WO2001015788A1 - Playing machine - Google Patents
Playing machine Download PDFInfo
- Publication number
- WO2001015788A1 WO2001015788A1 PCT/JP2000/005693 JP0005693W WO0115788A1 WO 2001015788 A1 WO2001015788 A1 WO 2001015788A1 JP 0005693 W JP0005693 W JP 0005693W WO 0115788 A1 WO0115788 A1 WO 0115788A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- display
- game
- effect
- symbol
- gaming machine
- Prior art date
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Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00697—Playing pieces
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/02—Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3227—Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/02—Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games
- A63F7/025—Pinball games, e.g. flipper games
Definitions
- the present invention relates to a gaming machine such as a pachinko gaming machine having display means for displaying a symbol related to a game, and control means such as a microcomputer for controlling the display.
- a gaming machine such as a pachinko gaming machine having display means for displaying a symbol related to a game, and control means such as a microcomputer for controlling the display.
- a kind of pachinko gaming machine a kind of ball-and-ball game machine, is provided with a display means that displays a symbol (hereinafter referred to as "special symbol") in a variable manner when a predetermined condition is satisfied, and the variable display stops at a predetermined combination of special symbols.
- special symbol a symbol
- What is provided is to provide the player with a profit when it is done.
- an electrical display device such as a liquid crystal display capable of displaying various effects has been widely used as such a display means.
- a player's greatest interest in such a gaming machine is whether or not to stop at a special game state that is advantageous to the player, that is, a special symbol set ⁇ : which is a so-called “big hit”.
- This combination of special symbols is a case where three special symbols are arranged, for example, "7-7-7”. Therefore, the player will carefully follow the special symbols displayed in a fluctuating manner.
- the special symbol is displayed at a high speed, it is actually like a player following an invisible symbol. Also, until the special symbol stop result is obtained, the game is monotonous and uninteresting, and the player gets bored. In addition, the eyes of the player become tired by following a special symbol that fluctuates at high speed.
- a moving image in which the character performs gonorefu is displayed, and the display result of this moving image is displayed in the special symbol display result.
- the character displays a moving image in which a tee shot of the golf is performed as a series of actions, a big hit pattern is displayed when the gonoref ball enters the pin, and a loss pattern is displayed when the golf ball comes off the pin. indicate.
- this moving image a plurality of types having a common story called Gonolev are set, and a game to be displayed is switched and controlled according to the number of times of starting a special symbol.
- variable display game a progressive display game
- a preliminary variable display game is performed in conjunction with the variable display game. It is also known that a symbol is displayed in a decorative manner such that a stop symbol is extracted by playing a special symbol that is variably displayed.
- moving image information configured to synchronize with the variable display of the special symbol display device is displayed on the video display device.
- moving image information a fisherman dropped a line.
- the story from the stage to the stage of catching the fish is shown according to the jackpot, reach, and loss states.
- a character design such as an octopus shark on which a specific design corresponding to the special design determined as the stop design of the special design display is displayed during the variable display of the special design display.
- the character and its combination ⁇ : appearing in the fluctuation display indicate the reach development rate and the level of the jackpot reliability indicating whether or not the reach effect appears, and the hit effect reliability is indicated by the reach effect pattern to be displayed.
- the size is expressed to increase the player's expectation about the game result.
- the story shown in the moving image is different from the image corresponding to the final stop result of the special symbol, and the story in the variable display is displayed. Because they have a commonality, they can easily predict the story development and get tired of watching it for a long time.
- the preliminary variable display game based on the character design is linked to the variable display game, and therefore, here again, the attention cannot be deviated from the monotonous variable display.
- moving image information is expressed in close relation with a special symbol, such as showing a stopped symbol in which a character symbol such as an octopus shark is determined.
- a special symbol such as showing a stopped symbol in which a character symbol such as an octopus shark is determined.
- the character pattern fisher
- the story based on the video information will not be completed, so the player cannot grasp the game state just by looking at the video information.
- the player will still pay close attention to the special symbol to be displayed in a fluctuating manner.
- a gaming machine having a function of changing a lottery probability in a jackpot lottery (a so-called probable change machine)
- a gaming machine in which a game is continuously performed by a variable display for a long time is referred to as the above “
- the problem of getting tired of eyes and getting tired of fluctuating display becomes more serious.
- the result of stopping the variable display is a loss, and most of them are not in a reach state. Therefore, paying close attention to the variable display consumes a lot of wasteful effort.
- staging displays are for players who say "high hit reliability". Some of them provide useful information, and some players are looking forward to discovering such an effect display during the game. For a strong player, if it is difficult to understand the contents of the staging display, the explanation and display of the contents will rather impair the enjoyment of the game.
- An object of the present invention is to provide a gaming machine in which a game development such as a jackpot, a reach development, a loss, etc. can be surely understood just by looking at the staging display, without looking at the special symbols displayed in a variable manner. is there.
- Another object of the present invention is to provide a gaming machine capable of grasping the effect contents without impairing the pleasure of finding a specific effect display showing useful information for a player. Disclosure of the invention
- a special symbol indicating that a transition to a special game state is to be performed when a predetermined stop mode is reached, and a display for displaying an effect related to the game.
- it is configured to control the display means so as to perform an effect display that produces an effect from the beginning to the end of one scenario.
- the second mode is characterized in that the end of the effect display scenario indicates whether or not the ability to shift to the special game state.
- control means is configured to control the display means so as to provide an effect display in which the content of the scenario progresses in accordance with the stop timing of the variable display.
- a fourth aspect is characterized in that the control means is configured to control the display means so as to provide an effect display in which the content of the scenario progresses irrespective of the stop timing of the variable display. .
- the control means indicates the development of the content of the scenario.
- the feature is that it is configured to change the effect display I do.
- a sixth mode is characterized in that the development of the content of the scenario is represented by a change in the background displayed as the effect display.
- a seventh mode is characterized in that the progress mode of the scenario shown in the effect display differs depending on the type of effect symbols appearing in the effect display or a combination thereof.
- the eighth mode is characterized in that the effect display indicates the transition to the special game state by the type of the effect symbol or the attached symbol displayed along with the effect symbol.
- the display means is configured such that the display area for effect display is larger than the display area for variably displaying special symbols.
- a tenth aspect includes display means for displaying a symbol related to a game, and control means for controlling display on the display means, and the control means produces from the beginning to the end of one scenario.
- An effect display is performed, and the display means is controlled so as to indicate that a transition to a special game state is made when the end of the scenario indicated by the effect display is a predetermined end.
- the first mode is a function for displaying a special symbol indicating that a transition to a special game state is performed when a predetermined stop mode is reached when the variable display is stopped, and causing the player to play the game.
- This is a recording medium in which a game program is recorded, which is provided with a function of performing an effect display from the start to the end of one scenario from the start to the end.
- the 12th aspect of the present invention includes a special symbol indicating that a transition to a special game state is made when a predetermined stop mode is reached when the variable display is stopped, and an effect symbol indicating a probability of shifting to the special game state.
- the thirteenth mode is characterized in that the suggestion display suggests one of the effect symbols having a high probability of shifting to the special game state.
- a fifteenth aspect is characterized in that the suggestion display is to display the same symbol as the effect symbol or a symbol related thereto.
- a fifteenth aspect is characterized in that the suggestion display is a display using a moving image.
- the sixteenth mode is characterized in that the suggestion display is displayed when the game is not performed or when the special symbol change display is not performed.
- a seventeenth aspect is a game including a special symbol indicating transition to a special game state when the symbol displayed in a variable manner stops in a predetermined stop mode, and a rendering symbol indicating a probability of transition to the special game state.
- This is a recording medium on which a game program is recorded, in which a function for displaying a symbol related to a game and allowing a player to play a game is added with a function for displaying a suggestion on the relationship between the effect symbol and the probability.
- the control means controls the display means so as to perform an effect display for effecting from the beginning to the end of one scenario from the start of the variable display to the stop thereof. Therefore, even without looking at the special symbols to be displayed in a variable manner, it is possible to produce a staging display that allows the player to understand the game development such as big hits, reach development, reach loss, and loss. According to such an effect display, even if a game using the variable display is performed for a long time, it is not necessary to pay close attention to the variable display, so that eye fatigue can be avoided and a gaming machine that does not get tired can be provided. . In addition, even if most of the game results are “losing”, the player can engage in the game with a pleasure of seeing the scenario development of the effect display.
- the ending of the effect display scenario indicates the power or not to shift to the special game state, so that the player merely looks at the effect display, and the final The result can be easily known.
- the content of the effect display scenario progresses according to the stop timing of the variable display, so that the stop timing of each variable display can be grasped only by watching the effect display.
- the content of the effect display scenario proceeds irrespective of the timing at which the variable display is stopped, so that it is possible to develop a unique game unrelated to the variable display.
- the control means changes the effect display so that the content of the scenario develops when it reaches the reach state, so that the player can change the effect display only by looking at the effect display. It can be easily known that the game by the display has reached the reach state.
- the development of the content of the scenario is represented by a change in the background displayed as a staging display, the player can easily notice the development of the content of the scenario. Furthermore, simply by watching the effect display, it is possible to easily grasp the change in the game due to the fluctuation display.
- the progress form of the scenario shown in the effect display differs depending on the type of effect symbols appearing in the effect display or a combination thereof, so that the player starts displaying the effect displayed from the beginning of the scenario.
- the types of symbols for example, character symbols
- the subsequent game development can be expected to some extent.
- the effect display indicates the transition to the special game state by the type of the effect symbol appearing in the effect display or the attached symbol displayed along with the effect symbol.
- the game state or the final result of the game by the variable display can be expressed from various angles.
- the display means is larger in the display area of the effect display than in the display area for the variable display of the special symbol, so that the player is attracted to the variable display. Instead, the user can pay attention only to the display of the effect display, and enjoy the effect display developed there.
- the display means displays only the effect display for producing from the beginning to the end of one scenario, it is possible to understand the jackpot, the loss, the reach, etc. without performing the conventional variable display.
- An unprecedented gaming machine that can be provided is provided.
- the variable display when the variable display is stopped, a special symbol indicating that the game mode shifts to the special game state when the predetermined stop mode is reached is displayed, and the function for causing the player to play the game has the Since it is a recording medium on which a game program is added, a function of performing an effect display from the start to the end of one scenario from the start to the end of the display is added.
- this recording medium for example, it can be used as a game program for a home game machine. Also, for example, by installing a program from the recording medium to a general-purpose personal computer, the computer can be used as a gaming machine.
- a suggestion display is provided on the relationship between the effect symbol and the probability of transition to the special game state.
- the suggestion display the pleasure of finding out which specific design symbol has a high probability of transitioning to the special game state, and from the various display displays in which the specific design symbol found is actually displayed. With the pleasure of discovering, players will never get bored playing for a long time.
- a display indicating which of the effect symbols has a high probability of shifting to the special game state is performed, so that the player has an effect of high probability of shifting to the special game state. You can easily find out which pattern is.
- the suggestion display is performed by displaying the same symbol as the effect symbol or a related symbol, so that the relationship between the effect symbol and the probability of shifting to the special game state can be directly grasped.
- the suggestion display is performed by a moving image, so that a more specific suggestion display is possible, and an interest in finding out a specific effect symbol having a high probability of shifting to the special game state is provided. Increase.
- the demo screen when the game is not played or when the special symbol is not displayed in a variable manner, for example, when the suggestion is displayed while the demo screen is displayed, the demo screen is simply displayed. It can be used not as a demo screen but as a means to display important information about the game.
- a suggestion is displayed on the demo screen in this way, even if the user does not understand the meaning of the effect symbol during the game, it is possible to find out which specific effect symbol has a high probability of transitioning to the special game state. , You can face the game.
- a function related to the game including the special symbol and the effect symbol as described above is displayed, and the function of causing the player to play the game includes the relationship between the effect symbol and the probability.
- FIG. 1 is a front view showing a game board surface of a pachinko gaming machine according to an embodiment of the present invention.
- FIG. 2 is a diagram showing a display flow on the display screen.
- FIG. 3 is a view showing a continuation of FIG. 2 in a display flow on the display screen.
- FIG. 4 is a diagram showing a flow of display on the display screen in the case of “super lap la pleach”.
- FIG. 5 is a diagram showing the flow of display on the display screen in the case of “ suddenly Hotel Reach”.
- FIG. 6 is a diagram showing a display flow on the display screen in the case of “date spot reach”.
- FIG. 7 is a diagram showing a flow of display on the display screen in the case of "another reach”.
- FIG. 8 is a diagram showing a display flow on the display screen during the big hit game.
- FIG. 9 is a diagram showing a table showing reach development rates, jackpot reliability, and appearance rates for each combination of male and female characters.
- FIG. 10 is a diagram showing a case where the background on the display screen is “station square”.
- FIG. 11 is a diagram illustrating a case where the background on the display screen is “Rinkai Park”.
- FIG. 12 is a diagram showing a table showing a list of real symbols.
- FIG. 13 is a diagram showing a table showing the jackpot reliability and the appearance rate for each combination of real sounds.
- FIG. 14 is a diagram showing a best cutlet.
- FIG. 15 shows a demonstration display on the display screen.
- FIG. 16 is a diagram showing another example of the demonstration display on the display screen.
- FIG. 17 is a block diagram illustrating a configuration of an electric circuit unit of the pachinko gaming machine.
- FIG. 18 is a flowchart showing a main game control process related to a game in the liquid crystal display device performed on the main board.
- FIG. 19 is a flowchart showing the interrupt processing.
- FIG. 20 is a flowchart showing a special symbol game control process.
- FIG. 21 is a flowchart showing a continuation of FIG.
- FIG. 22 is a flowchart showing the main process performed by the symbol control board.
- FIG. 23 is a flowchart showing image processing performed by the symbol control board.
- FIG. 24 is a flowchart showing an effect pattern determination process performed by the symbol control board.
- FIG. 25 is a diagram showing a table indicating update ranges of count values of various random number counters.
- FIG. 26 is a diagram showing a big hit determination table.
- FIG. 27 is a diagram showing a big hit symbol determination table.
- FIG. 28 is a diagram showing an effect group determination table.
- FIG. 29 is a diagram showing a reach determination table.
- FIG. 30 is a diagram showing a stop symbol determination table.
- FIG. 31 is a diagram showing an effect pattern determining tape hole (1) for reach without loss.
- FIG. 32 is a diagram showing an effect pattern determination tape (2) for reach without loss.
- FIG. 33 is a diagram showing an effect pattern determination tape (1) for reach loss.
- FIG. 34 is a view showing an effect pattern determination table (2) for the reach loss.
- FIG. 35 is a diagram showing a jackpot effect pattern determination table (1).
- FIG. 36 is a diagram showing a jackpot effect pattern determination table (2).
- FIG. 37 shows the types of facial expressions of a male character.
- FIG. 38 is a diagram illustrating types of facial expressions of a female character. BEST MODE FOR CARRYING OUT THE INVENTION
- FIG. 1 is a front view showing a game board surface 10 of the pachinko gaming machine 1.
- FIG. A liquid crystal display device 3 is disposed substantially at the center of the game board surface 10 as display means for displaying symbols related to the game.
- the liquid crystal display device 3 fluctuates and displays a plurality of symbols represented by images, and pseudo-displays three rows of rotating reels of the slot machine.
- the symbols that show this change are called “special symbols”. If the special symbol is in a predetermined stop mode (for example, a stop mode such as "7-7-7" and this is called “big hit") when the variable display stops, it is advantageous for the player. This indicates the transition to the special game state.
- the special gaming state is a case where a special winning opening 5 described later is converted to an advantageous state, and will be specifically described later.
- various effect displays are performed during the change display of the special symbol.
- This effect display is expressed in various video modes, and is a sign effect symbol indicating “big hit reliability” as a probability of transition to the special game state or “reach development rate” as a probability of developing into a reach state.
- the sign effect design and the reach effect design are expressed in various video modes.
- a stylized figure or the like is used in the display area 50 L, 50 C, 5 OR above the display screen 3 a of the liquid crystal display device 3.
- the special symbols to be formed are displayed in a variable manner, and in the other display areas, the above-mentioned indication effect symbols and reach effect symbols are displayed as effect indicators related to the game.
- the special symbols are images of the symbols on the three rows of rotating reels of the slot machine, displayed as images using electrical signals.
- the sign effect design and the reach effect design are displayed by moving images, characters, etc. in addition to the design.
- a sign effect display a male character 51 and a female character 52 as effect designs are displayed with the station square in the background. Then, the male character 51 and the female character 52 communicate with each other, Change or change the movement of the body.
- the indication effect symbol is a display in which the change display of the special symbol indicates that the vehicle will be in the reach state thereafter, or the stop mode when the vehicle stops after the reach state is “a predetermined mode indicating the big hit J, for example,“ 7 ⁇ 7—7 ”, or a sign that predicts that Further, the indication effect symbol is configured such that the display mode can be changed to various modes.
- the production display will show the content that greatly expands the scenario development. For example, if two men and women characters are placed in different situations by changing the background, it is easy to understand that the development of the scenario has greatly expanded, and the player can easily recognize that the reach state has been reached. be able to. Also, the reliability of the jackpot depends on the degree of its development. The specific display contents of such an effect display will be described later.
- a reach effect symbol different from the sign effect symbol is displayed as an effect indicator for notifying that the user is in the reach state.
- This reach presentation design is also expressed as an extension of the story that evolves, and its display format depends on the jackpot reliability.
- a starting winning opening 4 for starting a variation display of a special symbol of the liquid crystal display device 3 when a game ball enters is provided below the liquid crystal display device 3.
- the starting winning opening 4 is composed of a variable winning device which can be converted into a first state which is disadvantageous to the player and a second state which is advantageous to the player. In this case, a predetermined number (for example, 5) of prize balls are paid out. Note that even if the starting winning opening 4 is in the first state which is disadvantageous for the player, a winning ball of the game ball can be generated because it holds a winning space in which about one game ball can be won.
- a 7-segment LED display device 2 is provided above the liquid crystal display device 3.
- This LED display device 2 allows game balls to pass through the passing ball gates 6a and 6b on the game board surface 10. Starts the variable display.
- the variable display of the LED display device 2 is stopped in a predetermined specific mode (for example, “7”), the starting winning opening 4 is converted to the second state which is advantageous for the player.
- the LED operation memory lamp 16 stores the passing ball guts 6a and 6b up to four times each time the game ball passes, and stores the number of times the LED display device 2 can fluctuate at that time.
- the LED operation memory lamp 16 is turned on to notify the player. The fifth and subsequent passes are not counted and become invalid.
- start winning memory lamps 15 are provided on the left and right sides above the liquid crystal display device 3. This is because the number of wins in the start winning opening 4 during the special symbol fluctuation display on the liquid crystal display 3 is stored up to four times, and the fluctuation display of the liquid crystal display 3 at that time is stored. The possible number of times is notified to the player by lighting the start winning prize memory lamp 15. Accordingly, winning in the starting winning opening 4 with all four lamps 15 lit is invalid as a variable display start condition.
- a big winning opening (so-called tatatsu power) 5 which can be converted into a closed state which is disadvantageous to the player and an open state which is advantageous to the player.
- the big winning opening 5 is advantageous to the player for a predetermined time when the display of the special symbol on the liquid crystal display device 3 is stopped and the special symbol set ⁇ : which becomes a “big hit” is displayed. It consists of an open / closed variable winning prize device that is converted to an open state, and a prescribed number (for example, 15) of prize balls is paid out when a game ball wins.
- the above-mentioned special game state means that the game state in which the special winning opening 5 is in an open state is such that a 10-ball prize here or a big hit game that continues until 30 seconds has elapsed can be performed 16 times (round). State. However, after the jackpot game of the first round has been completed, in order to perform the next round, it is necessary to satisfy a predetermined condition generally called "V winning". You.
- the large winning opening 5 is composed of a plurality of winning openings, and the V winning is when a game ball wins a specific winning opening among the plurality of winning openings. Usually, it is provided in the center of the special winning opening 5.
- Fig. 2 (a) the display immediately after the start of the change display of the special symbol, the background image showing the scenery of the station square is displayed on the display screen 3a as the effect display, and then the left side of the display screen 3a , A male character 51 as a sign design symbol and a female character 52 appear from the right. Then, as shown in FIG. 2 (b), the display changes to a display in which both characters 51 and 52 are close to each other.
- the attached symbols displayed along with the staging symbols are displayed.
- a serif symbol 53a indicating a line in which the male character 51 speaks to the female character 52
- the line symbol 53a The true symbol 54a and the force that indicate the true tone of the male character 51, which does not necessarily match the content of 53a, are displayed as the attached symbols.
- the words "I want to embrace me” are displayed as the serif pattern 53a of the male character 51
- the true intention of the male character 51 is the contents of the serif pattern 53a as the true pattern 54a.
- the true pattern 54a is displayed, which indicates that it is almost the same as.
- the so-called serif and the real voice may not match.
- the real symbol 56 b in FIG. 2E is displayed when the real symbol 56 a is displayed.
- a case where the contents of such a line symbol and the real symbol do not match is a case where the subsequent jackpot reliability is low.
- the contents of the displayed dialogue pattern are not limited to the case where the conversation between the male and female characters is well matched, as shown in FIG. 2 (d).
- the contents of the displayed serif design indicate the jackpot reliability and reach development rate. If the conversation between male and female characters is well matched as shown in Fig. 2 (d), the jackpot reliability and reach development rate will be displayed. If the rate is high.
- the stop symbols in the left and right display areas 50L, 5OR are If the same reach state is reached, the scenario changes to the developed content, as shown in Figure 3 and later. However, as shown in FIG. 2 (e), if the stop symbols in the left and right display areas 50 L, 5 OR do not match, a loss occurs. In the case of such a loss, a dialogue pattern 5 5b indicating a tight dialogue such as “go over the bar power” is displayed as the dialogue pattern 5 5b of the female character 52.
- the accessory design shown by the serif design or the true tone design has a great effect on the player's expectation of the big hit.
- each attached symbol is displayed at the same time as the stop timing of the fluctuation display, and if the contents match well, the special symbol to be stopped is also in the reach state, so the player must By looking only at the display of the attached symbols, the game situation can be accurately grasped without paying attention to special symbols that change at high speed.
- the staging display becomes the expanded content of the scenario, and the displayed content changes to a rough.
- the player can easily recognize that the state has been reached from the displayed effect display, as well as increase the sense of expectation for the subsequent big hit.
- the development of the developed scenario can be broadly divided into four patterns: “Ultra Love Love Reach”, “Inari Hotel Reach J”, “Date Spot Reach”, and “Another He Reach”. Although these four patterns have different contents to be developed, each is a scenario in which male and female characters enter the hotel in the end, and as a result of scenario development, male and female characters enter the hotel. If the display is performed, the stop symbols in the three display areas 50 L, 50 C, 50 R will be aligned as ⁇ big hit '', and if the male and female characters can not enter the hotel, ⁇ losing '' Become.
- Figure 4 shows the scenario development in the case of the above “Super Love Love Reach”.
- This “Super Love Love Reach” a scenario is developed in which a large number of heart marks are displayed in the background, and male and female characters go straight to the hotel and enter the hotel as it is.
- this “super love love reach” is reached, then a 100% probability of a big hit will be achieved.
- a big hit screen as shown in FIG. 4 (h 3) is displayed, the screen shifts to a big hit game screen described later.
- Fig. 3 again, if the scenario development is other than the above "Super Love Love Reach", as shown in Fig. 3 (g), after reach is reached, large characters may be displayed in the center of the display screen 3a. is there.
- Figure 5 shows the scenario development in the case of “Sudden Hotel Reach”.
- “Inari Hotel Reach” a scenario where male and female characters go straight to the hotel is developed, and as shown in Figure 5 (j3), the male and female characters remain in the hotel without incident. If you enter, you will win a big hit, but unlike the case of “Super Love Love Reach” above, you will not necessarily enter the hotel.
- Figure 6 shows the scenario development in the case of “date spot reach” described above.
- This “date spot reach” displays the appearance of male and female characters 51 and 52 visiting various date spots.
- male and female characters 51 and 52 pass the ramen shop (Fig. 6 (kl)), enter the bar (Fig. 6 (k2)), and emerge from the bar. (Fig. 6 (k3)).
- Fig. 6 (kl) male and female characters 51 and 52 pass the ramen shop
- Fig. 6 (k2) enter the bar
- Fig. 6 (k3) Fig. 6 (k3)
- Subsequent scenario development The development is similar to that of “Sudden Hotel Reach” shown in Figure 5 above.
- the female character 52 may display a line saying "This shop is here! In this case, it will be a loss later.
- Fig. 7 shows the scenario development in the case of the above “Another Reach”.
- this “Another He Reach” when male and female characters 51 and 52 pass by in front of various date spots, another male character starts from the direction opposite to the direction in which the male and female characters 51 and 52 proceed. Display the appearance of 5 7 walking (Fig. 7 (ml)). Thereafter, if the another male character 57 simply passes by, the screen shifts to the screen of FIG. 5 (j 2) of “ suddenly Hotel Reach” and the “big hit” is displayed. In other words, if the other male character 57 simply passes by, it indicates that the jackpot reliability is 100%.
- Fig. 7 (m 2) the female character 5 2 e displays a dialogue pattern 5 5 e stating "I'm sorry to have a boyfriend and a promise", and then changes to Fig. 7 (m 3).
- Fig. 7 (m 3) As shown, there is a case where the above-mentioned another male character 57 is followed. This is the case of a loss, and the special symbols are not aligned even in the stop mode, and the game on the display screen 3a ends.
- the above-mentioned special game state is set.
- the display as shown in FIG. 8 is started on the display screen 3a.
- the jackpot game 5 can be converted into an advantageous state, and the jackpot game can be performed 16 rounds.However, the display on the display screen 3a is changed for each round of the jackpot game. Notify the player that the jackpot game round has changed.
- a display as shown in Fig. 8 (pi) is made, and then, as shown in Fig. 8 (p2), the fact that the first round of the jackpot game is being executed.
- a round display for notification is performed.
- an introduction screen for one of the female characters appearing in the performance display is displayed.
- a display will be made to sequentially introduce other female characters.
- This female character introduction screen shows all female characters except for “Gloria” and “Sandra” shown in Figure 9 below, up to the seventh round of the jackpot game. To be displayed.
- the display mode for each round displays the female character's favorite boyfriend (the male character who will be the best cup player described later) along with the female character. Then, such a round display is performed for all female characters except for “Gloria” and “Sandra” shown in FIG. 9 described later until the 14th round of the jackpot game.
- FIG. 9 shows a combination of male and female characters appearing in the effect display, and the big hit reliability, the reach development rate, and the appearance rate when the combination appears during the effect display.
- the effect display in this embodiment two male and female characters appear, and the scenario is produced and developed.
- the appearing male character and female character There are several types of each, and the combination of them (the type of cup) makes the reach development rate / big hit reliability different.
- Fig. 9 the combination of male and female characters ((1) to (VII)) indicated by a black heart is called the “best couple”, and the reach development rate is 100%, that is, the reach is developed with a 100% probability.
- the jackpot reliability is 15.182%, and the probability of developing a jackpot is higher than other force ripples.
- the couple appearing in the display examples of FIGS. 2 to 8 described above is a set ⁇ : of a male character “Bob” and a female character “Cathy” in FIG. 9 and is the best cup.
- the combination of male and female characters represented by a white heart is called a “normal couple”.
- the reach development rate is 18.575% and the jackpot reliability is 0.391%. Both are low.
- the combination of male and female characters represented by a broken heart is called a “worst couple”.
- the reach development rate is 2.002 °. That is, the reach hardly develops and the jackpot reliability is 0.002%. And extremely low.
- the woman The sex characters "Gloria” and “Sandra” are not included in either the Best Couple or the Normal Couple, and the combination of a specific male character with 7 female characters other than "Gloria” and "Sandra” It constitutes the best couple and the normal couple. Therefore, the content of the round display displayed during the special game state not only informs the round of the jackpot game, but also suggests a character that constitutes the high-reliability and high-reliability best cut.
- a plurality of scenes are preset in the background where male and female characters appear. For example, as shown in FIG. 10, a scene showing “station square” as the background is displayed. As shown in, a scene showing “Rinkai Park” as the background may be displayed.
- FIG. 10 there is a case where a train pattern 58 passes through the background where male and female characters appear, and a case where a dog pattern 59 appears as shown in FIG. .
- the appearance of the train pattern 58 and the appearance of the dog pattern 59 is extremely low, and these are displayed. If the jackpot reliability is 100%.
- the real symbols 54a and 56a shown in Fig. 2 are a combination of these and are set so that the reliability is largely different.
- Fig. 12 shows a list of real sounds displayed in the effect display.
- Fig. 13 shows the combinations of the real symbols shown in Fig. 12 and their big hit reliability. As shown in Fig. 13, when the combination corresponding to the hanging rank is displayed in the effect display, the jackpot reliability is 2.47%, and when the combination corresponding to the date rank is displayed in the effect display, the big hit is displayed. If the reliability is 0.28% and the combination corresponding to the damage is displayed in the staging display, the jackpot reliability is 0.07%.
- the combination of the real symbols corresponding to the dangling rank and the dating rank is a case where the two real symbols are related to each other, and the combination of the real symbols corresponding to the bad rank is the two real symbols. This is the case where the symbols are completely unrelated.
- Fig. 2 (d) above this corresponds to the combination 1 (H14 + H14) of the dangling ranks.
- FIG. 2 (e) corresponds to combination 6 (HI 4 + H 19) of the useless rank and the low jackpot reliability.
- effect display it is configured so that the game content on the liquid crystal display device 3 can be completely grasped only by paying attention to the scenario development by the effect display. You no longer need to focus on trends.
- the pachinko gaming machine when the display of the special symbols is not changed on the liquid crystal display device 3, various demonstration displays (hereinafter referred to as "demo display”) are provided. ).
- the demonstration display is not only a display showing the entire flow of the game performed on the liquid crystal display device 3, but also a display including important information on the game.
- a display that suggests the relationship between the various effect displays that appear during the fluctuation display, the reach development rate, and the jackpot reliability is performed. Specifically, it is a sign that indicates the symbol effect pattern composed of the male character and the female character, and a display that suggests that each symbol has a deep relationship with the reach development rate and the jackpot reliability.
- the sign effect symbol displayed by the combination of the male character and the female character indicating the best couple indicates that the reach development rate and the jackpot reliability are extremely high.
- the demo display implicitly informs the player of important information regarding the game.
- Figure 14 shows the combination of male and female characters representing the best couple shown in Figure 9 above.
- the best couple (I) is a male character "Bob” and a female character
- the best couple (II) is a combination of the male character “Rally” and the female character “Gene”
- the best couple (III) is a combination of the male character “Alex” and the female character “Mary”
- the best couple (IV) is a combination of the male character “Ted” and the female character “Ann”.
- the best cup (V) is a combination of the male character “Paul” and the female character “Martha” ⁇ :,
- the best couple ( VI) is a combination of a male character “Blues” and a female character “Cindy”, and the best couple (VII) is a combination of a male character “Mark” and a female character “Karen”. These best couples appear randomly during the demo.
- D1 to D4 in FIG. 15 show specific modes in the demonstration display in which the above-described best cappnotles ((I) to (VII) in FIG. 9) appear.
- the scene setting with the background of the station square is displayed on the display screen 3a, and the above-mentioned best couple moves left and right in the station square.
- this is a display content that is often overlooked by players who do not know the meaning of the best couple, but as the game progresses and the understanding of the semantic content of the male and female characters deepens, The demo display is very interesting for the player.
- D5 in Fig. 16 shows the case where the train pattern 58 passes through the background during the demonstration display
- D6 in Fig. 16 shows the case where the dog pattern 59 appears during the demonstration display. Show.
- the symbol 58 of the train and the symbol 59 of the dog have a jackpot reliability of 100%, and a new playability that a player discovers the symbol is added.
- the above-described demonstration display on the liquid crystal display device 3 is displayed at a predetermined time interval when a game is not being played on the liquid crystal display device 3, or is displayed according to a player's request. You may.
- the demonstration display is started, and the game on the liquid crystal display device 3 is started.
- the demo display may be ended when started.
- FIG. 17 is a block diagram of an electric circuit unit in the pachinko gaming machine of the present invention.
- the electric circuit section of the pachinko gaming machine of the present invention includes a main board 30, a relay board 34, a symbol control board 31, a voice control board 32, and a prize ball control board 33. It consists of.
- the main board 30 is composed mainly of a microcomputer (hereinafter, referred to as a “microcomputer”).
- the microcomputer includes a central processing unit (CPU), a ROM as a read-only storage unit, and a readable and writable storage unit. And as RAM.
- the relay board 34 connected to the main board 30 includes, as a means for detecting a game ball, a passing ball sensor 20 for detecting a game ball passing through the passing ball gates 6a and 6b.
- Start winning ball sensor 22 that detects the game ball that has won the starting winning opening 4 of the game
- large winning ball sensor 25 that detects the game ball that has won the above-mentioned large winning device 5
- general winning opening 1 3 a, 1 3 b, 13 c, 13 d, 13 e, 13 f a winning ball sensor 21 for detecting a game ball having won a prize
- a firing ball sensor 2 for detecting a game ball fired from a ball firing device (not shown) 2 3
- a return ball sensor 24 that detects a game ball that has been fired but returned without reaching the game board surface is connected, and as an actuator, LED display device 2, board side lamps 14a, 14b, etc. Are connected to the lamp display device 41, the starting winning opening 4, and the big winning device 5.
- a detection signal is input to the CPU in the main board 30, and the various actuators are respectively driven and controlled according to the input signal.
- the control command is also transmitted to the voice control board 32 and the prize ball control board 33.
- the passing ball sensor 20 detects a game ball passing through the passing ball gates 6a and 6b.
- the microcomputer in the main board 30 performs a winning determination according to the detection signal, and controls the display of the LED display device 2 based on the determination result.
- Starting prize ball sensor 22 force Detects a game ball that has won the winning prize port 4 and outputs a detection signal
- the microcomputer in the main board 30 detects various types of games related to the game on the liquid crystal display device 3 based on the detection signal.
- a control command is transmitted to the symbol control board 31, and the liquid crystal display device 3 is controlled according to the determination result of the symbol control board 31.
- the symbol control board 31 is provided with a CPU, a ROM and a RAM separately from the main board, and a control processing program relating to the game on the liquid crystal display device 3 ⁇ image data necessary for the game is stored in the symbol control board 31.
- the ROM Read Only Memory
- the microcomputer in the main board 30 determines the jackpot force. Then, if it is determined that the big hit, the door of the big winning device 5 is opened, and the game ball is converted to the above-mentioned open state in which the winning is reduced.
- the voice control board 32 includes various kinds of voice data, and outputs a voice to the speaker 40 according to a control command transmitted from the main board 30 according to a game situation.
- the prize ball control board 33 drives the prize ball device 43 according to a control command transmitted from the main board 30 in response to various winnings, and pays out pachinko balls.
- the main board 30 repeats the main game control process (ST1 to ST7) shown in FIG. 18 and periodically (for example, every 3 ms) as shown in FIG. 19 on condition that the interrupt permission flag is set. Performs interrupt processing (ST10 to ST20). The processing flow in the main game control processing shown in FIG. 18 will be described below.
- ST1 Set the interrupt enable flag.
- the stop symbol determination random number counter is a counter for extracting a stop symbol determination random number that is used when determining a stop mode in the liquid crystal display device 3 when a loss is determined in the big hit determination.
- the count value is updated in the range of 0 to 11 shown in FIG. This updating process is configured so that +1 is added from 0 to its upper limit value 11 (hereinafter, referred to as “force increase”), and the count is restarted from 0 again.
- the stop symbol determination random number counter is composed of three counters, a left stop symbol determination random number counter, a middle stop symbol determination random number counter, and a right stop symbol determination random number counter. Do.
- the reach determination random number counter is a counter for extracting reach determination random numbers used to determine whether or not the special symbol change display is in the reach state in the event of a loss. Update the count value in the range. That is, the counter is configured to count up from 0 to its upper limit value 9, and then start counting up again from 0.
- ST3 It is determined whether or not a control command (command) for error check processing is being transmitted. If transmission is being performed, the process returns to ST1. If transmission is not being performed, processing proceeds to ST4.
- ST5 Executes error check processing based on the command generated in ST4.
- ST6 Determine whether or not an error is occurring. If an error is occurring, return to ST1 above. If no error is occurring, proceed to ST7.
- ST7 A special symbol game control process shown in FIGS. 20 to 21 described later is executed. As described above, the periodically executed interrupt processing is executed according to the processing flow of ST10 to ST20 shown in FIG.
- ST11 Performs update processing of the random number counter for jackpot determination, the random number counter for jackpot symbol determination, and the random number counter for effect group determination.
- the random number power counter for big hit determination is a counter for extracting a random number for big hit determination used for determining whether or not a game result on the liquid crystal display device 3 is a big hit with special symbols (big hit determination).
- the jackpot symbol determination random number counter is a counter for extracting a jackpot symbol determination random number, which is used when determining the stop mode in the liquid crystal display device 3 when the jackpot determination is made in the above jackpot determination.
- the count value is updated in the range of 0 to 11 shown in Fig. 25. That is, it is configured to count up from 0 to its upper limit value 11 and restart counting from 0 again.
- the effect group determination random number counter is a counter for extracting the effect group determination random numbers used for determining the effect group tracing described later.
- the count value is updated in the range of 0 to 1023 shown in Fig. 25. Perform processing. In other words, it is configured to count up from 0 to its upper limit 1 0 2 3 and then restart counting up from 0 again.
- ST12 Executes various timer update processing.
- ST 13 When detecting input signals from various sensors such as passing ball sensor 20, winning ball sensor 21, starting winning ball sensor 22, etc., executes the processing according to the input signal. For example, when an input signal from the start winning ball sensor 22 is detected, it is determined whether or not the number of stored starting winnings is less than the upper limit value (4 as described above). The updated count value is extracted as a random number by the random number counter for determination, the random number counter for jackpot symbol determination, and the random number counter for effect group determination, and is transferred to the RAM in the main board 30 and stored.
- ST15 Executes decoration control processing that turns on, blinks, and turns off various LEDs according to the game state.
- ST16 Executes payout processing of prize balls in response to a payout request issued by winning a game ball into the winning opening.
- ST17 Executes error processing to determine whether various errors have occurred in the gaming machine.
- ST 18 Execute a process of transmitting a control command to the symbol control board 31 or the like.
- a demo display switching timer that manages the timing of switching between a demo display on the liquid crystal display device 3 and a game with a special symbol fluctuating display (hereinafter referred to as “normal game”) counts a predetermined time, and issues an instruction to switch to the demo display. (ST31), and if it is determined that the switching instruction is being output, then it is determined whether the demo display is being displayed (ST32) and the demo display is being displayed. If so, the game is switched to the normal game (ST33), and if the game is being played normally, the display is switched to the demonstration display (ST34).
- step ST13 the random number for jackpot determination stored in the RAM is read, and it is determined whether or not the jackpot is determined from the jackpot determination table stored in the ROM as shown in FIG. 27 (ST35). If the read random number for jackpot determination is "7", it is determined to be a jackpot.
- the big hit symbol determination random number stored in the RAM in ST13 is read out, and the big hit symbol (big hit) is read from the big hit symbol determination table stored in the ROM as shown in FIG. Is determined (ST41).
- the big hit symbol is a stop mode in which each of the three symbols is aligned.
- a big hit production group decision tape (FIG. 28C) is selected, and the RAM is selected in ST13 above.
- the effect group necessary for determining the effect display is determined from the effect genorape determination random number stored in (ST42).
- the reach determination random number stored in the RAM is read in ST13, and the reach stored in the ROM as shown in FIG. 29 is read.
- the presence or absence of the reach is determined from the determination table (ST36).
- the left stop symbol determining random number, the middle stop symbol determining random number, and the right stop symbol determining random number stored in the RAM in ST13 are read as shown in FIG. 30.
- the special symbol stop mode is determined from the left stop symbol determination table, the middle stop symbol determination table, and the right stop symbol determination table stored in the ROM (ST39). In this determination processing, first, a left stop symbol is determined, and the same symbol as the symbol is determined as a right stop symbol. If the symbol determined from the middle stop symbol determining random number is the same as the left and right symbols, the frame is shifted by one frame to be a middle stop symbol.
- the effect group determination tape for the reach loss shown in FIG. 28 is selected, and the effect group determination random number stored in the RAM in ST13 above. Then, a production group is determined (ST40).
- the left stop symbol determination random number, middle stop symbol determination random number, and right stop symbol determination random number stored in RAM in ST13 above are used. Read and determine the stop symbol. Unlike the determination process in ST39, first, the left stop symbol and the middle stop symbol are determined by the left stop symbol determination random number and the middle stop symbol determination random number, and then the right stop symbol determination If the symbol determined by the random number is the same as the left stop symbol, the symbol shifted by one frame is determined as the right stop symbol (ST37).
- the effect group decision tape for the reach-less loss shown in FIG. 28 (FIG. 28A) is selected, and the effect random number for decision effect stored in the RAM in ST13 above. Then, a production group is determined (ST 38).
- a symbol variation command for controlling the liquid crystal display device to perform display based on this determination is generated (ST43), and the symbol variation command is generated. It is transmitted to the symbol control board 31 (ST44).
- a process of switching from the normal game to the round display is performed by a predetermined time count of the round display switching timer for managing the timing of switching from the normal game to the round display during the big hit game on the liquid crystal display device 3 (ST47). ).
- a jackpot game time check process for managing the execution time (30 s) of the jackpot game at the jackpot 5 and the waiting time of the round switching of the jackpot game is executed (ST48).
- the processing of closing the door of the jackpot 5 is performed, and when it is confirmed that the waiting time for the round switching of the jackpot game has elapsed, the door of the jackpot 5 is confirmed. Is released (ST49).
- FIG. 22 is a flowchart showing the main processing performed by the symbol control board 31.
- An effect pattern determining random number counter for extracting effect pattern determining random numbers used when determining an effect pattern of an effect display to be described later updates the count value in the range of 0 to 127 shown in FIG. 25 ( ST60).
- the big hit effect pattern determination table (1) and the big hit effect pattern determination tape (2) in FIG. 36 are selected. Then, the count value of the effect pattern determination random number counter updated in ST60 is extracted as an effect pattern determination random number, and an effect pattern to which the random number range to which this random number belongs is assigned is determined as an effect pattern to be displayed (ST90). ).
- 252 types of patterns are provided as effect patterns, and are stored in the ROM in the symbol control board.
- the characters that appear, the facial expressions of the characters, the true intentions, the lines, the background, the lines at the time of the reach, and the type of the reach are set in advance.By combining them, various scenarios can be created. Make up and make.
- F1 to F4 in FIGS. 31 to 36 indicate the facial expressions of each character, and are shown in FIGS. 37 and 38 as specific modes.
- FIG. 37 shows the different types of facial expressions of the male character
- FIG. 38 shows the different types of facial expressions of the female character.
- H1 to H20 indicate the real symbols of each character, and the specific mode is as shown in FIG.
- the display means may be a display device configured by arranging a large number of LEDs, or an electric device such as a CRT, a plasma display, or an electroluminescent device.
- An air indicator can also be used.
- the present invention can be applied to other gaming machines, for example, gaming machines equipped with an electric display device and other video devices.
- the present invention can be applied to a game program in which the above-described operation of the pachinko game machine is executed in a pseudo manner for a home game machine.
- the computer can be used as a gaming machine.
- the special play state may correspond to a state in which a large amount of coins (or tokens) are released from the slot machine.
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- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Display Devices Of Pinball Game Machines (AREA)
- Pinball Game Machines (AREA)
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Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
DE60036685T DE60036685T2 (en) | 1999-08-31 | 2000-08-24 | GAME MACHINE |
EP00954978A EP1125605B1 (en) | 1999-08-31 | 2000-08-24 | Playing machine |
AU67283/00A AU776286B2 (en) | 1999-08-31 | 2000-08-24 | Playing machine |
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP11/244280 | 1999-08-31 | ||
JP24428099A JP2001062097A (en) | 1999-08-31 | 1999-08-31 | Game machine |
JP24427999 | 1999-08-31 | ||
JP11/244279 | 1999-08-31 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2001015788A1 true WO2001015788A1 (en) | 2001-03-08 |
Family
ID=26536663
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2000/005693 WO2001015788A1 (en) | 1999-08-31 | 2000-08-24 | Playing machine |
Country Status (5)
Country | Link |
---|---|
EP (1) | EP1125605B1 (en) |
AT (1) | ATE375185T1 (en) |
AU (1) | AU776286B2 (en) |
DE (1) | DE60036685T2 (en) |
WO (1) | WO2001015788A1 (en) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US7704137B2 (en) | 2004-01-20 | 2010-04-27 | Wms Gaming Inc. | Gaming machine with feature triggering scheme |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH08117408A (en) * | 1994-10-25 | 1996-05-14 | Sammy Ind Co Ltd | Pachinko game machine |
JPH10127877A (en) * | 1996-10-29 | 1998-05-19 | Sophia Co Ltd | Game machine |
JPH11192351A (en) * | 1997-12-27 | 1999-07-21 | Taiyo Elec Co Ltd | Pachinko machine |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2144644A (en) * | 1983-08-08 | 1985-03-13 | Robert Paul Barrie | Video gaming machine |
ATA141092A (en) * | 1992-07-09 | 1997-05-15 | Novo Invest Casino Dev Ag | GAME MACHINE GAME MACHINE |
WO1996032170A1 (en) * | 1995-04-10 | 1996-10-17 | Kabushiki Kaisha Ace Denken | Game machine |
-
2000
- 2000-08-24 AU AU67283/00A patent/AU776286B2/en not_active Ceased
- 2000-08-24 DE DE60036685T patent/DE60036685T2/en not_active Expired - Lifetime
- 2000-08-24 AT AT00954978T patent/ATE375185T1/en not_active IP Right Cessation
- 2000-08-24 EP EP00954978A patent/EP1125605B1/en not_active Expired - Lifetime
- 2000-08-24 WO PCT/JP2000/005693 patent/WO2001015788A1/en active IP Right Grant
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH08117408A (en) * | 1994-10-25 | 1996-05-14 | Sammy Ind Co Ltd | Pachinko game machine |
JPH10127877A (en) * | 1996-10-29 | 1998-05-19 | Sophia Co Ltd | Game machine |
JPH11192351A (en) * | 1997-12-27 | 1999-07-21 | Taiyo Elec Co Ltd | Pachinko machine |
Also Published As
Publication number | Publication date |
---|---|
EP1125605A1 (en) | 2001-08-22 |
AU6728300A (en) | 2001-03-26 |
EP1125605B1 (en) | 2007-10-10 |
DE60036685D1 (en) | 2007-11-22 |
AU776286B2 (en) | 2004-09-02 |
DE60036685T2 (en) | 2008-07-17 |
EP1125605A4 (en) | 2003-06-18 |
ATE375185T1 (en) | 2007-10-15 |
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