prepared when the rotation of the pseudo reel 620 is stopped.
  • the combination of symbols corresponding to a combination on the effective line 630 is called “winning”.
  • the design of each pseudo reel 620 can be confirmed over three stages, ie, an upper stage, a middle stage, and a lower stage.
  • the effective line 630 includes the following lines (1) to (5).
  • FIG. 22 shows a symbol arrangement of the pseudo reel 620 for a normal game.
  • a plurality of types of symbols such as “red 7” and “blue 7” are defined.
  • the pseudo reel 620 defines a red 7 pattern (a pattern in which 7 is drawn in red) and a blue 7 pattern (a pattern in which 7 is drawn in blue).
  • a bar design a design in which a BAR is drawn in a rectangle
  • a bell design a design drawn in the shape of a bell
  • a cherry pattern (a pattern drawn imitating a cherry) and a blank pattern (a star-shaped pattern that is smaller in size than other patterns) are defined.
  • the red 7 symbol is described as “R7”
  • the blue 7 symbol is “B7”
  • the bar symbol is “BAR”
  • the bell symbol is “BEL”
  • the cherry symbol is “CH”.
  • the numbers on the left end in FIG. 22 indicate symbol numbers for specifying each symbol.
  • Each of the pseudo reels 620 for a normal game has 21 symbol areas. Here, when the pseudo reel 620 is displayed as rotating, the symbol number 0 is displayed again after the symbol number 20 symbol.
  • FIG. 23 shows the payout at the time of winning in the base game.
  • a combination with a maximum of 100 dividends and a red 7 pattern is arranged, and a combination with a maximum of 100 dividends and a blue 7 pattern is arranged with a blue 7 combination.
  • FIG. 24 shows the arrangement of pseudo reels 620 for bonus games.
  • the left pseudo reel 621, the middle pseudo reel 622, and the right pseudo reel 623 define a pink 7 pattern (a pattern in which 7 is drawn in pink) and a red 7 pattern (a pattern in which 7 is drawn in red).
  • a blue 7 design (a design in which 7 is drawn in blue) and a blank design (a star-shaped design that is smaller in size than other designs) are defined.
  • each bonus game pseudo reel 620 has 10 symbol areas. Here, when the pseudo reel 620 is displayed as being rotated, the symbol number 0 is displayed again after the symbol number 9 symbol.
  • FIG. 25 shows the payout at the time of winning in the bonus game.
  • the winning role is “Pink 7 role” that has 200 payouts and 7 pink symbols, and “Red 7 role” that has 100 payouts and 7 red symbols There is. Also, a “blue 7 role” that has 100 payouts and blue 7 symbols, and a “blue 7 role” that has 10 payouts and has both red 7 and blue 7 symbols. There is. Note that the combination of “seven different color combinations” is as described above. Note that the symbol number given to the left end of FIG. 22 and FIG. 24 is not a virtual number displayed on each pseudo reel 620 but a virtual number, and is specified by a program for controlling the stop display of each symbol. This is for designating the symbol.
  • the game can proceed when there is a “held coin”.
  • the number of coins held when the player plays a game for the first time is zero.
  • 50 coins corresponding to 50 gaming points are set.
  • the amount corresponding to 50 game points is subtracted from the amount data of the IC card 78 based on the conversion rate set in the conversion rate setting. If there is no amount corresponding to 50 gaming points in the amount data of 78 IC card data, the maximum amount that can be converted to gaming points is converted to gaming points, and the coins corresponding to the converted gaming points are set. Is done.
  • the game can be performed by taking over the bet number at the previous bet by operating the lever 45. Further, when the lever 45 is operated when one coin is held, 50 are automatically added to the coin and the amount corresponding to 50 game points is subtracted from the amount data of the IC card 78. A game can be played with the same bet number as the previous game. If the amount of 50 gaming points is not in the amount data of the IC card 78, the maximum amount that can be converted into gaming points is converted into gaming points, and the coins corresponding to the converted gaming points are set.
  • the slot game of this embodiment is roughly composed of a normal game, a precursor game, and a bonus game.
  • the normal game is a game in which the coins are increased by aligning the symbols for the normal game displayed on each pseudo reel 620 on any of the active lines 630.
  • the sign game is a game in which coins are increased by aligning the symbols displayed on each pseudo-reel 620 as in the normal game, and a sign effect in which a transition to a bonus game is expected is executed.
  • the bonus game is a game in which the coins are increased by aligning the symbols for the bonus game displayed on each pseudo reel 620 on any one of the active lines 630.
  • FIG. 26 shows a flowchart of the game flow in the slot game of this embodiment.
  • the game control means 113 determines whether or not to end the game.
  • “ending the game” includes a case where the player himself / herself presses the checkout switch 75 to end the game.
  • End the game means that the player has 0 coins, in other words, 0 points for the slot game and the game cannot be continued, and the amount data of the IC card 78 becomes 0 yen and the game continues. Includes cases where it is not possible.
  • the game control means 113 determines that the game is to be terminated, the game is terminated after the settlement process. On the other hand, if the game control means 113 determines not to end the game, the process proceeds to the next step 201.
  • step 201 the game control means 113 determines whether or not the game being executed is a normal game. If the game control unit 113 determines that the game being executed is a normal game, the process proceeds to the next step 202. On the other hand, if the game control means 113 does not determine that the game being executed is a normal game, the process proceeds to step 205. In step 202, the game control means 113 executes a normal game process. Details will be described later. Then, the process proceeds to the next step 203. In step 203, the game control means 113 determines whether or not a predetermined number of games that will trigger the precursor game has been reached.
  • the “number of games” in the slot game refers to the number of times a game is executed by performing a bet operation.
  • the predetermined number of games that trigger the start of the precursor game can be set to 20 games before the bonus game starts, 10 games before, or the like. If it is determined that the game control means 113 has reached the predetermined number of games that triggers the start of the precursor game, the process proceeds to the next step 204. On the other hand, if it is determined that the game control means 113 has not reached the predetermined number of games that will trigger the precursor game, the process returns to step 200.
  • step 204 the game control means 113 executes a transition process from the base game to the precursor game. Then, the process returns to step 200. If the game control means 113 determines in step 201 that the game being executed is not a normal game, it is determined in step 205 whether or not the game being executed is a precursor game. If the game control means 113 determines that the game being executed is a precursor game, the process proceeds to the next step 206. On the other hand, if the game control means 113 does not determine that the game being executed is a precursor game, the process proceeds to step 209. In step 206, the game control means 113 executes a precursor game process. Details will be described later. Then, the process proceeds to the next step 207.
  • step 207 the game control means 113 determines whether or not the predetermined number of games that will trigger the start of the bonus game has been reached.
  • This slot game is configured to shift to a bonus game when a predetermined number of games is reached.
  • a bonus game can be set to start when the number of games in the base game reaches 500 games. Thereby, a bonus game can be generated regardless of the complete probability. If the game control means 113 determines that the predetermined number of games that will trigger the start of the bonus game has been reached, the process proceeds to the next step 208. On the other hand, if it is determined that the game control means 113 has not reached the predetermined number of games that will trigger the bonus game, the process returns to step 200.
  • step 208 the game control means 113 executes a transition process from the precursor game to the bonus game. Then, the process returns to step 200. If it is determined in step 205 that the game control means 113 is not a precursor game, that is, if the game being executed is a bonus game, the game control means 113 executes bonus game processing in step 209. Is done. Details will be described later. Then, the process proceeds to the next step 210.
  • step 210 the game control means 113 determines whether or not to end the bonus game, specifically, whether or not to end the bonus game at the 5th game, 10th game, and 20th game after the bonus game is started. Determine whether or not. When 20 games are consumed, the bonus game always ends. If the game control unit 113 determines that the bonus game is to end, the process proceeds to the next step 211. On the other hand, if the game control means 113 determines not to end the bonus game, the process returns to step 200.
  • step 211 the game control means 113 executes a reset process. Specifically, the number of games until the next bonus game is started is reset. Then, the process proceeds to the next step 212.
  • step 212 the game control means 113 executes a transition process from the bonus game to the base game. Then, the process returns to step 200. (Regarding regular game play and production) The game and effects of the normal game executed by the normal game process will be described as follows.
  • the player operates the bet switch 42 to bet the coins necessary for the normal game.
  • one bet is defined by betting one coin by operating the bet switch 42 once. Further, the bet switch 42 is operated twice in succession to bet two coins to be two bets. Further, the bet switch 42 is operated three times in succession to bet three coins to be three bets.
  • the five effective lines 630 from the first effective line 631 to the fifth effective line 635 are activated regardless of the number of bets.
  • the payout at the time of winning is set so as to increase as the number of bets increases. For example, in FIG. 23, in the case of “Red 7 role” in which red 7 symbols are aligned, the payout for 1 bet is 25, the payout for 2 bets is 50, and the payout for 3 bets is 100. ing.
  • each pseudo reel 620 is scrolled from the top to the bottom. Thereby, each pseudo reel 620 is displayed as rotating. Further, when the lever 45 is operated, a combination lottery for determining whether or not any combination is won is executed. When any winning combination is won, the winning flag corresponding to the winning combination is turned on. For example, when “red 7 role” or “blue 7 role” is won, the “same color 7 flag” is turned on. In addition, when the “bell role” is won, the “bell flag” is turned on. When the “seven different color combination” is won, the “different color seven flag” is turned on. When winning “Cherry”, “Cherry Flag” is turned on.
  • the same “same color 7 flag” is associated with “red 7 role” and “blue 7 role”. Further, the “different color 7 uniform combination” is associated with the same “different color 7 flag” regardless of the combination of the mixed 7 red and blue 7 symbols. The “same color 7 flag” remains on until winning “red 7 role” and “blue 7 role”. That is, the winning flag can be carried over to the next game. On the other hand, since the winning flags other than “same color 7 flag” are turned off when one game is completed, the winning flag cannot be carried over to the next game.
  • stop control is performed in which the pseudo reel 620 corresponding to the stop switch 50 stops.
  • control is performed so that the symbol corresponding to the winning flag is stopped and displayed for the pseudo reel 620 corresponding to the stop switch 50.
  • control is performed so that the stop display is stopped within 4 symbols including the design of the pseudo reel 620 when the stop switch 50 is operated. Therefore, depending on the timing of the operation of the stop switch 50, the role corresponding to the winning flag is controlled. May not win.
  • FIG. 27A to FIG. 27E show examples of combinations of symbols that are displayed when “red 7 role” or “blue 7 role” is won but no winning is achieved.
  • “red 7 combination” and “blue 7 combination” are combinations with a maximum of 100 payouts.
  • “Red 7 role” and “Blue 7 role” are different roles, but the same winning flag (same color 7 flag) is assigned. This is to make it easier for the player to perform a visual stop operation.
  • FIGS. 27A to 27E may be displayed.
  • the middle pseudo reel 622 and the right pseudo reel 623 may be rotating, and red symbols may be displayed on the upper and lower stages of the left pseudo reel 621.
  • blank symbols may be displayed on all of the upper, middle, and lower stages of the middle pseudo reel 622.
  • “ANY” of the left pseudo reel 621 and the right pseudo reel 623 means that any symbol may be used.
  • FIG. 27C when the middle pseudo reel 622 is lost, a red 7 symbol is displayed on the upper side of the left pseudo reel 621 and a blue 7 symbol is displayed on the upper side of the right pseudo reel 623. is there.
  • FIG. 27D when the left pseudo reel 621 and the right pseudo reel 623 are out of order, red 7 symbols may be displayed on the upper and middle stages of the middle pseudo reel 622.
  • FIG. 27E when the left pseudo reel 621 and the middle pseudo reel 622 are lost, a red 7 symbol may be displayed in the lower stage of the right pseudo reel 623.
  • the combinations of symbols shown in FIGS. 27A to 27E are combinations of symbols that suggest winning, although they have not won “Red 7 role” or “Blue 7 role”. Therefore, when the combination of these symbols is displayed, the player can know that “Red 7 role” or “Blue 7 role” is won. In this slot game, a relief measure is provided for a player who is not good at visually stopping the symbol. Specifically, if “Red 7” or “Blue 7” is won and the player continues to play 3 games and fails to win “Red 7” or “Blue 7”, the 4th game The game control means 113 forcibly stops the combination of symbols relating to “red 7 role” or “blue 7 role”. In the stop control of the fourth game, the control to stop within 4 symbols after the operation of the stop switch 50 is ignored.
  • FIG. 28A to FIG. 28C show examples of effects when winning a winning combination.
  • the pseudo reel 620 is an image displayed on the display device 20, the display mode of the symbol can be freely changed.
  • FIG. 28A when winning a red 7 role or a blue 7 role, the combination of symbols is displayed so as to become huge and shine.
  • FIG. 28B when winning a bar combination, the bar symbol is displayed so as to expand and contract in the horizontal direction.
  • FIG. 28C when winning the bell role, the bell symbol is enlarged and displayed so as to swing from side to side.
  • the red 7 symbol or the blue 7 symbol is displayed a little larger and shining.
  • the cherry symbol is displayed a little larger and the two cherries in the cherry symbol are attached to or separated from each other.
  • each continuous sign production has several stages of production.
  • the game proceeds to a bonus game.
  • an image of “eagle” may be displayed across the front of the pseudo reel 620 during the game. Specifically, one eagle appears to cross first, then two eagles appear to cross, then three eagles appear to cross, and finally the horde of eagle It is displayed across. Then, when the above effects are completed, the game shifts to a bonus game.
  • any of the pseudo reels 620 disappears, it may be displayed as if the pseudo reels 620 are turned off. Specifically, the left pseudo reel 621 is turned off first, the middle pseudo reel 622 is turned off next, the right pseudo reel 623 is turned off next, and finally the entire display device 20 is turned off. Then, when the above effects are completed, the game shifts to a bonus game.
  • a plurality of “gun marks” may be displayed on the front surface of the pseudo reel 620 during the game.
  • an image of one shot of the gun trace is displayed first, then an image of the two shots of the gun trace is displayed, then an image of the three rows of gun traces is displayed, and finally the entire display device 20 is displayed. Appears to crack. Then, when the above effects are completed, the game shifts to a bonus game.
  • an image of “meteor” may be displayed on the front surface of the pseudo reel 620 during the game. Specifically, one meteor is displayed first, then two meteors are displayed, then three meteors are displayed, and finally an image of a giant meteorite falling is displayed on the display device 20. Then, when the above effects are completed, the game shifts to a bonus game. 29A to 29D described above do not necessarily have to be continuously executed every game, and may be generated intermittently. For example, one eagle is displayed in the first game of the precursor game, and two eagles are displayed in the second game. In the third game, there is no continuous sign effect, and in the fourth game, three eagles are displayed so as to cross.
  • the fifth game it can be displayed so that a large group of eagles cross. If the horde of eagle is displayed so as to cross, the transition to the bonus game is confirmed at that time, and the next game shifts to the bonus game.
  • the single sign effect is a sign effect that may appear for each game.
  • the first is a case where the pseudo reel 620 is displayed so as to wear an aura or flame when the pseudo reel 620 is stopped.
  • This single sign indication may occur when all winning combinations are won.
  • This one-shot indication effect has three stages: when it appears on the left pseudo reel 621, when it appears on the left pseudo reel 621 and the middle pseudo reel 622, and when it appears on all the pseudo reels 620.
  • a flame may be displayed instead of the aura displayed around the pseudo reel 620.
  • the second is a case where a light line runs on the front surface of the pseudo reel 620 when the pseudo reel 620 rotates.
  • This one-shot sign production may occur even when it is not useful.
  • This one-shot precursor effect has three stages from 1 to 3 light lines. If a winning combination is made when this single-announcement effect occurs, the transition to the bonus game becomes rich. In addition, even when this single-announcement effect frequently appears, the transition to the bonus game becomes rich.
  • the third is a case where a small “eagle” image appears near the front surface of the pseudo reel 620. In this one-shot indication effect, a small eagle image moves at high speed from the right to the left on the front surface of the pseudo reel 620.
  • This one-shot precursor effect corresponds to winning of the red 7 role or the blue 7 role, and if the red 7 role or the blue 7 role cannot be won, the transition to the bonus game becomes rich.
  • the fourth is a case where the word “Chance” appears on the front surface of the pseudo reel 620.
  • This single sign indication may occur when all winning combinations are won. In this one-shot indication effect, white, yellow, or red “Chance” characters are displayed so as to slightly appear on the front surface of the pseudo reel 620. If the winning combination cannot be won at the time of the occurrence of the single sign indication, the transition to the bonus game becomes rich. It should be noted that the first to fourth single sign effects may appear even if the transition to the bonus game is not confirmed.
  • the fifth case is when the eagle eyes (see FIG. 20) displayed on the top of the pseudo reel 620 emit light.
  • the sixth is a case where the symbol on the pseudo reel 620 emits light in the shape of “V” when the pseudo reel 620 stops. Specifically, the upper and middle stages of the left pseudo reel 621, the lower stage of the middle pseudo reel 622, and the upper and middle stages of the right pseudo reel 623 emit light.
  • the seventh is a case where the title logo 601 blinks. When this one-shot indication effect occurs, the game shifts to a bonus game within 5 games.
  • the eighth is a case where the pseudo reel 620 rotates in the reverse direction.
  • the pseudo reel 620 is displayed to scroll from the bottom to the top.
  • the player can view the pseudo reel 620 as if it is rotating in the reverse direction.
  • the display scrolls from top to bottom, that is, returns to normal rotation.
  • the operation of the stop switch 50 is invalidated and the pseudo reel 620 cannot be stopped.
  • FIG. 30A to FIG. 30C and FIG. 31A to FIG. 31C show finalized effects for the bonus game that are executed when shifting to the bonus game.
  • 30A to 30C an image in which a large group of eagle and a large eagle cross the front surface of the pseudo reel 620 is displayed (see FIGS. 30A and 30B), and then “Bonus Game” and “START” are displayed.
  • a plate 668 with letters is displayed (see FIG. 30C).
  • the degree of expectation of the number of games in the bonus game changes according to the color of the reel frame 625.
  • the color of the reel frame 625 is yellow, it indicates that the bonus game is likely to be 5 games, and if the color of the reel frame 625 is green, the bonus game is likely to be 10 games. If the color of the reel frame 625 is red, it indicates that there is a high possibility that the bonus game is 20 games.
  • the bonus game is a game performed using a bonus game symbol as shown in FIG.
  • the player can play the game only by operating the lever 45 without betting coins.
  • the pseudo reel 620 rotates.
  • the game control means 113 automatically stops the rotating pseudo reel 620.
  • a plate 668 having characters “Bonus Game” and “START” is displayed as shown in FIG. 32A.
  • a plate 668 having characters “Bonus Game” and “START” is displayed as shown in FIG. 32A.
  • an acquired number image 664 showing the acquisition of 100 coins that are a payout of 7 red is displayed.
  • the acquired 100 sheets are added to the total number image 665 below the pseudo reel 620.
  • the acquired number image 664 displays the number of coins acquired in one game in the bonus game.
  • the total number of images 665 displays the total number of coins acquired in the bonus game.
  • the bonus game has three types of games: 5 games, 10 games, and 20 games.
  • the bonus game always starts with 5 games, and when it is out of the 5th game lottery, it is extended to 10 games, and when it is out of the 10th game lottery, it is extended to 20 games.
  • an additional effect for informing the addition of the number of games occurs as shown in FIG. 32D.
  • a huge “eagle” image is displayed across the display device 20 when the bonus game is extended.
  • FIG. 32E When the bonus game of 5 games, 10 games, or 20 games is completed, as shown in FIG. 32E, characters “The END” are displayed on the front of the game screen 600 as an end screen. Then, as shown in FIG. 32F, the total number of coins acquired during the bonus game is displayed, and the bonus game ends. Next, the effect at the time of winning in the bonus game will be described.
  • FIG. 33A when winning the winning combination in the winning combination lottery, as shown in FIG. 33B, the symbol related to the winning combination becomes huge and is displayed so as to shine while rotating.
  • the pink 7 symbol, the red 7 symbol, and the blue 7 symbol are images having a stereoscopic effect as shown in FIG. 33D, and in FIG.
  • the stereoscopic image is displayed so as to rotate horizontally.
  • an acquired number image 664 showing the number of coins acquired by winning is displayed above each pseudo reel 620. This acquired number image 664 is displayed until the next game starts, that is, until the lever 45 is operated.
  • the third game is a bingo game executed on the display device 20.
  • one number is determined from a plurality of numbers by a pachinko game, and the points of the determined number are filled and arranged in a predetermined arrangement so as to obtain points.
  • the movement of the game ball is reproduced on the display device 20.
  • the pseudo game ball 740 instead of moving the actual game ball, it is displayed as if the pseudo game ball 740 is moving.
  • the pseudo game ball 740 as a virtual game medium in the bingo game is referred to as “held ball” or “hit ball”.
  • a pseudo game ball 740 that can be used in a bingo game is referred to as a “handball”, and a pseudo game ball 740 that is used in a single bingo game is referred to as a “hit ball”.
  • FIG. 34 shows a game screen 700 displayed on the display device 20 in the bingo game.
  • the game screen 700 is a three-dimensional reproduction of an actual pachinko gaming machine on the display device 20, and further displays an image such as a bingo card.
  • a game screen 703 is displayed slightly below the center of the game screen 700.
  • a bingo card 707 comprising five rows vertically and five columns horizontally and a title logo 701 arranged further above the bingo card 707 are displayed.
  • an array table 702 showing the correspondence between the bingo array and the number of balls acquired is displayed.
  • FIG. 35 is an enlarged view of the game screen 703.
  • each component mounted on the pachinko gaming machine is displayed in three dimensions.
  • a pseudo liquid crystal display unit 760 corresponding to a liquid crystal monitor mounted on a pachinko gaming machine is displayed at the center of the game screen 703.
  • This pseudo liquid crystal display unit 760 produces effects as the game progresses.
  • An accessory 771 is displayed on the pseudo liquid crystal display unit 760.
  • the start chucker 710 has a first start chucker 711 in which a bingo ball image 761 described later is displayed once when the pseudo game ball 740 enters, and a bingo ball image 761 described later is displayed twice by entering the ball. And a second start chucker 712.
  • the simulated game ball 740 can be displayed on the game screen 703 at a place other than the simulated liquid crystal display unit 760 and the accessory 771.
  • the pseudo game ball 740 launched from the left to the top enters the one of the three start chuckers 710 or the out port 715 while changing the falling direction by the nail 720 and the windmill 725.
  • “entering ball” means that the display of the pseudo game ball 740 disappears when the pseudo game ball 740 reaches the start chucker 710 or the out port 715.
  • a bingo ball image 761 is displayed on the simulated liquid crystal display unit 760.
  • a bingo ball image 761 with a number to be painted on the bingo card 707 is displayed at substantially the center of the pseudo liquid crystal display unit 760.
  • a bingo ball history image 762 showing the history of the bingo ball image 761 displayed so far is displayed.
  • the bingo ball history image 762 can display up to 10 bingo ball image 761 histories. When the bingo ball image 761 exceeds 10, the old bingo balls are deleted.
  • the bingo ball image 761 that matches the number in the squares of the bingo card 707 is displayed so as to shine.
  • the pseudo liquid crystal display unit 760 Near the upper right end of the pseudo liquid crystal display unit 760, there is a reserved number display unit 763 indicating the number of bingo ball images 761 in which the display is in a standby state because the pseudo game ball 740 continuously enters the start chucker 710. is there. Below the number-of-holds display section 763 is a character A image 764 in which an effect corresponding to the progress of the bingo game is executed.
  • the simulated game ball 740 displayed on the game screen 703 simulates the movement of the game ball in an actual pachinko machine. Specifically, the same gravity acceleration as that in reality is given to the pseudo game ball 740, and the motion of the pseudo game ball 740 is reproduced based on the mass and elastic coefficient of the actual game ball.
  • the pseudo game ball 740 collides with the nail 720 the direction of rebound is determined by calculation, and when it is rotated by the windmill 725, the moving speed is recalculated.
  • FIG. 37 is an enlarged view of the bingo card 707. The numbers arranged in the squares of the bingo card 707 are determined at the start of the bingo game.
  • the grids of the matched numbers are filled.
  • “filling out” means that the squares of the corresponding numbers are displayed darkly.
  • the center portion of the bingo card 707 is displayed as “FREE”, and is in a state of being painted from the beginning. Then, when the numbers filled in with the progress of the bingo game are in a predetermined sequence in the array table 702, “bingo” is established, and the established symbols are displayed so as to shine. Note that a character B image 709 in which an effect corresponding to the progress of the bingo game is executed is displayed between the bingo card 707 and the arrangement table 702.
  • 38A to 38J show a list of established symbols in the sequence table 702. The number below the established symbol is a payout when the bingo of the established symbol is established.
  • 5000 shots can be acquired.
  • 3000 shots can be acquired.
  • bingo is established with the established symbols of FIGS. 38G and 38H 2000 shots can be obtained.
  • bingo is established with the established symbols of FIGS. 38I and 38J 1000 shots can be obtained.
  • the payouts of the symbols of FIGS. 38B to 38J can also be acquired, so that it is possible to actually acquire 50,000 shots.
  • the game can proceed when there is a “handball”.
  • the number of possessions is zero.
  • 100 possession balls equivalent to 100 game points are set at the start of the game.
  • an amount corresponding to 100 game points is subtracted from the amount data of the IC card 78.
  • 100 shots set as possession balls are transferred to hitting balls used in one bingo game. If there is no amount corresponding to 100 gaming points in the amount data of the IC card 78, the maximum amount that can be converted into gaming points is converted into gaming points, and a coin corresponding to the converted gaming points is set. And then move on to hitting balls.
  • the slot game of this embodiment is roughly composed of a normal challenge and a last challenge.
  • the goal is to “bingo” in which the painted numbers of the bingo card 707 match the symbols formed in the sequence table 702.
  • the last challenge is a game that can be executed when the normal challenge is finished in a state where it becomes bingo when one more place is filled.
  • FIG. 39 shows a flowchart of the game flow in the bingo game of this embodiment.
  • step 300 the game control means 113 executes a bingo lottery that determines whether or not bingo is established in a game using 100 hitting balls. This bingo game is to determine whether bingo is correct or not before the game starts. Then, the process proceeds to the next step 301.
  • step 301 the game control means 113 determines whether bingo is established in the game as a result of the bingo lottery. If the game control means 113 determines that bingo is established, the process proceeds to the next step 302. On the other hand, if the game control means 113 determines not to establish bingo, the process proceeds to step 303.
  • step 302 the game control means 113 executes a bingo mode lottery to determine the bingo mode. Specifically, one mode is determined from the mode of established symbols shown in FIGS. 38A to 38J. For example, as shown in FIG. 40A and FIG. 40B, the “T” -shaped aspect is determined by bingo aspect lottery. Then, the process proceeds to next Step 303.
  • the game control means 113 executes a lottery to determine the location of the squares to be filled.
  • the determined grid location is a grid location other than the grid where the bingo is established. For example, in the example shown in FIG. 40A, the locations of the squares “21”, “25”, “28”, “48”, and “51” other than the square where the bingo is established are determined. At this point, the grid number has not been determined. Then, the process proceeds to next Step 304.
  • step 304 the game control means 113 executes a winning ball lottery.
  • the “winning ball lottery” is a lottery for determining which square is to be filled in what order in the bingo mode that has already been determined. For example, in the example illustrated in FIG. 40A, it is determined which cell is to be filled in what number in the “T” -shaped mode. Specifically, the game control means 113 paints the squares “1”, “18”, “32”, “36”, “42”, “44”, “45”, “62” in what order. Decide whether to crush. At this point, the grid number has not been determined. Then, the process proceeds to the next step 305. In step 305, the game control means 113 determines the number of the bingo card 707.
  • the numbers arranged in the cells of the bingo card 707 are determined. Note that the following rules apply to the numbers placed in the squares of the bingo card 707. As shown in FIG. 40A, five numbers from 1 to 15 are randomly selected and arranged in the column (column B) displayed under “B” of “BINGO”. Five numbers from 16 to 30 are randomly selected and arranged in a column (I column) displayed under “I”. In a column (N column) displayed under “N”, four numbers from 31 to 45 are randomly selected and arranged except for “FREE” in the middle. Five numbers from 46 to 60 are randomly selected and arranged in the column (G column) displayed under “G”. Five numbers from 61 to 75 are randomly selected and arranged in the column displayed below “O” (O column). When the bingo card 707 number is determined, the process proceeds to the next step 306.
  • step 306 the game control means 113 executes another winning ball lottery.
  • the “other winning ball lottery” is a lottery for determining which cell is filled in what number in the cell other than the cell in which the bingo determined in step 303 is established. For example, in the example shown in FIG. 40A, it is determined what number to fill the squares of “21”, “25”, “28”, “48”, “51” other than the square where the bingo is established. Is done. Then, the process proceeds to next Step 307.
  • step 307 the game control means 113 executes a normal challenge process. That is, a game using the pseudo game balls 740 for 100 shots is executed. Details of the normal challenge process will be described later. Then, the process proceeds to next Step 308.
  • step 308 the game control means 113 determines whether or not the first set hitting ball 100 has been digested. If it is determined that the game control means 113 has consumed 100 hit balls, the process proceeds to the next step 309. On the other hand, if the game control means 113 determines that 100 shots have not been digested, the process returns to step 307. If it is determined that 100 hit balls have been digested, the game control means 113 executes an end display process in step 309. That is, the number of possessed balls acquired in the game is displayed. Then, the process proceeds to the next step 310. In step 310, the game control means 113 determines whether it is possible to proceed to the last challenge. Here, the condition for proceeding to the last challenge is when bingo is established if one more square is filled. If it is possible to proceed to the last challenge, the process proceeds to the next step 311. On the other hand, if it is impossible to proceed to the last challenge, the process proceeds to step 313.
  • step 311 the game control means 113 determines whether or not to execute the last challenge. Here, whether or not to execute the last challenge is determined by the player. If the player performs the last challenge, the process proceeds to the next step 312. On the other hand, if the player does not execute the last challenge, the process proceeds to step 313. In step 312, the game control means 113 executes a last challenge process. Details of the last challenge process will be described later. Then, the process proceeds to next Step 313. In step 313, an end display process is executed by the game control means 113. In other words, in the case of ending with only a normal challenge, characters such as “Game Over” are displayed. When the last challenge is executed and terminated in addition to the normal challenge, after displaying the result of the last challenge, characters such as “Game Over” are displayed. Then, the bingo game ends.
  • the game and production of the normal challenge executed by the normal challenge process will be described as follows.
  • the game progresses in the order in which the bingo correctness, its mode, and the squares are filled, determined by the pre-game process (the process from step 300 to step 306) when 100 hitting balls are set. .
  • the player turns the handle 46 to the right to launch a pseudo game ball 740.
  • the simulated game ball 740 enters the start chucker 710, an image of the bingo machine rotating is displayed on the simulated liquid crystal display unit 760, and a bingo ball image 761 appears from the bingo machine. A video is displayed.
  • the bingo ball image 761 coming out of the bingo machine is once displayed in a large size and then moved to the bingo ball history image 762. As shown in FIG. 36, numbers are displayed in the bingo ball image 761. The order in which the numbers displayed in the bingo ball image 761 appear matches the order in which the squares are filled. For example, in FIG. 40A, when it is determined to fill the cells in the order of “18”, “42”, “32”..., “18”, “42”, “32”. Bingo ball images 761 with numbers are sequentially displayed. Then, when a number corresponding to the number attached to the bingo ball image 761 is on the bingo card 707, the grid of the number is filled.
  • bingo established is the form of the established symbol determined in the bingo aspect lottery before the game (see step 302).
  • Bingo card 707 if bingo is established Both the square and the established symbol are displayed blinking. For example, in FIG. 40A, “1”, “18”, “32”, “36”, “FREE”, “42”, “44”, “45”, “62” results in a “T-shaped” bingo. It is established, and the established symbol is blinking. The “T-shaped” formed symbol in the array table 702 shown in FIG. 40B is also blinking.
  • the bingo waiting state in which bingo is established when another number is filled As shown in FIG. 40C, “Chance” is displayed on the front surface of the bingo card 707 for a certain period of time. Then, the bingo waiting state of the bingo card 707 lights up or flashes. In addition, an established symbol that is established when a number in a bingo waiting state is painted on or flashes. For example, in FIG. 40A, the square of “58” is blinking, and in FIG. 40B, when “58” is filled, the lowest established symbol blinks. The effect when bingo is established will be further described with reference to FIGS. 41A to 41E.
  • FIG. 41A when the “T-shaped” bingo is established, the characters “Bingo!” Are displayed in a stepwise manner as shown in FIGS. 41B and 41C.
  • FIG. 41D the cell of the portion determined to be bingo on the bingo card 707 and the established symbol indicating the form of the matching bingo in the arrangement table 702 blink.
  • FIG. 41E the blinking of the bingo card 707 ends, and only the established symbols of the array table 702 are lit.
  • the challenge ends normally after the 100 shots have been launched. If at least one bingo has been established at the end of the normal challenge, as shown in FIG. 42A, the cells of the portion determined to be bingo on the bingo card 707 blink intensely.
  • FIG. 42A the cells of the portion determined to be bingo on the bingo card 707 blink intensely.
  • an established symbol in which bingo is established and a payout of the established symbol are displayed.
  • a plurality of bingo are established, all established symbols and payouts are displayed.
  • all the established symbols and payouts cannot be displayed on one screen, they are displayed divided into a plurality of times at regular intervals.
  • FIG. 42C the total number of possessed balls acquired is displayed. Then, a ball addition process is performed, and the number of possessed balls added to the ball display unit 704 is displayed.
  • the entire game screen 700 becomes dark as shown in FIG. 43A.
  • the characters “BET to Next Game” are displayed on the front surface of the pseudo liquid crystal display unit 760 as shown in FIG. 43B.
  • the bet switch 42 is operated, 100 shots move from the possession ball display unit 704 to the hitting ball display unit 705, and the player can start the next game.
  • the characters “Game Over” are displayed as shown in FIG. 43C.
  • the challenge ends. (About the game and production of the last challenge)
  • the game and production of the last challenge executed by the last challenge process will be described as follows.
  • the normal challenge if the player is in a bingo waiting state, the player can proceed to the last challenge. In the last challenge, the player can play the game until the bingo ball image 761 is displayed once.
  • the last challenge requires 50 shots, and the player can arbitrarily select participation in the last challenge. Even if bingo is already established, you can participate in the last challenge. In addition, even if the bingo is not established because the bingo waiting number is not obtained in the last challenge, the bingo already established in the normal challenge is valid.
  • a selection screen for the last challenge is displayed. Specifically, as shown in FIG. 44A, the game screen 700 is darkly displayed, leaving the bingo card 707, the possession ball display unit 704, and the hitting ball display unit 705. Then, characters “Last Challenge?” And characters “Yes” and “No” for selecting whether to participate are displayed below the game screen 700. Further, an image prompting the operation of the lever 45 is displayed under the characters “Yes” and “No”. In the state where the selection screen for the last challenge is displayed, the player operates the lever 45 left and right to select whether or not to participate in the last challenge. When the bet switch 42 is operated, the selected content is determined.
  • the last challenge is successful. Then, the bingo establishment screen is displayed as shown in FIGS. 41A to 41E, and then the payout screen is displayed as shown in FIGS. 42A to 42C. On the other hand, when the number of the bingo ball image 761 displayed on the pseudo liquid crystal display unit 760 does not match the number of the square in the bingo waiting state, the last challenge fails. Then, an end screen is displayed as shown in FIG. 43C.
  • the bingo lottery for determining whether to establish a bingo is managed by the number of games. For this reason, when the number of games set in advance is reached, the probability that a bingo will be established is increased. It is also possible to perform a precursor effect that expects the establishment of bingo when the number of games approaches a preset number.
  • the “number of games” in a bingo game refers to the number of times a game is executed with a game with 100 shots as a unit. In this bingo game, it is possible to perform a precursor effect by changing the arrangement of the bingo cards 707. As mentioned above, 5 numbers from 1 to 15 are randomly selected for “B column” of “BINGO”, and 5 numbers are randomly selected from 16 to 30 for “I column”. Has been.
  • the numbers in each column selected at random are arranged apart.
  • the game control means 113 can be arranged so that the numbers increase from the upper level to the lower level for some columns. For example, as shown in FIG. 45B, in the “B column” and the “G column”, they can be arranged so that the numbers increase from the upper level toward the lower level. At this time, the game control means 113 can increase the expectation of the bingo establishment for the player by increasing the number of rows arranged so that the numbers increase from the upper level toward the lower level.
  • the game control means 113 causes the number of squares to be filled more than in the case of the normal production, or conversely, the number of squares is filled less than in the case of the normal production. Can be. If the bingo lottery is won and the bingo is established without reaching the preset number of games, the game control means 113 enters an advantageous mode and wins the bingo lottery again with a relatively fast number of games. It may be formed. For example, the game control means 113 can make a bingo within 10 games.
  • the winning probability for the bingo lottery is managed by “mode” in addition to the number of games. For example, three modes of “low mode”, “medium mode”, and “high mode” with different winning probabilities are prepared, and the game control means 113 can change the gameability by switching these modes in the time zone. Can do. Further, after the payout rate is changed by the payout setting, the “high mode” may be set with high probability. If “High mode” is set to be more advantageous than “Low mode” and “Medium mode”, such as winning a bingo lottery within 10 games, or increasing the possibility of winning a bingo lottery continuously. Good. Further, when the game control means 113 shifts to the “high mode”, the probability of staying in the “high mode” again may be set high.
  • the bingo game according to the present embodiment can have varied game characteristics by changing the winning probability of the bingo lottery according to the number of games and the mode. Moreover, the bingo game of this embodiment can give the player a sense of expectation of the establishment of bingo by performing a precursor effect.
  • the game machine 10 of the present embodiment is configured to be able to play games by displaying various game screens on the display device 20. For example, the game machine 10 of the present embodiment can play a pachinko game that reproduces an actual pachinko machine or a slot game that reproduces an actual slot machine.
  • a plurality of game switches 30 for performing various game operations are provided on the casing 11 of the game machine 10.
  • Each game switch 30 is provided with a game suitable for various games.
  • a handle 46 having the same mechanism as that of an actual pachinko gaming machine is provided.
  • a lever 45 and a stop switch 50 having the same mechanism as that of an actual slot machine are provided.
  • the pachinko game can be played using the handle 46 with the same operation feeling as an actual pachinko gaming machine.
  • the slot game can be played using the lever 45 and the stop switch 50 with the same operation feeling as an actual slot machine.
  • the game switch 30 it is possible to select a game using the game switch 30.
  • the game can be selected by operating the bet switch 42 and determined by operating the lever 45.
  • a system using the game switch 30 can be set.
  • the setting can be performed by operating the lever 45 or the stop switch 50.
  • the game switch 30 is not used only for a specific type of game but can be used for game selection and system setting.
  • an independent selection switch may be provided for game selection, or an independent setting switch may be provided for system setting.
  • These selection switches and setting switches are not limited to switches such as the game switch 30, but may be a touch panel using the display device 20 as a liquid crystal monitor.
  • Various games of the present embodiment are set so that game points necessary for starting a game are different.
  • the pachinko game requires 200 game points
  • the slot game requires 50 game points
  • the bingo game requires 100 game points. According to this embodiment, even if the game points necessary for starting a game are different for each game, it is possible to execute the game with one housing 11.
  • the value of the game points for each game for the player is set for each game. Specifically, each game is set so that the conversion rate between the game points used for the game and the cash is different.
  • one game point is equivalent to 5 yen
  • in the slot game one game point is equivalent to 20 yen
  • in the bingo game one game point is equivalent to 10 yen.
  • the degree of advantage for each game can be changed by changing the conversion rate for each game. For example, for one game point, the conversion rate of the pachinko game is set to 8 yen, the conversion rate of the slot game is set to 30 yen, and the conversion rate of the bingo game is set to 8 yen.
  • the amount necessary for starting the pachinko game is calculated as 1,600 yen
  • the amount necessary for starting the slot game is 1500 yen
  • the amount necessary for starting the bingo game is calculated as 800 yen. That is, the bingo game can be set as a game that can be played at the lowest cost.
  • the IC card 78 in which game points are stored is formed so that game points are stored for each type of game. Therefore, game points acquired in a specific game cannot be used in other games. Therefore, even if the player changes the game machine 10 in the game hall, the game points acquired in the game machine 10 that has played before are inherited for each game. That is, regardless of the change of the game machine 10, the continuity of the game for a specific game can be provided. Note that the game points may not be stored for each type of game on the IC card 78, and the game points of each game may be stored in a lump after being converted into monetary data. In this case, game points acquired in a specific game can be used in other games.
  • the game points for the selected game are configured to be displayed on the display device 20 as the number of possessed balls and coins as virtual game media for each game.
  • the number of virtual game media related to the game points of the game is displayed on the game screen (500, 600, 700) of each game.
  • the game points or the number of virtual game media for each game may be collectively displayed on a selection screen or a demo screen for selecting each game.
  • the amount data of the IC card 78 may be displayed together. (Modification 1)
  • the amount data is converted into game points based on a predetermined conversion rate.
  • the amount data is converted into amount points once and further converted into game points. is there.
  • an arbitrary conversion rate can be set when converting monetary data into monetary points.
  • a conversion rate of 100 point points for 100 yen is set at the game hall A, and a conversion rate of 50 point points for 100 yen at the game hall B.
  • the conversion rate of 100 point points is set for 100 yen in Japanese yen, and the conversion rate of 100 point points for 1 Singapore dollar in Singapore dollar.
  • a conversion rate of 100 points can be set for 40 Philippine pesos.
  • the setting of the amount required for the game can be collectively changed without changing all the conversion points of the game points of each game. Can do.
  • the game points of each game may be converted into money points and stored in the IC card 78 as money information.
  • the game points acquired in a specific game cannot be used in other games.
  • the amount points of each game are collectively stored in the IC card 78, the gaming points acquired in a specific game can be used in other games.
  • the amount points may be further converted into amount data and stored in the IC card 78.
  • Modification 2 In the second modification, the arrangement of the game switch 30 in the operation unit 25 of the present embodiment is changed. As shown in FIGS. 46A and 46B, an operation unit 25 is provided below the display device 20 and at the upper and lower central portion of the housing 11 so as to protrude forward. Further, the upper surface of the operation portion 25 that is formed to protrude is formed as an inclined surface that descends from the display device 20 toward the player. A plurality of game switches 30 used for each game are provided on the inclined surface.
  • a handle 46 is provided on the right front side of the inclined surface. Further, three stop switches 50 (a left stop switch 51, a middle stop switch 52, and a right stop switch 53) are provided on the left side of the handle 46 and substantially at the center of the inclined surface. Further, a bet switch 42 is provided on the left side of the stop switch 50, and a lever 45 is provided behind the bet switch 42.
  • the second modification as in the present embodiment, in the pachinko game, it is possible to play the game with the same operation feeling as the actual pachinko gaming machine using the handle 46. In the slot game, the lever 45 and the stop switch 50 can be used to play the game with the same operation feeling as an actual slot machine.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

La présente invention concerne une machine de jeu comprenant un dispositif d'affichage (20) qui permet de jouer à une pluralité de jeux, des commutateurs de jeu (30), un commutateur de sélection (30), et un dispositif de commande (100) pour exécuter les jeux. La valeur des points de jeu utilisés par un joueur dans un jeu est fixée dans le dispositif de commande (100) pour chaque jeu. Le dispositif de commande (100) utilise des points de jeu pour un jeu sélectionné via le commutateur de sélection (30) et exécute le jeu devant être joué au moyen des commutateurs de jeu (30) correspondant au jeu sélectionné.
PCT/JP2016/056314 2015-03-10 2016-03-01 Machine de jeu WO2016143614A1 (fr)

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JP2015047189A JP5816766B1 (ja) 2015-03-10 2015-03-10 ゲームマシン
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WO2018146811A1 (fr) * 2017-02-13 2018-08-16 セガサミークリエイション株式会社 Dispositif de jeu et procédé de commande de jeu
JP6317049B1 (ja) * 2017-05-26 2018-04-25 ダイナミック ゲームズ マカオ リミテッド 遊技機
JP6378850B1 (ja) * 2018-03-22 2018-08-22 株式会社ドワンゴ サーバおよびプログラム
JP7231191B2 (ja) * 2018-11-02 2023-03-01 株式会社ユニバーサルエンターテインメント 情報処理装置、及び、ゲームプログラム

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WO2010137184A1 (fr) * 2009-05-29 2010-12-02 株式会社ユニバーサルエンターテインメント Système de jeu

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JP5426276B2 (ja) * 2009-05-29 2014-02-26 株式会社ユニバーサルエンターテインメント 情報データ記憶媒体の読書装置

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JPH119764A (ja) * 1997-06-23 1999-01-19 Daito Giken:Kk スロットマシンで使用されるリール停止制御テーブル及びその作成方法
WO2010137184A1 (fr) * 2009-05-29 2010-12-02 株式会社ユニバーサルエンターテインメント Système de jeu

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JP2020130233A (ja) * 2019-02-13 2020-08-31 サミー株式会社 オンライン遊技システム
JP7137076B2 (ja) 2019-02-13 2022-09-14 サミー株式会社 オンライン遊技システム

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