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JP4067271B2 - Pachinko machine - Google Patents
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JP4067271B2 - Pachinko machine - Google Patents

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Publication number
JP4067271B2
JP4067271B2 JP2000381455A JP2000381455A JP4067271B2 JP 4067271 B2 JP4067271 B2 JP 4067271B2 JP 2000381455 A JP2000381455 A JP 2000381455A JP 2000381455 A JP2000381455 A JP 2000381455A JP 4067271 B2 JP4067271 B2 JP 4067271B2
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Japan
Prior art keywords
winning
game
winning number
gaming state
game ball
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Expired - Fee Related
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JP2000381455A
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Japanese (ja)
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JP2002177503A (en
Inventor
宏 榎本
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Kyoraku Industrial Co Ltd
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Kyoraku Industrial Co Ltd
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Priority to JP2000381455A priority Critical patent/JP4067271B2/en
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Description

【0001】
【発明の属する技術分野】
本発明は、パチンコ遊技機、詳しくは、特定遊技状態(例えば大当たり状態)の発生契機を新規なものとするパチンコ遊技機に関する。
【0002】
【従来の技術】
周知のように、ホールに設置されるパチンコ遊技機の大多数は、図柄表示装置を備え、図柄表示装置において同一図柄で停止したときに大当たり状態(特定遊技状態)を発生させるものである。
【0003】
【発明が解決しようとする課題】
しかしながら、「このようなパチンコ遊技機は同じ図柄が揃ったら大当たりになる画一的なゲームである」と思う遊技者もおり、いままでにない発生契機で大当たり状態を発生させるパチンコ遊技機の出現が望まれるようになってきた。
【0004】
本発明は、上記の点にかんがみなされたものであり、新規な発生契機で特定遊技状態を発生するパチンコ遊技機を提供することを目的とする。
【0005】
【課題を解決するための手段】
本発明のパチンコ遊技機は、遊技球の入賞に応じてパチンコ遊技機の遊技状態を決定する演算処理回路を備えるパチンコ遊技機において、遊技盤の上部入賞口であって回転体の上方に位置する上部入賞口に入賞した遊技球を溜める樋と、連続して回転し、所定回転位置に達したとき樋内から遊技球を受け取り半回転して遊技球を下側入賞口であって回転体の下方に位置する下側入賞口まで運搬して入れる回転体とを設け、かつ、演算処理回路は特定遊技状態発生判定手段と入賞個数記憶消去手段とを備え、特定遊技状態発生判定手段は、下側入賞口に遊技球が入賞したとき入賞個数として計測記憶し、入賞個数が所定個数に達したとき特定遊技状態を発生させるよう構成され、また、入賞個数記憶消去手段は、回転体が前記所定回転位置に達したとき樋内に遊技球が無く、その後回転体が半回転したとき、入賞個数の記憶を消去するよう構成されることを特徴とする。
【0010】
【発明の実施の形態】
以下、本発明のパチンコ遊技機の第1、第2、第3実施形態を図面に基づいて説明する。
【0011】
図1は、第1、第2、第3実施形態のパチンコ遊技機に共通のブロック構成図、図2は、第1実施形態に係る演算処理回路が実行するメインルーチンの内容を示すフローチャート、図3は、特定遊技状態発生判定処理の内容を示すフローチャート、図4は、入賞個数記憶消去処理の内容を示すフローチャート、図5は、第2実施形態に係る演算処理回路が実行する演算処理内容を示すフローチャート、図6は、第3実施形態に係る遊技盤の概略正面図をそれぞれ示す。
【0012】
図1において、1つ又は複数の入賞検出器1は、それぞれ、遊技盤上の入賞口に遊技球が入賞したことを検出するための検出器であり、例えば、近接スイッチなどにより構成される。
【0013】
演算処理回路2は、CPU21、ROM22、RAM23、入力ポート24、出力ポート25などから構成され、遊技球の入賞に応じてパチンコ遊技機の遊技状態を決定する。
【0014】
表示装置3は、従来からの図柄表示装置と異なり、遊技球の入賞に応じて特定遊技状態の発生を演出するための演出画像を表示する装置であり、例えば、液晶表示器などにより構成される。
【0015】
可変入賞装置4は、遊技盤上に設けられ、演算処理回路2が大当たり状態など特定遊技状態の発生を判定したとき、所定期間、開閉扉などが遊技球の入賞し易い開放状態に制御される公知の装置である。
【0016】
第1実施形態に係るCPU21は、図2に示すメインルーチンを所定周期で繰り返し実行する。
【0017】
メインルーチンは、特定遊技状態発生判定処理Aとこれに続く入賞個数記憶消去処理Bとから構成される。
【0018】
特定遊技状態発生判定処理Aは、図3のフローチャートで表される。
【0019】
特定遊技状態発生判定処理Aにおいては、入賞検出器1からの信号に基づいて入賞口に入賞したかどうかを判定し(ステップS1)、入賞口への入賞が無い場合は、入賞個数記憶消去処理Bへ移行する。
【0020】
入賞口への入賞が有る場合は、入賞個数記憶カウンタの内容を+1し(ステップS2)、入賞個数記憶カウンタの内容が所定値例えば「8」であるかどうかを判定する(ステップS3)。入賞個数記憶カウンタの内容が「8」でない場合は、入賞個数記憶消去処理Bへ移行する。
【0021】
入賞個数記憶カウンタの内容が「8」である場合は、特定遊技状態を発生させて可変入賞装置を所定期間開放状態にする(ステップS4)。そして、入賞個数記憶カウンタをクリアし(ステップS5)、入賞個数記憶消去処理Bへ移行する。
【0022】
入賞個数記憶消去処理Bは、図4のフローチャートで表される。
【0023】
入賞個数記憶消去処理Bにおいては、演出用表示が終了したかどうかを判定する(ステップS6)。ここで、演出用表示は、表示装置3によって行われ、表示装置は、特定遊技状態の発生を演出するための演出画像を表示することによって演出用表示を行う。演出用表示は、例えば、入賞口への遊技球の入賞によって開始され、所定時間が経過するまでの間に新たな入賞が無かった場合に終了し、一方、この間に新たな入賞が有った場合に継続するよう制御される。演出用表示は、具体的には、例えば、入賞口に遊技球が入賞したとき自動車レースの画像を表示させることによって行われる。その場合、その後に新たな入賞が無いまま所定時間が経過すると、演出用表示の終了として自動車がクラッシュする画像を表示させる。
【0024】
演出用表示が終了していない場合は、メインルーチンを終了する。
【0025】
演出用表示が終了している場合は、入賞個数記憶カウンタの内容を−1し(ステップS7)、メインルーチンを終了する。
【0026】
したがって、演算処理回路2は、入賞口に入賞すると演出用表示を開始させるとともに入賞個数記憶カウンタの内容を+1し、この演出用表示が行われている間に新たな入賞が有るたびに入賞個数記憶カウンタの内容を+1ずつしてゆき、入賞個数記憶カウンタの内容が「8」に達すると特定遊技状態を発生させる。また、演出用表示が行われている間に新たな入賞が無く演出用表示が終了した場合には、入賞個数記憶カウンタの内容を−1する。
【0027】
以上説明したように、第1実施形態のパチンコ遊技機は、遊技球の入賞に応じてパチンコ遊技機の遊技状態を決定する演算処理回路2を備えるパチンコ遊技機において、演算処理回路2は特定遊技状態発生判定手段(特定遊技状態発生判定処理A)と入賞個数記憶消去手段(入賞個数記憶消去処理B)とを備え、特定遊技状態発生判定手段は、入賞した遊技球の個数を計測記憶してゆき、入賞個数が所定値に達したとき特定遊技状態を発生させるよう構成され、また、入賞個数記憶消去手段は、所定条件下で入賞個数の記憶を消去するよう構成される。さらに、パチンコ遊技機は、遊技球の入賞に応じて特定遊技状態の発生を演出するための演出画像を表示する表示装置3を備え、特定遊技状態発生判定手段は、演出画像表示中に入賞個数を計測記憶してゆき、また、入賞個数記憶消去手段は、演出画像の表示終了に伴い入賞個数の記憶を消去するよう構成される。
【0028】
このため、第1実施形態のパチンコ遊技機は、従来からの画一的なゲーム性を有するパチンコ遊技機と異なり、全く新規な発生契機によって大当たり状態など特定遊技状態が発生することとなり、遊技者に十分な満足感を与えることが期待できる。
【0029】
なお、演出画像の表示時間は、予め定めた複数の互いに異なる時間のうちからランダムに選択されるようにしてもよく、このような構成を採用することで意外性をより一層もたせることができる。
【0030】
第2実施形態に係る演算処理回路2は、図5に示すような演算処理を所定周期で繰り返し実行する。
【0031】
図5に示す演算処理は、入賞個数計測と特定遊技状態発生判定とタイマ計測とから構成される。
【0032】
入賞個数計測においては、入賞口に入賞したかどうかを判定し(ステップS11)、入賞口への入賞が有る場合は、入賞個数記憶カウンタの内容を+1し(ステップS12)、一方、入賞口への入賞が無い場合は、特定遊技状態発生判定へ移行する。
【0033】
特定遊技状態発生判定においては、入賞個数記憶カウンタの内容が所定値例えば「8」かどうかを判定し(ステップS13)、入賞個数記憶カウンタの内容が「8」でない場合は、タイマ計測へ移行し、一方、入賞個数記憶カウンタの内容が「8」である場合は、特定遊技状態を発生させる(ステップS14)。
【0034】
タイマ計測においては、前回の入賞から所定時間例えば20秒が経過したかどうかを判定し(ステップS15)、前回の入賞から20秒が経過していない場合は、今回の演算処理を終了し、一方、前回の入賞から20秒が経過した場合は、入賞個数記憶カウンタの内容を「0」にクリアし(ステップS16)、今回の演算処理を終了する。
【0035】
したがって、演算処理回路2は、入賞口に入賞するとタイマを始動するとともに入賞個数記憶カウンタの内容を+1し、タイマが所定時間例えば20秒を計測している間に新たな入賞が有るたびに入賞個数記憶カウンタの内容を+1ずつしてゆき、入賞個数記憶カウンタの内容が所定値例えば「8」に達すると特定遊技状態を発生させる。また、タイマが所定時間を計測している間に新たな入賞が無く所定時間の計測が終了した場合には、入賞個数記憶カウンタの内容をクリアする。
【0036】
以上説明したように、第2実施形態のパチンコ遊技機は、遊技球の入賞に応じてパチンコ遊技機の遊技状態を決定する演算処理回路2を備えるパチンコ遊技機において、演算処理回路2は特定遊技状態発生判定手段(ステップS13、14)と入賞個数記憶消去手段(ステップS16)とを備え、特定遊技状態発生判定手段は、入賞した遊技球の個数を計測記憶してゆき、入賞個数が所定値に達したとき特定遊技状態を発生させるよう構成され、また、入賞個数記憶消去手段は、所定条件下で入賞個数の記憶を消去するよう構成される。さらに、このパチンコ遊技機は、遊技球の入賞毎に所定時間を計測するタイマ手段(ステップS15)を備え、特定遊技状態発生判定手段は、所定時間計測中の入賞個数が所定値に達したとき特定遊技状態を発生させるよう構成され、また、入賞個数記憶消去手段は、所定時間計測中に遊技球が入賞しなかったとき入賞個数の記憶を消去するよう構成される。
【0037】
このため、第2実施形態のパチンコ遊技機も、従来からの画一的なゲーム性を有するパチンコ遊技機と異なり、全く新規な発生契機によって大当たり状態など特定遊技状態が発生することとなり、遊技者に十分な満足感を与えることが期待できる。
【0038】
第3実施形態のパチンコ遊技機は、タイマ手段を遊技盤に設けた例であり、遊技盤の概略正面を図6に示す。
【0039】
この遊技盤10において、上部の入賞口11に入賞した遊技球は遊技盤裏面の樋12に溜められる。回転体13は所定時間例えば20秒かかって1回転し、樋12内の遊技球は回転体13が図示の回転位置に達したとき回転体13の凹部13aに入る。その後、回転体13が半回転したとき、凹部13a内の遊技球は回転体13の下側の入賞口14に入り、演算処理回路2において入賞個数として計測記憶されるとともに、表示部15に入賞個数が表示される。
【0040】
その後、回転体13が再び図示の回転位置に達したとき、樋12内に遊技球が溜められている場合には、この遊技球が回転体13の凹部13aに入り、回転体13が半回転したとき入賞口14に入って入賞個数として計測記憶される。一方、回転体13が図示の回転位置に達したとき、樋12内に遊技球が無い場合には、その後回転体13が半回転したとき入賞個数の計測記憶が途切れて入賞個数の記憶が消去されるとともに表示部15による入賞個数の表示が消灯される。
【0041】
そして、樋12内の遊技球が所定個数例えば8個連続して入賞口14に入ると、演算処理回路2において特定遊技状態を発生させ、可変入賞装置の開閉扉16を所定期間開放する。
【0042】
このように、第3実施形態のパチンコ遊技機は、タイマ手段(回転体13等)を遊技盤10に設けたことを除けば第2実施形態のパチンコ遊技機と同様に構成されており、タイマ手段は遊技球の入賞毎に所定時間を計測し、特定遊技状態発生判定手段は、所定時間計測中の入賞個数が所定値に達したとき特定遊技状態を発生させるよう構成され、また、入賞個数記憶消去手段は、所定時間計測中に遊技球が入賞しなかったとき入賞個数の記憶を消去するよう構成される。
【0043】
このため、第3実施形態のパチンコ遊技機も、従来からの画一的なゲーム性を有するパチンコ遊技機と異なり、全く新規な発生契機によって大当たり状態など特定遊技状態が発生することとなり、遊技者に十分な満足感を与えることが期待できる。
【0044】
第4実施形態のパチンコ遊技機は、図示はしないが、遊技盤に複数の入賞口例えばa、b、c、dを設け、入賞口aに入賞すると入賞個数を+2し、入賞口bに入賞すると入賞個数を+1し、入賞口cに入賞すると入賞個数を−1し、入賞口dに入賞すると入賞個数を−2するように設定し、入賞個数が8に達すると大当たり状態を発生させるよう構成される。この場合、遊技中に、入賞個数を増減する値を変動させるようにしてもよい(例えば、入賞口aへの入賞時は+5、入賞口bへの入賞時は−3、入賞口cへの入賞時は−4、入賞口dへの入賞時は+1に変更する。)。
【0045】
この第4実施形態のパチンコ遊技機によっても、従来からの画一的なゲーム性を有するパチンコ遊技機と異なり、全く新規な発生契機によって大当たり状態など特定遊技状態が発生することとなり、遊技者に十分な満足感を与えることが期待できる。
【0046】
【発明の効果】
本発明によると、全く新規な発生契機によって大当たり状態など特定遊技状態を発生させる構成としたため、従来からの画一的なパチンコ遊技機と異なり遊技者に十分な面白みを与えることが期待できる。
【図面の簡単な説明】
【図1】第1、第2、第3実施形態のパチンコ遊技機に共通のブロック構成図である。
【図2】第1実施形態に係る演算処理回路が実行するメインルーチンの内容を示すフローチャートである。
【図3】特定遊技状態発生判定処理の内容を示すフローチャートである。
【図4】入賞個数記憶消去処理の内容を示すフローチャートである。
【図5】第2実施形態に係る演算処理回路が実行する演算処理内容を示すフローチャートである。
【図6】第3実施形態に係る遊技盤の概略正面図である。
【符号の説明】
2 演算処理回路
3 表示装置
A(S13、14) 特定遊技状態発生判定手段
B、S16 入賞個数記憶消去手段
13等、(S15) タイマ手段
[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a pachinko gaming machine, and more particularly, to a pachinko gaming machine that makes a specific game state (for example, a big hit state) a new opportunity.
[0002]
[Prior art]
As is well known, most of the pachinko gaming machines installed in the hall are provided with a symbol display device, and generate a big hit state (specific game state) when the symbol display device stops at the same symbol.
[0003]
[Problems to be solved by the invention]
However, there are some players who think that such a pachinko machine is a uniform game that will be a big hit if the same design is complete, and the emergence of a pachinko machine that will generate a big hit state with an unprecedented occurrence opportunity Has come to be desired.
[0004]
The present invention has been made in view of the above points, and an object of the present invention is to provide a pachinko gaming machine that generates a specific gaming state at a new generation opportunity.
[0005]
[Means for Solving the Problems]
The pachinko gaming machine of the present invention is a pachinko gaming machine provided with an arithmetic processing circuit that determines a gaming state of the pachinko gaming machine according to the winning of a game ball, and is located above the rotating body, which is an upper winning opening of the gaming board. A bowl that stores the game balls won in the upper prize opening, and rotates continuously, and when it reaches the predetermined rotation position, it receives the game balls from the bowl and makes a half turn to place the game balls in the lower prize opening and It provided a lower winning port to transport to add rotating body located below, and the arithmetic processing circuit comprises a winning number storage erasing means the specific gaming state occurrence determination unit, a particular gaming state occurrence determination unit, under The game ball is measured and stored as a winning number when a game ball is won in the side winning opening, and a specific gaming state is generated when the winning number reaches a predetermined number. Reached rotational position No game ball into the gutter when he, then when the rotating body is rotated a half turn, characterized in that it is arranged to erase the memory of the winning number.
[0010]
DETAILED DESCRIPTION OF THE INVENTION
Hereinafter, first, second, and third embodiments of the pachinko gaming machine according to the present invention will be described with reference to the drawings.
[0011]
FIG. 1 is a block configuration diagram common to the pachinko gaming machines of the first, second, and third embodiments. FIG. 2 is a flowchart that shows the contents of a main routine executed by the arithmetic processing circuit according to the first embodiment. 3 is a flowchart showing the contents of the specific gaming state occurrence determination process, FIG. 4 is a flowchart showing the contents of the winning number memory erasure process, and FIG. 5 is the contents of the arithmetic processing executed by the arithmetic processing circuit according to the second embodiment. The flowchart shown in FIG. 6 shows a schematic front view of the game board according to the third embodiment.
[0012]
In FIG. 1, each of the one or more winning detectors 1 is a detector for detecting that a game ball has won a winning opening on the game board, and includes, for example, a proximity switch.
[0013]
The arithmetic processing circuit 2 includes a CPU 21, a ROM 22, a RAM 23, an input port 24, an output port 25, and the like, and determines the gaming state of the pachinko gaming machine according to a winning game ball.
[0014]
Unlike the conventional symbol display device, the display device 3 is a device that displays an effect image for effecting the occurrence of a specific gaming state in accordance with the winning of a game ball, and is configured by a liquid crystal display, for example. .
[0015]
The variable winning device 4 is provided on the game board, and when the arithmetic processing circuit 2 determines the occurrence of a specific game state such as a big hit state, the open / close door is controlled to an open state where a game ball can be easily won for a predetermined period. This is a known device.
[0016]
The CPU 21 according to the first embodiment repeatedly executes the main routine shown in FIG. 2 at a predetermined cycle.
[0017]
The main routine includes a specific gaming state occurrence determination process A and a winning number storage erasure process B that follows.
[0018]
The specific gaming state occurrence determination process A is represented by the flowchart of FIG.
[0019]
In the specific gaming state occurrence determination process A, it is determined whether or not a winning opening has been won based on a signal from the winning detector 1 (step S1). Move to B.
[0020]
If there is a winning at the winning opening, the content of the winning number storage counter is incremented by 1 (step S2), and it is determined whether or not the content of the winning number storage counter is a predetermined value, for example, “8” (step S3). If the content of the winning number storage counter is not “8”, the process proceeds to winning number storage erasure processing B.
[0021]
If the content of the winning number storage counter is “8”, a specific gaming state is generated and the variable winning device is opened for a predetermined period (step S4). Then, the winning number storage counter is cleared (step S5), and the process proceeds to the winning number storage erasing process B.
[0022]
The winning number memory erasing process B is represented by the flowchart of FIG.
[0023]
In the winning number memory erasing process B, it is determined whether or not the display for effect has ended (step S6). Here, the effect display is performed by the display device 3, and the display device performs the effect display by displaying an effect image for effecting the occurrence of the specific gaming state. The display for performance starts, for example, when a game ball is won at the winning opening and ends when there is no new win until the predetermined time elapses, while there is a new win during this period. Controlled to continue in case. Specifically, the display for performance is performed, for example, by displaying an image of an automobile race when a game ball wins a winning opening. In that case, when a predetermined time elapses without a new winning after that, an image in which the automobile crashes is displayed as the end of the display for presentation.
[0024]
If the effect display is not finished, the main routine is finished.
[0025]
If the effect display has ended, the content of the winning number storage counter is decremented by 1 (step S7), and the main routine is ended.
[0026]
Accordingly, the arithmetic processing circuit 2 starts the display for presentation when winning a prize opening and increments the contents of the winning number storage counter by +1, and the number of winnings each time there is a new winning while the display for presentation is being performed. The content of the storage counter is incremented by +1, and when the content of the winning number storage counter reaches “8”, a specific gaming state is generated. Further, when there is no new prize and the effect display is ended while the effect display is being performed, the content of the winning number storage counter is decremented by one.
[0027]
As described above, the pachinko gaming machine according to the first embodiment is a pachinko gaming machine including the arithmetic processing circuit 2 that determines the gaming state of the pachinko gaming machine according to the winning of the game ball. State generation determination means (specific game state generation determination processing A) and winning number storage erasure means (winning number storage deletion processing B) are provided, and the specific gaming state generation determination means measures and stores the number of winning game balls. As a result, a specific gaming state is generated when the number of winnings reaches a predetermined value, and the winning number storing / erasing means is configured to erase the storing of the winning number under predetermined conditions. Further, the pachinko gaming machine includes a display device 3 that displays an effect image for producing the occurrence of the specific game state according to the winning of the game ball, and the specific game state occurrence determining means The winning number storing / erasing means is configured to erase the storing of the winning number when the display of the effect image is completed.
[0028]
For this reason, unlike the conventional pachinko gaming machine having uniform game characteristics, the pachinko gaming machine according to the first embodiment generates a specific gaming state such as a big hit state due to a completely new occurrence opportunity. Can be expected to give enough satisfaction.
[0029]
The display time of the effect image may be selected at random from a plurality of predetermined different times. By adopting such a configuration, unexpectedness can be further enhanced.
[0030]
The arithmetic processing circuit 2 according to the second embodiment repeatedly executes arithmetic processing as shown in FIG. 5 at a predetermined cycle.
[0031]
The arithmetic processing shown in FIG. 5 includes winning count measurement, specific game state occurrence determination, and timer measurement.
[0032]
In the winning number measurement, it is determined whether or not a winning opening has been won (step S11). If there is a winning at the winning opening, the content of the winning number storage counter is incremented by one (step S12), while the winning opening is reached. If there is no winning, the process proceeds to the specific gaming state occurrence determination.
[0033]
In the specific game state occurrence determination, it is determined whether or not the content of the winning number storage counter is a predetermined value, for example, “8” (step S13). If the winning number storage counter is not “8”, the process proceeds to timer measurement. On the other hand, when the content of the winning number storage counter is “8”, a specific gaming state is generated (step S14).
[0034]
In the timer measurement, it is determined whether or not a predetermined time, for example, 20 seconds has elapsed since the previous winning (step S15). If 20 seconds have not elapsed since the previous winning, the current arithmetic processing is terminated. When 20 seconds have passed since the previous winning, the content of the winning number storage counter is cleared to “0” (step S16), and the current calculation process is terminated.
[0035]
Therefore, the arithmetic processing circuit 2 starts the timer when winning a prize opening and increments the contents of the winning number storage counter by one, and wins every time there is a new winning while the timer measures a predetermined time, for example, 20 seconds. The content of the number storage counter is incremented by +1, and when the content of the winning number storage counter reaches a predetermined value, for example, “8”, a specific gaming state is generated. Further, when there is no new prize and the measurement of the predetermined time is completed while the timer is measuring the predetermined time, the contents of the winning number storage counter are cleared.
[0036]
As described above, the pachinko gaming machine according to the second embodiment is a pachinko gaming machine that includes the arithmetic processing circuit 2 that determines the gaming state of the pachinko gaming machine according to the winning of the game ball. A state occurrence determination means (steps S13 and S14) and a winning number storage erasure means (step S16) are provided. The specific gaming state occurrence determination means measures and stores the number of winning game balls, and the winning number is a predetermined value. The game is configured to generate a specific gaming state when reaching the winning number, and the winning number storage erasure means is configured to erase the storage of the winning number under a predetermined condition. Further, the pachinko gaming machine includes timer means (step S15) for measuring a predetermined time for each winning of the game ball, and the specific gaming state occurrence determining means is configured such that the number of winnings during the predetermined time measurement reaches a predetermined value. The specific game state is configured to be generated, and the winning number storage erasure unit is configured to delete the winning number storage when the gaming ball does not win during the predetermined time measurement.
[0037]
For this reason, the pachinko gaming machine according to the second embodiment is different from the conventional pachinko gaming machine having uniform game characteristics, and a specific gaming state such as a big hit state is generated by a completely new generation opportunity. Can be expected to give enough satisfaction.
[0038]
The pachinko gaming machine of the third embodiment is an example in which the timer means is provided on the game board, and a schematic front view of the game board is shown in FIG.
[0039]
In this game board 10, the game balls won in the upper prize opening 11 are stored in a bowl 12 on the back of the game board. The rotating body 13 rotates once for a predetermined time, for example, 20 seconds, and the game ball in the basket 12 enters the concave portion 13a of the rotating body 13 when the rotating body 13 reaches the rotation position shown in the drawing. Thereafter, when the rotator 13 is rotated halfway, the game ball in the recess 13a enters the winning opening 14 on the lower side of the rotator 13, is measured and stored as the number of winnings in the arithmetic processing circuit 2, and is displayed on the display unit 15. The number is displayed.
[0040]
Thereafter, when the rotating body 13 reaches the rotational position shown in the drawing again, if the game ball is stored in the bag 12, the game ball enters the recess 13a of the rotating body 13, and the rotating body 13 is rotated halfway. When entered, it enters the winning opening 14 and is measured and stored as the number of winning prizes. On the other hand, when the rotator 13 reaches the rotation position shown in the figure, if there is no game ball in the basket 12, when the rotator 13 subsequently rotates halfway, the memorized number of winning prizes is interrupted and the memorized number of winnings is erased. At the same time, the display of the number of winnings on the display unit 15 is turned off.
[0041]
When a predetermined number of, for example, eight game balls in the basket 12 enter the winning opening 14, a specific gaming state is generated in the arithmetic processing circuit 2, and the open / close door 16 of the variable winning device is opened for a predetermined period.
[0042]
Thus, the pachinko gaming machine according to the third embodiment is configured in the same manner as the pachinko gaming machine according to the second embodiment except that the timer means (the rotating body 13 or the like) is provided in the gaming board 10. The means measures a predetermined time for each winning game ball, and the specific gaming state occurrence determining means is configured to generate a specific gaming state when the number of winnings during the predetermined time measurement reaches a predetermined value. The memory erasing means is configured to erase the memorized number when the game ball does not win during the predetermined time measurement.
[0043]
For this reason, the pachinko gaming machine according to the third embodiment is different from the conventional pachinko gaming machine having uniform game characteristics, and a specific gaming state such as a big hit state is generated by a completely new generation opportunity. Can be expected to give enough satisfaction.
[0044]
Although the pachinko gaming machine of the fourth embodiment is not shown, a plurality of winning holes, for example, a, b, c, d, are provided on the game board, and when the winning hole a is won, the number of winnings is +2 and the winning hole b is won. Then, the winning number is set to +1, the winning number is set to -1 when winning in the winning slot c, and the winning number is set to -2 when winning in the winning slot d. Composed. In this case, during the game, the value for increasing / decreasing the number of winnings may be changed (for example, +5 when winning the winning hole a, -3 when winning the winning hole b, and the winning hole c) (Change to -4 at the time of winning, and +1 at the time of winning the winning slot d.)
[0045]
Even with the pachinko gaming machine of the fourth embodiment, unlike the conventional pachinko gaming machine having a uniform game characteristic, a specific gaming state such as a big hit state is generated by a completely new generation opportunity, It can be expected to give sufficient satisfaction.
[0046]
【The invention's effect】
According to the present invention, since a specific game state such as a big hit state is generated by a completely new generation opportunity, it can be expected that the player will be sufficiently interesting unlike a conventional uniform pachinko game machine.
[Brief description of the drawings]
FIG. 1 is a block configuration diagram common to pachinko gaming machines according to first, second, and third embodiments.
FIG. 2 is a flowchart showing the contents of a main routine executed by the arithmetic processing circuit according to the first embodiment.
FIG. 3 is a flowchart showing the contents of a specific gaming state occurrence determination process.
FIG. 4 is a flowchart showing the contents of a winning number storage erasure process;
FIG. 5 is a flowchart showing the contents of arithmetic processing executed by the arithmetic processing circuit according to the second embodiment.
FIG. 6 is a schematic front view of a game board according to a third embodiment.
[Explanation of symbols]
2 Arithmetic processing circuit 3 Display device A (S13, 14) Specific gaming state occurrence determining means B, S16 Winning number memory erasing means 13, etc. (S15) Timer means

Claims (1)

遊技球の入賞に応じてパチンコ遊技機の遊技状態を決定する演算処理回路を備えるパチンコ遊技機において、
遊技盤の上部入賞口であって回転体の上方に位置する上部入賞口に入賞した遊技球を溜める樋と、連続して回転し、所定回転位置に達したとき樋内から遊技球を受け取り半回転して遊技球を下側入賞口であって回転体の下方に位置する下側入賞口まで運搬して入れる回転体とを設け、かつ、
演算処理回路は特定遊技状態発生判定手段と入賞個数記憶消去手段とを備え、
特定遊技状態発生判定手段は、下側入賞口に遊技球が入賞したとき入賞個数として計測記憶し、入賞個数が所定個数に達したとき特定遊技状態を発生させるよう構成され、
また、入賞個数記憶消去手段は、回転体が前記所定回転位置に達したとき樋内に遊技球が無く、その後回転体が半回転したとき、入賞個数の記憶を消去するよう構成される
ことを特徴とするパチンコ遊技機。
In a pachinko gaming machine comprising an arithmetic processing circuit that determines the gaming state of the pachinko gaming machine according to the winning of a game ball,
A bowl that stores the winning game balls in the upper winning hole of the game board, which is located above the rotating body, and a bowl that continuously rotates and receives the game balls from the bowl when it reaches a predetermined rotational position. A rotating body that rotates and transports a game ball to a lower winning opening located below the rotating body;
The arithmetic processing circuit includes a specific gaming state occurrence determination means and a winning number storage erasure means,
The specific game state occurrence determination means is configured to measure and store as a winning number when a game ball is won in the lower winning opening, and to generate a specific gaming state when the winning number reaches a predetermined number,
Further, the winning number memory erasure means is configured to erase the memorized number of winnings when there is no game ball in the bowl when the rotating body reaches the predetermined rotational position and then the rotating body makes a half rotation. Characteristic pachinko machine.
JP2000381455A 2000-12-15 2000-12-15 Pachinko machine Expired - Fee Related JP4067271B2 (en)

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