Method and equipment for directing slot machine
Abstract
[Task] Light emitting displays and sound effects are produced corresponding to the operations of each stage of the player, so that even beginners and experienced players can feel the excitement of the game and fully enjoy the tension.
Solution.In slot machines, pressing the start lever 7 causes three or more drums 20, 21, and 22 to start spinning. After that, the first stop button 8 is pressed to stop the first drum, and all the drums are stopped while the corresponding stop button is pressed in sequence. When a predetermined combination of patterns is aligned on the stop line T1, a predetermined number of coins are paid out as a prize. When the start lever is pressed, an internal lottery is performed to determine whether or not a winning state in which coins are continuously paid out is realized for each game according to the conditions when the symbol is stopped. After that, each time the player presses the start lever 7, the area where the light emission and blinking on the light emission display unit 45 changes, and the song and tempo of the corresponding sound effects change, so that the probability of winning is evolved. ..

Term
Term ended
Projected expiry passed 14 April 2019, 7.4 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
6 claims: 2 independent, 4 dependent
- 1【特許請求の範囲】 【請求項1】 コイン投入口にコインを投入し、スタートレバーを押してゲームが開始し、外周に各種絵柄を有し互いに並んで配置した3個以上のドラムが回転を始め、その後各ストップボタンをそれぞれ押して3個のドラムが停止すると、正面に設けた発光表示部が発光点滅するとともに、これと呼応して音響部から効果音を発生し、ドラムの停止の際に停止ライン上に予め定めた所定の絵柄の組み合わせが揃うと、入賞として所定数のコインが払い出されるスロットマシン演出方法において、 前記スタートレバーを押した時に、ゲーム毎に連続してコインが払い出される当たり状態を実現するか否かの内部抽選を行うとともに、以後遊戯者がスタートレバーを押す毎に、前記発光表示部上で発光点滅する面積が変化するとともに、呼応する効果音声や曲が変化することを特徴とするスロットマシンの演出方法。
- 2【請求項2】 前記内部抽選により、ゲーム毎に連続してコインが払い出される当たり状態を実現しない場合が設定されると、前記発光表示部の発光点滅する面積は減少する傾向となり、また呼応する効果音声や曲が遊戯者の感情を比較的に宥める傾向の調子に移行するよう変化することを特徴とする請求項1に記載のスロットマシンの演出方法。
- 3【請求項3】 前記内部抽選により、ゲーム毎に連続してコインが払い出される当たり状態を実現する場合が設定されると、発光表示部が発光点滅する面積が拡大する傾向となり、また呼応する効果音声や曲が遊戯者の感情を比較的に高める傾向の調子に移行するよう変化することを特徴とする請求項1に記載のスロットマシンの演出方法。
- 4【請求項4】 コイン投入口にコインを投入し、スタートレバーを押すと、外周に各種絵柄を有し互いに並んで配置した3個以上のドラムが回転を始め、その後各ストップボタンをそれぞれ押して3個のドラムが停止すると、正面に設けた発光表示部が発光点滅するとともに、これと呼応して音響部から効果音声を発生し、ドラムの停止の際に停止ライン上に予め定めた所定の絵柄の組み合わせが揃うと、入賞として所定数のコインが払い出されるスロットマシンの演出装置において、 前記スタートレバーを押した時に、ゲーム毎に連続してコインが払い出される当たり状態を実現するか否かを設定する内部抽選を行う内部当選抽選部と、以後遊戯者がスタートレバーを押す毎に、前記発光表示部上で発光点滅する面積を変化させるととももに、呼応する効果音音声や曲を変化させる演出制御装置とを設けたことを特徴とするスロットマシンの演出装置。
- 5【請求項5】 前記演出制御装置には、発光表示部が発光点滅する面積は減少する傾向となり、また呼応して音響部が発生する効果音声や曲を遊戯者の感情を比較的に宥める傾向の調子に移行させるような第1演出関数を記憶する第1演出関数記憶部を設け、前記内部抽選によりゲーム毎に連続してコインが払い出される当たり状態を実現しない場合が設定されると、前記演出制御装置はこの第1演出関数に従って演出を実行することを特徴とする請求項4に記載のスロットマシンの演出装置。
- 6【請求項6】 前記演出制御装置には、発光表示部が発光点滅する面積が拡大する傾向となり、また呼応して音響部が発生する効果音声や曲を遊戯者の感情を比較的に高める傾向の調子に移行させるような第2演出関数を記憶する第2演出関数記憶部を設け、前記内部抽選により、ゲーム毎に連続してコインが払い出される当たり状態を実現する場合が設定されると、前記演出制御装置はこの第2演出関数部に従って演出を実行することを特徴とする請求項4に記載のスロットマシンの演出装置。
Independent claims6
116 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a slot machine effect method and its device, and more particularly to a slot machine effect method and its device that changes a light emission display and a sound effect effect according to a player's operation stage.
【0002】
[Conventional technology]
In a conventional slot machine, after inserting a game coin (or medal), the start lever is operated to drive three drums all at once, and a rotating pattern is observed. After that, the stop button switch for each drum is pressed in sequence to stop the drums one after another. When a predetermined number of symbols of each drum are aligned on a valid stop line, it is judged that a prize is won, and a predetermined number of coins are distributed according to the combination of symbols. There are multiple types of winning modes, such as big hits (big bonus and regular bonus), medium hits (payout with a relatively large number of cards), and small hits (replay, replay), depending on the combination of symbols. The type of winning was notified to the player by the position and color of the light source.
【0003】
For jackpots (big bonuses and regular bonuses), there is a certain probability that an internal hit will be drawn regardless of the player's skill, and after this internal hit is set, the actual jackpot will be executed according to the player's skill. It has become. This internal hit may be notified to the player. For example, the notification means is the start or end time of the game in which the internal hit is established (meaning the operation of betting a coin and operating the start lever once). The player was notified by displaying a notification sound or a notification display by a lamp or the like in a specific pattern. In addition, the notification display does not display anything other than a specific pattern display, for example, a specific pattern such as "3" or "7" by a 7-segment illuminant, or lighting or blinking of a lamp dedicated to the notification display.
【0004】
[Problems to be Solved by the Invention]
However, in the conventional notification, there is a problem that the game becomes monotonous by displaying only a specific display pattern even though the game progresses, and the game is lacking in playability, and the content is not always satisfactory for the player. Conventionally, since the display can be limited to the position and color of the light source to be lit, the effect of the game is poor. Once the notification display was started, only the same display pattern was displayed until the established internal hit was won. There are extremely few light emission displays and sound effects that correspond to the operations of each stage of the player, and it is not possible to fully enjoy the excitement of the game and the tension, etc., regardless of whether the player is a beginner or a familiar player. Met. An object of the present invention is to produce a light emitting display and sound effects corresponding to the operations of each stage of the player, so that even beginners and experienced players can feel the excitement of the game and fully enjoy the tension. The purpose is to provide a method of producing a machine.
【0005】
[Means for solving problems]
The present invention has been made to solve the above problems, and the first invention is to insert a coin into a coin slot, press a start lever to start a game, have various patterns on the outer circumference, and arrange them side by side. When the three or more coins start to rotate and then press each stop button to stop the three drums, the light emitting display on the front flashes and the sound effect is emitted from the acoustic part in response to this. In the slot machine production method in which a predetermined number of coins are paid out as a prize when a predetermined combination of patterns is aligned on the stop line when the drum is stopped, the game is played when the start lever is pressed. An internal lottery is conducted to determine whether or not a winning state in which coins are continuously paid out is realized each time, and each time the player presses the start lever thereafter, the area where the flashing light is emitted and blinks on the light emitting display unit is changed, and the area is changed. Corresponding effect It is characterized by making the sound and the song change. In the second invention, when a coin is inserted into the coin slot and the start lever is pressed, three or more drums having various patterns on the outer circumference and arranged side by side start to rotate, and then each stop button is pressed. When the three drums are stopped, the light emitting display unit provided on the front flashes and emits light, and in response to this, the sound effect sound is generated, and when the drums are stopped, a predetermined predetermined value is set on the stop line. Whether or not to realize a winning state in which coins are continuously paid out for each game when the start lever is pressed in the production device of the slot machine in which a predetermined number of coins are paid out as a prize when the combination of patterns is aligned. The internal winning lottery unit that performs the internal lottery to be set, and the area where the light emission flashes on the light emission display unit are changed each time the player presses the start lever thereafter, and the corresponding effect sound and song are changed. It is characterized in that it is provided with an effect control device.
【0006】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, in FIG. 1, the appearance configuration of the slot machine of the embodiment will be described. FIG. 1 shows a front view of the slot machine of the present invention, in which the front surface of the box-shaped case 50 is the board surface 1, the light emitting display unit 45 is located above the board surface 1, and the drum window 3 is located in the center portion. It has been opened. A speaker 55 is provided inside the case 50, although it cannot be seen from the outside. The light emitting display unit 45 is composed of a plurality of light emitting bodies such as LEDs, and is covered with a red or orange transmissive plate in order to produce a lighting effect.
【0007】
The drum window 3 of the case 50 incorporates three rotating drums 20, 21, 22 (also referred to as the first reel, the second reel, and the third reel, respectively) of left, middle, and right, and these drums are incorporated. On the outer circumferences of 20, 21, and 22, for example, several kinds of numbers and patterns (indicated by unevenness for simplicity) are drawn in no particular order. The rotating state of the drums 20, 21 and 22 can be observed through the drum window 3. Five stop lines T1, T2, T3, T4, and T5 are marked around the drum window 3, and when the drums 20, 21, and 22 are stopped, these stop lines T1, T2, T3, T4, and T5 are marked. Three symbols of each drum 20, 21, 22 are lined up on the top.
【0008】
The stop lines T1, T2, T3, T4, and T5 are valid for the number of coins bet, which will be described later, and when all drums are stopped, a predetermined combination of symbols is aligned on one of the activated stop lines. Then, the game wins a prize. When a prize is won, a predetermined number of coins will be paid out. Furthermore, the drums 20, 21 and 22 rotate and stop independently of each other, but when the three symbols are aligned with a specific stop line in a certain pattern when stopped, they are aligned in a horizontal direction or an oblique direction, for example. It will be a hit when you stop.
【0009】
Drums 20, 21 and 22 stop independently of each other, but generally stop in the order of left, right and middle, and when the left and right are stopped and the inside is still rotating, the left and right patterns are aligned. If so, it is called reach, and the player is immersed in the expectation on the verge of winning. In addition, a coin slot 5, a bet switch 6, a start lever 7, a left stop button 8, a middle stop button 9, and a right stop button 10 are arranged below the front of the case 50. Further below these, a stored coin number display unit 11, a winning payout number display unit 12, and a clearing switch 13 are provided, and further below, a coin ejection port 14 and a coin tray 15 are provided.
【0010】
The coin slot 5 is for inserting a large number of coins prior to the game and depositing them in the machine. Each time the bet switch 6 is pressed, one coin is consumed from the deposited coins and the coins are bet on the game. The bet switch 6 is for betting medals from stored coins. The start lever 7 rotates the three drums 20, 21, and 22 all at once, and the left stop button 8, the middle stop button 9, and the right stop button 10 stop the corresponding drums 20, 21, and 22, respectively. ..
【0011】
The stored coin number display unit 11 displays the number of coins deposited in the machine, and the winning payout number display unit 12 displays the number of coins bet on the game. The clearing switch 13 is operated when the game is finished and the coins are to be settled, and a refund of the deposited or bet coins is requested. "Clearing" or winning coins are discharged from the coin outlet 14, and the released coins are stored in the coin tray 15. A simple example of the light emitting display 45 will be described with reference to FIG. 2. ABCDEFGHIJK groups Each group A consists of 6 LEDs, and 6 LEDs blink at the same time in each group A. ABCDEFGHIJK blinks independently between each group. A is in the upper left. B is on the bottom, C is on the top, D is on the bottom, EFG is on the left in the center, H is on the upper right, I is on the bottom, and J is on the rightmost side. The LED is arranged.
【0012】
The block circuit diagram of this coin slot machine is shown in FIG. A sensor 25 is arranged in the coin slot 5, detects the inflowing coins, and the detection signal of the number of coins is stored in the buffer 26 and sent to the CPU 28 of the arithmetic unit via the bus 27. The bet switch 6, each left stop button 8, the middle stop button 9, the right stop button 10, the stored coin number display unit 11, the winning payout number display unit 12, and the clearing switch 13 are connected to the CPU 28 via the bus 27. Each signal is transferred. A start sensor 42 is arranged on the start lever 7, and a signal is similarly sent to the CPU 28.
【0013】
The CPU 28 has a first fortune-telling circuit 29 via a bus 27, a determination circuit 40, a drive circuit 52, and a light emitting display unit 45, as well as a general effect function 60, a winning effect function 61, and a large winning effect function 62. The speaker 55 and the motor drive circuit 35 are connected via the voice reproduction circuit 54. The first fortune-telling circuit 29 performs electronic fortune-telling with a certain probability (1/220), and determines whether or not to set an internal winning, that is, an internal lottery, that is, whether or not a flag is established. The general effect function 60 corresponds to the first effect function, the winning effect function 61 corresponds to the second effect function, and the large winning effect function 62 corresponds to the third effect function. These effect functions are integrated circuits that have been burned into a storage circuit in advance to form a ROM, but for convenience, they are simply referred to as general effect functions 60, first effect functions, and the like in the description below.
【0014】
Various effect data are stored in advance in the effect pattern table 32, and the effect pattern table 32 is a kind of read-only memory ROM. The ROM 34 stores the operation program of this slot machine, and the motor drive circuit 35 controls the step motors 36, 37, and 38 on the left, middle, and right, respectively. The left, middle, and right step motors 36, 37, and 38 rotate and control the drums 20, 21, and 22 independently. Data in the middle of the game progress is temporarily stored in RAM33. In the effect pattern table 32, the effect patterns 1 to 8 of the contents of FIG. 7 are stored in advance.
【0015】
Next, the operation will be described with reference to FIGS. 1, 2, and 3 according to the flow of FIGS. 4, 5, and 6. When the game arcade opens in the morning and the staff turns on the power of the slot machine, it goes into a standby state, the program of this slot game is read from ROM34, and the flow of FIG. 4 starts. After that, the CPU 28 checks whether a coin (or medal) has been inserted into the coin slot 5 by the player. Substantially, after the sensor 25 detects the coin, or the bet switch 6 is pressed, the coin is bet. Check if it is. For surplus coins, the number of stored coins "30" or the like is displayed on the stored coin number display unit 11, and for the number of winning payouts, the number of bets "10" or the like is displayed on the winning payout number display unit 12 by, for example, a 7-segment light emitting element.
【0016】
In step S1 when the start lever 7 is pressed, the motor drive circuit 35 sends independent rotation signals to the left, middle, and right step motors 36, 37, and 38, respectively, and the left, middle, and right step motors 36, 37, respectively. , 38 start rotating each drum 20, 21, 22 independently. In step S2, the player in turn has a first reel stop button, that is, a middle stop button 8 for drum 20, a second drum stop button, that is, a left stop button 9 for drum 21, and a third drum stop button, that is, for drum 22. Press the right stop button 10 and. When the drive power is cut off, each of the drums 20, 21 and 22 rotates by, for example, 5 frames of pre-programmed patterns, and soon one of the patterns is displayed on the window 3 and stopped in order.
【0017】
When the drums 20 and the like are stopped, the predetermined patterns are likely to be aligned and not aligned, or even if they are not aligned, they are aligned and stopped at the end, so that the game can be enjoyed. In step S3 after the three stop buttons 8, 9 and 10 are pressed, the CPU 28 drives the first fortune-telling circuit 29, and there is a certain (1/220) probability of winning / failing the internal winning. Draw (lottery) and generate success or failure. In addition, when the internal winning is established, there are big bonus (BB), regular bonus (RB), one-time refund, replay, etc. in the order of advantage to the player, and only one of them is randomly selected. .. The internal winning big bonus (BB) and regular bonus (RB) realize a winning state in which coins are paid out continuously for each game, giving the player a chance to pay out many medals. is there.
【0018】
The following light emission display and sound effects will be used for each successful / unsuccessful internal winning. In step S4, the establishment / non-establishment of the internal winning is investigated, and if it is not established, the process proceeds to step S5, and if it is established, the process proceeds to step S21 in FIG. First, in step S5, the CPU 28 uses the determination circuit 40 to check whether or not the patterns seen from the window 3 are lined up in a specific combination on any of the stop lines T1, T2, T3, T4, and T5 (RP). Stopping each drum 20, 21, 22 so that they are lined up in a specific combination depends largely on the skill of the player. If they are lined up in a specific combination, the player is given the right to replay (replay RP right), that is, the game can be executed under the same conditions as the previous time without betting medals.
【0019】
In step S5, if the replay state (RP) is detected by the determination circuit 40, the process proceeds to step S6, and if it is not RP (because it is not an internal winning), it ends immediately and prepares for the next lever operation. From step S6 onward, the CPU 28 uses the light emitting display unit 45 and the speaker 55 to produce light and sound so that even a beginner player can feel the replay state (RP). Since it is a replay state that is not an internal win, it is a relatively gentle production, and for convenience it is called a general production. In this general production, one of the production patterns 7 is selected from the production patterns 1 shown in the table of FIG. 7 for production.
【0020】
Therefore, the CPU 28 performs electronic fortune-telling of the general production pattern. That is, the CPU 28 reads the general effect function 60 of the first effect function, and performs electronic fortune-telling according to the general effect function 60. In the general effect function 60, as shown in FIG. 7, the effect pattern 1 has a probability of 39.9%, the effect pattern 2 has a probability of 23.4%, the effect pattern 3 has a probability of 15.6%, the effect pattern 4 has a probability of 11.7%, and the effect pattern 5 has a probability. A certain tendency is preset in the order of 4.7%, the effect pattern 6 has a probability of 3.1%, the effect pattern 7 has a probability of 1.6%, and the effect pattern 8 has a probability of 0%. In the fortune-telling of the general effect function 60, the effect pattern 1 is selected more frequently, followed by the effect pattern 2, the effect pattern 3 ... and the effect pattern 7 in that order.
【0021】
What is the frequency of occurrence of each production pattern? For example, in the Dream Jumbo Treasure Lottery, 100 million yen is set to 1 out of 5 million sold, 10,000 yen per is set to 200, and the frequency of 100 million yen is It is extremely low, and it can be understood from the fact that the frequency of 10,000 yen is set high. Since there is no specific winning (BB or RB) in the general production pattern, the production pattern 8 that expresses the most gorgeous light and sound is not selected for the general production function 60. In step S7, it is checked whether or not the effect pattern 1 (data 1) is selected by the general judgment operation (this selection probability is high), and if the effect pattern 1 is selected, the process proceeds to step S8 and the effect pattern 1 is executed. ..
【0022】
The CPU 28 reads the two sets of light emission patterns A and J in the effect pattern 1 from the effect pattern table 32 and sends them to the drive circuit 52, and at the same time, the CPU 28 reads the sound effect P from the effect pattern table 32 and sends them to the sound reproduction circuit 54. The audio signal is sent to the speaker 55. First, on the light emitting display unit 45, the two sets of A and J light emitting elements (LEDs, light bulbs, etc.) on both sides shown in FIG. 2 blink at a predetermined time timing cycle, and at the same time, the effect of a relatively slow tempo from the speaker 55. For example, "Pampakapan" of sound P sounds. The player recognizes that this production is a mediocre start because it is less flashy. Starting with the start lever operation, the three frames of drums are stopped, the production pattern 1 is executed, and the production operation during the series of games up to the next start lever operation ends.
【0023】
If the effect pattern 1 is not selected in step S7, the process proceeds to step S10 to check whether or not the effect pattern 2 (data 2) is selected. If the effect pattern 2 is selected, the process proceeds to step S11 to execute the effect pattern 2. In the effect pattern 2, first, on the light emitting display unit 45, the two sets of B and K light emitting elements (LEDs, light bulbs, etc.) at the lower sides of FIG. 2 are blinked at a predetermined time timing cycle, and at the same time, the speaker 55 is compared. A slow tempo sound effect Z, for example, "Pampakapan" sounds, and the game ends. The CPU 28 reads the light emission patterns B and K of the effect pattern 2 from the effect pattern table 32 and sends them to the drive circuit 52, and also reads the sound effect P from the effect pattern table 32 and sends them to the voice reproduction circuit 54.
【0024】
If the effect pattern 2 is not selected in step S10, the process proceeds to step S12, and if the effect pattern 3 is selected here, the process proceeds to step S13 to execute the effect pattern 3. In the effect pattern 3, first, on the light emitting display unit 45, the four sets of upper AC and HJ light emitting elements (LEDs, light bulbs, etc.) shown in FIG. 2 blink at a predetermined time timing cycle, and at the same time, relatively from the speaker 55. A slow tempo sound effect Z, for example, "Pampakapan" sounds, and the game ends. The CPU 28 reads the light emission patterns AC and HJ of the effect pattern 3 from the effect pattern table 32 and sends them to the drive circuit 52, and also reads the sound effect P from the effect pattern table 32 and sends them to the sound reproduction circuit 54. [0025]
If the effect pattern 3 is not selected in step S12, the process proceeds to step S14, and if the effect pattern 4 is selected here, the effect pattern 4 is executed in step S15. In the effect pattern 4, first, in the light emitting display unit 45, the four sets of BD and IK light emitting elements (LEDs, light bulbs, etc.) below both sides of FIG. 2 blink at a predetermined time timing cycle, and at the same time, the speaker 55 is compared. A slow tempo sound effect P, for example, "Pampakapan" sounds, and the game ends. The CPU 28 reads the light emission patterns BD and IK of the effect pattern 4 from the effect pattern table 32 and sends them to the drive circuit 52, and also reads the sound effect P from the effect pattern table 32 and sends them to the sound reproduction circuit 54.
【0026】
If the effect pattern 4 is not selected in step S14, the process proceeds to step S16, and if the effect pattern 5 is selected here, the process proceeds to step S17 to execute the effect pattern 5. In the effect pattern 5, first, in the light emitting display unit 45, the light emitting elements (LEDs, light bulbs, etc.) of the upper AC, the center EFG, and the right upper HJ are blinked at a predetermined time timing cycle in 7 sets shown in FIG. At the same time, a sound effect with a relatively fast tempo Q, for example, "fanfare" sounds from the speaker 55, and this game ends. The CPU 28 reads the light emission patterns AC, EFG, and HJ of the effect pattern 5 from the effect pattern table 32 and sends them to the drive circuit 52, and also reads the sound effect Q from the effect pattern table 32 and sends them to the sound reproduction circuit 54.
【0027】
If the effect pattern 5 is not selected in step S16, the process proceeds to step S18, and if the effect pattern 6 is selected here, the process proceeds to step S19 to execute the effect pattern 6. In the effect pattern 6, first, in the light emitting display unit 45, the light emitting elements (LEDs, light bulbs, etc.) of the lower BD, the central EFG, and the lower IK are blinked at a predetermined time timing cycle in 7 sets shown in FIG. At the same time, a sound effect with a relatively fast tempo, such as "fanfare", sounds from the speaker 55, and the game ends. The CPU 28 reads the light emission patterns BD, EFG, and right IK of the effect pattern 6 from the effect pattern table 32 and sends them to the drive circuit 52, and also reads the sound effect Q from the effect pattern table 32 and sends them to the sound reproduction circuit 54.
【0028】
If the effect pattern 6 is not selected in step S18, the process proceeds to step S20, and since the effect pattern 7 is selected, the effect pattern 7 is executed. In the effect pattern 7, first, as shown in Fig. 2, the light emission display unit 45 blinks all 11 sets of ABCD, the center EFG, and the right HIJK all light emitting elements (LEDs, light bulbs, etc.) at a predetermined time timing cycle. At the same time, a sound effect with a relatively fast tempo, such as "fanfare", sounds from the speaker 55, and the game ends. The CPU 28 reads the light emission patterns ABCD, EFG, and HIJK of the effect pattern 7 from the effect pattern table 32 and sends them to the drive circuit 52, and also reads the sound effect instep from the effect pattern table 32 and sends them to the sound reproduction circuit 54. All 11 sets of all light emitting elements of the light emission display unit 45 blink, and it is extremely rare that a fast tempo sound effect Q sounds from the speaker 55, and the player ends this game without expecting it.
【0029】
By the way, regardless of the skill of the player in step S4, if the internal winning is established by the first fortune-telling circuit 29, the process proceeds to step S21 in FIG. Check if the symbols are lined up in a specific combination (RP) on any of the stop lines T1, T2, T3, T4, T5. If it is in the replay state, proceed to step S25, and if not, proceed to step S23. In step S23, it is checked whether or not to announce the establishment of the internal winning, and if not, the game of this time ends quietly because the re-game is not achieved even if the internal winning is established. When making a notification, the process proceeds to step S24, and since the internal winning is established, one of the above-mentioned production patterns 1 to 4 is equally selected and executed even if the replay is not achieved. Therefore, the player thought that the internal winning was established, but the light emitting element (LED, light bulb, etc.) group blinked, and the effect sound was heard from the speaker 55, so that the internal winning could be known.
【0030】
In step S25, the CPU 28 checks whether or not the effect pattern 8 is read and displayed. Here, when the effect pattern 8 is read and displayed and executed, the notification of the BB that is lined up in a specific combination has already started, and there is no need for further effect, so the process ends. In the effect pattern 8, first, in the light emitting display unit 45, the 11 sets of ABCD, EFG, and HIJK all light emitting elements (LEDs, light bulbs, etc.) in Fig. 2 blink at a predetermined time timing cycle, and at the same time, the speaker 55 compares them. A fast-paced sound effect, for example, a "fanfare" sounds, ending this game and rushing into the next game. The CPU 28 reads the light emission patterns ABCD, EFG, and HIJK of the effect pattern 8 from the effect pattern table 32 and sends them to the drive circuit 52, and also reads the sound effect Q from the effect pattern table 32 and sends them to the sound reproduction circuit 54.
【0031】
If the effect pattern 8 is not read and the display is not executed in step S25, the process proceeds to step S26, and it is checked whether or not the internal winning of step S4 is established as BB. If it is BB in step S26, the process proceeds to step S41 in FIG. 6, if it is not BB, the process proceeds to step S27, which is RB, and the CPU 28 performs electronic fortune-telling of the winning production pattern. That is, the CPU 28 reads the winning effect function 61 of the second effect function, and performs electronic fortune-telling according to the winning effect function 61.
【0032】
Select one of the effect patterns 1 to 7 shown in FIG. 7. As shown in FIG. 7, in the winning effect function 61, the effect pattern 1 has a probability of 1.6%, the effect pattern 2 has a probability of 3.1%, the effect pattern 3 has a probability of 4.7%, the effect pattern 4 has a probability of 11.7%, and the effect pattern 5 has a probability. A certain tendency is preset in the order of 15.6%, the effect pattern 6 has a probability of 23.4%, and the effect pattern 7 has a probability of 39.9%. In the winning effect function 61, contrary to the general effect function 60, the effect pattern 7 is selected most frequently, followed by the effect pattern 6 and the effect pattern 5 ... 1 in the reverse order. .. In step S28, it is checked whether or not the effect pattern 1 is selected (almost few) by the operation of the winning determination, and if the effect pattern 1 is selected, the process proceeds to step S29 and the effect pattern 1 is executed.
【0033】
In the execution of the effect pattern 1, the light emitting elements (LEDs, light bulbs, etc.) of A and J on both sides of the light emitting display 45 blink at a predetermined time timing cycle, and at the same time, they are relatively loose from the speaker 55. The tempo sound effect P, for example, "Pampakapan" sounds, and the game ends. If the effect pattern 1 is not selected in step S28, the process proceeds to step S30 to check whether or not the effect pattern 2 is selected. If the effect pattern 2 is selected, the process proceeds to step S31 to execute the effect pattern 2. In the execution of the effect pattern 2, the light emitting display unit 45 blinks the light emitting elements (LEDs, light bulbs, etc.) of B and K on both sides of FIG. 2 at a predetermined time timing cycle, and at the same time, the tempo is relatively slow from the speaker 55. Sound effect P For example, "Pampakapan" sounds and the game of this time ends.
【0034】
If the effect pattern 2 is not selected in step S30, the process proceeds to step S32, and if the effect pattern 3 is selected here, the process proceeds to step S33 to execute the effect pattern 3. In the execution of the effect pattern 3, the light emitting display unit 45 blinks the AC and HJ light emitting element (LED, light bulb, etc.) element groups on both sides in the four sets shown in FIG. 2 at a predetermined time timing cycle, and at the same time, the speaker 55 is compared. A slow-paced sound effect P, for example, "Pampakapan" sounds, and the game ends.
【0035】
If the effect pattern 3 is not selected in step S32, the process proceeds to step S34, and if the effect pattern 4 is selected here, the effect pattern 4 is executed in step S15. In the execution of the effect pattern 4, the light emitting display unit 45 blinks the BD and IK light emitting elements (LEDs, light bulbs, etc.) elements (LEDs, light bulbs, etc.) on both sides in four sets at a predetermined time timing cycle, and at the same time, from the speaker 55. A sound effect Z with a relatively slow tempo, for example, "Pampakapan" sounds, and this game ends.
【0036】
If the effect pattern 4 is not selected in step S34, the process proceeds to step S36, and if the effect pattern 5 is selected here, the process proceeds to step S37 to execute the effect pattern 5. In the execution of the effect pattern 5, the light emitting display unit 45 blinks the light emitting elements (LEDs, light bulbs, etc.) of the AC on the left side, the EFG in the center, and the HJ on the right side in groups of 7 in Fig. 2 at a predetermined time timing cycle. At the same time, a sound effect P with a relatively fast tempo, for example, "fanfare" sounds from the speaker 55, and the game of this time ends.
【0037】
If the effect pattern 5 is not selected in step S36, the process proceeds to step S38, and if the effect pattern 6 is selected here, the process proceeds to step S39 to execute the effect pattern 6. In the execution of the effect pattern 6, the light emitting display unit 45 blinks the light emitting elements (LEDs, light bulbs, etc.) of the left BD, the center EFG, and the right IK in 7 sets in a predetermined time timing cycle in FIG. At the same time, a sound effect P with a relatively fast tempo, for example, "fanfare" sounds from the speaker 55, and the game of this time ends.
【0038】
If the effect pattern 6 is not selected in step S38, the process proceeds to step S40, and since the effect pattern 7 is selected, the effect pattern 7 is executed. Under the establishment of the internal winning of RB, the frequency is set to the highest, so naturally this production pattern 7 is executed most often, and the gorgeous light and sound make the player feel like he is on the verge of success, and the patterns are aligned. Make an active effort. In the execution of the effect pattern 7, the light emitting display 45 blinks the 11 sets of ABCD, the center EFG, and the right HIJK all light emitting elements (LEDs, light bulbs, etc.) in a predetermined time timing cycle. At the same time, a relatively fast tempo effect sound such as "fanfare" is heard from the speaker 55.
【0039】
The player continuously operates the start lever 7, and after the operation flow shown in FIG. 4, when proceeding to the operation flow shown in FIG. 5 in the next game, seven types of lamp blinking patterns and two types of sound effects are used. However, while notifying the internal hit, the variation of the blinking pattern of the lamp becomes gorgeous, and the sound changes flashily, so that the effect as if the state of the internal hit is evolving is executed.
【0040】
If it is BB in step S26, the process proceeds to step S41 in Fig. 6, and CPU28 performs electronic fortune-telling of the big winning production pattern. That is, the CPU 28 reads out the other big winning effect function 62 of the third effect function, and performs electronic fortune-telling according to the big winning effect function 62. Select one of the effect patterns 1 to 8 shown in Fig. 7. As shown in FIG. 7, the large winning effect function 62 sets the probabilities from each effect pattern 1 to the effect pattern 7 in almost the same manner as the winning effect function 61, but has an additional effect pattern 8 and the probability is 80. The tendency of% is set in advance. In the large winning effect function 62, contrary to the general effect function 60, the effect pattern 8 is selected most frequently, followed by the effect pattern 7, the effect pattern 6, 5 ... 1 in the reverse order of occurrence frequency. It has become.
【0041】
In step S42, it is checked whether or not the production pattern 1 (data 1) is selected by the electronic fortune-telling operation of the big winning judgment (almost few), and if the production pattern 1 is selected, the process proceeds to step S43 and the production pattern 1 is performed. Execute. In the light emitting display unit 45, the two sets of A and J light emitting elements (LEDs, light bulbs, etc.) on both sides of FIG. 2 blink at a predetermined time timing cycle, and at the same time, a sound effect with a relatively slow tempo is emitted from the speaker 55. For example, "Pampakapan" on P0 sounds, and this game ends.
【0042】
If the effect pattern 1 is not selected in step S42, the process proceeds to step S44 to check whether or not the effect pattern 2 (data 2) is selected. If the effect pattern 2 is selected, the process proceeds to step S45 to execute the effect pattern 2. If the effect pattern 2 is not selected in step S44, the process proceeds to step S46, and if the effect pattern 3 is selected here, the process proceeds to step S47 to execute the effect pattern 3.
【0043】
If the effect pattern 3 is not selected in step S46, the process proceeds to step S48, and if the effect pattern 4 is selected here, the effect pattern 4 is executed in step S49. If the effect pattern 4 is not selected in step S48, the process proceeds to step S50, and if the effect pattern 5 is selected here, the process proceeds to step S51 to execute the effect pattern 5. In the execution of the effect pattern 5, first, as shown in Fig. 2, the light emitting display unit 45 uses 7 sets of AC on the left, EFG in the center, and HJ on the right (LEDs, light bulbs, etc.) with a predetermined time timing cycle. At the same time, a sound effect with a relatively fast tempo Q, for example, "Fanfare" sounds from the speaker 55, and the game of this time ends.
【0044】
If the effect pattern 5 is not selected in step S50, the process proceeds to step S52, and if the effect pattern 6 is selected here, the process proceeds to step S53 to execute the effect pattern 6. If the effect pattern 6 is not selected in step S52, the process proceeds to step S54, and if the effect pattern 7 is selected, the process proceeds to step S55 to execute the effect pattern 7. If the effect pattern 7 is not selected in step S54, the process proceeds to step S56, and since the effect pattern 8 is selected, the effect pattern 8 is executed.
【0045】
Under BB's internal winning, of course, this production pattern 8 is executed most often, and the gorgeous light and sound make the player feel like he is on the verge of success and actively strive to align the patterns. In the effect pattern 8, first, in the light emitting display unit 45, the 11 sets of ABCD, the center EFG, and the right HIJK all light emitting elements (LEDs, light bulbs, etc.) in Fig. 2 blink at a predetermined time timing cycle, and at the same time. A relatively fast tempo sound effect, such as "fanfare," sounds from speaker 55, ending this game, and the player immediately moves on to the next start lever 7 operation during a crucible of excitement.
【0046】
The player continuously operates the start lever 7, and after the operation flow shown in FIG. 4, when proceeding to the operation flow shown in FIG. 6 in the next game, eight types of lamp blinking patterns and two types of sound effects are used. However, while notifying the internal hit, the variation of the blinking pattern of the lamp becomes gorgeous, and the sound changes flashily, so that the effect as if the state of the internal hit is evolving is executed. The frequency distribution of the effect function can be changed without being fixed, the effect pattern can be changed in various ways such as the number of illuminants and the arrangement structure, and the sound effect may be a melody.
【0047】
[Effect of the invention]
According to the present invention, since the evolution of the state of internal contact is simulated, the game becomes more powerful and incandescent, and more playful announcements are realized, and even for beginners and experienced players, the game is gorgeous. Can be fully enjoyed.
[Simple explanation of drawings]
[Figure 1]
It is an overall front view of the slot machine of this embodiment.
[Figure 2]
It is a block diagram of the light emitting display part of the slot machine of this embodiment.
[Fig. 3]
It is a block circuit diagram of the whole of the slot machine of this embodiment.
[Fig. 4]
It is a flow diagram of the first stage explaining the operation of the slot machine of this embodiment.
[Fig. 5]
It is a flow chart of the middle stage explaining the operation of the slot machine of this embodiment.
[Fig. 6]
It is a flow diagram of the latter half which explains the operation of the slot machine of this embodiment.
[Fig. 7]
It is a figure which shows the list of the effect pattern of the slot machine of this embodiment.
[Explanation of symbols]
1 board 3 drum window 5 Coin slot 6 bet switch 7 Start lever 8 Left stop button 9 Stop button 10 Right stop button 11 Stored coin number display 12 Winning payout number display section 13 Clearing switch 14 coin outlet 15 coin tray 20, 21, 22 drums 25 sensor 26 buffer 27 bus 28 CPU 29 1st Omikuji circuit 32 Production pattern table 33 RAM 34 ROM 35 motor drive circuit 36, 37, 38 step motor 40 Judgment circuit 42 Start sensor 43 Display 45 Luminous display 50 cases 55 speaker 61 First effect function 62 Second production function 63 Third production function T1, T2, T3, T4, T5 stop line
8 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| US8496518B2 | Cited by | United States of America | Applicant |
| US9947170B2 | Cited by | United States of America | Applicant |
| US9607469B2 | Cited by | United States of America | Applicant |
| JP2020138065A | Cited by | Japan | Search report |
| US6561908B1 | Cited by | United States of America | Applicant |
| US7364505B2 | Cited by | United States of America | Search report |
2 priority claims, no other members on record
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 14381199 | Japan | A | |
| JP19990143811 | – | – | – |
4 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Decision of refusalJAPANESE INTERMEDIATE CODE: A02A02 | A02 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 | |
| Notification of change in applicantJAPANESE INTERMEDIATE CODE: A711A711 | A711 |
Numbers
- Publication
- 2000-296209
- Publication, DOCDB
- 2000296209
- Publication, EPODOC
- JP2000296209
- Application
- 11143811
- Application, DOCDB
- 14381199
- Application, EPODOC
- JP19990143811
Titles2
- Japanese
- スロットマシンの演出方法と装置
- English
- [Title of Invention] Production method and device of slot machine
Classification
- IPC, 1
- A63F5 04