JP2008183086A - Pachinko game machine - Google Patents

Pachinko game machine Download PDF

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JP2008183086A
JP2008183086A JP2007017532A JP2007017532A JP2008183086A JP 2008183086 A JP2008183086 A JP 2008183086A JP 2007017532 A JP2007017532 A JP 2007017532A JP 2007017532 A JP2007017532 A JP 2007017532A JP 2008183086 A JP2008183086 A JP 2008183086A
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balls
prize balls
winning
prize
stage
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Toshihiko Kito
俊彦 鬼頭
Noriya Shirai
視也 白井
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Olympia KK
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Olympia KK
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Abstract

<P>PROBLEM TO BE SOLVED: To monitor a cheating action by quick processing and to accurately monitor the cheating action regardless of a game state. <P>SOLUTION: Every time 10 seconds elapse, the number of prize balls in 10 seconds is written in a unit storage area. At the point of time at which the numbers of the prize balls are written in the unit storage areas of address numbers "1" - "180", the total sum of the numbers of the prize balls for 180 stages is calculated and the average number of the prize balls is calculated. The number of the prize balls for the following 10 seconds is written in the unit storage area of the address number "181". Thereafter, the number of the prize balls written in the unit storage area of the address number "1" is subtracted from the total sum of the numbers of the prize balls for the address numbers "1" - "180", and the number of the prize balls written in the unit storage area of "181" is added further. <P>COPYRIGHT: (C)2008,JPO&INPIT

Description

本発明は、パチンコ店で使用されるパチンコ機に関するものである。   The present invention relates to a pachinko machine used in a pachinko parlor.

パチンコ機には遊技盤の盤面上には複数種類の入賞口が設けられており、いずれかの入賞口に遊技球が入ると規定個数の賞球が払い出される。入賞口には、賞球の払い出しのみが行われる通常入賞口(以下、「通常口」)、賞球の払い出しに加えて乱数を利用した当たり抽選が行われる始動入賞口(以下、「始動口」)、当たり抽選で当たりに当選すると開放される大入賞口などがある。各入賞口への入賞率は遊技釘の角度を調整することによって設計時に定められた一定の範囲内に入るようになっている。このため、短期間では入賞率に偏りが生じることもあるが、長期間遊技が行われると入賞率は一定の範囲内に収束する。これにより、パチンコ機全体での出球率(遊技に使用した遊技球の個数に対する賞球数の割合)を予め計算したベース個数を設定することができる。   The pachinko machine has a plurality of types of winning holes on the surface of the game board, and when a game ball enters one of the winning holes, a predetermined number of winning balls are paid out. In the winning opening, there is a normal winning opening (hereinafter referred to as “normal opening”) in which only the prize balls are paid out, and a starting winning opening (hereinafter referred to as “starting opening” in which a lottery using random numbers is performed in addition to the payout of winning balls. )), There is a big prize opening, etc. that will be released if you win in the winning lottery. The winning rate for each winning opening is set within a certain range determined at the time of design by adjusting the angle of the game nail. For this reason, the winning rate may be biased in a short period, but when the game is played for a long period, the winning rate converges within a certain range. Thereby, it is possible to set the base number in which the ball-sending rate (the ratio of the number of prize balls to the number of game balls used in the game) in the entire pachinko machine is calculated in advance.

ところが、近年、遊技釘を予め設定された角度とは異なる角度に曲げることにより、不正に入賞率を上昇させるゴト行為が行われることが問題となっている。ゴト行為が行われるとパチンコ店に利益の損失が生じるとともに、遊技者の公平さが失われるため、ゴト行為を未然に防止する手段を講じることは必要なことになっている。このため、例えば特許文献1では、一定時間の入賞数が規定値を超えたか否かを遊技機の管理コンピュータで監視し、入賞数が規定値を超えた場合にこれを報知することが提案されている。
特許第3697388号公報
However, in recent years, there has been a problem that a got action that illegally raises the winning rate is performed by bending the game nail to an angle different from a preset angle. If a goto act is performed, profits will be lost in the pachinko parlor and the fairness of the player will be lost. Therefore, it is necessary to take measures to prevent the goto act. For this reason, for example, in Patent Document 1, it is proposed that the management computer of the gaming machine monitors whether or not the number of winnings for a certain time exceeds a specified value, and notifies this when the number of winnings exceeds a specified value. ing.
Japanese Patent No. 3697388

しかしながら特許文献1に示されたパチンコ機では、単位時間の経過ごとに入賞数を合計する必要があるため、単位時間が長くなると入賞数の演算処理に時間を要し、処理が遅くなることがあった。また、例えば大入賞口が開放されたときなど、遊技者が有利な遊技状態では、遊技球の入賞数の偏りが大きくなりやすいため、特許文献1に示された方法では、偏りを考慮して規定値を設定する必要があるが、この場合、予め設定された入賞数と規定値との開きが大きくなって、ゴト行為が行われてもこれを検出できないことがあった。   However, in the pachinko machine disclosed in Patent Document 1, since it is necessary to total the number of winnings every time unit time elapses, if the unit time becomes longer, it takes time to calculate the number of winnings, and the processing may be delayed. there were. Also, in the gaming state where the player is advantageous, for example, when the big winning opening is opened, the bias of the number of winning game balls tends to be large. Therefore, the method disclosed in Patent Document 1 considers the bias. Although it is necessary to set a prescribed value, in this case, there is a case in which a gap between a predetermined number of winnings and a prescribed value becomes large, and this cannot be detected even if a got action is performed.

本発明は上記事情を考慮してなされたもので、迅速な処理によってゴト行為を監視するとともに遊技状態に関わらず正確にゴト行為を監視することができるパチンコ機を提供することを目的とする。   The present invention has been made in consideration of the above circumstances, and an object thereof is to provide a pachinko machine that can monitor a goto action by a quick process and can accurately monitor the goto action regardless of the gaming state.

上記目的を達成するために、請求項1記載のパチンコ機は、通常モードと通常モードよりも遊技者に有利な特典モードとでの遊技が行われ、遊技球が入賞すると賞球の払い出しが行われる入賞口が、特典モードでは通常モードよりも入賞率が高くなる第一入賞口と、通常モード及び特典モードで入賞率が一定の第二入賞口とからなるパチンコ機において、前記通常モード中の賞球数と前記特典モード中の賞球数とを区別してカウントし、各々の賞球数を単位時間の経過ごとに順次に出力する賞球カウンタと、前記通常モード中の賞球数と前記特典モード中の賞球数とを区別して記憶する単位記憶領域がn段まで一連に連ねられた第一及び第二の記憶手段と、前記賞球カウンタから順次に出力される通常モード中の賞球数を第一の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいくとともに、前記賞球カウンタから順次に出力される特典モード中の賞球数を第二の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいき、各々の記憶手段において、n段目の前記単位記憶領域に賞球数を書き込んだ後は1段目の前記単位記憶領域から順次に賞球数を上書きしていく賞球数書き込み手段とを備え、1段目からn−1段目までの単位記憶領域に賞球数が書き込まれた時点で、n−1段分の賞球数の総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、次いで、前記総和Tにn段目の賞球数を加算し、かつ前記総和Tから1段目の単位記憶領域の賞球数を減算した新たな総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、それ以降は、新たに上書きされた賞球数を前記総和Tに加算し、かつ前記総和Tの先頭であった単位記憶領域の賞球数を減算することによって単位時間あたりの平均賞球数を算出するものである。   To achieve the above object, the pachinko machine described in claim 1 is played in the normal mode and the privilege mode that is more advantageous to the player than the normal mode, and when the game ball is won, the prize ball is paid out. In the pachinko machine consisting of the first prize opening in which the prize rate is higher in the bonus mode than in the normal mode, and the second prize slot in which the prize rate is constant in the normal mode and the bonus mode, A distinction is made between the number of prize balls and the number of prize balls in the privilege mode, and each prize ball number is sequentially output every unit time. The number of prize balls in the normal mode and the number of prize balls First and second storage means in which unit storage areas for distinguishing and storing the number of prize balls in the privilege mode are connected in series up to n stages, and prizes in the normal mode sequentially output from the prize ball counter Before the first storage means The unit memory area is sequentially written from the first stage, and the number of prize balls in the privilege mode that are sequentially outputted from the prize ball counter is sequentially written from the first stage to the unit memory area of the second storage means. In each storage means, after the number of prize balls is written in the unit storage area in the nth stage, the number of prize balls is written in order to overwrite the number of prize balls in order from the unit storage area in the first stage. Means for dividing the total number T of prize balls for n-1 stages by n-1 when the number of prize balls is written in the unit storage areas from the 1st stage to the (n-1) th stage. To calculate the average number of prize balls per unit time, and then add the number of prize balls in the nth stage to the total T, and subtract the number of prize balls in the unit storage area in the first stage from the total T The average number of award balls per unit time is calculated by dividing the total sum T by n-1. After that, the number of newly won overwritten prize balls is added to the total T, and the average number of prize balls per unit time is subtracted by subtracting the number of prize balls in the unit storage area that was the head of the total T. The number is calculated.

なお、通常モードと通常モードよりも遊技者に有利な特典モードとでの遊技が行われ、遊技球が入賞すると賞球の払い出しが行われる入賞口が、特典モードでは通常モードよりも入賞率が高くなる第一入賞口と、通常モード及び特典モードで入賞率が一定の第二入賞口とからなるパチンコ機において、前記通常モード中の賞球数と前記特典モード中の賞球数とを区別してカウントし、各々の賞球数を単位時間の経過ごとに順次に出力する賞球カウンタと、前記通常モード中の賞球数又は前記特典モード中の賞球数を記憶する単位記憶領域がn段まで一連に連ねられた単一の記憶手段と、前記賞球カウンタから順次に出力される通常モード中の賞球数を第一の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいくとともに、前記賞球カウンタから順次に出力される特典モード中の賞球数を第二の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいき、各々の記憶手段において、n段目の前記単位記憶領域に賞球数を書き込んだ後は1段目の前記単位記憶領域から順次に賞球数を上書きしていく賞球数書き込み手段とを備え、1段目からn−1段目までの単位記憶領域に賞球数が書き込まれた時点で、n−1段分の賞球数の総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、次いで、前記総和Tにn段目の賞球数を加算し、かつ前記総和Tから1段目の単位記憶領域の賞球数を減算した新たな総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、それ以降は、新たに上書きされた賞球数を前記総和Tに加算し、かつ前記総和Tの先頭であった単位記憶領域の賞球数を減算することによって単位時間あたりの平均賞球数を算出することが好ましい。   In addition, the game is performed in the normal mode and in the privilege mode that is more advantageous to the player than the normal mode, and when the game ball is won, the winning hole is paid out, and in the privilege mode, the winning rate is higher than the normal mode. In a pachinko machine consisting of a higher first winning opening and a second winning opening with a fixed winning rate in the normal mode and privilege mode, the number of winning balls in the normal mode and the number of winning balls in the privilege mode are differentiated. Separately counting, a prize ball counter for sequentially outputting the number of each prize ball as the unit time elapses, and a unit storage area for storing the number of prize balls in the normal mode or the number of prize balls in the privilege mode is n A single storage means connected in series up to a stage, and the number of prize balls in the normal mode sequentially output from the prize ball counter are sequentially written from the first stage to the unit storage area of the first storage means. And the prize ball The number of prize balls in the privilege mode that are sequentially output from the unter is sequentially written in the unit storage area of the second storage means from the first stage, and in each storage means, the unit storage area in the nth stage After the number of prize balls is written, the prize ball number writing means for sequentially overwriting the number of prize balls from the unit memory area at the first stage is provided, and unit storage from the first stage to the (n-1) stage is provided. When the number of prize balls is written in the area, the average number of prize balls per unit time is calculated by dividing the total number T of prize balls for n-1 stages by n-1, and then the total T An average prize per unit time is obtained by adding n-1 to the total number of prize balls and subtracting the number of prize balls in the first stage unit storage area from the total T and dividing by n-1. The number of balls is calculated, and thereafter, the newly overwritten prize ball number is added to the total T. And it is preferable to calculate the average award counts per unit time by subtracting the number of prize balls head a was the unit storage area of the total T.

なお、前記通常モードでの平均賞球数と予め定められた基準賞球数を比較するとともに、前記特典モードでの平均賞球数と予め定められた基準賞球数を比較し、いずれか一方の平均賞球数が基準賞球数を超えていた場合にはエラー処理を行うエラー処理手段を設けることが好ましい。   The average prize ball number in the normal mode is compared with a predetermined reference prize ball number, and the average prize ball number in the privilege mode is compared with a predetermined reference prize ball number. It is preferable to provide an error processing means for performing error processing when the average number of winning balls exceeds the reference number of winning balls.

なお、「特典モード」とは、遊技者が遊技上の利益を獲得するうえで通常モードよりも有利になる遊技モードを示し、例えば通常モードよりも当たりに当選する確率が高くなる確率変動モード、通常モードよりも図柄の変動時間が短縮されるとともに、始動入賞口を開閉して始動入賞口への遊技球の入賞率を変化させる可動片の開放時間が通常モードよりも長くなる時短モードなどが挙げられる。   The “privilege mode” refers to a game mode that is more advantageous than the normal mode in order for a player to obtain a profit on the game. For example, a probability variation mode in which the probability of winning in the normal mode is higher, There is a short time mode, etc., in which the variation time of the symbols is shortened compared to the normal mode, and the opening time of the movable piece that opens and closes the start winning opening and changes the winning rate of the game ball to the starting winning opening becomes longer than the normal mode Can be mentioned.

本発明によれば、平均賞球数の算出にあたって、賞球数の加算及び減算によって賞球数の総和を算出するので、単位記憶領域に賞球数が書き込まれるたびに賞球数の総和を全て算出しなくてもよくなり、迅速な処理によってゴト行為を監視することができる。また、特典遊技モードでは、平均を算出する際の入賞率の偏りによる影響を小さくすることが可能になり、遊技状態に関わらず正確にゴト行為を監視することができる。   According to the present invention, when calculating the average number of winning balls, the total number of winning balls is calculated by adding and subtracting the number of winning balls. Therefore, the total number of winning balls is calculated each time the number of winning balls is written in the unit storage area. It is not necessary to calculate all, and it is possible to monitor the goto action by a quick process. Further, in the privilege game mode, it is possible to reduce the influence due to the bias of the winning rate when calculating the average, and it is possible to accurately monitor the goto action regardless of the game state.

図1において、パチンコ機10は遊技盤10aを備えている。遊技盤10aの前面には遊技領域11が形成されており、遊技者の発射操作に応答して発射された遊技球は遊技領域11を流下する。遊技領域11には始動入賞口12(以下、「始動口」)と通常入賞口13(以下、「通常口」)、スルーチャッカー14が設けられている。遊技球が各入賞口に入賞すると予め決められた個数の遊技球が賞球として払い出される。払い出された遊技球は、遊技に使用することができる。始動口12には一対の可動片12aが設けられている。可動片12aが開放されると始動口12に遊技球が入りやすくなる。可動片12aを開放するか否かはスルーチャッカー14を遊技球が通過したときに実行される開放抽選で決定される。また、遊技領域11には、流下する遊技球の動きに変化を与える遊技釘15aや風車15bが設けられている。遊技釘15aの傾きは、始動口12や通常口13,後述する大入賞口19への遊技球の入賞率(発射された遊技球の個数に対して遊技球が入賞する割合)が設計時に定められた一定の範囲に収まるように設定されている。これにより、一定時間で払い出される賞球の個数がベース個数として設定されている。そして、パチンコ機10では入賞率の偏りを考慮に入れて通常モードでのベース個数が1分間あたり30個以下に設定されている。このため、通常モードでのベース個数が30個を超えた場合は異常が生じていると判断できる。   In FIG. 1, the pachinko machine 10 includes a game board 10a. A game area 11 is formed on the front surface of the game board 10a, and a game ball launched in response to a player's launch operation flows down the game area 11. The game area 11 is provided with a start winning opening 12 (hereinafter referred to as “start opening”), a normal winning opening 13 (hereinafter referred to as “normal opening”), and a through chucker 14. When a game ball wins each winning opening, a predetermined number of game balls are paid out as a prize ball. The game balls that have been paid out can be used for games. The start port 12 is provided with a pair of movable pieces 12a. When the movable piece 12a is opened, a game ball can easily enter the start port 12. Whether or not to open the movable piece 12a is determined by an open lottery executed when a game ball passes through the through chucker 14. In addition, the game area 11 is provided with a game nail 15a and a windmill 15b that change the movement of the game ball flowing down. The inclination of the game nail 15a is determined at the time of design when the winning rate of the game balls to the start port 12, the normal port 13, and the large winning port 19 described later (ratio of game balls to win the number of game balls fired) is determined. It is set to be within a certain range. Thereby, the number of prize balls to be paid out in a fixed time is set as the base number. In the pachinko machine 10, the base number in the normal mode is set to 30 or less per minute in consideration of the bias of the winning rate. For this reason, when the number of bases in the normal mode exceeds 30, it can be determined that an abnormality has occurred.

遊技領域11の中央部にはセンター役物16が設けられている。センター役物16の中には、当たり抽選の結果を表示する画面17aが露呈された液晶ディスプレイ17が設けられている。   A center accessory 16 is provided at the center of the game area 11. The center accessory 16 is provided with a liquid crystal display 17 on which a screen 17a for displaying the result of the winning lottery is exposed.

液晶ディスプレイ17の画面17aには例えば1列が0〜9の数字からなる3列の図柄が表示される。始動口12に遊技球が入賞すると当たり又はハズレを決定する当たり抽選が行われた後に画面17a上で図柄の変動表示が開始され、図柄が上から下へスクロールする。図柄は1列ずつ順次(左→右→中の順)停止し、全ての図柄が停止したときに同一の図柄が揃っていると当たり、それ以外ではハズレとなる。   On the screen 17 a of the liquid crystal display 17, for example, three rows of symbols composed of numbers 0 to 9 are displayed. When a game ball wins at the starting port 12, a winning lottery for determining a winning or losing is performed, and then the display of the symbols on the screen 17a is started, and the symbols are scrolled from top to bottom. The symbols stop one by one in sequence (in order from left to right to middle). When all symbols are stopped, the same symbol is found, and otherwise it is lost.

当たりに当選すると通常モードから当たりモード(特典モード)に移行してアタッカ18が開放され、ラウンド遊技が行われる。アタッカ18が開放されると大入賞口19が盤面から臨出し、アタッカ18の内面で遊技球の大半が大入賞口19に案内される。また、当たりモードでは、始動口12の可動片12aの開放時間が通常モードよりも長くなる。これにより、当たりモードでは多数の賞球を得ることができる。アタッカ18は、大入賞口19に所定個数(例えば10個)の遊技球が入賞するか又は大入賞口19の開放時間が例えば30秒になると閉じられ、これにより第1ラウンドが終了する。当たりモードではアタッカ18の開閉が繰り返されて第15ラウンドで終了する。このように、始動口12は可動片12aの開放時間が通常モードと当たりモードとで変化し、大入賞口19は通常モードで閉じられるとともに当たりモードで開放されるので、これらの入賞口での遊技球の入賞率は遊技モードに応じて変化する。他方、通常口13では特に可動片が設けられていないため、通常モードと当たりモードとで入賞率が一定となる。   If winning is won, the normal mode is changed to the winning mode (privilege mode), the attacker 18 is released, and a round game is performed. When the attacker 18 is opened, the grand prize opening 19 comes out from the board surface, and most of the game balls are guided to the big prize opening 19 on the inner surface of the attacker 18. In the hit mode, the opening time of the movable piece 12a of the start port 12 is longer than that in the normal mode. Thereby, a large number of prize balls can be obtained in the winning mode. The attacker 18 is closed when a predetermined number (for example, 10) of game balls wins in the big winning opening 19 or when the opening time of the big winning opening 19 becomes 30 seconds, for example, and the first round ends. In the hit mode, the opening and closing of the attacker 18 are repeated and the process ends in the fifteenth round. In this manner, the opening time of the start port 12 changes between the normal mode and the winning mode, and the big winning port 19 is closed in the normal mode and also opened in the winning mode. The winning rate of the game ball changes according to the game mode. On the other hand, since the movable piece is not particularly provided in the normal port 13, the winning rate is constant in the normal mode and the winning mode.

図3において、パチンコ機10は制御部30aを備えている。制御部30aは、システムメモリ30bに格納された遊技の制御プログラムに従ってアタッカ18の開閉制御や液晶ディスプレイ17での表示制御、賞球の払い出し制御などパチンコ機10全体の動作を制御する。   In FIG. 3, the pachinko machine 10 includes a control unit 30a. The control unit 30a controls the operation of the entire pachinko machine 10 such as opening / closing control of the attacker 18, display control on the liquid crystal display 17, and payout control of prize balls in accordance with a game control program stored in the system memory 30b.

始動口センサ31は始動口12に入った遊技球を検知する。通常口センサ32は通常口13に入った遊技球を検知する。大入賞口センサ33は大入賞口19に入賞した遊技球を検知する。賞球払い出し装置34は、遊技球が各入賞口に入賞した際に入力される払い出しコマンドに応答して規定数の遊技球を賞球として払い出す。発射装置35は、遊技者の発射ハンドルの回動操作に応答して遊技領域11に遊技球を1球ずつ発射する。なお、パチンコ機10では1分間に遊技球が最大100発発射されるようにその発射間隔が設定されている。アタッカ駆動装置36は当たりモードでアタッカ18を開閉する。   The start port sensor 31 detects a game ball that has entered the start port 12. The normal mouth sensor 32 detects a game ball that has entered the normal mouth 13. The big prize opening sensor 33 detects a game ball won in the big prize opening 19. The prize ball payout device 34 pays out a specified number of game balls as prize balls in response to a payout command input when the game balls win each winning opening. The launcher 35 launches game balls one by one into the game area 11 in response to the turning operation of the player's launch handle. In the pachinko machine 10, the launch interval is set so that a maximum of 100 game balls are fired per minute. The attacker drive device 36 opens and closes the attacker 18 in the hit mode.

当たり抽選部40は、始動口12に遊技球が入賞したときに制御部30aからコマンドを受けて乱数を利用した当たり抽選を行って当たり又はハズレを決定する。   The winning lottery unit 40 receives a command from the control unit 30a when a game ball wins the starting port 12, performs a winning lottery using random numbers, and determines a win or a loss.

図柄抽選部41は当たり抽選の結果に応じた図柄抽選を行い、図柄の変動表示後に停止させる図柄の停止パターン(組み合わせ)を決定する。第一カウント部(賞球カウンタ及び賞球数書き込み手段)42及び第二カウント部(賞球カウンタ及び賞球数書き込み手段)43はゴト行為の監視に用いられる。   The symbol lottery unit 41 performs symbol lottery according to the winning lottery result, and determines a symbol stop pattern (combination) to be stopped after the symbol variation display. The first count unit (prize ball counter and prize ball number writing means) 42 and the second count unit (prize ball counter and prize ball number writing means) 43 are used for monitoring the goto action.

第一カウント部42は通常モードで作動され、始動口12、通常口13、大入賞口19のいずれかで入賞が発生したときに払い出しコマンドを受けて賞球数をカウントし、10秒間(単位時間)経過したときにカウントした賞球数を第一メモリ(第一記憶手段)44に書き込む。始動口12及び通常口13は遊技釘15aの角度を調整してこれらの入賞口12,13での入賞率を上昇させるゴト行為を監視するために賞球数を監視している。また、通常モードでは、大入賞口19は開放されないため、大入賞口19では入賞が発生しないが、例えばピアノ線を遊技盤11の盤面に沿って進入させてアタッカ18を開放させることにより、通常モード中に大入賞口19で入賞を発生させるゴト行為が行われることがあるため、第一カウント部42では、大入賞口19を含めた全ての入賞口での賞球を監視している。   The first counting unit 42 is operated in the normal mode, and receives a payout command when a winning occurs at any one of the starting port 12, the normal port 13, and the big winning port 19, and counts the number of winning balls for 10 seconds (unit The number of prize balls counted when (time) has elapsed is written in the first memory (first storage means) 44. The starting port 12 and the normal port 13 monitor the number of winning balls in order to monitor the goto action that adjusts the angle of the game nail 15a and increases the winning rate at these winning ports 12,13. Further, in the normal mode, since the grand prize opening 19 is not opened, no prize is generated at the big prize opening 19, but for example, by making the piano line enter along the board surface of the game board 11 to open the attacker 18, During the mode, there is a case where a goto action for generating a prize at the big prize opening 19 is performed. Therefore, the first counting unit 42 monitors the winning balls at all the prize winning openings including the big prize opening 19.

第二カウント部43は当たりモードで作動され、通常口13で入賞が発生したときに払い出しコマンドを受けて賞球数をカウントし、10秒間(単位時間)経過したときにカウントした賞球数を第二メモリ(第二記憶手段)45に書き込む。当たりモードでは、大入賞口19が開放されて賞球数が増加し、また、始動口12の可動片12aの開放時間が通常モードよりも長くなり、遊技者の技量によって賞球数が大幅に変化するため、これらの入賞口では賞球の偏りが大きくなりやすい。このため、通常モードと入賞率が変化せず、始動口12や大入賞口19に比べて賞球数の偏りの小さい通常口13での賞球数のみを監視してゴト行為を監視している。   The second counting unit 43 is operated in a hit mode, receives a payout command when a winning occurs at the normal port 13, counts the number of winning balls, and counts the number of winning balls counted when 10 seconds (unit time) elapses. Write to the second memory (second storage means) 45. In the winning mode, the special winning opening 19 is opened to increase the number of winning balls, and the opening time of the movable piece 12a of the starting opening 12 is longer than in the normal mode, and the number of winning balls is greatly increased depending on the skill of the player. Due to the change, the bias of the prize balls tends to be large at these winning openings. For this reason, the winning rate does not change in the normal mode, and only the number of winning balls at the normal opening 13 where the number of winning balls is less biased than the start opening 12 or the large winning opening 19 is monitored to monitor the goto action. Yes.

図3に示すように、第一メモリ44では、181段の単位記憶領域が一連に連ねられており、各領域にアドレス番号「1」〜「181」が付されている。また、第二メモリ45では、43段の単位記憶領域が一連に連ねられており、各領域にアドレス番号「1」〜「43」が付されている。第一メモリ44の単位記憶領域には、第一カウント部42によってカウントされた賞球数が1段目から順次に書き込まれ、第二メモリ45の単位記憶領域には、第二カウント部43によってカウントされた賞球数が1段目から順次に書き込まれる。第一カウント部42からは10秒ごとに賞球数が出力されるので、181段の単位記憶領域全てに賞球数が書き込まれると、第一メモリ44では、30分10秒分の賞球数が10秒ごとに区分けされて書き込まれることになる。第二カウント部43からは10秒ごとに賞球数が出力されるので、43段の単位記憶領域全てに賞球数が書き込まれると、第二メモリ45では、7分10秒分の賞球数が10秒ごとに区分けされて書き込まれることになる。制御部30aはアドレス番号を識別することによって、賞球数を書き込む単位記憶領域の段数を識別する。181段目又は43段目までの全ての単位記憶領域に賞球数が書き込まれると、1段目に戻って賞球数が上書きされていく。なお、第二メモリ45において7分に設定したのは、例えば当たりモードで1ラウンド消化に28秒を要するとして、そのラウンドが15回繰り返されると28秒×15ラウンドで7分必要だからである。   As shown in FIG. 3, in the first memory 44, unit storage areas of 181 stages are connected in series, and address numbers “1” to “181” are assigned to the respective areas. In the second memory 45, 43 unit storage areas are connected in series, and address numbers “1” to “43” are assigned to the respective areas. The number of prize balls counted by the first count unit 42 is sequentially written in the unit storage area of the first memory 44 from the first stage, and the second count unit 43 stores in the unit storage area of the second memory 45. The counted number of prize balls is written sequentially from the first stage. Since the first count unit 42 outputs the number of prize balls every 10 seconds, when the number of prize balls is written in all the unit storage areas of 181 stages, the first memory 44 has 30 minutes and 10 seconds of prize balls. The number is written every 10 seconds. Since the number of prize balls is output from the second counting unit 43 every 10 seconds, when the number of prize balls is written in all 43 unit storage areas, the number of prize balls for 7 minutes and 10 seconds is stored in the second memory 45. The number is written every 10 seconds. The controller 30a identifies the number of unit storage areas in which the number of prize balls is written by identifying the address number. When the number of prize balls is written in all the unit storage areas up to the 181st stage or the 43rd stage, the number of prize balls is overwritten by returning to the first stage. The reason why the second memory 45 is set to 7 minutes is that, for example, it takes 28 seconds to digest one round in the hit mode, and if that round is repeated 15 times, it takes 7 minutes in 28 seconds × 15 rounds.

制御部30aは、第一メモリ44に書き込まれた180段分の賞球数を第一平均算出部47に入力し、第二メモリ45の43段分の賞球数を第二平均算出部48に入力する。   The control unit 30 a inputs the 180-stage prize ball number written in the first memory 44 to the first average calculation unit 47, and the 43-stage prize ball number in the second memory 45 is the second average calculation unit 48. To enter.

第一平均算出部47は、制御部30aから入力された180段分の賞球数に基づき、180段の単位記憶領域に書き込まれた賞球数の総和を算出するとともに、算出された総和を180で除する。これにより、通常モードにおける始動口12、通常口13、大入賞口19での30分間の賞球数の総和に基づいて1分あたりの平均賞球数が算出される。   The first average calculation unit 47 calculates the sum of the number of prize balls written in the unit storage area of 180 stages based on the number of prize balls for 180 stages input from the control unit 30a, and calculates the calculated sum. Divide by 180. Thus, the average number of winning balls per minute is calculated based on the total number of winning balls for 30 minutes at the start port 12, the normal port 13, and the special winning opening 19 in the normal mode.

同様に、第二平均算出部48は、制御部30aから入力された43段分の賞球数に基づき、43段の単位記憶領域に書き込まれた賞球数の総和を算出するとともに、算出された総和を43で除する。これにより、当たりモードにおける通常口13での7分間の賞球数の合計に基づいて1分あたりの平均賞球数が算出される。   Similarly, the second average calculation unit 48 calculates and calculates the total number of prize balls written in the 43-stage unit storage area based on the 43-stage prize balls input from the control unit 30a. The sum is divided by 43. Thus, the average number of winning balls per minute is calculated based on the total number of winning balls for 7 minutes at the normal mouth 13 in the winning mode.

次に、平均賞球数を算出するにあたって賞球数の総和を求める際に、第一メモリ44において180段の単位記憶領域を選択する方法及び第二メモリ45において43段の単位記憶領域を選択する方法について説明する。   Next, when calculating the average number of winning balls, when calculating the total number of winning balls, a method of selecting a unit storage area of 180 stages in the first memory 44 and a unit storage area of 43 stages in the second memory 45 are selected. How to do will be described.

先ず、図3(a)、(d)に示すように、アドレス番号「1」〜「180」又はアドレス番号「1」〜「42」の単位記憶領域に賞球数が書き込まれた時点でアドレス番号「1」〜「180」又はアドレス番号「1」〜「42」の単位記憶領域の賞球数の総和が算出される。このとき、後続する10秒間(30分〜30分10秒又は7分〜7分10秒)の賞球数の合計はアドレス番号「181」又はアドレス番号「43」の記憶領域に書き込まれる。   First, as shown in FIGS. 3A and 3D, when the number of prize balls is written in the unit storage area of the address numbers “1” to “180” or the address numbers “1” to “42”, The sum total of the number of award balls in the unit storage area of numbers “1” to “180” or address numbers “1” to “42” is calculated. At this time, the total number of prize balls for the subsequent 10 seconds (30 minutes to 30 minutes and 10 seconds or 7 minutes to 7 minutes and 10 seconds) is written in the storage area of the address number “181” or the address number “43”.

アドレス番号「181」又はアドレス番号「43」の単位記憶領域に10秒間の賞球の合計が書き込まれると、先行して算出されたアドレス番号「1」〜「180」又はアドレス番号「1」〜「42」の賞球数の総和からアドレス番号「1」の単位記憶領域に書き込まれた賞球数が減算され、さらに、「181」又は「43」の記憶領域に書き込まれている賞球数が加えられ、新たな総和が算出される。   When the award ball total for 10 seconds is written in the unit storage area of the address number “181” or the address number “43”, the previously calculated address numbers “1” to “180” or the address numbers “1” to “1” to The number of prize balls written in the unit storage area of address number “1” is subtracted from the total number of prize balls of “42”, and the number of prize balls written in the storage area of “181” or “43” Is added and a new sum is calculated.

この後、図3(b)、(e)に示すように、後続する10秒間の賞球数の合計は、アドレス番号「1」の単位記憶領域に書き込まれる。そして、先行して算出されたアドレス番号「2」〜「181」又は先行して算出されたアドレス番号「2」〜「43」の賞球数の合計からアドレス番号「2」の単位記憶領域に書き込まれた賞球数が減算され、さらに、アドレス番号「1」の単位記憶領域に書き込まれた新たな賞球数が加えられる。そして、図3(c)、(f)に示すように後続する10秒間の賞球数の合計は、アドレス番号「2」の記憶領域に書き込まれ、同一の処理が繰り返されていく。   Thereafter, as shown in FIGS. 3B and 3E, the total number of winning balls for the subsequent 10 seconds is written in the unit storage area of the address number “1”. The total number of prize balls of the address numbers “2” to “181” calculated in advance or the address numbers “2” to “43” calculated in advance is stored in the unit storage area of the address number “2”. The number of prize balls written is subtracted, and a new number of prize balls written in the unit storage area of the address number “1” is added. Then, as shown in FIGS. 3C and 3F, the total number of winning balls for the subsequent 10 seconds is written in the storage area of the address number “2”, and the same processing is repeated.

以上のように、通常モードでは30分間の賞球数の合計を10秒ごとに更新することによって30分間の平均賞球数を10秒ごとに更新することにより、30分間の賞球数の合計を平均賞球数の算出のたびに算出しなくてもよくなり、平均賞球数の算出に係る処理を迅速に行うことができる。また、当たりモードでは7分間の賞球数の合計を10秒ごとに更新することによって7分間の平均賞球数を10秒ごとに更新することにより、7分間の賞球数の合計を平均賞球数の算出のたびに算出しなくてもよくなり、平均賞球数の算出に係る処理を迅速に行うことができる。   As described above, in the normal mode, the total number of prize balls for 30 minutes is updated every 10 seconds, and the average number of prize balls for 30 minutes is updated every 10 seconds. Need not be calculated every time the average number of winning balls is calculated, and the processing relating to the calculation of the average number of winning balls can be performed quickly. Also, in the winning mode, the total number of prize balls for 7 minutes is updated every 10 seconds, and the average number of prize balls for 7 minutes is updated every 10 seconds. It is not necessary to calculate each time the number of balls is calculated, and the process relating to the calculation of the average number of winning balls can be performed quickly.

なお、賞球数のカウントや書き込みに伴うプログラムの処理は4ミリ秒(4ms)ごとに行われる。この処理は遊技に係る処理とは別個の割り込み処理として行われ、割り込み処理の間隔は割り込みタイマー49によって監視される。   It should be noted that the processing of the program accompanying counting of the number of winning balls and writing is performed every 4 milliseconds (4 ms). This process is performed as an interrupt process separate from the process related to the game, and the interval of the interrupt process is monitored by the interrupt timer 49.

次に図4及び図5を用いて平均賞球数の算出に係る処理の流れについて説明する。電源が投入されると割り込みタイマー49が作動されるとともに、通常モードに移行した状態で遊技が行われる。そして、割り込みタイマー49でカウントされた時間が4ミリ秒(4ms)経過するたびに図4に示す割り込み処理が繰り返し実行される。   Next, the flow of processing relating to the calculation of the average number of winning balls will be described using FIG. 4 and FIG. When the power is turned on, the interrupt timer 49 is activated, and the game is played in the state of shifting to the normal mode. Then, whenever the time counted by the interrupt timer 49 elapses for 4 milliseconds (4 ms), the interrupt process shown in FIG. 4 is repeatedly executed.

図4に示すように、遊技盤10aの遊技領域11に発射された遊技球は、始動口12又は通常口13に入賞、あるいは、スルーチャッカー14を通過、あるいは、アウト球として回収される。遊技球がスルーチャッカー14を通過した場合には開放抽選が行われ、これに当選すると始動口12の可動片12aが開放される。始動口12又は通常口13に遊技球が入賞する、あるいは、ゴト行為が行われて大入賞口19にパチンコ球が入賞すると賞球の払い出しが行われる。いずれかの入賞口で入賞が発生して賞球の払い出しがあった場合は第一カウント部42で賞球数がカウントアップされ、10秒が経過するごとに賞球数が第一メモリ44の単位記憶領域に書き込まれる。   As shown in FIG. 4, the game ball launched into the game area 11 of the game board 10a is won at the start port 12 or the normal port 13, passed through the through chucker 14, or collected as an out ball. When the game ball passes through the through chucker 14, an open lottery is performed, and when this is won, the movable piece 12a of the start port 12 is opened. When a game ball wins at the start port 12 or the normal port 13, or when a goto action is performed and a pachinko ball wins at the big winning port 19, the payout of the prize ball is performed. When a winning occurs at any winning opening and the winning ball is paid out, the first counting unit 42 counts up the number of winning balls, and the number of winning balls is stored in the first memory 44 every 10 seconds. It is written in the unit storage area.

ここで、アドレス番号「1」〜「180」の単位記憶領域に賞球数が書き込まれ、アドレス番号「181」の単位記憶領域に賞球数が書き込まれていない場合、第一平均算出部47で、第一メモリ44に書き込まれた180段分の単位記憶領域の賞球数の総和が算出され、この後に平均賞球数が算出される。   Here, when the number of prize balls is written in the unit storage area of the address numbers “1” to “180” and the number of prize balls is not written in the unit storage area of the address number “181”, the first average calculation unit 47. Thus, the sum total of the number of winning balls in the unit storage area for 180 steps written in the first memory 44 is calculated, and thereafter the average number of winning balls is calculated.

また、第一メモリ44の181段全ての単位記憶領域に賞球数が書き込まれている場合、先行して算出された180段分の賞球数の総和に新たな賞球数が加えられ、先行して賞球数の総和を算出した際に先頭であった単位記憶領域の賞球数が減算される。そして、この後に平均賞球数が算出される。   Further, when the number of prize balls is written in all the unit storage areas of the 181th stage of the first memory 44, a new number of prize balls is added to the sum of the number of prize balls for 180 stages calculated in advance. The number of prize balls in the unit storage area, which was the head when the total number of prize balls was calculated in advance, is subtracted. Thereafter, the average number of winning balls is calculated.

平均賞球数の算出後、制御部30aは、システムメモリ30bで記憶されているベース個数と平均賞球数とを比較する。そして、平均賞球数がベース個数を上回っている場合、制御部30aはエラー処理を実行して発射装置35を停止させ、遊技球の発射を停止させる。   After calculating the average number of winning balls, the control unit 30a compares the number of bases stored in the system memory 30b with the average number of winning balls. When the average number of winning balls exceeds the number of bases, the control unit 30a executes error processing to stop the launching device 35 and stop the launching of game balls.

始動口12に遊技球が入賞して当たり抽選で当たりに当選すると通常モードから当たりモードに移行する。当たりモードでは、アタッカ18が開放されてラウンド遊技が第15ラウンドまで行われるとともに、開放抽選に当選したときに始動口12の可動片12aの開放時間が通常モードよりも長くなる。   When a game ball wins at the start port 12 and wins in the winning lottery, the normal mode is changed to the winning mode. In the winning mode, the attacker 18 is released and the round game is played up to the 15th round, and when the open lottery is won, the opening time of the movable piece 12a of the start port 12 is longer than that in the normal mode.

図5に示すように、当たりモード中に通常口13で入賞が発生して賞球の払い出しがあった場合は第二カウント部43でその賞球数がカウントアップされていく。ここで、入賞カウントタイマー48でカウントされた時間が10秒であった場合は、第二カウント部43で賞球数がカウントアップされ、10秒が経過するごとに賞球数が第二メモリ45の単位記憶領域に書き込まれる。   As shown in FIG. 5, when a winning is generated at the normal port 13 during the winning mode and a winning ball is paid out, the number of winning balls is counted up by the second counting unit 43. Here, when the time counted by the winning count timer 48 is 10 seconds, the number of prize balls is counted up by the second count unit 43, and the number of prize balls is incremented in the second memory 45 every time 10 seconds elapses. To the unit storage area.

ここで、アドレス番号「1」〜「42」の単位記憶領域に賞球数が書き込まれ、アドレス番号「43」の単位記憶領域に賞球数が書き込まれていない場合、第二平均算出部48で、第二メモリ45に書き込まれた42段分の単位記憶領域の賞球数の総和が算出され、この後に平均賞球数が算出される。   Here, when the number of prize balls is written in the unit storage area of the address numbers “1” to “42” and the number of prize balls is not written in the unit storage area of the address number “43”, the second average calculation unit 48. Thus, the total number of prize balls in the unit storage area for 42 stages written in the second memory 45 is calculated, and thereafter the average prize ball number is calculated.

また、第二メモリ45の43段全ての単位記憶領域に賞球数が書き込まれている場合、先行して算出された42段分の賞球数の総和に新たな賞球数が加えられ、先行して賞球数の総和を算出した際に先頭であった単位記憶領域の賞球数が減算される。そして、この後に平均賞球数が算出される。   In addition, when the number of prize balls is written in all 43 unit storage areas of the second memory 45, a new number of prize balls is added to the total of the number of prize balls for 42 stages calculated in advance. The number of prize balls in the unit storage area, which was the head when the total number of prize balls was calculated in advance, is subtracted. Thereafter, the average number of winning balls is calculated.

平均賞球数の算出後、制御部30aは、システムメモリ30bで記憶されているベース個数と平均賞球数とを比較する。そして、平均賞球数がベース個数を上回っている場合、制御部30aはエラー処理を実行して発射装置35を停止させ、遊技球の発射を停止させる。   After calculating the average number of winning balls, the control unit 30a compares the number of bases stored in the system memory 30b with the average number of winning balls. When the average number of winning balls exceeds the number of bases, the control unit 30a executes error processing to stop the launching device 35 and stop the launching of game balls.

以上のように、10秒ごとに賞球数の合計を更新しながら30分間あるいは7分間の賞球数の総和を算出して1分間あたりの平均賞球数を算出するのでゴト行為を検出する処理を迅速に行うことができる。また、通常モードと当たりモードとでゴト行為の検出の対象となる入賞口を変化させるので、入賞率の偏りを除外してゴト行為を検出することが可能になり、ゴト行為の検出を正確に行うことができる。   As described above, the total number of prize balls for 30 minutes or 7 minutes is calculated while updating the number of prize balls every 10 seconds, and the average number of prize balls per minute is calculated. Processing can be performed quickly. In addition, since the winning opening that is subject to detection of the goth action is changed between the normal mode and the winning mode, it becomes possible to detect the goth action by excluding the bias of the winning rate, and accurately detect the goth action. It can be carried out.

上記実施形態では、第二メモリ45には通常口13で得られた賞球数を書き込んだが、第二メモリ45には、始動口12や大入賞口19での賞球数を書き込んで、これらの入賞口での賞球数を監視してゴト行為を監視してもよい。また、当たりモードで、通常モードと同様に始動口12,通常口13,大入賞口19での賞球数を監視してゴト行為を監視してもよい。この場合、通常モードとは異なる当たりモード専用のベース個数を設定することが好ましい。   In the above embodiment, the number of prize balls obtained at the normal slot 13 is written in the second memory 45, but the number of prize balls at the start slot 12 and the big prize opening 19 is written in the second memory 45, The number of winning balls at the winning opening may be monitored to monitor the goto action. In addition, in the hit mode, the number of winning balls at the start port 12, the normal port 13, and the special winning port 19 may be monitored in the same manner as in the normal mode to monitor the goto action. In this case, it is preferable to set a base number dedicated to the hit mode different from the normal mode.

上記実施形態では、エラー処理として遊技球の発射を停止させたが、エラー処理の態様としては例えばいずれかの入賞口で入賞が検知されても賞球の払い出しを行わない、パチンコ点の管理コンピュータに平均賞球数がベース個数を上回ったことを通知する、あるいは、エラー音を出力する、ランプを点灯させる、液晶ディスプレイ17で表示するなど適宜の態様の処理を行ってよい。なお、パチンコ機10の各電気的構成を当たり抽選や入賞検知を行うメイン基板と液晶ディスプレイ17の表示制御を行うサブ基板との2枚との制御基板で行った場合は、いずれの制御基板でエラー処理を行うかによってエラー処理の態様を適宜に設定するとよい。そして、サブ基板で平均賞球数の算出に係る処理を行うようにした場合は、割り込み処理は2ミリ秒(2ms)にすることが好ましい。   In the embodiment described above, the game ball is stopped as an error process. However, as an error process, for example, a pachinko point management computer that does not pay out a prize ball even if a prize is detected at any prize opening. May be notified that the average number of winning balls exceeds the base number, or an error sound may be output, a lamp may be turned on, or a liquid crystal display 17 may be displayed. In addition, when each electrical configuration of the pachinko machine 10 is performed with two control boards, a main board that performs lottery and winning detection, and a sub board that performs display control of the liquid crystal display 17, on which control board The mode of error processing may be appropriately set depending on whether error processing is performed. When processing related to the calculation of the average number of winning balls is performed on the sub-board, the interrupt processing is preferably 2 milliseconds (2 ms).

上記実施形態では、第一メモリ42と第二メモリ43とで通常モードと当たりモードとでの賞球数を別個に記憶したが、これらを1つのメモリで記憶してもよい。この場合、1つのメモリ内に、一連に連ねられた単位記憶領域を2つ設ける、あるいは、一連に連ねられた単位記憶領域に一段ずつ間隔を空けて通常モードと当たりモードとの賞球数を交互に書き込む、あるいは、一連に連ねられた単位記憶領域の先頭から半分までを通常モードの賞球数の書き込みに用い、残り半分を当たりモードの賞球数の書き込みに用いるなど、適宜の方法で賞球数を書き込んでよい。また、第一カウント部42と第二カウント部43とを1つのカウンタにしてもよい。   In the above embodiment, the first memory 42 and the second memory 43 store the number of prize balls in the normal mode and the winning mode separately, but they may be stored in one memory. In this case, two unit storage areas connected in series are provided in one memory, or the number of award balls in the normal mode and the winning mode is set at an interval in the unit storage areas connected in series. Use appropriate methods such as writing alternately, or using the first to half of the unit storage area connected in series to write the number of winning balls in the normal mode and the other half to write the number of winning balls in the hit mode. You may write the number of prize balls. The first count unit 42 and the second count unit 43 may be a single counter.

以下に、例えば、メモリを1つにして、一連に連ねられた181段の単位記憶領域の数を1つにし、これを当たりモードと通常モードとで共通に使用する例について説明する。一連に連ねられた181段の単位記憶領域を1つにするには例えば第一メモリ44のみを設ければよい。   The following describes an example in which, for example, one memory is used and the number of unit storage areas of 181 stages connected in series is one, and this is used in common in the hit mode and the normal mode. For example, only the first memory 44 may be provided in order to make the unit storage area of 181 stages connected in series.

そして、遊技盤10aの遊技領域11に発射された遊技球は、始動口12又は通常口13に入賞、あるいは、スルーチャッカー14を通過、あるいは、アウト球として回収される。遊技球がスルーチャッカー14を通過した場合には開放抽選が行われ、これに当選すると始動口12の可動片12aが開放される。始動口12又は通常口13に遊技球が入賞する、あるいは、ゴト行為が行われて大入賞口19にパチンコ球が入賞すると賞球の払い出しが行われる。いずれかの入賞口で入賞が発生して賞球の払い出しがあった場合は第一カウント部42で賞球数がカウントアップされ、10秒が経過するごとに賞球数が第一メモリ44の単位記憶領域に書き込まれる。   Then, the game ball launched into the game area 11 of the game board 10a is won at the start port 12 or the normal port 13, passed through the through chucker 14, or collected as an out ball. When the game ball passes through the through chucker 14, an open lottery is performed, and when this is won, the movable piece 12a of the start port 12 is opened. When a game ball wins at the start port 12 or the normal port 13, or when a goto action is performed and a pachinko ball wins at the big winning port 19, the payout of the prize ball is performed. When a winning occurs at any winning opening and the winning ball is paid out, the first counting unit 42 counts up the number of winning balls, and the number of winning balls is stored in the first memory 44 every 10 seconds. It is written in the unit storage area.

ここで、アドレス番号「1」〜「180」の単位記憶領域に賞球数が書き込まれ、アドレス番号「181」の単位記憶領域に賞球数が書き込まれていない場合、第一平均算出部47で、第一メモリ44に書き込まれた180段分の単位記憶領域の賞球数の総和が算出され、この後に平均賞球数が算出される。   Here, when the number of prize balls is written in the unit storage area of the address numbers “1” to “180” and the number of prize balls is not written in the unit storage area of the address number “181”, the first average calculation unit 47. Thus, the sum total of the number of winning balls in the unit storage area for 180 steps written in the first memory 44 is calculated, and thereafter the average number of winning balls is calculated.

また、第一メモリ44の181段全ての単位記憶領域に賞球数が書き込まれている場合、先行して算出された180段分の賞球数の総和に新たな賞球数が加えられ、先行して賞球数の総和を算出した際に先頭であった単位記憶領域の賞球数が減算される。そして、この後に平均賞球数が算出される。   Further, when the number of prize balls is written in all the unit storage areas of the 181th stage of the first memory 44, a new number of prize balls is added to the sum of the number of prize balls for 180 stages calculated in advance. The number of prize balls in the unit storage area, which was the head when the total number of prize balls was calculated in advance, is subtracted. Thereafter, the average number of winning balls is calculated.

平均賞球数の算出後、制御部30aは、システムメモリ30bで記憶されているベース個数と平均賞球数とを比較する。そして、平均賞球数がベース個数を上回っている場合、制御部30aはエラー処理を実行して発射装置35を停止させ、遊技球の発射を停止させる。   After calculating the average number of winning balls, the control unit 30a compares the number of bases stored in the system memory 30b with the average number of winning balls. When the average number of winning balls exceeds the number of bases, the control unit 30a executes error processing to stop the launching device 35 and stop the launching of game balls.

始動口12に遊技球が入賞して当たり抽選で当たりに当選すると通常モードから当たりモードに移行する。当たりモードでは、アタッカ18が開放されてラウンド遊技が第15ラウンドまで行われるとともに、開放抽選に当選したときに始動口12の可動片12aの開放時間が通常モードよりも長くなる。   When a game ball wins at the start port 12 and wins in the winning lottery, the normal mode is changed to the winning mode. In the winning mode, the attacker 18 is released and the round game is played up to the 15th round, and when the open lottery is won, the opening time of the movable piece 12a of the start port 12 is longer than that in the normal mode.

図6に示すように、当たりモード中に通常口13で入賞が発生して賞球の払い出しがあった場合は第二カウント部43でその賞球数がカウントアップされていく。ここで、入賞カウントタイマー48でカウントされた時間が10秒であった場合は、第二カウント部43で賞球数がカウントアップされ、10秒が経過するごとに賞球数が第一メモリ44の単位記憶領域に書き込まれる。このとき、通常モードで賞球数を書き込んだアドレスに続くアドレスの単位記憶領域から賞球数が書き込まれる(例えばアドレス番号「100」まで賞球数が書き込まれたところで当たりに当選した場合は、アドレス番号「101」から賞球数が書き込まれていく。)   As shown in FIG. 6, when a winning is generated at the normal port 13 during the winning mode and a winning ball is paid out, the number of winning balls is counted up by the second counting unit 43. Here, when the time counted by the winning count timer 48 is 10 seconds, the number of prize balls is counted up by the second counting unit 43, and the number of prize balls is incremented by the first memory 44 every 10 seconds. To the unit storage area. At this time, the number of prize balls is written from the unit storage area of the address following the address in which the number of prize balls was written in the normal mode (for example, when the prize ball number is written up to the address number “100”, The number of winning balls is written from the address number “101”.)

そして、上記実施形態と同様に180段分の単位記憶領域に賞球数が書き込まれると、第二平均算出部48において180段分の単位記憶領域の賞球数の総和が算出され、この後に平均賞球数が算出される。   When the number of prize balls is written in the unit storage area for 180 steps as in the above embodiment, the second average calculation unit 48 calculates the sum of the number of prize balls in the unit storage area for 180 stages. The average number of winning balls is calculated.

また、先行して平均賞球数が算出されていた場合、先行して算出された180段分の賞球数の総和に新たな賞球数が加えられ、先行して賞球数の総和を算出した際に先頭であった単位記憶領域の賞球数が減算される。そして、この後に平均賞球数が算出される。   In addition, when the average number of winning balls has been calculated in advance, a new number of winning balls is added to the total number of winning balls for 180 steps calculated in advance, and the total number of winning balls is calculated in advance. The number of award balls in the unit storage area that was the head at the time of calculation is subtracted. Thereafter, the average number of winning balls is calculated.

平均賞球数の算出後、制御部30aは、システムメモリ30bで記憶されているベース個数と平均賞球数とを比較する。そして、平均賞球数がベース個数を上回っている場合、制御部30aはエラー処理を実行して発射装置35を停止させ、遊技球の発射を停止させる。   After calculating the average number of winning balls, the control unit 30a compares the number of bases stored in the system memory 30b with the average number of winning balls. When the average number of winning balls exceeds the number of bases, the control unit 30a executes error processing to stop the launching device 35 and stop the launching of game balls.

上記実施形態では、平均賞球数の算出時間を7分及び30分に設定したが、これらの時間は7分及び30分に限定されず、他の適宜な時間を設定したり、又、当たりモードなどの所定ゲームを消化する時間(ゲーム有効時間)に相当する時間にしてもよい。また、賞球の合計を更新させる10秒間についても適宜の時間を設定してよい。さらには、それらの時間変更を適宜に手動で調節できるようにしてもよい。   In the above embodiment, the calculation time for the average number of winning balls is set to 7 minutes and 30 minutes. However, these times are not limited to 7 minutes and 30 minutes, and other appropriate times may be set or hit. A time corresponding to a time (game effective time) for digesting a predetermined game such as a mode may be set. Also, an appropriate time may be set for 10 seconds for updating the total of the winning balls. Furthermore, you may enable it to adjust those time changes manually suitably.

本発明を用いたパチンコ機の概略を示す正面図である。It is a front view which shows the outline of the pachinko machine using this invention. パチンコ機の電気的構成の概略を示すブロック図である。It is a block diagram which shows the outline of the electric constitution of a pachinko machine. 第一メモリ及び第二メモリでの賞球数の記憶方法を示す説明図である。It is explanatory drawing which shows the memory | storage method of the number of prize balls in a 1st memory and a 2nd memory. 通常モードでの平均賞球数の算出に係る処理の流れを示すフローチャートである。It is a flowchart which shows the flow of the process which concerns on calculation of the average number of prize balls in normal mode. 当たりモードでの平均賞球数の算出に係る処理の流れを示すフローチャートである。It is a flowchart which shows the flow of the process which concerns on calculation of the average number of winning balls in a winning mode. 第一メモリのみで賞球数を記憶した場合の通常モード及び当たりモードでの平均賞球数の算出に係る処理の流れを示すフローチャートである。It is a flowchart which shows the flow of the process which concerns on calculation of the average number of winning balls in normal mode and winning mode at the time of memorizing the number of winning balls only by the 1st memory.

符号の説明Explanation of symbols

10 パチンコ機
12 始動口(第一入賞口)
13 通常口(第二入賞口)
19 大入賞口(第一入賞口)
30a 制御部(賞球数書き込み手段)
42第一カウント部(賞球数カウンタ)
43 第二カウント部(賞球数カウンタ)
44 第一メモリ(第一記憶手段)
45 第二メモリ(第二記憶手段)
47 第一平均算出部
48 第二平均算出部
10 Pachinko machine 12 Start opening (first prize opening)
13 Normal exit (second prize opening)
19 Grand Prize Exit (First Prize Exit)
30a Control unit (prize ball number writing means)
42 1st counting part (prize ball counter)
43 Second counting part (prize ball counter)
44 First memory (first storage means)
45 Second memory (second storage means)
47 1st average calculation part 48 2nd average calculation part

Claims (3)

通常モードと通常モードよりも遊技者に有利な特典モードとでの遊技が行われ、遊技球が入賞すると賞球の払い出しが行われる入賞口が、特典モードでは通常モードよりも入賞率が高くなる第一入賞口と、通常モード及び特典モードで入賞率が一定の第二入賞口とからなるパチンコ機において、
前記通常モード中の賞球数と前記特典モード中の賞球数とを区別してカウントし、各々の賞球数を単位時間の経過ごとに順次に出力する賞球カウンタと、
前記通常モード中の賞球数と前記特典モード中の賞球数とを区別して記憶する単位記憶領域がn段まで一連に連ねられた第一及び第二の記憶手段と、
前記賞球カウンタから順次に出力される通常モード中の賞球数を第一の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいくとともに、前記賞球カウンタから順次に出力される特典モード中の賞球数を第二の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいき、各々の記憶手段において、n段目の前記単位記憶領域に賞球数を書き込んだ後は1段目の前記単位記憶領域から順次に賞球数を上書きしていく賞球数書き込み手段とを備え、
1段目からn−1段目までの単位記憶領域に賞球数が書き込まれた時点で、n−1段分の賞球数の総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、次いで、前記総和Tにn段目の賞球数を加算し、かつ前記総和Tから1段目の単位記憶領域の賞球数を減算した新たな総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、それ以降は、新たに上書きされた賞球数を前記総和Tに加算し、かつ前記総和Tの先頭であった単位記憶領域の賞球数を減算することによって単位時間あたりの平均賞球数を算出することを特徴とするパチンコ機。
The game is played in the normal mode and in the privilege mode that is more advantageous to the player than the normal mode, and when the game ball wins, the winning hole is paid out, and in the privilege mode, the winning rate is higher than in the normal mode In a pachinko machine consisting of a first prize opening and a second prize opening with a constant winning rate in the normal mode and privilege mode,
A prize ball counter that counts and distinguishes the number of prize balls in the normal mode and the number of prize balls in the privilege mode, and sequentially outputs the number of each prize ball every unit time;
First and second storage means in which unit storage areas for distinguishing and storing the number of prize balls in the normal mode and the number of prize balls in the privilege mode are connected in series up to n stages;
The number of prize balls in the normal mode sequentially output from the prize ball counter is sequentially written in the unit storage area of the first storage means from the first stage, and is sequentially output from the prize ball counter. The number of prize balls in the privilege mode is sequentially written in the unit storage area of the second storage means from the first stage, and the number of prize balls is written in the unit storage area in the nth stage in each storage means. Thereafter, a prize ball number writing means for sequentially overwriting the number of prize balls from the unit storage area in the first stage,
When the number of prize balls is written in the unit storage area from the first stage to the (n-1) th stage, the total number T of the prize balls for the (n-1) stage is divided by n-1 to obtain a unit number per unit time. The average number of winning balls is calculated, and then the total number T of the nth stage is added to the total T, and a new total T is obtained by subtracting the number of winning balls in the first stage unit storage area from the total T. The average number of winning balls per unit time is calculated by dividing by −1, and thereafter, the newly overwritten number of winning balls is added to the total T, and the unit memory that was the head of the total T A pachinko machine that calculates an average number of prize balls per unit time by subtracting the number of prize balls in an area.
通常モードと通常モードよりも遊技者に有利な特典モードとでの遊技が行われ、遊技球が入賞すると賞球の払い出しが行われる入賞口が、特典モードでは通常モードよりも入賞率が高くなる第一入賞口と、通常モード及び特典モードで入賞率が一定の第二入賞口とからなるパチンコ機において、
前記通常モード中の賞球数と前記特典モード中の賞球数とを区別してカウントし、各々の賞球数を単位時間の経過ごとに順次に出力する賞球カウンタと、
前記通常モード中の賞球数又は前記特典モード中の賞球数を記憶する単位記憶領域がn段まで一連に連ねられた単一の記憶手段と、
前記賞球カウンタから順次に出力される通常モード中の賞球数を第一の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいくとともに、前記賞球カウンタから順次に出力される特典モード中の賞球数を第二の記憶手段の前記単位記憶領域に1段目から順次に書き込んでいき、各々の記憶手段において、n段目の前記単位記憶領域に賞球数を書き込んだ後は1段目の前記単位記憶領域から順次に賞球数を上書きしていく賞球数書き込み手段とを備え、
1段目からn−1段目までの単位記憶領域に賞球数が書き込まれた時点で、n−1段分の賞球数の総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、次いで、前記総和Tにn段目の賞球数を加算し、かつ前記総和Tから1段目の単位記憶領域の賞球数を減算した新たな総和Tをn−1で除算することによって単位時間あたりの平均賞球数を算出し、それ以降は、新たに上書きされた賞球数を前記総和Tに加算し、かつ前記総和Tの先頭であった単位記憶領域の賞球数を減算することによって単位時間あたりの平均賞球数を算出することを特徴とするパチンコ機。
The game is played in the normal mode and in the privilege mode that is more advantageous to the player than the normal mode, and when the game ball wins, the winning hole is paid out, and in the privilege mode, the winning rate is higher than in the normal mode In a pachinko machine consisting of a first prize opening and a second prize opening with a constant winning rate in the normal mode and privilege mode,
A prize ball counter that counts and distinguishes the number of prize balls in the normal mode and the number of prize balls in the privilege mode, and sequentially outputs the number of each prize ball every unit time;
A single storage means in which unit storage areas for storing the number of prize balls in the normal mode or the number of prize balls in the privilege mode are connected in series up to n stages;
The number of prize balls in the normal mode sequentially output from the prize ball counter is sequentially written in the unit storage area of the first storage means from the first stage, and is sequentially output from the prize ball counter. The number of prize balls in the privilege mode is sequentially written in the unit storage area of the second storage means from the first stage, and the number of prize balls is written in the unit storage area in the nth stage in each storage means. Thereafter, a prize ball number writing means for sequentially overwriting the number of prize balls from the unit storage area in the first stage,
When the number of prize balls is written in the unit storage area from the first stage to the (n-1) th stage, the total number T of the prize balls for the (n-1) stage is divided by n-1 to obtain a unit number per unit time. The average number of winning balls is calculated, and then the total number T of the nth stage is added to the total T, and a new total T is obtained by subtracting the number of winning balls in the first stage unit storage area from the total T. The average number of winning balls per unit time is calculated by dividing by −1, and thereafter, the newly overwritten number of winning balls is added to the total T, and the unit memory that was the head of the total T A pachinko machine that calculates an average number of prize balls per unit time by subtracting the number of prize balls in an area.
前記通常モードでの平均賞球数と予め定められた基準賞球数を比較するとともに、前記特典モードでの平均賞球数と予め定められた基準賞球数を比較し、いずれか一方の平均賞球数が基準賞球数を超えていた場合にはエラー処理を行うエラー処理手段を設けたことを特徴とする請求項1又は2記載のパチンコ機。   The average prize ball number in the normal mode is compared with a predetermined reference prize ball number, and the average prize ball number in the privilege mode is compared with a predetermined reference prize ball number. 3. A pachinko machine according to claim 1, further comprising an error processing means for performing error processing when the number of winning balls exceeds the reference number of winning balls.
JP2007017532A 2007-01-29 2007-01-29 Pachinko game machine Pending JP2008183086A (en)

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JP2012130659A (en) * 2010-09-01 2012-07-12 Sammy Corp Pinball game machine
JP2018061818A (en) * 2016-12-29 2018-04-19 株式会社三洋物産 Game machine
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JP2018061817A (en) * 2016-12-29 2018-04-19 株式会社三洋物産 Game machine
JP2018064846A (en) * 2016-10-21 2018-04-26 株式会社高尾 Pinball game machine
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JP2012130659A (en) * 2010-09-01 2012-07-12 Sammy Corp Pinball game machine
JP2012130660A (en) * 2010-09-01 2012-07-12 Sammy Corp Pinball game machine
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