Gaming machine

JP7694932B2Active Publication Date: 2025-06-18SANYO BUSSAN KK
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Patent Information

Application Number
JP2019147072
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2019-08-09
Publication Date
2025-06-18
Estimated Expiration
2039-08-09

AI Technical Summary

Technical Problem

Conventional game machines, such as pachinko machines, face an increase in storage capacity requirements due to the need for different sets of value data, leading to a demand for reducing storage capacity.

Method used

The game machine incorporates a control means for performing game control using predetermined control data, a first data storage means with reduced data amount, and a control data generation means that generates control data using identified first data, allowing for the use of common second data to reduce storage needs.

Benefits of technology

This approach effectively reduces storage capacity by utilizing a system that generates control data efficiently, thereby minimizing the amount of data stored in the first data storage means.

✦ Generated by Eureka AI based on patent content.
Patent Text Reader

Abstract

To provide a game machine that allows a memory capacity to be reduced.SOLUTION: Predetermined control on a game is executed by control means by using predetermined control data. Data corresponding to each of a plurality of pieces of control data, which is first data composed with a data amount less than a data amount constituting the control data, is stored in first data storage means. The first data corresponding to the control data used for the control of the control means is specified by data specification means from the first data storage means. The control data is generated by control data generation means by using the first data specified by the data specification means. Thereby, an effect of reducing a memory capacity is produced.SELECTED DRAWING: Figure 1
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Description

[Field of technology]

[0001] The present invention relates to a game machine represented by a pachinko machine. [Background technology]

[0002] In a game machine such as a pachinko machine, setting value data for performing various settings related to the game is stored in advance in a storage means such as a ROM, and when performing settings related to the game, the current settings are stored in the storage means. It is widely known that the corresponding set value data is read out from the storage means and set. [Prior art documents] [Patent document]

[0003] [Patent document 1] Japanese Patent Application Laid-Open No. 2003-230714 [Outline of the invention] [Problems to be solved by the invention]

[0004] However, in such conventional game machines, it is necessary to set different set value data according to the type of setting, so there is a problem that the amount of data in the storage means increases as the types of set value data increase. was there. Therefore, there has been a demand for a reduction in the storage capacity of the storage means.

[0005] SUMMARY OF THE INVENTION It is an object of the present invention to provide a game machine capable of reducing the storage capacity. [Means for solving the problem]

[0006] In order to achieve this object, the gaming machine according to claim 1 comprises control means for performing predetermined control regarding a game using predetermined control data, and data corresponding to each of the plurality of control data is provided. a first data storage means storing first data composed of a data amount less than the amount of data constituting the control data; and the control data from the first data storage means used for controlling the control means. and a control data generation means for generating the control data using the first data identified by the data identification means.

[0007] The gaming machine according to claim 2 is the gaming machine according to claim 1, wherein the first data storage means comprises a plurality of addresses and stores a plurality of the first data for each address. is.

[0008] The gaming machine according to claim 3 is the gaming machine according to claim 1 or 2, further comprising second storage means for storing second data commonly used to generate a plurality of the control data, The data generating means is configured to be able to generate the control data using the first data and the second data specified by the data specifying means.

Effect of the invention

[0009] According to the gaming machine according to claim 1, it comprises control means for performing predetermined control relating to a game using predetermined control data, and the data corresponding to each of the plurality of control data, a first data storage means storing first data composed of a data amount less than the data amount constituting control data; Data identification means for identifying one data, and control data generation means for generating the control data using the first data identified by the data identification means.

[0010] As a result, there is an effect that the storage capacity can be reduced.

[0011] According to the gaming machine of claim 2, in addition to the effects of the gaming machine of claim 1, the first data storage means is composed of a plurality of addresses, and a plurality of the first data storage means are stored for each address. is stored, there is an effect that the amount of data in the first storage means can be reduced compared to the case where one control data itself is stored for each address.

[0012] According to the gaming machine according to claim 3, in addition to the effects of the gaming machine according to claim 1 or 2, a second storage storing second data commonly used to generate a plurality of the control data means, wherein the control data generating means is configured to be able to generate the control data using the first data and the second data specified by the data specifying means.

[0013] As a result, only one piece of the second data commonly used for a plurality of control data needs to be stored in the second storage means. There is an effect that the capacity can be reduced. [Brief description of the drawing]

[0014]

Figure 1

Figure 2

[0015] <First Embodiment> A first embodiment of the present invention will be described below with reference to the accompanying drawings. FIG. 1 is a front view of the pachinko machine 10 in the first embodiment, FIG. 2 is a front view of the game board 13 of the pachinko machine 10, and FIG.

[0016] The pachinko machine 10, as shown in FIG. and an inner frame 12 supported so as to be openable and closable. In order to support the inner frame 12 in the outer frame 11, metal hinges 18 are attached at two upper and lower positions on the left side when viewed from the front (see FIG. 1). A frame 12 is supported toward the front side so that it can be opened and closed.

[0017] A game board 13 (see FIG. 2) having a large number of nails and ball entrances 64, 640, 67, etc. is detachably attached to the inner frame 12 from the back side. A pinball game is performed by causing game balls to flow down the front surface of the game board 13 . In addition, the inner frame 12 includes a ball shooting unit 112a (see FIG. 8) that shoots a game ball to the front area of ​​the game board 13 and guides the game ball shot from the ball shooting unit 112a to the front area of ​​the game board 13. A launch rail (not shown) or the like is attached.

[0018] On the front side of the inner frame 12, a front frame 14 covering the front upper side thereof and a lower tray unit 15 covering the lower side thereof are provided. In order to support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached at two upper and lower positions on the left side of the front view (see FIG. 1). 14 and a lower tray unit 15 are supported on the front side so that they can be opened and closed. The locking of the inner frame 12 and the locking of the front frame 14 are respectively released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.

[0019] The front frame 14 is assembled with decorative resin parts, electric parts, etc., and is provided with a window portion 14c having a substantially elliptical opening at its substantially central portion. A glass unit 16 having two plate glasses is arranged on the back side of the front frame 14, and the front side of the game board 13 can be visually recognized on the front side of the pachinko machine 10 through the glass unit 16. - 特許庁

[0020] On the front frame 14, an upper tray 17 for storing game balls projects forward and is formed in a substantially box-like shape with an open upper surface. The bottom surface of the upper plate 17 is inclined downward to the right in a front view (see FIG. 1), and the inclination guides the game ball thrown into the upper plate 17 to the ball shooting unit 112a. A frame button 22 is provided on the upper surface of the upper plate 17. As shown in FIG. The frame button 22 is operated by the player when, for example, the effects and background displayed on the third symbol display device 81 to be described later are varied.

[0021] The front frame 14 is provided with light-emitting means such as various lamps around its periphery (for example, corner portions). These light emitting means are controlled to change the light emitting mode by lighting or blinking in response to changes in the game state such as when a big win or a predetermined reach, and play a role of enhancing the performance effect during the game. Illumination parts 29 to 33 containing light-emitting means such as LEDs are provided on the periphery of the window part 14c. In the pachinko machine 10, these illumination parts 29 to 33 function as production lamps such as jackpot lamps, and each illumination part 29 to 33 lights up by lighting or blinking of the built-in LED when a big win or a ready-to-win production is performed. Alternatively, it flashes to indicate that the jackpot is in progress or that the player is in the process of reaching one step before the jackpot. In addition, in the front view (see FIG. 1) upper left portion of the front frame 14, there is provided a display lamp 34 that has a built-in light emitting means such as an LED and can display when the prize balls are being paid out and when an error occurs.

[0022] In addition, a small window 35 is formed by attaching a transparent resin from the back side so that the back side of the front frame 14 can be visually recognized on the lower side of the right illumination part 32, and a pasting space K1 (Fig. 2) can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, in order to bring out more brilliance, a plated member 36 made of ABS resin, which is plated with chrome, is attached to the area around the electric decoration parts 29-33.

[0023] A ball rental operation unit 40 is arranged below the window portion 14c. The ball rental operation unit 40 is provided with a frequency display unit 41, a ball rental button 42, and a return button 43. When the ball lending operation unit 40 is operated with banknotes, cards, etc. inserted into a card unit (ball lending unit) (not shown) arranged on the side of the pachinko machine 10, a game ball is operated according to the operation. will be lent out. Specifically, the frequency display unit 41 is an area in which the balance information of the card or the like is displayed, and the built-in LED lights up to display the remaining amount in numbers as the balance information. The ball lending button 42 is operated to obtain lending balls based on information recorded on a card or the like (recording medium), and as long as there is a balance on the card or the like, lending balls are supplied to the top tray 17. be done. The return button 43 is operated when requesting the return of the card or the like inserted in the card unit. A pachinko machine in which game balls are directly lent to the upper tray 17 from a ball lending device or the like without going through the card unit, that is, a so-called cash machine, does not require the ball lending operation unit 40. In this case, the ball lending operation unit is not required. A decorative seal or the like may be added to the installation portion of 40 to make the parts configuration common. It is possible to achieve commonality between a pachinko machine using a card unit and a cash machine.

[0024] In the lower tray unit 15 positioned below the upper tray 17, a lower tray 50 for storing game balls that could not be stored in the upper tray 17 is formed in a substantially box-like shape with an open upper surface. ing. On the right side of the lower plate 50, an operation handle 51 operated by the player is arranged to hit the game ball into the front surface of the game board 13. Inside the operation handle 51, the ball shooting unit 112a is permitted to be driven. A touch sensor 51a for pressing, a push-button stop switch 51b that stops shooting the game ball during the period of pressing, and a variable that detects the amount of rotation operation of the operation handle 51 by changes in electrical resistance. A resistor (not shown) is built in. When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on, and the resistance value of the variable resistor changes in accordance with the amount of operation. A game ball is shot with a strength corresponding to the resistance value of the variable resistor that changes with the movement of the player, and the game ball is driven to the front of the game board 13 with a flying distance corresponding to the player's operation. Also, when the operating handle 51 is not operated by the player, the touch sensor 51a and the stop switch 51b are off.

[0025] In this embodiment, the configuration described above is used, but not limited to this, the main control device 110 or another control device detects a game ball launched by the ball launching unit 112a, or the solenoid of the ball launching unit 112a. may be configured to detect that has fired a game ball. Further, the number of game balls detected may be counted and stored until processing such as RAM clearing is executed.

[0026] A lower front portion of the lower tray 50 is provided with a ball extraction lever 52 for operating when the game balls stored in the lower tray 50 are ejected downward. The ball extracting lever 52 is always biased to the right, and by sliding it to the left against the bias, the bottom opening formed on the bottom of the lower tray 50 is opened and the Game balls naturally fall from the bottom opening and are discharged. The operation of the ball extraction lever 52 is normally performed with a box (generally called a "dollar box") placed below the lower tray 50 for receiving the game balls ejected from the lower tray 50 . The operation handle 51 is arranged on the right side of the lower tray 50 as described above, and the ashtray 53 is attached to the left side of the lower tray 50 .

[0027] As shown in FIG. 2, the game board 13 includes a wooden base plate 60 cut into a substantially square shape when viewed from the front, a large number of nails and pinwheels for guiding balls, rails 61 and 62, a general prize opening 63, a 1 ball entrance 64, second ball entrance 640, variable winning device 65, operation winning port 660, variable display device unit 80, etc. are assembled, and the peripheral portion is attached to the back side of inner frame 12. The general winning opening 63, the first winning opening 64, the second winning opening 640, the variable winning device 65, the operating winning opening 660, and the variable display device unit 80 are arranged in through holes formed in the base plate 60 by router processing. It is provided and fixed from the front side of the game board 13 with wood screws or the like. In addition, the front central portion of the game board 13 can be visually recognized from the front side of the inner frame 12 through the window portion 14c of the front frame 14 (see FIG. 1). Hereinafter, mainly referring to FIG. 2, the configuration of the game board 13 will be described.

[0028] On the front surface of the game board 13, an outer rail 62 formed by bending a strip-shaped metal plate into a substantially circular arc is planted, and a strip-shaped metal plate similar to the outer rail 62 is placed inside the outer rail 62. An arc-shaped inner rail 61 formed by is planted. The outer periphery of the front surface of the game board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and rear sides are surrounded by the game board 13 and the glass unit 16 (see FIG. 1). A game area is formed in which a game is played by the behavior of the ball. The game area is the front surface of the game board 13 and is a substantially circular area defined by the two rails 61 and 62 and the arc member 70 (where a starting port etc. are arranged and a game ball is is the area where the water flows down). In addition, the game area includes all areas where the game ball that has passed through the return ball prevention member 68 flows down before passing through the out port 66 or the prize winning port.

[0029] The two rails 61 and 62 are provided to guide the game ball shot from the ball shooting unit 112a (see FIG. 8) to the top of the game board 13. At the tip portion of the outer rail 62 (upper left part in FIG. 2), there is provided an operation winning hole 660 into which a game ball can enter. This operation winning hole 660 shifts to a jackpot state (special game state) which is an advantageous state for the player when a game ball enters. In detail, when the lottery of the special symbol (first symbol) is determined to be a big hit, it is set to a state (big hit standby state) in which the entry to the operation winning opening 660 is validated. In addition, even if the game ball is entered into the operation winning opening 660 at normal time, it does not affect the game at all. In the jackpot standby state, when the player shoots the game ball toward the operation winning opening 660, the game ball enters (wins) the operation winning opening and the jackpot starts. In addition, as shown in FIG. 2, a rotating member 670a that rotates at a constant rotational speed is arranged on the left side of the operation winning opening 660 in front view. This rotating member 670a can take an arrangement that prevents the game ball shot toward the operation winning opening 660 from moving in the direction of the operation winning opening 660 and an arrangement that does not prevent it, depending on the rotation position. If the moving member 670a does not launch the game ball aiming at the timing that does not interfere with the game ball, the game ball cannot be entered into the operation winning opening 660 (to start the jackpot). Therefore, when the lottery of special symbols is determined to be a big hit, the game ball can be shot in consideration of the arrangement of the rotating member 670a, so that the player's interest in the game can be improved.

[0030] In addition, the operation winning opening 660, as shown in FIG. 2, is provided at the end of a flow path (operation winning opening flow path) having a width wider than one game ball and narrower than two pieces. Game balls fired with a predetermined range of firing intensity (for example, a range of 95% to 100% of the firing intensity) including at least the maximum momentum (shooting intensity) reach (flow into) this actuating winning port flow path. is configured as For this reason, when it is judged as a big win in the lottery of special symbols and the state of waiting for a big win is made, when aiming at the operation winning opening 660, it is possible to easily rotate the handle 51 to the maximum movable range. A game ball can be entered into the operation winning hole 660 .

[0031] A return rubber 69 is attached to the tip portion of the inner rail 61 . A game ball shot with a predetermined shooting intensity (for example, shooting intensity ranges from 90% to 95%) hits the return rubber 69 and is bounced back toward the central portion while the momentum is attenuated. Between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, an arc member 70 made of resin is formed by providing an arc connecting the rails on the inner surface side. It is fixed by being hammered into the plate 60 .

[0032] In this pachinko machine 10, when a game ball enters either the first ball entrance 64 or the second ball entrance 640, a special symbol (first symbol) lottery is conducted, and the game ball enters normally. When the ball mouth 67 is passed, a lottery for a normal pattern (second pattern) is performed. In the special symbol lottery performed for the ball entering the first ball entrance 64 or the second ball entrance 640, it is determined whether the special symbol is a big hit or not, and it is determined that the special symbol is a big hit. When it is done, the judgment of the jackpot type is also performed. When the special symbol hits the jackpot, the pachinko machine 10 shifts to the special game state, and the specific winning opening 65a, which is normally closed, passes for a predetermined time (for example, 30 seconds, or a predetermined number of game balls wins. until), and the opening is repeated the number of times (number of rounds) according to the jackpot type. As a result, since a large amount of game balls enter the specific winning hole 65a, a larger amount of prize balls than usual is paid out. As the jackpot type of the special pattern, six types of "jackpot A" to "jackpot F" are provided. (game value) is given to the player. The three types of "jackets A to C" are the jackpot types that can be determined when a jackpot is won in a special symbol lottery that is executed when a game ball enters the first ball entrance 64. , and the three types of "jackets D to F" are the jackpots that can be determined when a special pattern lottery is executed when the game ball enters the second ball entrance 640. It is a type. Hereinafter, for simplification of explanation, the special symbol lottery that is executed when the game ball enters the first ball entrance 64 will be referred to as the first special symbol lottery, and the game ball will be called the first special symbol lottery. The special symbol lottery that is executed when the ball enters the 2 ball entrance 640 is referred to as the second special symbol lottery.

[0033] When the lottery for the special design (first design) is performed, the variable display of the special design is started in the first design display device 37, and after a predetermined time (for example, 7 seconds to 90 seconds) has passed, the lottery result A special symbol indicating is stopped and displayed. When the game ball enters the first ball entrance 64 or the second ball entrance 640 while the variable display is being performed on the first symbol display device 37, the number of entrance balls is for each type of ball entrance. , respectively, and the number of reserved balls is indicated by the first symbol display device 37 and is also indicated by the third symbol display device 81. When the variable display is completed in the first symbol display device 37, if the number of reserved balls for the first ball entrance 64 or the second ball entrance 640 remains, the next special symbol lottery is performed. , the variable display corresponding to the lottery is started.

[0034] On the other hand, in the lottery of the normal design performed for the passage of the game ball in the normal ball entrance 67, the success or failure determination of whether or not the normal design hits is performed. When the normal pattern is won, the second ball entrance 640 is opened by changing the electric accessory 640a attached to the second ball entrance 640 to the open position for a predetermined time (for example, 0.2 seconds or 1 second). be. It should be noted that, normally, the second entrance 640 is closed because the electric accessory 640a is arranged at the closed position. Therefore, the ball flowing down toward the second ball entrance 640 from above in the front view is blocked by the electric accessory 640a, making it impossible (difficult) to enter the second ball entrance 640. . On the other hand, in the case of winning the normal pattern, the electric accessory 640a is opened, so that the ball flowing down toward the second ball entrance 640 easily enters the second ball entrance 640. As a result, the lottery for the second special symbol is facilitated.

[0035] Also, when the lottery of the normal design (second design) is performed, the fluctuation display of the normal design is started in the second design display device 83, and after a predetermined time (for example, 3 seconds, 30 seconds, etc.) has passed, A normal symbol indicating the result of the lottery is stopped and displayed. When the game ball passes through the normal ball entrance 67 while the variable display is being performed in the second symbol display device 83, the number of passages is suspended up to four times, and the number of retained balls is the first symbol display device 37. It is displayed by and is also shown in the second symbol reservation lamp 84. When the variable display ends in the second symbol display device 83, if the number of pending balls for the normal ball entrance 67 remains, the next normal symbol lottery is performed, and the variable display according to the lottery is displayed. be started.

[0036] As described above, six types of "jackpot A" to "jackpot F" are provided as jackpot types of special symbols.

[0037] When it becomes "jackpot A", the number of rounds becomes a special game state with 8 rounds (8 round jackpot). On the other hand, when it becomes "jackpot B" or "jackpot C", the number of rounds becomes a special game state with 5 rounds (5 rounds jackpot), and when it becomes "jackpot D", the number of rounds becomes a special game state with 16 rounds (16 rounds When it becomes "jackpot E" and "jackpot F", the number of rounds becomes a special game state with 10 rounds (10 round jackpot). Furthermore, when it becomes "jackpot A", "jackpot B", "jackpot D", and "jackpot E", it shifts to the high probability state of the special pattern (during the probability change of the special pattern) after the jackpot. Also, when the high probability state of the special design is given, the hit probability of the normal design is also increased (the time saving state of the normal design is given). The high-probability state of the special design and the time-saving state of the normal design continue after the end of the big win until the next big win. On the other hand, when it comes to "jackpot C" or "jackpot F", the time-saving state of normal patterns is given after the jackpot ends, but the high probability state of special patterns is not given. The time-saving state of the normal design given after the end of this "jackpot C" or "jackpot F" ends when the special pattern lottery is executed 100 times.

[0038] Here, the "special symbol high probability state" refers to a state in which the special symbol jackpot probability is up, the so-called "special symbol high probability state" (probability change state of the special symbol), in other words, the special game state It is a game state that easily shifts to (jackpot). On the other hand, if it is not a "special symbol high probability state", it is called a "special symbol low probability state", which is a state in which the probability of a big hit is lower than the variable state of a special symbol, that is, the probability of a special symbol is normal. Indicates the state (low probability state of special symbols). In addition, "time-saving state of normal design" (high probability state of normal design) means a game state in which the winning probability of normal design is increased and the game ball is easily entered into the second ball entrance 640. . On the other hand, when it is not "time saving state of normal design", it is called "normal state of normal design" (low probability state of normal design). Indicates a low probability of winning.

[0039] As described above, in the special symbol jackpot in the present embodiment, the number of rounds at the time of the jackpot is varied according to the type of jackpot. On the other hand, the number of rounds may be common to all jackpot types (for example, all 5 rounds). Further, in the present embodiment, the "probability variable state of the special symbol" given after the big win is configured to continue until the next big win, but it is not limited to this. For example, the period during which the "probability variable state of special symbols" continues may be configured to be limited until the number of special symbol lotteries is executed a predetermined number of times (for example, 100 times). In this case, the number of times of lottery to be "probability variable state of special symbols" and the number of times of lottery to be "time-saving state of normal symbols" may be different. Moreover, according to the kind of big hit, it is good also as a structure which changes the number of times of lottery.

[0040] In this pachinko machine 10, when the initial setting is performed by turning on the power, etc., it is always set to "low probability state of special symbols" and "normal state of normal symbols". And, when it becomes either "jackpot A", "jackpot B", "jackpot D", or "jackpot E", it shifts from "special pattern low probability state" to "special pattern variable state" , "Normal pattern normal state" to "normal pattern time saving state". In this case, the set "probability variable state of special symbols" and "time saving state of normal symbols" continue until the next big hit. On the other hand, when it becomes "big hit C" or "big hit F", it shifts to "low probability state of special design" and "time saving state of normal design". After that, for the sake of simplification of the explanation, the jackpot (“jackpot A”, “jackpot B”, “jackpot D”, “special pattern variable state” and “normal pattern time saving state”) are given after the jackpot ends. The "jackpot E") is referred to as a "probable variable jackpot". On the other hand, the jackpot (“jackpot C”, “jackpot F”) in which only 100 times of “ordinary pattern time saving state” is given after the jackpot ends is called “normal jackpot”.

[0041] In the lower left part of the game board 13 when viewed from the front (lower left part in FIG. 2), a first LED is provided with a plurality of light emitting diodes (hereinafter abbreviated as "LEDs") 37a and a 7-segment display 37b, which are light emitting means. A pattern display device 37 is provided. The first symbol display device 37 displays a display corresponding to each control performed by the main control device 110, which will be described later, and mainly displays the game state of the pachinko machine 10. FIG. The plurality of LEDs 37a perform variable display by indicating whether or not the special symbol lottery performed with the entry of the ball into the first ball entrance 64 (start winning) is being executed by the lighting state. As a stop symbol after the end, a special symbol (first symbol) according to the lottery result of the special symbol is indicated by the lighting state, or the game entered into the first ball entrance 64 or the second ball entrance 640 The lighting state indicates the number of held balls, which is the number of game balls (held balls) for which variation has not been executed among the balls.

[0042] While the variable display of the special symbol (first symbol) is being performed in this first symbol display device 37, if the game ball enters the first ball entrance 64 or the second ball entrance 640, the entrance The number of balls is reserved up to four times, and the number of reserved balls is indicated by the first symbol display device 37 and is also indicated by the third symbol display device 81. In this embodiment, the ball entering the first ball entrance 64 and the second ball entrance 640 are each suspended up to four times, but the maximum number of suspensions is limited to four. The number of times may be set to 3 times or less, or 5 times or more (for example, 8 times).

[0043] The 7-segment display 37b displays the number of rounds during the jackpot and an error display. In addition, the LED 37a is configured so that each LED emits different colors (for example, red, green, and blue), and depending on the combination of the emitted colors, various game states of the pachinko machine 10 (high-probability state of special symbols) can be achieved with a small number of LEDs. , etc.) can be displayed. In addition, the LED 37a not only indicates whether or not the lottery result of the special symbol is a jackpot as a stop symbol after the end of the fluctuation, but also indicates that the jackpot type (special symbol corresponding to the jackpot A to F) is a jackpot. (first pattern) is shown.

[0044] In addition, in the game area, a plurality of general prize winning openings 63 are arranged from which 5 to 15 game balls are paid out as prize balls when the game balls win. Also, a variable display device unit 80 is arranged in the central portion of the game area. The variable display device unit 80 is provided with a third pattern display device 81 composed of a liquid crystal display (hereinafter simply referred to as "display device") and a second pattern display device 83 composed of LEDs. . A center frame 86 is arranged in this variable display device unit 80 so as to surround the outer circumference of the third pattern display device 81 .

[0045] The third pattern display device 81 performs decorative display according to the display of the first pattern display device 37. FIG. For example, when a game ball enters the first ball entrance 64 or the second ball entrance 640 (start winning), the first symbol display device 37 uses it as a trigger to display a special symbol (first symbol). is executed. Further, in the third symbol display device 81, in synchronization with the variable display of the special symbol, the variable display of the third symbol corresponding to the variable display of the special symbol is performed.

[0046] The third pattern display device 81 is composed of a large liquid crystal display of 8 inch size, and the display contents are controlled by the display control device 114 described later, so that, for example, three patterns of left, middle and right columns are displayed. Each symbol row is composed of a plurality of symbols, and these symbols are vertically scrolled for each symbol row so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In this embodiment, the display of the game state accompanying the control of the main control device 110 is performed by the first symbol display device 37, while the third symbol display device 81 is displayed on the first symbol display device 37. A corresponding decorative display is performed. Incidentally, instead of the display device, for example, the third symbol display device 81 may be configured using a reel or the like.

[0047] Here, the display contents of the third symbol display device 81 will be described with reference to FIG. FIG. 7 is a drawing for explaining the display screen of the third pattern display device 81, and FIG. 6(a) is a diagram schematically showing area division setting and effective line setting of the display screen, FIG. 6(b) is a diagram showing an example of an actual display screen.

[0048] The third pattern consists of 9 types of main patterns numbered from "1" to "9". Each main pattern is configured to imitate the numbers "1" to "9". Each main design consists of a back design made of a wooden box with a number from "1" to "9". , Large numbers are added to almost the entire front of the wooden box. On the other hand, the main designs with even numbers (2, 4, 6, 8) have attached designs that imitate characters such as planes, furoshiki, helmets, etc. that fill the front of the wooden box. An even number is attached to the lower right side of , in green, small, and displayed in front of the attached symbols.

[0049] Further, in the pachinko machine 10 of the present embodiment, when the lottery result of the special symbols performed by the main control device 110 (see FIG. 8) described later is a big hit, the same main symbols are displayed in a fluctuating display. , the jackpot is generated after the variable display is finished. On the other hand, when the lottery result of the special symbol is a loss, a variable display in which the same main symbols are not aligned is performed.

[0050] For example, if the lottery result of the special pattern is a variable jackpot (either "jackpot A", "jackpot B", "jackpot D", or "jackpot E"), one of "1" to "9" is added. A variable display is performed in which the displayed main symbols are aligned. In addition, if it is a normal jackpot (“jackpot C” or “jackpot F”), a variable display is performed in which the main symbols with even numbers “0, 2, 4, 6, 8” are added. That is, there is a possibility that the variation display in which the main symbols to which the odd numbers "1, 3, 5, 7, 9" are added is performed only in the probability variation jackpot. Even in the case of a probability variable jackpot, by configuring it so that there is a possibility of performing a variable display in which the main symbols with even numbers are aligned, even when the main symbols with even numbers are aligned, the probability variable jackpot It is possible to play a game during the jackpot with the expectation that the player will win the jackpot. On the other hand, if the lottery result of the special symbol is out, a variable display is performed in which the main symbols of the same number are not aligned. It should be noted that, in the probability variable jackpot, the rate at which the variable display in which the main symbols with even numbers are aligned is set to, for example, 60%. In addition, when the probability variable jackpot is started by the variable display in which the main symbols with even numbers are aligned, it is reported that the probability variable jackpot was a predetermined period of the jackpot (for example, during the round period of 5 rounds). A production is executed.

[0051] As shown in FIG. 6(a), the display screen of the third pattern display device 81 is roughly divided into two upper and lower parts. The upper 1 / 3 of the area is a sub-display area Ds that displays a notice effect, characters, the number of pending balls, and the like.

[0052] The main display area Dm is divided into three left, middle and right display areas Dm1 to Dm3, and three pattern rows Z1, Z2 and Z3 are displayed in each of the three display areas Dm1 to Dm3. The above-described third symbols are displayed in a prescribed order in each of the symbol rows Z1 to Z3. That is, the main symbols are arranged in ascending or descending numerical order in each of the symbol rows Z1 to Z3, and each symbol row Z1 to Z3 is periodically scrolled from top to bottom to perform variable display. In particular, in the left symbol row Z1, the main symbol numbers are arranged in descending order, and in the middle symbol row Z2 and the right symbol row Z3, the main symbol numbers are arranged in ascending order.

[0053] In addition, in the main display area Dm, third patterns are displayed in three stages of upper, middle, and lower for each of the pattern rows Z1 to Z3. The middle part of the main display area Dm is set as the activated line L1, and the third symbol stops on the activated line L1 in the order of the left symbol row Z1→right symbol row Z3→middle symbol row Z2 in each game. Is displayed. This stop display state is maintained for at least 1 second. In this way, by displaying the stopped third symbol for a certain period of time (one second or more), the player can determine whether or not the combination of the third symbols corresponds to the big win (the lottery result of the special symbol is the big win). presence or absence) can be suppressed from being overlooked. In addition, when the combination of jackpot patterns (in this embodiment, the combination of the same main patterns) is aligned on the effective line L1 when the third pattern is stopped, the jackpot is confirmed, and a waiting state effect indicating the jackpot waiting state is displayed. be. The details of this standby state effect will be described later with reference to FIG. Also, by entering (winning) a game ball into the operation winning opening 660 during the jackpot standby state, the jackpot is started and the jackpot animation (opening effect) is displayed.

[0054] In addition, if the combination of the third symbol that is stopped and displayed is a combination that corresponds to the loss and there is a held ball, after the stopped display for 1 second, a variable display corresponding to the lottery based on the held ball is started. . In addition, when there are a plurality of reserved balls, a lottery is executed based on the reserved ball corresponding to the oldest incoming ball in terms of time.

[0055] On the other hand, when the third pattern of the combination corresponding to the removal of the special pattern is stopped and displayed for 1 second when there is no reserved ball, the third pattern continues to be stopped and displayed. This state continues until a predetermined time (for example, 15 seconds) elapses or a new game ball enters the first ball entrance 64 . Then, when a predetermined time (for example, 15 seconds) has passed since the third symbol was stop-displayed, a demonstration effect indicating that the game is not being executed is displayed. It is rare that no ball enters the first ball entrance 64 even though the player shoots the game ball continuously for a predetermined time (for example, 15 seconds), and the third symbol stops. Most of the cases where the displayed state continues for a predetermined period of time (for example, 15 seconds) are caused by the fact that the pachinko machine 10 is not playing any games because the player has quit the game. Therefore, in the pachinko machine 10 of the present embodiment, when a predetermined time (for example, 15 seconds) has passed after the third symbol is stopped and displayed, it is determined that the player is not playing, and the demonstration effect is started. do. Thereby, the player who is going to select the pachinko machine 10 to start the game can easily judge whether the game is being played based on the presence or absence of the display of the demonstration effect. On the other hand, when a new game ball enters the first ball entrance 64 before a predetermined time (for example, 15 seconds) elapses, the variable display of the third symbol corresponding to the new ball enters. executed.

[0056] The sub-display area Ds is provided horizontally above the main display area Dm, and is evenly divided into three small areas Ds1 to Ds3 in the horizontal direction. Among these, the small area Ds1 is the number of held balls, which is the number of game balls (hold balls) for which variation has not been executed among the game balls that have entered the first ball entrance 64 and the second ball entrance 640. , and the small areas Ds2 and Ds3 are areas for displaying the preview effect images.

[0057] On the actual display screen, as shown in FIG. 4(b), a total of nine main patterns of the third pattern are displayed in the main display area Dm. In the secondary display area Ds, a moving image is displayed in the right small area Ds3, suggesting to the player that the state is more likely to transition to a big win than usual. In the central small area Ds2, a predetermined character 710 (a boy wearing a headband in this embodiment) normally performs a predetermined action, and sometimes performs a special action other than the predetermined action, or another character performs a specific action. A notice effect is performed by appearing or the like.

[0058] On the other hand, when the game ball enters the first ball entrance 64 or the second ball entrance 640 while the variable display is being performed on the third symbol display device 81 (first symbol display device 37), The number of times of ball entry is reserved up to four times for each type of ball entrance, and the number of reserved balls is indicated by the first pattern display device 37, and is also indicated in the small area Ds1 of the sub display area Ds. In the small area Ds1, one reserved ball number pattern is displayed for each reserved ball number, and the number of reserved balls is displayed according to the number of displayed reserved ball number patterns. That is, when one reserved ball pattern is displayed in the small area Ds1, it indicates that the number of reserved balls is one, and when four reserved ball patterns are displayed, the number of reserved balls is Indicates 4 balls. Further, when the reserved ball number pattern is not displayed in the small area Ds1, it indicates that the number of reserved balls is 0, that is, there is no reserved ball. In addition, the left half of the small area Ds1 displays a reserved ball number pattern indicating the number of reserved balls based on the number of balls entered into the first ball entrance 64, and the right half of the small area Ds2 displays the number of reserved balls. 2 It is configured to display a reserved ball number pattern indicating the number of reserved balls based on the entry to the entrance 640. In the example of FIG. 6(b), while the left half of the small area Ds1 displays four pending ball number patterns, the right half does not display any pending ball number patterns, so the first special It shows a state in which there are four reserved balls of the design, but there are no reserved balls of the second special design.

[0059] In the present embodiment, the ball entering the first ball entrance 64 and the second ball entrance 640 is configured to be held up to four times, respectively, but the maximum number of held balls is four. It is not limited, and may be set to 3 times or less, or 5 times or more (for example, 8 times). Also, instead of displaying the number of reserved balls in the small area Ds1, the number of reserved balls is displayed in a part of the third pattern display device 81 by numbers, or the areas divided into four are different by the number of reserved balls. (For example, colors or lighting patterns) may be displayed. Further, since the number of reserved balls is indicated by the first symbol display device 37, the number of reserved balls may not be displayed on the third symbol display device 81. Further, the variable display device unit 80 may be provided with four holding lamps indicating the number of holding balls, which is the maximum holding number, and the number of holding balls may be displayed according to the number of holding lamps in the lighting state.

[0060] The second symbol display device 83 performs a variable display by indicating whether or not the normal symbol lottery performed with the game ball passing through the normal ball entrance 67 is being executed by the lighting state, As a stop pattern after the end of the variation, the normal pattern (second pattern) according to the lottery result of the normal pattern is indicated by the lighting state.

[0061] More specifically, in the second symbol display device 83, each time the game ball passes through either the left or right normal ball entrance 67, the symbol "○" and "x" as normal symbols (second symbol) are displayed. A variable display is performed by alternately lighting up the symbols of . In the pachinko machine 10, when the variable display on the second symbol display device 83 stops at a predetermined symbol (“○” symbol in this embodiment), the electric accessory 640a attached to the second ball entrance 640 is displayed for a predetermined period of time. It is configured to be in an operating state (opened), and as a result, the second ball entrance 640 is configured to be in a state where game balls can easily enter. The number of passages of the game ball passing through the normal ball entrance 67 is reserved up to 4 times, and the number of reserved balls is displayed by the above-described first symbol display device 37, and the second symbol reservation lamp 84 is also lit and displayed. be. The second symbol reservation lamps 84 are provided four times the maximum number of reservations, and are arranged symmetrically below the third symbol display device 81. FIG.

[0062] Incidentally, the variable display of the normal pattern (second pattern), as in the present embodiment, in addition to those performed by switching the lighting and non-lighting of a plurality of lamps in the second design display device 83, the first design display device 37 And part of the third pattern display device 81 may be used. Similarly, the lighting of the second symbol reservation lamp 84 may be performed by a part of the third symbol display device 81. In addition, the passage of the game ball in the normal ball entrance 67, as well as the first ball entrance 64 and the second ball entrance 640, the maximum number of held balls is not limited to 4 times, 3 times or less, Alternatively, it may be set to 5 times or more (for example, 8 times). Also, since the number of reserved balls is indicated by the first symbol display device 37, the second symbol reservation lamp 84 may not be lit and displayed.

[0063] Below the variable display device unit 80, a first ball entrance 64 through which game balls can enter is arranged. When the game ball enters the first ball entrance 64, the first ball entrance switch (not shown) provided on the back side of the game board 13 is turned on, and the first ball entrance switch is turned on. Then, the lottery of the first special symbol is made in the main control device 110, and the LED 37a of the first symbol display device 37 shows the display according to the lottery result. In addition, the first ball entrance 64 is also one of the prize winning openings from which five prize balls are paid out when a game ball enters. In addition, in this first ball entrance 64, the game ball that has flowed down the flow path on the left side of the variable display unit 80 (the game ball that has been hit to the left) flows down the flow path on the right side of the variable display device unit 80. Nails and the like are arranged so as to make it easier to enter the ball than a game ball hit to the right (a game ball hit to the right).

[0064] A second ball entrance 640 through which a game ball can enter is provided on the lower right side of the variable display device unit 80 when viewed from the front. When the game ball enters this second ball entrance 640, the second ball entrance switch (not shown) provided on the back side of the game board 13 is turned on, and the second ball entrance switch is turned on. A second special symbol lottery is made in the main control device 110, and the display according to the lottery result is indicated by the LED 37a of the first symbol display device 37. In addition, the second ball entrance 640 is also one of the prize winning openings from which five prize balls are paid out when a game ball enters. As shown in FIG. 2, the second ball entrance 640 is provided on the right side of the game board 13, so basically only game balls that flow down the flow path provided on the right side of the variable display unit 80 enters the ball.

[0065] A right variable winning device 65 is arranged in the lower left direction of the second ball entrance 640 in a front view, and a laterally long rectangular right specific winning opening 65a is provided in a substantially central portion thereof. In addition, a left variable winning device 650 is arranged in the lower left direction of the right variable winning device 65 when viewed from the front. This left variable prize winning device 650 includes a horizontally long rectangular opening / closing plate covering the left specific prize winning opening 650a, and a large opening solenoid (not shown) for opening and closing forward with the lower side of the opening / closing plate as an axis. I have. The opening / closing plate is normally in a closed state in which game balls cannot win prizes. In the closed state of the opening / closing plate, since the opening / closing plate and the game board 13 are closed so as to be on the same plane, the game ball can pass through the front side of the opening / closing plate. In addition, by tilting the opening / closing plate to the front lower side, an open state is temporarily formed in which the game ball is likely to enter the left specific winning hole 650a. In the pachinko machine 10, when the special symbol lottery performed by the main control device 110 results in a big win, the LED 37a of the first symbol display device 37 is turned on so that the big win stops after a predetermined time (fluctuation time) elapses. At the same time, the stop symbol of the third symbol corresponding to the big win is displayed on the third symbol display device 81 to indicate that the big win has been established (that the right to the big win has been obtained). Then, in the jackpot standby state that has shifted due to the confirmation of the jackpot, the game state transitions to a special game state in which a larger amount of prize balls than normal is paid out by entering the game ball into the operation winning port 660. do. As this special game state, the right specific winning opening 65a and the left specific winning opening 650a, which are normally closed, are opened for a predetermined time (for example, until 30 seconds have passed, or until a predetermined number of game balls have been won). be. That is, the opening / closing door 65f1, which normally closes the right specific prize winning port 65a, is opened by the first round of the jackpot (special game state), and the ball can enter the right specific prize winning port 65a. Become. Ten prize balls are awarded each time one game ball enters the right specific winning hole 65a. In addition, in each round after the second round of the jackpot (special game state), the left specific winning hole 650a is opened and the ball can be entered. Like the right specific winning opening 65a, the left specific winning opening 650a also gives 10 prize balls each time one gaming ball enters.

[0066] Note that the right specific winning port 65a, the left specific winning port 650a, and the above-described second ball entrance 640 enter the game ball that has flowed down the flow path on the right side of the variable display device unit 80 (the game ball that has been hit right). It is placed in a position where the ball is possible (easy to enter). In other words, the game ball that has flowed down the flow path on the left side of the variable display device unit 80 is arranged at a position where it is impossible to enter (difficult to enter). Therefore, in order for the player to receive the payout of prize balls (gain a profit) during the jackpot, the player should hit the game ball to the right. Here, as shown in FIG. 2, the right variable winning device 65 is arranged in a state slightly inclined downward in the lower left direction when viewed from the front. As a result, when the player hits to the right while the opening / closing door 65f1 is closed and the game ball reaches the upper surface of the right variable winning device 65, the game ball that has reached the right variable winning device 65 is tilted. The ball can be made to enter the out hole 66 by flowing down in the lower left direction when viewed from the front. Therefore, it is possible to prevent (suppress) the game ball fired by hitting to the right from staying on the upper part of the right variable winning device 65 (the upper surface of the opening and closing door 65f1). In addition, as shown in FIG. 2, the left variable winning device 650 is arranged at the lower left of the right variable winning device 65, so when the left specific winning port 650a is open, the right variable winning device 65 The game ball that has flowed down in the lower left direction in the front view along the slope enters the left specific winning hole 650a.

[0067] In the pachinko machine 10 according to the first embodiment, the conditions for ending each round of the jackpot (reclosing the opened right specific prize winning port 65a or the left specific prize winning port 650a) It is made different according to the type of specific winning opening). Specifically, in the first round (the round in which the right specific winning hole 65a is opened), 30 seconds have passed since the open / close door 65f1 was opened, or two or more game balls have entered the right specific winning hole. When the player wins (enters the ball) at 65a, the opening / closing door 65f1 is closed and the first round ends. On the other hand, in each round after the second round of the jackpot (the round in which the left specific winning port 650a is opened), 30 seconds have passed since the left specific winning port 650a was opened, or 10 or more games When the ball enters the left specific prize winning port 650a, the left specific prize winning port 650a is closed and the round ends.

[0068] In addition, in the right variable winning device 65, a sensor for detecting the entry of the game ball to the right specific winning hole 65a is provided inside the right variable winning device 65. Therefore, a time lag occurs from when the game ball enters the right specific winning hole 65a (entering the ball) to when the entering ball is detected. More specifically, it takes about 0.5 seconds from when the game ball enters the right specific winning hole 65a until the number of entering balls is actually counted. In other words, it takes about 0.5 seconds from the time the game balls enter the right specific winning hole 65a to the time the opening / closing door 65f1 is closed. Therefore, if game balls can be additionally entered during this 0.5 seconds, it is possible to obtain more prize balls than usual (when only the number of winning balls that satisfies the upper limit of the end of the round is won). In the first embodiment, in one round (the round in which the right specific winning opening 65a is opened), the player intentionally enters the game balls equal to or more than the number of end conditions of the round to the right specific winning opening 65a. It is configured to be able to sphere. Hereinafter, for the sake of simplification of explanation, "over winning" means that the number of game balls exceeding the maximum winning number (number of winning balls) stipulated in each round wins (wins) in the specific winning port 65a. called.

[0069] Details will be described later with reference to FIGS. 4 and 5, but in the first embodiment, in order to facilitate the occurrence of over winning, the game ball reaches the upper surface of the opening and closing door 65f1, and then the opening and closing door The upper surface of the opening / closing door 65f1 is configured so that the period until it completely passes through the upper surface of 65f1 is long. By configuring in this way, while one game ball is flowing down the upper surface of the opening and closing door 65f1, it becomes easier to add a plurality of game balls and reach the upper surface of the opening and closing door 65f1. Therefore, in the jackpot standby state, at the timing when more game balls are flowing down the upper surface of the opening and closing door 65f1, the game ball is entered into the operation winning opening 660 to start the jackpot (opening and closing door 65f1 ), all the game balls flowing down the upper surface of the opening / closing door 65f1 can be entered into the opened right specific winning hole 65a. As described above, the first round of the jackpot ends when two or more winnings (winning balls) for the specific winning hole 65a are detected. However, if the first round of the jackpot can be started with three or more game balls reaching the upper surface of the open / close door 65f1 before the start of the jackpot, three or more game balls can be moved to the right specific winning port 65a. By winning (entering the ball), it is possible to obtain more prize balls than originally (prize balls for winning two prizes). Therefore, according to the timing of entering the game ball into the operation winning hole 660, it is possible to provide the game property that affects the number of prize balls that the player can obtain in the first round of the jackpot. It is possible to make the game more enjoyable during the state. In order for the game ball to reach the open / close door 65f1 during the jackpot standby state, the game ball should not enter the operating winning port 660 (the game ball should not enter the operating winning port channel (see FIG. 2)). It is sufficient to hit the right with a firing intensity (less than 95% firing intensity) that does not flow in).

[0070] Next, referring to FIGS. 4 and 5, the structure of the upper surface of the opening / closing door 65f1 will be described. First, FIG. 4(a) is a front perspective view of the variable winning device 65 with the opening / closing door 65f1 closed, and FIG. 4(b) is a view of the variable winning device 65 with the opening / closing door 65f1 opened. It is a front perspective view.

[0071] As shown in FIG. 4(a), the upper surface of the opening / closing door 65f1 is provided with projections 65f1a to 65f1c provided to prevent game balls from flowing down. Game balls flowing down the upper surface of the opening / closing door 65f1 are prevented from flowing down by the projections 65f1a to 65f1c, so they flow down on the opening / closing door 65f1 along the outer periphery of the projections 65f1a to 65f1c. That is, on the opening / closing door 65f1, a serpentine flow path is formed by the convex portions 65f1a to 65f1c. For this reason, compared to the case where the convex portions 65f1a to 65f1c are not provided (that is, the case where the game ball can flow down the opening and closing door 65f1 linearly from the right direction to the left direction in front view), the opening and closing door It is possible to lengthen the period required to flow down the upper surface of 65f1. As a result, while one game ball is flowing down the upper surface of the opening / closing door 65f1, it becomes easier to add a plurality of game balls to reach the upper surface of the opening / closing door 65f1. Therefore, in the jackpot standby state, at the timing when more game balls are flowing down the upper surface of the opening and closing door 65f1, the game ball is entered into the operation winning opening 660 to start the jackpot (opening and closing door 65f1 ), it is possible to over-win more game balls.

[0072] FIG. 4(b) is a diagram showing a state in which the opening / closing door 65f1 is opened. As shown in FIG. 4(b), the opening / closing door 65f1 slides from the front side in the front view toward the back side in the front view, and moves inside the game board 13 through an opening provided in the game board 13. be stored. As a result, the right specific winning opening 65a is opened. When the right specific winning opening 65a is opened, the game ball flowing down from the right direction of the right variable winning device 65 can enter the right specific winning opening 65a. In addition, since the height of the opening for housing the opening / closing door 65f1 is sufficiently low with respect to the diameter of the game ball, the upper surface of the opening / closing door 65f1 is flowing down when the opening / closing door 65f1 starts to slide. It is possible to prevent the game ball from being stored inside the game board 13 together with the opening / closing door 65f1. Therefore, when the opening / closing door 65f1 slides into the game board 13, the game balls on the upper surface of the opening / closing door 65f1 can be dropped into the specific winning hole 65a.

[0073] Here, in the present first embodiment, the period required for one game ball to completely pass through the opening / closing door 65f1 is configured to be about 4 seconds. The game ball shooting interval (the interval from when one game ball is shot until when the next game ball is shot) is configured to be 0.6 seconds at the shortest. As a result, while one game ball is flowing down the upper surface of the opening / closing door 65f1, it is possible to additionally shoot about six game balls. Therefore, in the jackpot standby state, about 7 game balls are continuously shot toward the variable winning device 65, and then by entering the game balls into the operation winning opening 660, about 7 games are played. The first round can be started while the ball is flowing down the upper surface of the opening / closing door 65f1. That is, the opening and closing door 65f1 can be opened and all the game balls flowing down the upper surface of the opening and closing door 65f1 can be made to enter the specific winning opening 65a. As a result, it is possible to obtain more prize balls than originally (prize balls for two prizes), so in the jackpot standby state, the operating prize opening with more game balls reaching the opening and closing door 65f1 It is possible to make the player devise to enter the game ball into the 660. - 特許庁 Therefore, the player's interest in the game in the jackpot standby state can be improved. As a result, in the jackpot standby state, the game ball is entered into the operation winning port 660 while the game ball is flowing down the open / close door 65f1, thereby increasing the game property that can intentionally generate over winning. can provide.

[0074] In addition, in the first embodiment, by providing three convex portions 65f1a to 65f1c on the upper surface of the opening and closing door 65f1, the game ball is configured to bypass the convex portions 65f1a to 65f1c, and the game ball passes through the opening and closing door 65f1. Although it is configured so that the passage period is long, it is not limited to this. For example, instead of providing the protrusions 65f1a to 65f1c, or in addition, the material of the upper surface of the opening / closing door 65f1 has a higher coefficient of friction than other parts (the surface of the game board 13, the inner surface of the variable winning device 65, etc.). It may be made of a large material (for example, an elastic body, etc.), or may be processed to make it difficult for the game ball to roll (for example, providing unevenness on the surface, etc.).

[0075] In the first embodiment, 30 seconds have passed since the start of one round, or when two or more gaming balls enter the specific winning opening 65a before 30 seconds have passed, the first round It was configured to terminate. That is, the end condition was set so that if the player hits right, the upper limit number (two) of game balls are almost certainly entered into the specific winning hole 65a to end the first round. It is not limited to this. For example, after the first round is started, even if the player hits to the right aiming at the right specific winning hole 65a, the first round may be ended in a period of time during which it is difficult to enter the game ball. . Specifically, for example, when 0.5 seconds have passed since the start of one round, or 10 or more game balls have entered the specific winning hole 65a before 0.5 seconds have passed, the first round is finished. may be When configured in this way, if the game ball is not passing through the upper surface of the opening and closing door 65f1 at the timing when the game ball enters the operation winning hole 660, even one game ball enters the right specific winning hole 65a. It is possible to provide a playability that increases the possibility that the first round will end without hitting the ball. Therefore, a player who wants to win a prize ball in the first round is made to launch a game ball toward the opening / closing door 65f1 before entering the game ball into the operation winning hole 660 in the jackpot standby state. It is possible to entertain the game property of aiming at the operation winning opening 660 later. Therefore, the player's interest in the game in the jackpot waiting state can be improved.

[0076] FIG. 5 is a top view of the opening / closing door 65f1 viewed from the vertical top side. As shown in FIG. 5, passage detection sensors 228a to 228f capable of detecting the passage of game balls are embedded in the zigzagging path on which the game ball can roll (easily) on the upper surface of the opening / closing door 65f1. . These passage detection sensors 228a to 228f are arranged apart from each other at a distance exceeding at least the diameter of the game ball in the path formed on the upper surface of the opening / closing door 65f1. These passing detection sensors 228a to 228f output H (high) when a game ball is placed above them, and output L (low) when there is nothing to obstruct the above. It consists of an optical sensor. In the first embodiment, a combination of outputs of these passage detection sensors 228a to 228f is configured to be monitored on the audio ramp control device 113 side. And, during the jackpot standby state, according to the combination of the outputs of the passage detection sensors 228a to 228f, it is possible to execute an effect suggesting the approximate number of game balls flowing down the upper surface of the opening / closing door 65f1. . That is, it is configured to be able to execute an effect suggesting the degree of advantage when a game ball is entered into the operation winning hole 660 . As a result, more game balls are entered into the operation winning port 660 at the timing when it is suggested that more game balls are flowing down on the opening and closing door 65f1 according to the content of the effect, thereby increasing the number of game balls. A game ball can be more easily awarded an over prize. Therefore, the player can more easily aim for over winning. The details of the standby state effect executed during this jackpot standby state will be described with reference to FIG.

[0077] FIGS. 7(a) and 7(b) are diagrams showing a display mode during the standby state production executed in the jackpot standby state. As shown in FIG. 7(a), when it comes to the jackpot standby state, a display area HR1 in which the characters "big hit confirmed!" The display content of the display area HR1 makes it possible for the player to easily recognize that the big win has been confirmed (the right to win the big win has been obtained). In addition, in the lower part of the display area HR1, the combination of the third symbols (final stop symbol) finally stopped and displayed (confirmed display) in the variable display effect that was executed before the big win standby state is displayed. . By displaying the final stop pattern even during the big win standby state, the player can easily confirm at any timing whether the current big win is a variable probability big win or a normal big win.

[0078] On the right side of the final stop symbol when viewed from the front, a vertically long chance meter CM that is vertically divided into six small areas is displayed. Each area that constitutes this chance meter CM is configured to be variable between a mode in which it appears to be unlit and a mode in which it appears to emit light. It is configured to suggest the degree of advantage when a game ball is entered into the mouth 660 . More specifically, the number of small regions is determined in order (preferentially) from the lower small region according to the number of sensors whose output is H (high) among the passage detection sensors 228a to 228f. It is configured to be set to the appearance of light emission (lighting mode). In other words, in the chance meter CM, game balls corresponding to the number of small areas that appear to emit light (lighting mode) are at least passing over the upper surface of the opening / closing door 65f1 (when the opening / closing door 65f1 is opened). It is suggested that the winning can be made to the right specific winning port 65a). Hereinafter, for simplification of explanation, the small area that appears to emit light in the chance meter CM will be referred to as a "gauge", and the number of small areas that will appear to emit light will be referred to as a "gauge number". The change in the appearance of the emitted light will be referred to as "accumulating the gauge".

[0079] At the bottom of the final stop pattern, there are the words "If you aim for 'GO!', the meter will charge!" A display region HR2 is formed in which the suggested image is displayed. According to the display contents of this display area HR2, by aiming at the normal ball entrance (through gate) 67 (see FIG. 2) with the characters "GO!" It can be easily understood that the gauge number of the displayed chance meter CM can be increased. As described above, the chance meter CM has a variable number of gauges in conjunction with the detection contents of the passage detection sensors 228a to 228f arranged on the upper surface of the opening / closing door 65f1. By shooting a game ball with a shooting intensity (shooting speed) to the extent that it enters a normal ball entrance (through gate) 67, the game ball reaches a variable winning device 65 arranged downstream thereof. can be made Therefore, by continuously shooting game balls in the direction in which the normal ball entrance (through gate) 67 is arranged, the game balls continuously reach the upper surface of the opening and closing door 65f1 of the variable winning device 65. do. In this state, by shooting a game ball aiming at the operation winning opening 660 according to the display contents of the display area HR2 (that is, with a shooting intensity of 95% to 100%), a big win is started and the open / close door 65f1 is opened. be. As a result, the game ball flowing down the opening / closing door 65f1 can be made to win (enter the ball) into the right specific winning hole 65a. As described above, a rotating member 670a that rotates at a constant rotational speed is provided on the left side of the operation winning port 660 in front view. This rotating member 670a can prevent the game ball from entering the operation winning hole 660 according to its rotating position, so that the player can not only change the gauge number of the chance meter CM, but also rotate. A game ball can be shot at a shooting timing that takes into account the rotational position of the member 670a. Therefore, it is possible to further enhance the player's interest in the game in the jackpot waiting state.

[0080] FIG. 7(b) is a diagram showing a state in which three gauges of the chance meter CM are accumulated. As shown in FIG. 7(b), when the game ball is passing above the three sensors of the passage detection sensors 228c to 228e, the outputs of these three sensors become H (high). The audio lamp control device 113 detects the number of sensors with H output and reflects it on the mode of the chance meter CM. In the example of FIG. 7(b), since the outputs of the three sensors (passage detection sensors 228c to 228e) are H, the chance meter CM is displayed in a state in which three gauges are accumulated. In this way, the number of game balls passing through the upper surface of the opening / closing door 65f1 is detected by the passing detection sensors 228a to 228f. , it is possible to make it easier for the player to understand the timing at which the operation winning opening 660 should be aimed. Therefore, even a player who has little experience playing a game with the pachinko machine 10 can intuitively understand the timing of aiming at the operation winning hole 660.例文帳に追加 As a result, even a player who is playing the game for the first time can easily play the game, so that the operating rate of the pachinko machine 10 can be improved.

[0081] In addition, in the first embodiment, in the jackpot standby state, by suggesting the number of game balls passing through the upper surface of the opening and closing door 65f1 by the gauge number of the chance meter CM, the game balls are sent to the operation winning opening 660. Although it was configured to suggest the degree of advantage when entering the ball, it is not limited to this. For example, the gauge number of the chance meter CM may be used to indicate the degree of advantage of the big win. Specifically, for example, the gauge number of the chance meter CM may suggest the type of jackpot, thereby suggesting to the player the degree of advantage when the game ball is entered into the operation winning opening 660 . Also, for example, the number of rounds of the big win may be configured to be indefinite when the big win is confirmed, and the number of rounds of the big win may be randomly selected at the timing of passing through the operation winning opening 660. - 特許庁 Then, by suggesting the number of rounds determined by the lottery executed when the game ball is entered into the operating winning hole 660 according to the number of gauges, the number of rounds when the gaming ball is entered into the operating winning hole 660 It may be configured to suggest the degree of advantage to the player.

[0082] Returning to FIG. 2, the description continues. At the lower right corner of the game board 13, an affixing space K1 for affixing a certificate stamp, an identification label, or the like is provided. The certificate stamp or the like pasted on the pasting space K1 can be visually recognized through the small window 35 of the front frame 14 (see FIG. 1).

[0083] Furthermore, the game board 13 is provided with an out port 66 . A game ball that has not won any winning hole is guided to a ball discharge path (not shown) through an out hole 66. - 特許庁 The game board 13 is provided with a large number of nails for appropriately dispersing and adjusting the falling direction of game balls, and various members (accessories) such as windmills.

[0084] As shown in FIG. 3, on the back side of the pachinko machine 10, control board units 90 and 91 and a back pack unit 94 are mainly provided. The control board unit 90 is unitized by mounting a main board (main controller 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114). The control board unit 91 is unitized by mounting a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115) and a card unit connection board .

[0085] The back pack unit 94 includes a back pack 92 forming a protective cover and a dispensing unit 93 as a unit. In addition, each control board has an MPU as a 1-chip microcomputer that manages each control, a port that communicates with various devices, a random number generator that is used for various lotteries, and is used for time counting and synchronization. A clock pulse generation circuit or the like is mounted as required.

[0086] The main control device 110, the sound lamp control device 113 and the display control device 114, the payout control device 111 and the firing control device 112, the power supply device 115, and the card unit connection board 116 are housed in the board boxes 100 to 104, respectively. . Each of the board boxes 100 to 104 has a box base and a box cover that covers the opening of the box base. The box base and the box cover are connected to each other to accommodate each controller and each board.

[0087] In addition, the board box 100 (main controller 110) and the board box 102 (dispensing control device 111 and firing control device 112) connect the box base and the box cover in an unopenable manner (caulking structure) by a sealing unit (not shown). consolidation). A sealing seal (not shown) is attached to the connecting portion between the box base and the box cover over the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to remove the sealing seal to open the circuit board boxes 100, 102 or forcibly open the circuit board boxes 100, 102, the box base side and the box cover side will break. be done. Therefore, by checking the sealing unit or the sealing seal, it is possible to know whether the substrate boxes 100, 102 have been opened.

[0088] The dispensing unit 93 includes a tank 130 located at the top of the back pack unit 94 and open upward, a tank rail 131 connected to the lower side of the tank 130 and gently inclined toward the downstream side, and a tank rail 131 downstream of the tank rail 131. A case rail 132 that is vertically connected to the side and a payout device 133 that is provided at the most downstream part of the case rail 132 and pays out game balls by a predetermined electrical configuration of a payout motor 216 (see FIG. 8). I have. The tank 130 is sequentially replenished with game balls supplied from the island facilities of the game hall, and a payout device 133 pays out the required number of game balls as appropriate. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131 .

[0089] In addition, the payout control device 111 is provided with a state return switch 120, the firing control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 122 (see FIG. 3). ing. The state return switch 120 is operated to eliminate ball clogging (return to normal state) when a dispensing error occurs, such as ball clogging in the dispensing motor 216 (see FIG. 8). Operation knob 121 is operated to adjust the firing force of the firing solenoid. The RAM erase switch 122 (see FIG. 3) is operated when the power is turned on when the pachinko machine 10 is to be returned to its initial state.

[0090] <Regarding the electrical configuration in the first embodiment> Next, the electrical configuration of the pachinko machine 10 will be described with reference to FIG. FIG. 8 is a block diagram showing the electrical configuration of the pachinko machine 10. As shown in FIG.

[0091] The main controller 110 is equipped with an MPU 201 as a one-chip microcomputer that is an arithmetic device. The MPU 201 includes a ROM 202 storing various control programs and fixed value data to be executed by the MPU 201, and a memory for temporarily storing various data when executing the control programs stored in the ROM 202. A RAM 203 and other various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built-in. In addition, in order to instruct the sub-controller such as the payout control device 111 and the sound lamp control device 113 to operate, various commands are sent from the main control device 110 to the sub-controller by the data transmission / reception circuit, Such commands are sent in only one direction from the main controller 110 to the sub-controllers.

[0092] The main control unit 110 executes the main processing of the pachinko machine 10, such as the jackpot lottery, the setting of the display in the first symbol display device 37 and the third symbol display device 81, and the lottery of the display result in the second symbol display device 83. The RAM 203 is provided with a counter buffer (see FIG. 12) that stores various counters for controlling these processes.

[0093] Here, with reference to FIG. 12, counters and the like provided in the RAM 203 of the main controller 110 will be described. These counters, etc., set the display of the jackpot lottery, the first symbol display device 37 and the third symbol display device 81, the lottery of the display result of the second symbol display device 83, etc., MPU201 of the main control device 110 used in

[0094] For the setting of the jackpot lottery and the display of the first design display device 37 and the third design display device 81, the first hit random number counter C1 used for the jackpot lottery and the first hit type counter C2 used for selecting the jackpot pattern , the stop type counter C3 used to select the stop type, the variation type counter CS1 used to select the variation pattern, and the first initial value random number counter CINI1 used to set the initial value of the first hit random number counter C1 and are used. In addition, the lottery of normal symbols (second symbol display device 83), the second per random number counter C4 is used, the second initial value random number counter CINI2 is used for the initial value setting of the second per random number counter C4. Each of these counters is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value.

[0095] Each counter is updated, for example, at intervals of 2 milliseconds, which is the execution interval of the timer interrupt process (see Figure 21), and some counters are updated irregularly during the main process (see Figure 30). Then, the updated value is appropriately stored in a counter buffer set in a predetermined area of ​​the RAM 203 . The RAM 203 is provided with a first special symbol holding ball storage area 203a consisting of four holding areas (holding first to fourth areas). Each value of the first hit random number counter C1, the first hit type counter C2, and the stop type selection counter C3 is stored in accordance with the ball timing. In addition, the RAM 203 is provided with a second special symbol holding ball storage area 203b consisting of four holding areas (holding first to fourth areas). Each value of the first hit random number counter C1, the first hit type counter C2, and the stop type selection counter C3 is stored in accordance with the timing of entering the ball. Further, the RAM 203 is provided with an execution area 203c, which stores the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3, which are targets for executing the lottery. Furthermore, the RAM 203 is provided with a normal symbol holding ball storage area 203d consisting of one execution area and four holding areas (holding first to fourth areas), and each of these areas has a game ball. The value of the second hit random number counter C4 is stored in accordance with the timing of passing through the normal entrance (through gate) 67.

[0096] Each counter will be described in detail. The first hit random number counter C1 is incremented by 1 in order within a predetermined range (for example, 0 to 399), and reaches 0 after reaching the maximum value (for example, 399 in the case of a counter that can take values ​​between 0 and 399). It is configured to return to In particular, when the first winning random number counter C1 completes one cycle, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the first winning random number counter C1.

[0097] Also, the first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the first winning random number counter C1. That is, for example, if the first random number counter C1 is a loop counter that can take values ​​from 0 to 399, the first initial value random number counter CINI1 is also a loop counter that ranges from 0 to 399. This first initial value random number counter CINI1 is updated once each time the timer interrupt process (see FIG. 21) is executed, and is repeatedly updated within the remaining time of the main process (see FIG. 30).

[0098] The value of the first per random number counter C1, for example, is periodically updated (once per timer interrupt processing in this embodiment), and when the game ball enters the first ball entrance 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM203. On the other hand, when the game ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b.

[0099] As described above, the value of the random number that becomes the special symbol jackpot is set by the first random number table 202a (see FIG. 9 (b)) stored in the ROM 202 of the main control device 110, and the first random number counter When the value of C1 matches the value of the random number set by the first winning random number table as a big win, it is determined as a special symbol big win. In addition, this first per random number table 202a is for when the probability of special symbols is low (the period in which the probability of special symbols is low), and when the probability of being a big hit of special symbols is higher than the low probability (special It is divided into two types, one for the period in which the pattern is in a probability variable state), and the number of random numbers that will be the big hits included in each is set differently (see FIG. 9(b)). In this way, by varying the number of random numbers that result in a big win, the probability of a big win is changed between when the probability of special symbols is low and when the probability of special symbols is high.

[0100] The first hit type counter C2 determines the display mode of the first design display device 37 when the special design hits the jackpot, and adds 1 in order within a predetermined range (for example, 0 to 99). and returns to 0 after reaching the maximum value (for example, 99 in the case of a counter that can take values ​​from 0 to 99). The value of the first hit type counter C2, for example, is periodically updated (once per timer interrupt processing in this embodiment), and when the gaming ball enters the first ball entrance 64, the The value is stored in the first special symbol reserved ball storage area 203a of RAM203 (execution area 203c when the special symbol lottery is not being executed). On the other hand, when the game ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b of the RAM 203 (execution area 203c if the special symbol lottery is not being executed). Stored.

[0101] Here, if the value of the first per random number counter C1 stored in the execution area 203c is not a random number that becomes a special symbol jackpot, that is, if it is a random number that becomes a special symbol deviation, the first symbol display device 37 The display mode corresponding to the stop symbol displayed in , is the one when the special symbol is removed.

[0102] On the other hand, if the value of the first winning random number counter C1 stored in the execution area 203c is a random number that becomes a special symbol jackpot, the display mode corresponding to the stop symbol displayed on the first symbol display device 37 is, It will be the one at the time of the special pattern jackpot. In this case, the specific display mode at the time of the big hit is indicated by the value of the first hit type counter C2 stored in the same first special symbol reserved ball storage area 203a or the second special symbol reserved ball storage area 203b. display mode.

[0103] The first winning random number counter C1 in the pachinko machine 10 of this embodiment is configured as a 2-byte loop counter ranging from 0 to 399. In this first per random number counter C1, when the probability of special symbols is low, there are two random numbers that will be a special symbol jackpot. It is stored in the table (see 202a1 in FIG. 9(b)). In this way, when the probability of special symbols is low, the total number of random numbers that will be a big hit is 2 while the total number of random numbers is 400, so the probability that the special symbols will be a big hit is "1 / 200". It should be noted that the random number (counter value) to be a big hit is common in the lottery of the first special symbol and the lottery of the second special symbol.

[0104] On the other hand, when the probability of special symbols is high, there are 20 random numbers that will be the special symbol jackpot, and the values ​​"0 to 19" are stored in the first random number table for high probability ( See 202a2 in Figure 9(b)). In this way, when the probability of special symbols is high, the total number of random numbers to be a big hit is 20 out of 400 random numbers, so the probability of a special symbol to be a big hit is "1 / 20".

[0105] Further, the value of the first winning type counter C2 in the pachinko machine 10 of the present embodiment is configured as a loop counter in the range of 0-99. Then, as shown in FIG. 10(a), when the first special symbol lottery results in a big hit, and the value of the first winning type counter C2 is "0 to 4", the jackpot type is "jackpot A" ( 8 round definite variable jackpot). In addition, the jackpot type when the value is "5 to 64" is "jackpot B" (5 round probability variable jackpot), and the jackpot type when the value is "65 to 99" is "jackpot C". (5 rounds normal jackpot).

[0106] On the other hand, the second special symbol lottery is a big hit, and the jackpot type when the value of the first hit type counter C2 is "0 to 4" is "jackpot D" (16 round probability variable jackpot). In addition, when the value is "5 to 64", the jackpot type is "jackpot E" (10 round probability variable jackpot), and when the value is "65 to 99", the jackpot type is "jackpot F". (10 rounds normal jackpot).

[0107] In this way, the pachinko machine 10 of the present embodiment is configured so that six types of winning types (jackets A to F) are determined by the type of special symbol and the value of the random number indicated by the first winning type counter C2. It is

[0108] The stop type selection counter C3 is, for example, incremented by 1 in order within the range of 0 to 99, and returns to 0 after reaching the maximum value (that is, 99). In this embodiment, the stop type selection counter C3 selects the stop type at the time of deviation displayed on the third design display device 81, and after the reach occurs, the final stop design shifts by one before and after the reach design. "Reach out of front and back" (for example, 98, 99) that stops at the same time, and "Reach other than front and rear out" (for example, range of 90 to 97) in which the final stop pattern stops outside the reach pattern after the same reach occurs. Three stop (effect) patterns are selected, such as "completely out of reach" (eg, 0 to 89 range) that does not occur. The value of the stop type selection counter C3, for example, is periodically updated (once per timer interrupt processing in this embodiment), and when the game ball enters the first ball entrance 64, the value is stored in the RAM 203 It is stored in the first special symbol reserved ball storage area 203a (execution area 203c if the special symbol lottery is not being executed). In addition, when the game ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b of RAM 203 (execution area 203c if special symbol lottery is not being executed). be.

[0109] It should be noted that, from the value (random number) of the stop type selection counter C3, the random value for determining the stop type of the special symbol is set by a stop type selection table (not shown), and this table is the main control Located in ROM 202 of device 110 . In addition, in this embodiment, this table is divided into a special symbol for high probability and a special symbol for low probability. is changing This is because the selection ratio of the stop type is changed depending on whether the pachinko machine 10 is in a special symbol high probability state or a special symbol low probability state.

[0110] For example, in a high-probability state, a table for high-probability times with a wide range of random numbers from 0 to 89 corresponding to the stop type of "complete failure" so that the reach effect is not selected more than necessary because the jackpot is likely to occur. is selected, making it easier for "completely out" to be selected. In this table, the "front-rear out-of-reach reach" is narrowed to 98 and 99, and the "reach other than front-rear out-of-order reach" is also narrowed from 90 to 97, making it difficult to select "front-rear out-of-reach reach" or "non-front-rear out-of-reach reach". In addition, in the low-probability state, the range of the random number corresponding to the stop type of "completely out" is narrow as 0 to 79 in order to secure the time for the game ball to enter the first ball entrance 64. A table for time is selected, and "completely out" is less likely to be selected.

[0111] In this stop type selection table, the range of random numbers corresponding to the stop type of "Reach other than front and back" is widened to 80 to 97, making it easier for "Reach other than front and back" to be selected. Therefore, in the low-probability state, since it is possible to perform many ready-to-win displays with a long production time, it is possible to secure the time for the game ball to enter the first ball entrance 64, and the variable display by the third symbol display device 81 continues. easier to do. In the latter table as well, the range of random numbers corresponding to the stop type of "outside reach" is set to 98,99.

[0112] The fluctuation type counter CS1 is configured to be incremented by 1 in order within the range of 0 to 198, for example, and return to 0 after reaching the maximum value (that is, 198). Rough display modes such as so-called normal reach and super reach are determined by the fluctuation type counter CS1. Determination of the display mode is, specifically, determination of the variation time of the symbol variation. Based on the variation time determined by the variation type counter CS1, the reach type of the third symbol displayed on the third symbol display device 81 by the voice lamp control device 113 and the display control device 114 and the detailed symbol variation mode are determined. be. The value of the fluctuation type counter CS1 is updated once each time the main process described later (see FIG. 30) is executed, and is repeatedly updated within the remaining time in the main process. It should be noted that, from the value of the variation type counter CS1 (random value), the variation pattern table 202d (see FIG. 11 (a)) that stores a random number that determines one variation time of the pattern variation is in the ROM 202 of the main controller 110 is provided in

[0113] Here, the variation pattern table 202d will be described with reference to FIGS. 11(a) to (d). This variation pattern table 202d, as shown in FIG. 11 (a), as a table for selecting the variation pattern based on the lottery of the first special symbol, the variation pattern table 202d1 for big hits (see FIG. 11 (b)) and , Out (normal) variation pattern table 202d2 (see FIG. 11(c)) and out (probability variation) variation pattern table 202d3 (see FIG. 11(d)) are defined at least.

[0114] First, with reference to FIG. 11(b), the big winning variation pattern table 202d1 will be described. FIG. 11(b) is a schematic diagram schematically showing the contents of this big winning variation pattern table 202d1. The big winning variation pattern table 202d1 is a data table that defines the type of variation pattern (variation time) to be selected when the lottery result of the special symbol is a big winning. As a variation pattern of the jackpot, various types of normal reach (30 seconds), various types of super reach (60 seconds), and special reach (90 seconds) are specified. In the big hit variation pattern table 202d1, each variation pattern is associated with each value of the variation type counter CS1.

[0115] Specifically, as the judgment value of the value of the fluctuation type counter CS1, the range of "0 to 50" is associated with various normal reach (30 seconds) fluctuation patterns, and the range of "51 to 179" is associated with various super reach (60 seconds) is associated with the variation pattern, and the range of "180 to 198" is associated with various special reach (90 seconds) variation patterns. The MPU 201 of the main control device 110 selects a variation pattern in which a determination value corresponding to the value of the obtained variation type counter CS1 is set when selecting a variation pattern when the lottery result of the special symbol becomes a big hit. Select from the big hit variation pattern table 202d1.

[0116] FIG. 11(c) is a schematic diagram schematically showing the contents of the deviation (normal) variation pattern table 202d2. Loss (normal) fluctuation pattern table 202d2 is a data table in which the type of fluctuation pattern (fluctuation time) selected when the lottery result of the special symbol is out in the low probability state of the special symbol is defined. . If the lottery result of the special symbol is out, as described above, the stop type is completely out (non-reach) or the reach out (common reach) from the stop type selection table (not shown). Determined by the value of the selection counter C3. Specifically, for example, if the value of the stop type selection counter C3 is in the range of "0 to 79" in the low probability state of the special symbol, it is set to be completely off, and if it is in the range of "80 to 99", it is off reach Set (front-to-rear out-of-reach reach, front-to-rear out-of-reach reach).

[0117] Here, when the variation pattern type is complete deviation, either short deviation (7 seconds) in which the variation time is relatively short or long deviation (10 seconds) in which the variation time is relatively long is set. "0 to 98" is set as the determination value of the fluctuation type counter CS1 for short deviation (7 seconds), and "99 to 198" is set for long deviation (10 seconds).

[0118] In addition, for outlier reach, there are various types of normal reach (30 seconds) that are out of the range of "0 to 149", and various types of super reach that are out of range of "150 to 197". (60 seconds), but "198" has a different special reach (90 seconds).

[0119] Thus, the MPU201 of the main control unit 110, when the lottery result of the special symbol is out during the normal game state, the stop type is determined, and the variation acquired from the (normal) variation pattern table 202d2 for the loss Based on the value of the type counter CS1, a variation pattern is selected from the deviation (normal) variation pattern table 202d2.

[0120] FIG. 11(d) is a schematic diagram schematically showing the contents of the (probability variable) variation pattern table for loss 202d3. This out (probability variation) variation pattern table 202d3 is a data table that defines the type (variation time) of variation pattern selected when the special symbol lottery is lost in the probability variation state of the special symbol. In this deviation (probable variation) variation pattern table 202d3, the set value of the variation type counter CS1 is different from the aforementioned deviation (normal) variation pattern table 202d2.

[0121] In addition, as described above, when the gaming state is the probability variable gaming state, if the value of the stop type selection counter C3 is in the range of "0 to 89" according to the stop type selection table (not shown), complete deviation is determined , If it is in the range of "90 to 99", the out reach (front-rear out-of-reach, non-front-rear out-of-reach reach) is determined.

[0122] In this way, when the probability variation gaming state is higher than the normal gaming state, the probability of becoming a reach when it is out is set low. Therefore, it is possible to suppress the fact that the variation time of the loss becomes longer at the time of probability variation, and the period until the big win becomes longer. Therefore, it is possible to suppress the problem that the game is slowed down in the probability variable game state in which a big win is likely to occur, and the player feels bored.

[0123] Returning to FIG. 12, the description continues. The second hit random number counter C4 is configured as a loop counter that is incremented by 1 in order within the range of 0 to 239, for example, and returns to 0 after reaching the maximum value (that is, 239). Also, when the second winning random number counter C4 completes one cycle, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the second winning random number counter C4. The value of the second per random number counter C4 is, in this embodiment, for each timer interrupt process, for example, is updated periodically, and is acquired when it is detected that the game ball has passed through the through gate 67, and the normal design of the RAM 203 It is stored in the reserved ball storage area 203d.

[0124] Then, the value of the random number that is the winning of the normal design is set by the second winning random number table 202c (see FIG. 10(b)) stored in the ROM 202 of the main control device, and the value of the second winning random number counter C4 However, if it matches the value of the random number that is set by the second random number table, it is determined as a normal symbol hit. In addition, this second random number table is for normal patterns when the probability is low (normal state of the normal pattern), and when the probability of winning the normal pattern is higher than the low probability (normal pattern) It is divided into two types, one for a time saving state), and the number of random numbers that will be a big hit included in each is set differently (see FIG. 10(b)). In this way, by making the number of random numbers to be winning different, the probability of winning is changed between when the probability of normal symbols is low and when the probability of normal symbols is high.

[0125] As shown in FIG. 10(b), when the probability of normal symbols is low, there are 24 random numbers that normally win the design, and the values ​​are "5 to 28". In this way, when the probability of normal symbols is low, the total number of random numbers to be a big hit is 24 among the total number of random numbers of 240, so the probability of a special symbol to be a big hit is "1 / 10".

[0126] When the pachinko machine 10 is in the normal pattern low probability time, when the game ball passes through the normal ball entrance (through gate) 67, the value of the second winning random number counter C4 is obtained, and the second pattern display device At 83, variable display of normal symbols is executed for 30 seconds. Then, if the value of the obtained second winning random number counter C4 is within the range of "5 to 28", it is determined to be elected, and after the variable display in the second symbol display device 83 is completed, the stop symbol (the second As a symbol), the symbol "○" is lit and displayed, and the electric accessory 640a attached to the second ball entrance 640 is opened only "0.2 seconds x 1 time". In the present embodiment, when the pachinko machine 10 has a low probability of normal symbols, the electric accessory 640a is opened only for "0.2 seconds x 1 time" when the normal symbols are won. The number of times can be set arbitrarily. For example, you may open "0.5 seconds x 2 times".

[0127] On the other hand, when the probability of normal symbols is high, there are 200 random numbers that normally become a jackpot of the symbols, and the range is "5 to 204". These random numbers are stored in the second winning random number table for high probability. In this way, when the probability of special symbols is low, the total number of random numbers to be a big hit is 200 among the total number of random numbers of 240, so the probability of a special symbol to be a big hit is "1 / 1.2".

[0128] When the pachinko machine 10 is at the time of normal pattern high probability, when the game ball passes through the normal ball entrance (through gate) 67, the value of the second winning random number counter C4 is acquired, and the second pattern display device At 83, variable display of normal symbols is executed for 3 seconds. Then, if the value of the acquired second winning random number counter C4 is in the range of "5 to 204", it is determined that the winning is a normal symbol. In this case, after the variable display on the second symbol display device 83 is completed, the symbol "○" is illuminated and displayed as a stop symbol (second symbol), and the electric accessory 640a is opened "1 second x 2 times". be done. In this way, when the normal pattern has a high probability, compared to when the normal pattern has a low probability, the variable display time is very short from "30 seconds to 3 seconds", and the opening period of the electric accessory 640a is shortened. Since it becomes very long as “0.2 seconds×1 time→1 second×2 times”, the game ball easily enters the second ball entrance 640 . In this embodiment, when the pachinko machine 10 has a high probability of normal symbols, the electric accessory 64a is opened only for "1 second x 2 times" when the normal symbols are won. The number of times can be set arbitrarily. For example, you may open "3 seconds x 2 times".

[0129] The second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the second random number counter C4 (value = 0 to 239), and is updated once per timer interrupt processing (see Fig. 21). In addition, it is repeatedly updated within the remaining time of the main processing (see FIG. 30).

[0130] Thus, the RAM203 is provided with various counters and the like, and in the main control device 110, the big hit lottery and the display in the first symbol display device 37 and the third symbol display device 81 according to the values ​​of the counters and the like. The main processing of the pachinko machine 10 such as setting and lottery of the display results in the second symbol display device 83 can be executed.

[0131] Returning to FIG. 8, the description continues. In addition to the counter buffer shown in FIG. 12, the RAM 203 includes a stack area for storing the contents of the internal registers of the MPU 201 and the return address of the control program executed by the MPU 201, various flags and counters, I / O and a work area (work area) in which values ​​such as are stored. The RAM 203 is configured to retain (back up) data by being supplied with a backup voltage from the power supply 115 even after the pachinko machine 10 is powered off, and all the data stored in the RAM 203 is backed up. .

[0132] When the power is cut off due to a power failure or the like, the RAM 203 stores the stack pointer and the values ​​of each register at the time of the power cut (including the time of power failure; the same applies hereinafter). On the other hand, at the time of power-on (including power-on due to power failure cancellation. Same below), based on the information stored in the RAM203, the state of the pachinko machine 10 is restored to the state before the power shutdown. Writing to the RAM 203 is performed by the main process (see FIG. 30) when the power is turned off, and restoration of each value written to the RAM 203 is performed by the start-up process (see FIG. 29) when the power is turned on. The NMI terminal (non-maskable interrupt terminal) of the MPU 201 is configured to receive the power failure signal SG1 from the power failure monitoring circuit 252 when the power is shut off due to power failure or the like. , NMI interrupt processing (see FIG. 28) is immediately executed as power failure processing.

[0133] Next, specific contents of the ROM 202 will be described with reference to FIG. 9(a). FIG. 9(a) is a block diagram showing the configuration of the ROM 202 provided in the main controller 110 in this embodiment. The ROM 202 of the main controller 110 stores at least a first winning random number table 202a, a first winning type selection table 202b, a second winning random number table 202c, and a variation pattern selection table 202d as part of the above fixed value data. ing.

[0134] The first winning random number table 202a (see FIG. 9(b)) is a data table that defines the correspondence between the value of the first winning random number counter C1 and the lottery results. Specifically, in the low probability state of the special symbol, "0, 1" is defined as the range of the judgment value that is determined to be a jackpot (see 202a1 in FIG. 9 (b)), and the high probability state of the special symbol (variable probability state), "0 to 19" is defined as the range of the judgment value judged to be a jackpot (see 202a2 in FIG. 9(b)). When the value of the first winning random number counter C1 obtained based on the starting prize matches one of the judgment values ​​corresponding to the big winning defined in this first winning random number table 202a (see FIG. 9(b)) , is determined to be a special symbol jackpot.

[0135] The first per type selection table 202b (see FIG. 10 (a)) is a data table in which the determination value for determining the jackpot type is stored for each type of special symbol, and the first per type counter C2 determination A value is defined in association with each jackpot type. In the pachinko machine 10 of the present embodiment, when it is determined to be a special symbol jackpot, the value of the first per type counter C2 obtained based on the start winning is compared with the first per type selection table 202b. A jackpot type corresponding to the value of the per type counter C2 is selected.

[0136] As shown in FIG. 10(a), for the first special symbol, the value of the first per type counter C2 is defined in the range of "0 to 4" in association with "jackpot A". (See 202b1 in Figure 10(a)). This "jackpot A" has 8 rounds, and after the jackpot ends, it continues until the next jackpot. . Of the 100 counter values ​​that can be taken by the first hit type counter C2, there are 5 counter values ​​that become "jackpot A", so when the first special symbol lottery hits a jackpot, "jackpot A" is determined. 5% (5 / 100). This "jackpot A" has the largest number of rounds among the first special pattern jackpots, and after the jackpot, the advantageous "special pattern variable state" and "normal pattern time saving state" are given. , It is the most advantageous jackpot type among the jackpots of the first special pattern.

[0137] For the first special symbol, the value of the first hit type counter C2 is defined in the range of "5 to 64" in association with "jackpot B" (see 202b2 in FIG. 10(a)). . This "jackpot B" has 5 rounds, and after the jackpot ends, it continues until the next jackpot. . Of the 100 counter values ​​that can be taken by the first hit type counter C2, the counter value that becomes "jackpot B" is 60, so when the first special symbol lottery results in a jackpot, "jackpot B" is determined. 60% (60 / 100). This "jackpot B" has a small number of rounds, but like the "jackpot A", it is given an advantageous "special pattern variable state" and "ordinary pattern time saving state" after the end of the jackpot, so the game It is a jackpot type that is relatively advantageous for people.

[0138] For the first special symbol, the value of the first hit type counter C2 is defined in the range of "65 to 99" in association with "jackpot C" (see 202b3 in FIG. 10(a)). . This "jackpot C" has 5 rounds, and after the jackpot ends, it is a jackpot that gives a "normal pattern time-saving state" that continues until the special pattern lottery ends 100 times. Of the 100 counter values ​​that can be taken by the first per type counter C2, the counter value that becomes "jackpot C" is 35, so when the first special symbol lottery results in a jackpot, "jackpot C" is determined. 35% (35 / 100). This "jackpot C" has a smaller number of rounds, and the game state after the jackpot ends is more disadvantageous than the "jackpot A" and "jackpot B", so it is a jackpot type that is disadvantageous to the player.

[0139] In addition, as shown in FIG. 10 (a), for the second special symbol, the value of the first hit type counter C2 is in the range of "0 to 4", "jackpot D" is associated and defined. (see 202b4 in Figure 10(a)). This "jackpot D" has 16 rounds, and after the jackpot ends, it continues until the next jackpot. . Of the 100 counter values ​​that can be taken by the first per type counter C2, the counter value that becomes "jackpot D" is five, so when the second special symbol lottery results in a jackpot, "jackpot D" is determined. 5% (5 / 100). This "jackpot D" is the most advantageous jackpot type for the player because the number of rounds is the largest and the game state after the jackpot ends is also advantageous.

[0140] For the second special symbol, the value of the first hit type counter C2 is defined in the range of "5 to 64" in association with "jackpot E" (see 202b5 in FIG. 10(a)). . This "jackpot E" has 10 rounds, and after the jackpot ends, it continues until the next jackpot. . Of the 100 counter values ​​that can be taken by the first per type counter C2, 60 counter values ​​are "jackpot E", so when the first special symbol lottery results in a jackpot, "jackpot E" is determined. 60% (60 / 100). Although this "jackpot E" has a smaller number of rounds than the "jackpot D", the game state after the jackpot ends is as advantageous as the "jackpot A", "jackpot B", and "jackpot D". is set, it is a kind of jackpot type that is advantageous for the player.

[0141] For the second special symbol, the value of the first hit type counter C2 is defined in the range of "65 to 99" in association with "jackpot F" (see 202b6 in FIG. 10 (a)). . This "jackpot F" has 10 rounds, and after the jackpot ends, it is a jackpot that gives a "normal pattern time-saving state" that continues until the special pattern lottery ends 100 times. Of the 100 counter values ​​that can be taken by the first per type counter C2, the counter value that becomes "jackpot F" is 35, so when the first special symbol lottery is a jackpot, "jackpot F" is determined. 35% (35 / 100). This "jackpot F" has more rounds than the first special symbol jackpots ("jackpot A" to "jackpot C"), but the game state after the jackpot ends is disadvantageous for the player. It is a jackpot type.

[0142] In this way, if the lottery of the 2nd special pattern becomes a big hit, it will be a jackpot type with a larger number of rounds than the lottery of the 1st special pattern, so the lottery of the 2nd special pattern is better than the lottery of the 1st special pattern. is advantageous for the player. In addition, the ratio between the probability variable jackpot and the normal jackpot is the same for the first special pattern lottery and the second special pattern lottery (65% for the probability variable jackpot and 35% for the normal jackpot).

[0143] The second hit random number table 202c (see FIG. 10(b)) is a data table in which hit determination values ​​for normal symbols are defined (stored). Specifically, in the normal state of the normal design, "5 to 28" is defined as the determination value for winning the normal design (see 202c1 in FIG. 10(b)). In addition, in the high probability state of the normal design, "5 to 204" is defined as the determination value for winning the normal design (see 202c2 in FIG. 10(b)). In the pachinko machine 10 of the present embodiment, the value of the second winning random number counter C4 obtained based on the game ball passing through the normal ball entrance (through gate) 67 and the second winning random number table 202c are referred to. Then, it is determined whether or not it is a normal pattern hit.

[0144] The variation pattern table 202d (see FIG. 11) is a data table in which the determination value of the variation type counter CS1 for determining the display mode of the variation pattern is defined for each display mode. The details of the fluctuation pattern table 202d are as described above in the explanation of the fluctuation type counter CS1, so the detailed explanation thereof will be omitted here.

[0145] Next, details of the RAM 203 will be described with reference to FIG. FIG. 13 is a block diagram showing the configuration of RAM 203 of main controller 110. As shown in FIG. As shown in FIG. 13, the RAM 203 includes a first special symbol reserved ball storage area 203a, a second special symbol reserved ball storage area 203b, an execution area 203c, a normal symbol reserved ball storage area 203d, and a first special symbol reserved ball number counter. 203e, second special symbol reserved ball number counter 203f, normal symbol reserved ball number counter 203g, variable probability flag 203h, short time counter 203i, ball waiting flag 203j, jackpot start flag 203k, jackpot flag 203m, other memory area 203z at least have.

[0146] The first special symbol holding ball storage area 203a has four holding areas (first holding area to fourth holding area), and each of these areas includes the first per random number counter C1, the first per type Each value of the counter C2 and the stop type selection counter C3 is stored.

[0147] More specifically, at the timing when the game ball enters the first ball entrance 64 (start winning), each value of each counter C1 to C3 is acquired, and the acquired data is stored in four holding areas (holding Among the vacant areas (1st area to reserved 4th area), the area numbers (1st to 4th) are stored in ascending order. That is, the smaller the area number, the data corresponding to the oldest winning is stored, and the first reserved area stores the data corresponding to the oldest winning. Note that if data is stored in all of the four reserved areas, nothing is newly stored.

[0148] After that, in the main controller 110, when the special symbol lottery is performed, the value of each counter C1 ~ C3 stored in the first reserved area of ​​the first special symbol reserved ball storage area 203a, the execution area 203c (Refer to FIG. 12) is shifted (moved) to, based on each value of each counter C1~C3 stored in the execution area, determination such as lottery of special symbols is performed.

[0149] When data is shifted from the first reservation area to the execution area 203c, the first reservation area becomes empty. Therefore, there is a shift process that packs the winning data stored in the other reserved areas (second reserved area to fourth reserved area) to the reserved area (first reserved area to third reserved area) with an area number smaller by 1. done. In this embodiment, in the first special symbol reserved ball storage area 203a, data shift is performed only for the reserved area (reserved second area to reserved fourth area) in which winning data is stored.

[0150] The second special symbol reserved ball storage area 203b has four reserved areas like the first special symbol reserved ball storage area 203a. In this second special symbol reserved ball storage area 203b, each counter value obtained based on the start winning to the second ball entrance 640 is stored. Regarding the storage method of the counter value, etc., since it is the same as the first special symbol reserved ball storage area 203a, detailed description thereof will be omitted.

[0151] The execution area 203c is a storage area in which the values ​​of the respective counters C1 to C3 are stored for use in execution of the special symbol lottery. The values ​​of the counters C1 to C3 stored in the execution area 203c are compared with the above-described first hit random number table 202a, first hit type selection table 202b, etc., and a special symbol lottery is executed.

[0152] The normal symbol reserved ball storage area 203d has one execution area and four reserved areas (first reserved area to fourth reserved area). Each of these areas stores a second winning random number counter C4. More specifically, at the timing when the game ball passes through the normal ball entrance (through gate) 67, the value of the counter C4 is acquired, and the acquired data is stored in four holding areas (holding first area to holding 4th area) are stored in ascending order of area number (first to fourth). That is, like the first special symbol reserved ball storage area 203a and the second special symbol reserved ball storage area 203b, the data corresponding to the winning is stored while the winning order is maintained. Note that when data is stored in all four reservation areas, nothing is newly stored.

[0153] After that, in the main control device 110, when the lottery for the normal symbol is performed, the value of the counter C4 stored in the first reserved area of ​​the normal symbol reserved ball storage area 203d is shifted to the execution area ( It is moved), and based on the value of the counter C4 stored in the execution area, a determination such as a lottery for winning a normal symbol is performed.

[0154] In addition, when the data is shifted from the first reserved area to the execution area, the first reserved area becomes empty, so it is the same as the first special symbol reserved ball storage area 203a and the second special symbol reserved ball storage area 203b. Then, shift processing is performed to shift the winning data stored in the other reservation areas to the reservation area with the area number one smaller. Also, the data shift is performed only for the reserved areas in which the winning data are stored.

[0155] The first special symbol reserved ball number counter 203e is a variable display (third It is a counter that counts the number of pending balls (number of standby times) of variable display performed by the symbol display device 81 up to 4 times. The initial value of this first special symbol reserved ball number counter 203e is set to zero. 1 is added up to 4 (see S404 in FIG. 24). On the other hand, the first special symbol reserved ball number counter 203e is decremented by 1 each time a special symbol variable display is newly executed (see S210 in FIG. 22).

[0156] The value of this first special symbol reserved ball number counter 203e (the number N1 of holding the variable display in the first special symbol) is notified to the voice lamp control device 113 by the reserved ball number command (S211 of FIG. 22, of FIG. 24 S405). The pending ball number command is a command sent from the main controller 110 to the voice lamp controller 113 each time the value of the first special symbol pending ball number counter 203e is changed.

[0157] Voice lamp control device 113, every time the value of the first special symbol pending ball number counter 203e is changed, by the pending ball number command sent from main controller 110, the variable display of the variable display held by main controller 110 It is possible to acquire the value of the number of retained balls itself. As a result, the number of holding balls of the variable display managed by the first special symbol holding ball number counter 223b of the voice lamp control device 113 is suspended from the actual variable display held by the main controller 110 due to the influence of noise etc. Even if there is a deviation from the number of pitches, the deviation can be corrected by the next received number of pending pitches command.

[0158] In addition, the voice lamp control device 113 manages the number of held balls based on the number of held balls command, and every time the number of held balls changes, the display hold for notifying the number of held balls to the display control device 114 Send a pitch command. The display control device 114 displays the reserved ball number pattern on the third pattern display device 81 based on the reserved ball number notified by the display reserved ball number command.

[0159] The second special symbol reserved ball number counter 203f is a variable display (third It is a counter that counts the number of pending balls (number of standby times) of variable display performed by the symbol display device 81 up to 4 times. The initial value of this second special symbol reserved ball number counter 203f is set to zero. 1 is added up to 4 (see S410 in FIG. 24). On the other hand, the second special symbol reserved ball number counter 203f is decremented by 1 each time a special symbol variable display is newly executed (see S205 in FIG. 22). The value of this second special symbol reserved ball number counter 203f is also notified to the voice lamp control device 113 by the reserved ball number command, like the value of the first special symbol reserved ball number counter 203e.

[0160] The normal symbol reserved ball number counter 203g is the normal symbol (second symbol) variable display held ball number ( Standby count) is a counter that counts up to 4 times. The initial value of this normal symbol reserved ball number counter 203g is set to zero, and each time a game ball passes through the through gate 67 and the number of reserved balls of variable display increases, 1 is added up to a maximum...

Claims

1. In a gaming machine equipped with a control means for performing predetermined control related to a game using predetermined control data, a first data storage means for storing first data corresponding to each of the plurality of control data, the first data being configured with a data amount less than the data amount constituting the control data; data identifying means for identifying the first data corresponding to the control data used to control the control means from the first data storage means; and a control data generating means for generating the control data using the first data identified by the data identifying means.

2. 2. The gaming machine according to claim 1, wherein the first data storage means is configured with a plurality of addresses, and stores a plurality of the first data for each address.

3. a second storage means for storing second data commonly used for generating the plurality of control data; The gaming machine described in claim 1 or 2, characterized in that the control data generation means is configured to be able to generate the control data using the first data and the second data identified by the data identification means.