US20070202940A1 - Gaming machine and game system - Google Patents

Gaming machine and game system Download PDF

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Publication number
US20070202940A1
US20070202940A1 US11/362,515 US36251506A US2007202940A1 US 20070202940 A1 US20070202940 A1 US 20070202940A1 US 36251506 A US36251506 A US 36251506A US 2007202940 A1 US2007202940 A1 US 2007202940A1
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United States
Prior art keywords
player
effect
previous notice
gaming machine
player information
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Abandoned
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US11/362,515
Inventor
Kazuo Okada
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Universal Entertainment Corp
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Aruze Corp
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Priority to US11/362,515 priority Critical patent/US20070202940A1/en
Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: OKADA, KAZUO
Publication of US20070202940A1 publication Critical patent/US20070202940A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters

Definitions

  • the present invention relates to a gaming machine and a gaming system, and more particularly to a gaming machine which provides various effects during playing a game to arouse player's interest, and a gaming system having the same.
  • a gaming machine such as a pachinko machine, that provides certain effects through a display device thereof such as a liquid crystal screen to kindle player's interest.
  • a gaming machine is disclosed in Japanese Patent Unexamined Publication No. 2003-340056.
  • This gaming machine comprises character memory means for previously storing a plurality of characters under growth, and history data management means for managing a result of a specified state according to gaming in progress as history data in order of time.
  • the gaming machine comprises character display control means for displaying a symbol variable pattern indicating the characters, which are stored in the character memory means, displayed on a display unit according to a change of managing state. Then, the player can check history data along with the growth of the characters.
  • the gaming machine disclosed in Japanese Patent Unexamined Publication No. 2003-340056 displays the growth of the characters according to a game history of the gaming machine. Accordingly, if a player finishes a game after growing up a character to some extent, the next player playing a game with the gaming machine starts a game from a point where the character has been grown up to some extent so that the player's game history may not accord with that of the gaming machine. In addition, there is a case where even though one player has had a game on the gaming machine to grow a character in some degree, if the player finishes his/her game at the gaming machine and starts a game at a different but the same kind of gaming machine, the player should grow again a character from the beginning. This causes a problem in that it cannot provide a game according to a player's game history for lack of the sense of achievement for the growth of character.
  • An object of the present invention is to provide a gaming machine capable of providing a player with a game according to a player's game history, and a gaming system thereof.
  • a gaming machine comprising: a reading device for reading player information recorded in a recording medium carried by a player; effect control means for performing an effect control along with the advance of a game based on player information read by the reading device; effect means for producing an effect according to the effect control of the effect control means; information-update means for, upon a predetermined game state, updating player information read by the reading device; and a recording device for recording player information updated by information-update means on the recording medium.
  • the gaming machine of the present invention includes the effect control means for performing the effect control along with the advance of the game based on player information stored in the recording medium carried by the player.
  • player information stored in the recording medium is updated by the information-update means. Then, since the effect control is performed with player information that corresponds to a game history of each player, a game according to the player's game history can be provided.
  • a gaming system comprising: a recording medium in which player information is recorded; and a gaming machine including a reading device for reading player information recorded on the recording medium, effect control means for performing an effect control along with the advance of a game based on player information read by the reading device, effect means for producing an effect according to the effect control of the effect control means, information-update means for, upon a predetermined game state, updating player information read by the reading device, and a recording device for recording player information updated by information-update means on the recording medium, wherein the player information includes characteristic information different in each recording medium.
  • the player information includes the characteristic information different in each recording medium so that it can be checked on the gaming machine that the player information recorded on the recording medium corresponds to that of each of the recording medium.
  • FIG. 1 is a front-side perspective view showing a pachinko gaming machine according to an embodiment of the invention
  • FIG. 2 is a front view of a pachinko gaming machine according to an embodiment of the present invention.
  • FIG. 3 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1 ;
  • FIG. 4 is a back-side perspective view of the pachinko gaming machine shown in FIG. 1 ;
  • FIG. 5 is a front view of a game board shown in FIG. 1 ;
  • FIG. 6 is a partial sectional view of the pachinko gaming machine shown in FIG. 1 ;
  • FIG. 7 is an exploded perspective view of an egg type figure
  • FIG. 8A is a perspective view of a fish type figure
  • FIG. 8B is a perspective view of a worm type figure
  • FIG. 9 is an exploded perspective view of an authentication unit
  • FIG. 10 is a perspective view of an authentication unit
  • FIG. 11 is a front view of an authentication unit
  • FIG. 12 is a perspective view showing a state where an egg type figure is placed on an authentication unit
  • FIG. 13 is a constructional block diagram mainly showing an internal construction of a pachinko gaming machine
  • FIG. 14 is a table for determination of appearance character
  • FIG. 15A is a table for determination of the mode of a previous notice upon failing to win
  • FIG. 15B is a table for determination of the mode of a previous notice upon big winning
  • FIG. 16 is a flow chart showing an operation sequence of a main control process
  • FIG. 17 is a flow chart showing a sequence of a special symbol control process
  • FIG. 18 is a flow chart showing a sequence of a system timer intervention process
  • FIG. 20 is a flow chart showing a sequence of a sub control process
  • FIG. 21 is a flow chart showing an operation sequence of a command intervention process
  • FIG. 22 is a flow chart showing an operation sequence of a VDP intervention process
  • FIG. 23 is a flow chart showing an operation sequence of a timer intervention process
  • FIG. 24 is a flow chart showing a sequence of a command analysis control process
  • FIG. 25 is a flow chart showing a sequence of a display control process
  • FIG. 26 is a flow chart showing a sequence of an R/W process
  • FIG. 27 is a view showing the contents displayed on a display area in a special symbol game in order of time
  • FIG. 28A is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a first stage, wherein this view indicates the state where a previous notice for character appears;
  • FIG. 28B is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a first stage, wherein this view indicates the state where a previous notice for group appears;
  • FIG. 29A is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a second stage, wherein this view indicates the state where a previous notice for character appears;
  • FIG. 29B is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a second stage, wherein this view indicates the state where a previous notice for group appears;
  • FIG. 30A is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a third stage, wherein this view indicates the state where a previous notice for character appears;
  • FIG. 30B is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a third stage, wherein this view indicates the state where a previous notice for group appears;
  • FIG. 31A is a view showing a state in which the type of player data is a fish and which a previous notice for character appears, wherein this view indicates the state where the stage is in a first stage;
  • FIG. 31B is a view showing a state in which the type of player data is a fish and which a previous notice for character appears, wherein this view indicates the state where the stage is in a second stage;
  • FIG. 31C is a view showing a state in which the type of player data is a fish and which a previous notice for character appears, wherein this view indicates the state where the stage is in a third stage;
  • FIG. 32A is a view showing a state in which the type of player data is a worm and which a previous notice for character appears, wherein this view indicates the state where the stage is in a first stage;
  • FIG. 32B is a view showing a state in which the type of player data is a worm and which a previous notice for character appears, wherein this view indicates the state where the stage is in a second stage;
  • FIG. 32C is a view showing a state in which the type of player data is a worm and which a previous notice for character appears, wherein this view indicates the state where the stage is in a third stage.
  • FIG. 1 is a front-side perspective view showing a pachinko gaming machine according to a first embodiment of the invention
  • FIG. 2 is a front view of the pachinko gaming machine
  • FIG. 3 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1
  • FIG. 4 is a back-side perspective view of the pachinko gaming machine shown in FIG. 1
  • FIG. 5 is a front view of a game board shown in FIG. 3
  • FIG. 6 is a partial sectional view of the pachinko gaming machine shown in FIG. 1 .
  • description is made to a case where a digital pachinko gaming machine (degipachi; or referred to as a pachinko gaming machine of the first kind) is used as the gaming machine.
  • a digital pachinko gaming machine daegipachi; or referred to as a pachinko gaming machine of the first kind
  • the pachinko gaming machine 1 shown in FIGS. 1 and 2 includes an outer frame 2 received and installed on a floor on a game arcade (hall).
  • a base door (an inner frame) 3 is installed in front of the outer frame 2 rotatably thereto, in which door a game board 4 shown in FIG. 3 is included.
  • a front door 5 is installed in front of the outer frame 2 .
  • the front door 5 blocks the front face of the game board 4 and is installed on the front side of the base door 3 rotatably thereto.
  • a card unit 84 (See FIG. 4 ) is installed adjacent to and in parallel with the pachinko gaming machine 1 such that if a pre-paid card and others are inserted therein, a gaming ball is rented. In FIGS. 1 and 2 , the card unit 84 is omitted.
  • the front door 5 is provided, at a substantially whole area of the center thereof, with a glass plate 5 a so that the game board 4 therein becomes visible.
  • a ball renting control panel 28 is installed at the lower portion of the front door 5 and includes ball renting control buttons for performing a card returning operation of the card unit 84 , or a renting operation of a gaming ball.
  • the ball renting control panel 28 includes a determination button 20 a for special operation, and selection buttons 20 b and 20 c.
  • a tray panel 6 is installed under the front door 5 such that it is openable from the outer frame.
  • an upper tray 6 a for receiving a gaming ball rented by the card unit 84 and a gaming ball paid-out when entered in a winning opening
  • an under tray 6 b for receiving the gaming ball overflowing inward through a ball exit 6 d from the upper tray 6 a when the upper tray 6 a becomes full
  • a shooting handle 6 c installed at the right side of the under tray 6 b are disposed.
  • the shooting handle 6 c is for shooting the gaming balls received in the upper tray 6 a , and is installed rotatably from the tray panel 6 . Then, an operator can start a pachinko game with the operation of the shooting handle 6 c .
  • an electric power is supplied to a shooting motor installed back-side of the shooting handle 6 c with the rotation angle so that the gaming balls are shot to the game board 4 in order.
  • the shot gaming balls are guided to a guide rail 7 installed on a circumference of a game area 4 a described later as shown in FIG. 5 to move to the top of the game board 4 , and then flow down toward the bottom of the game board 4 , changing in advance direction by the collision with nails and the like.
  • the game board 4 has the game area 4 a where the gaming ball flows down in the gaming state, in which area 4 a a plurality of game nails 8 are installed to change a flowing direction of the gaming ball.
  • the game area 4 a includes thereon a start winning opening 9 and a normal symbol operating gate 10 respectively at slightly lower portion from the middle center portion in height direction of a central line, that divides the game board surface into right and left sides, and slightly left and upper portion from the middle portion in height direction of the central line.
  • a special winning opening 11 is installed at a slightly lower portion from the start winning opening 9
  • regular winning openings 12 a to 12 d are installed at the side faces of the start winning opening 9 .
  • an out slot 13 is installed at the lower end portion of the center part of the game area 4 a .
  • the special winning opening 11 is installed on an opaque base plate 16 .
  • the start winning opening 9 is formed with a trigger for extracting a random number value for big success determination for determining on whether to move a gaming state to a special game state profitable to a player, so called a big success state, provided that the gaming ball passes through a start region in the start winning opening 9 .
  • the start winning opening 9 is formed with a trigger for paying out the predetermined number of gaming balls (e.g., four balls) as a winning ball when the gaming ball enters (when it is won).
  • the normal symbol operating gate 10 is formed with a passage gate triggering the extraction of a random number value for determination for each normal symbol, provided that the gaming ball passes through the normal symbol operating gate 10 .
  • the winning determination is performed based on the determining of the random number for each normal symbol and in which a normal symbol is a result indicative of the winning, and when the gaming state becomes the normal symbol winning state, it is ready to win through opening for predetermined seconds of a wing (generally, an electric accessory or a tulip) 9 a provided in the start winning opening 9 .
  • the special winning opening 11 is so called an attacker type open-and-shut device which performs the big success determination based on the random number for big success determination and in which a special symbol becomes a result indicative of the big success.
  • a closed shutter is opened in a predetermined form and the gaming ball enters (wins) so that it is triggered that the predetermined number of gaming balls (e.g., 15 balls) is paid out as a winning ball.
  • the regular winning openings 12 a to 12 d are formed with an opening triggering paying out the predetermined number of gaming balls (e.g., 10 balls) as a winning ball when receiving the gaming ball (when winning). These regular winning openings 12 a to 12 d are installed on the base plate 16 .
  • the out slot 13 receives the gaming ball which enters neither of the start winning opening 9 , the special winning opening 11 , nor the normal winning opening 12 a to 12 d.
  • the game board 4 is composed of a transparent substrate 14 which includes a transparent portion made of, for example, synthetic resin such as polycarbonate, or other transparent member (transmissive member).
  • the transparent member means a high transmissivity member through which an object becomes visible.
  • a region formed by the transparent portion in the gaming area 4 a refers to as “a transparent gaming region”.
  • the gaming area 4 a of the present embodiment is mainly formed with the transparent gaming region.
  • the game nail 8 is fixedly buried at its at least leading end, and an area defined by the transparent substrate 14 and the glass plate 5 a of the front door 5 becomes the gaming area 4 a .
  • a liquid crystal display device 15 is disposed as image display device having a display region 15 a of a large scale screen displaying various kinds of image information as shown in FIGS. 3 and 6 . That is, the image displayed on the liquid crystal display device 15 is visible by a player from the front side of the pachinko gaming machine 1 through a substantially center portion of the transmissive substrate 14 where the gaming nail 8 is not installed, and the surrounding portion where the gaming nail is installed.
  • On the display region 15 a three numbers are variably displayed as identification information.
  • a member such as a winning ball collecting assembly is installed for guiding, to a winning ball sensor, the gaming ball entering the winning opening.
  • the member such as winning ball collecting assembly is installed on the back-side of the opaque base plate, on which the special winning opening 11 and the normal winning openings 12 a to 12 d are installed, so that it is invisible by a player.
  • the transmissive substrate 14 it is not required to make all the portions of the transmissive substrate 14 transparent, but the transmissive substrate partially may have a low or zero transmissivity portion.
  • a cell sheet is provided on a back face of the transmissive substrate 14 , and a painting, a physical vapor deposition or a chemical vapor deposition is implemented to the surface thereof to form a patterned layer or a colored layer, or otherwise, a dye or a pigment is impregnated into the synthetic resin of the base material to deteriorate the transmissivity.
  • the liquid crystal display device 15 variably displays, on the display region 15 a , a special symbol, a normal symbol, a character and others as described later.
  • the special symbol is used in a special symbol game to determine on whether of the special winning.
  • the special symbol game will be described later.
  • the special symbol is a symbol consisting of a number, or a symbol and so on, and the present embodiment adopts the numbers from “0” to “9”.
  • variable display is a concept of variably displaying so that, for example, “a variable display” that is in fact variably displayed, “stop display” that is in fact stopped and displayed, and others can be provided. Also, it is possible to provide “the derivation display” and so on to display a special symbol as a result of the special symbol game.
  • the display region 15 a is variably displayed with a plurality of rows (three rows in this embodiment) of special symbols. It is performed the derivation display of the special symbols corresponding to plural rows of symbols, so that the gaming state is moved to the special winning state, based on the display form of the derivatively displayed special symbols.
  • a background image, a character image, a normal symbol image, and others are displayed.
  • the pachinko gaming machine 1 includes, on upper side of the liquid crystal display device 15 , speakers 17 L and 17 R outputting an effect sound or a sound informing a player of being in a predetermined gaming state as shown in FIG. 3 , decoration lamps 18 L and 18 R on the base plate 16 installed below the game board 4 as shown in FIG. 5 , the decoration lamps informing of being in a predetermined gaming state through a predetermined flashing pattern, and a payout device 81 (See FIG. 13 ) for paying out, to the upper tray 6 a , the gaming balls rent by the card unit 84 , and gaming balls prize-won by the start winning opening 9 , the special winning opening 11 , and the normal winning opening 12 .
  • the pachinko gaming machine 1 include, at its back side, a main control board 21 having a main control circuit 30 for determining on whether to move to a gaming state (special winning gaming state) profitable to a player, a sun-control board 22 having a sun-control circuit 40 for controlling an effect such as video and audio, a payout/shooting control board 23 having a payout/shooting control circuit 80 for controlling the payout/shooting of the gaming ball, a power supply unit 24 for supplying a power, a power switch 25 , and a backup clear switch 26 .
  • an authentication unit 27 is installed on the left side of the under tray 6 b , on which unit an egg type FIG. 90 can be placed.
  • the fugures such as the egg type FIG. 90 , and the pachinko gaming machine 1 constitute a gaming system of the present invention. A construction of the egg type FIG. 90 will now be explained.
  • FIG. 7 is an exploded perspective view of a construction of the egg type FIG. 90 .
  • the egg type FIG. 90 includes a base portion 91 and a figure body 92 .
  • the base portion 91 has a size corresponding to that of a base mounting portion and is formed with a hollow thick disk type.
  • the base portion 91 has a cylindrical base body 93 with a ceiling 93 a , and a base 95 in which an IC chip 94 of a recording medium of the present invention is integrated, wherein the base 95 is fixedly fastened to an open end of the base body 93 .
  • the ceiling 93 a of the base body 93 includes a protrusion 93 b at its substantially center portion.
  • the IC chip 94 stores player data corresponding to the figure body 92 .
  • the figure body 92 has a seat 96 with a recess 96 a corresponding to the protrusion 93 b , and an egg type doll 97 , wherein it is fixed to the ceiling 93 a of the base portion 91 through the insertion of the protrusion 93 b into the recess 96 b .
  • the egg type FIG. 90 is received in a capsule with approximately 7 cm-diameter that is not shown in the drawings, and is sold at a vending machine installed in a game arcade.
  • a fish type FIG. 90A and a worm type FIG. 90B as shown in FIGS. 8A and 8B , respectively, can also be used.
  • the fish type FIG. 90A shown in FIG. 8A is different in a shape of the doll from the egg type FIG. 90 .
  • the worm type FIG. 90B shown in FIG. 8B is different in a shape of the doll as compared with the egg type FIG. 90 .
  • On the fish type FIG. 90A a fish type doll 97 A is placed as a doll.
  • a beetle type doll 97 B is placed as a doll.
  • player information is recorded which corresponds to the shapes of the dolls 97 , 97 A, and 97 B, and by which a player can be identified.
  • the pachinko gaming machine 1 can distinguish the types of the FIGS. 90, 90A , and 90 B. This player information is characteristic for each FIG. 90 .
  • the authentication unit 27 includes a guide member 100 as shown in FIGS. 9 to 11 .
  • the guide member 100 has a solid thick plate type body portion 101 made of transparent urethane of transparent resin.
  • a guide hole 102 is formed tapered in a circular truncated cone at the center of the body portion 101 .
  • the guide hole 102 is provided such that an upper opening thereof has an area wider than that of a lower opening thereof, it is inclined inwardly, and the lower opening area is substantially identical to a bottom area of the base portion 91 of the egg type FIG. 90 .
  • Decoration light is irradiated from a guide portion 102 a of a circumference of the guide hole 102 .
  • a protrusion 103 is formed at a front end of the guide member 100 .
  • the protrusion 103 is disposed at a front face of the body portion 101 in a single piece.
  • a light-shielding member 104 in the form of a seal is bonded to an upper surface of the body portion 101 of the guide member 100 around the guide hole 102 .
  • the shielding member 104 has a black colored surface.
  • the outer portion of the body portion 101 to the shielding member 104 is formed with a light emitting portion 105 lighting or flashing notifying light.
  • the guide hole 102 and the light emitting portion 105 are separated from each other by the light-shielding member 104 .
  • the light emitting portion 105 indicates light according to a gaming state of the pachinko gaming machine 1 .
  • a light-shielding seal 103 A is bonded to a front face and an upper face of the protrusion 103 .
  • the light-shielding seal 103 A consists of a black colored outer face and an inner face that is a reflective member composed of a silver colored reflective layer.
  • the light-shielding seal 103 A covers and blocks the protrusion formed on the front end of the light emitting portion 105 of the guide member 100 , thereby preventing the leakage of the notifying light from the protrusion 103 .
  • the inner reflective layer of the light-shielding seal 103 A reflects light incident to the protrusion 103 toward the body portion 101 to exit to the guide hole 102 .
  • the authentication unit 27 includes a holding frame 106 .
  • the holding frame 106 has a frame body 107 with which the body portion 101 of the guide member 100 is covered through insertion of the body portion therein.
  • a seat portion 108 is formed at the center portion of the bottom of the frame body 107 so as to mount the base portion 91 of the egg type FIG. 90 through the insertion therein.
  • the seat portion 108 has a cylindrical space with a diameter slightly larger than that of the base portion 91 of the egg type FIG. 90 .
  • the egg type FIG. 90 is combined in such a manner that the base portion 91 thereof and the seat portion 108 are held in a certain position relation between themselves while the base portion 91 has a spare fit tolerance to the seat portion. Since a depth of the seat portion 108 is set to be slightly lower than a height of the base portion 91 , when the base portion 91 is set in the seat portion 108 , the egg type FIG. 90 is prevented from being turned upside down.
  • a protrusion guiding member 109 is installed on the front face of the frame body 107 .
  • the protrusion guiding member 109 has a position and a size that cover and block the side face of the protrusion 103 when the body portion 101 of the guide member 100 is inserted into the frame body 107 of the holding frame 106 .
  • an IC chip reader/writer 110 of reading/writing device of the present invention and a base frame 111 are disposed.
  • the IC chip reader/writer 110 has a substrate 112 that is convex as viewed from a plane, and is arranged such that the convex portion is positioned just under the seat portion 108 of the holding frame 106 as viewed from a plane.
  • an IC chip body (not shown) is installed in the convex portion of the substrate 112 . Accordingly, the IC chip body is positioned just under the seat portion 108 of the holding frame 106 so that data communication with the IC chip 94 received in the base portion 91 placed on the seat portion 108 is surely performed.
  • the IC chip body of the authentication unit 27 can read/write player information from/to the IC chip 94 of the egg type FIG. 90 in a non-contact type.
  • the base frame 111 is positioned under the IC chip reader/writer 110 .
  • the base frame has a base frame body 113 and a rear side plate 114 formed standing upright at a rear position of the base frame body 113 .
  • a full color light emitting diode (LED) 115 is attached in front of the rear side plate 114 through an LED supporting plate 115 a .
  • the full color LED 115 is an LED in which light emitting devices of three primary lights consisting of Red, Green, and Blue are integrated into one package, thereby emitting many types of light.
  • the authentication unit 27 is formed by the assembly of the guide member 100 , the holding frame 106 , the IC chip reader/writer 110 , and the base frame 111 .
  • the full color LED 115 is arranged on the rear side that is one end side of the body portion 101 of the guide member 100 .
  • the protrusion 103 is positioned opposite to the position where the full color LED 115 is located.
  • a spacer 116 is attached to the rear side plate 114 of the base frame 111 such that it is positioned between the rear side plate 114 and the rear face of the body portion 101 of the guide member 100 .
  • the full color LED 115 is spaced apart to a distance from the rear face of the body portion 101 of the guide member 100 .
  • the guide hole 102 of the guide member 100 and the light emitting portion 105 all are in a state visible from the upper face of the frame body 107 of the holding frame 106 by a player.
  • the egg type FIG. 90 can be placed on the authentication unit 27 .
  • the bottom of the base portion 91 of the egg type FIG. 90 is laid on the seat portion 108 of the authentication unit 108 .
  • an angle of the attaching surface of the IC chip 94 is adjusted such that the IC chip 94 of the egg type FIG. 90 is arranged parallel with the IC chip body installed on the IC chip reader/writer 110 of the authentication unit 27 .
  • FIG. 13 is a constructional block diagram mainly illustrating an internal construction of the pachinko gaming machine 1 shown in FIGS. 1 to 6 .
  • the pachinko gaming machine 1 includes a plurality of constituents while mainly including the main control circuit 30 , the sub-control circuit 40 , the payout/shooting control circuit 80 , and the power supply unit 24 that is connected to the main control circuit 30 , the sub-control circuit 40 , and the payout/shooting control circuit 80 , respectively, to thus supply a power to each circuit.
  • the main control circuit 30 includes a main central processing unit (CPU) 31 , a main read only memory (ROM) 32 , and a main random access memory (RAM) 33 , and additionally includes an initial reset circuit 34 and a command output port 35 .
  • CPU main central processing unit
  • ROM read only memory
  • RAM main random access memory
  • the main CPU 31 inputs a sensing signal of the gaming ball from a V count switch 11 S as described later, operates with a control program stored in the ROM 32 , controls the whole operations of the pachinko gaming machine 1 such as the special winning lottery of the pachinko gaming machine 1 or the winning ball payout, and transmits various commands to the sub-control circuit 40 through the command output port 35 .
  • the main ROM 32 stores a control program executed by the main CPU 31 and permanent data.
  • the main RAM 33 temporarily stores data or program used when the main CPU 31 operates.
  • the initial reset circuit 34 periodically outputs a reset signal to the main CPU 31 when it senses the power supply. By the reset signal, the main CPU 31 implements a process from the head of the control program.
  • the main CPU 31 corresponds to display result determination means for determining on whether or not the display result of the present invention is made in a specific display mode.
  • This specific display mode corresponds to the big success display in the present embodiment, which in particular, is displayed so that three identical numbers in combination are given in parallel.
  • V count switch 11 S various kinds are connected to the main control circuit 30 .
  • the V count switch 11 S detects the passage through a V zone provided in the special winning opening 11 , counts the number of the gaming balls entered in the special winning opening 11 , and outputs the detecting signal indicative of a counting result to the main control circuit 30 , at the same time.
  • the count switch 11 CS counts the number of the gaming ball entered in the special winning opening 11 to output a detecting signal indicative of a counting result to the main control circuit 30 .
  • a regular winning opening switch 12 S outputs a detecting signal of the gaming balls entered in the respective regular winning openings 12 a to 12 d to the main control circuit 30 .
  • An operating gate switch 10 S outputs a detecting signal of the gaming balls passing through the normal symbol operating gate 10 to the main control circuit 30 .
  • a start winning opening switch 9 S outputs a detecting signal of the gaming balls entered in the start winning opening 9 to the main control circuit 30 .
  • a start winning opening solenoid 9 L opens and shuts a pair of wings 9 a and 9 b installed on the start winning opening 9
  • a special winning opening solenoid 11 L opens and shuts a shutter installed on the special winning opening 11
  • a seesaw solenoid 11 M drives a seesaw (not shown) installed on the special winning opening 11
  • a backup clear switch 26 clears backup data upon the cut off of the power and so on with the operation of an operator.
  • the pachinko gaming machine 1 performs the extraction of the random number when the start winning opening switch 9 S detects the entering of the gaming ball to output the detecting signal, and performs a lottery process using the extracted random number.
  • the pachinko gaming machine 1 outputs a symbol designating command from the main control circuit 30 to the sub-control circuit 40 on the basis of the lottery result to thus determine a display result of a special symbol of the liquid crystal display device 15 .
  • the sub-control circuit 40 is inputted with a command from the main control circuit 30 , performs a control required for the variable display of the special symbol, the effect of ready-to-win, and the effect of previous notice using the liquid crystal display device 15 according to the input command, and displays predetermined image on the liquid crystal display device 15 . Further, the sub-control circuit 40 performs a control required for the effect by sound output using the speakers 17 L and 17 R, or the effect by flashing display using the decoration lamps 18 L and 18 R.
  • This liquid crystal display device 15 corresponds to effect means (display device) for producing an effect according to the effect control of the present invention. In addition, the liquid crystal display device 15 also corresponds to the variable display means and previous notice-effect performing means of the present invention.
  • the sub-control circuit 40 comprises a sub-ROM 42 , a sub-RAM 43 , and a command input port 48 , as well as a sub-CPU 41 , mainly, and includes a video control circuit 50 , an audio control circuit 60 , and a lamp control circuit 70 .
  • the sub-CPU 41 performs a process by a program stored in the sub-ROM 42 according to the command inputted from the main control circuit 30 , and operates the video control circuit 50 , the audio control circuit 60 , and the lamp control circuit 70 . In addition, it controls the video control circuit 50 , the audio control circuit 60 , and the lamp control circuit 70 according to a signal from the selection buttons 20 b and 20 c , and the determination button 20 a .
  • the sub-ROM 42 stores a program executed by the sub-CPU 41 and permanent data.
  • the sub-CPU 41 corresponds to the effect control means for performing an effect control according to the advance of the game based on player information.
  • sub-CPU 41 also corresponds to the information update means for updating player information read by the reading device in a predetermined gaming state. Further, the sub-CPU 41 also corresponds to the previous notice-selecting means for selecting either of plural kinds of effects of previous notice when determining the display result as a specific display mode.
  • the sub-CPU 41 constitutes previous notice-selecting means of the present invention
  • the sub-ROM 42 constitutes special symbol memory means.
  • the sub-ROM 42 stores therein the determination table the appearance characters as shown in FIG. 14 , the determination table for previous notice mode of fail-to-win as shown in FIG. 15A , and the determination table for previous notice mode of big success as shown in FIG. 15B .
  • the appearance character table as shown in FIG. 14 stores therein the types of FIGS. 90, 90A , and 90 B as player data such as bird, fish, beetle and so on, and the appearance characters corresponding to level-up stages according to a game history gaming using the FIGS. 90, 90A , and 90 B.
  • the determination table for previous notice mode as shown in FIGS. 15A and 15B stores therein the previous notice modes according to the random numbers upon fail-to-win, and big success, respectively.
  • the sub-RAM 43 stores therein data or program used when the sub-CPU 41 operates.
  • the video control circuit 50 includes a video display process (VDP) 51 , a D/A converter 52 , an initial reset circuit 53 , and a video data ROM (video memory means) 54 a and 54 b of the video data memory means of the present invention.
  • VDP 51 forms an image according to the contents to be displayed on the liquid crystal display device 15 which contents are determined by the sub-CPU 41 , and outputs the formed image to the D/A converter 52 .
  • the D/A converter 52 D/A-converts video data outputted from the VDP 51 , and outputs the analog signal obtained by the conversion to the liquid crystal display device 15 , thereby displaying the image.
  • the initial reset circuit 53 performs a process initializing the VDP 51 with the reset command from the sub-CPU 41 .
  • the video data ROM 54 a stores video data (image data) indicative of a special symbol, a character, a background and others
  • the video data ROM 54 b stores video data for displaying various video data on the liquid crystal display device 15 .
  • the VDP 51 reads video data corresponding to the special symbol outputted from the sub-CPU 41 from the video data ROMs 54 a and 54 b , and displays, on the liquid crystal display device 15 , the image such as the special symbol and so on according to video data.
  • the audio control circuit 60 includes a sound source IC 61 , an amplifier (hereinafter referred to as “AMP”) 62 , and an audio data ROM 63 .
  • the sound source IC 61 generates an audio signal using audio data stored in the audio data ROM 63 according to the command from the sub-CPU 41 .
  • the AMP 62 amplifies the audio signal generated by the sound source IC 61 to a proper level, and supplies the amplified audio signal to the speakers 17 L and 17 R, thereby outputting a sound.
  • the audio data ROM 63 stores data (audio data) such as a music, a sound, an effect sound and so on for use in the previous notice effect, the ready-to-win effect, the big success effect and others.
  • the lamp control circuit 70 includes a decoration data ROM 71 storing a flashing pattern of the decoration lamps 18 L and 18 R, and a drive circuit 72 for flashing the decoration lamps 18 L and 18 R using decoration data stored in the decoration data ROM 71 according to the command from the sub-CPU 41 .
  • the payout/shooting control circuit 80 operates a payout device 81 according to the control of the main control circuit 30 , thereby paying out the predetermined number of the gaming balls as a winning ball.
  • the payout/shooting control circuit 80 operates a shooting device 82 according to the operation of the shooting handle 6 c , thereby shooting the gaming ball toward the gaming area 4 a on the game board 4 .
  • the power supply unit 24 performs the power supply to the main control circuit 30 , the sub-control circuit 40 , and the payout/shooting control circuit 80 .
  • FIG. 16 is a flow chart showing an operation sequence of a main control process repeated by the main control circuit 30 after the power supply in the pachinko gaming machine 1 .
  • an initialization process is performed to normally operate a control of a game (S 1 ). Then, a process goes to a repeating routine performing a special symbol control process (S 2 ), a normal symbol control process (S 3 ), and a random number update process (S 4 ) in order. Further, the repeating routine is repeated while the pachinko gaming machine is supplied with power.
  • the special symbol control process is performed (S 2 ).
  • the special symbol control process is performed according to the flow chart of FIG. 17 .
  • the main CPU 31 reads a control status flag after the start of the process (S 21 ).
  • the control status flag is a flag indicative of the status of the special symbol game using the variably displayed image of the special symbol of the liquid crystal display device 15 , in which flag data for determining which step, among the following steps S 22 to S 30 , the main CPU 31 performs is set.
  • a special symbol memory check process is performed (S 22 ).
  • This special symbol memory check process is performed according to the flow chart of FIG. 18 .
  • the main CPU 31 checks whether or not the control status flag is data “00” indicative of the special symbol memory check (S 31 ). As a result, if it is checked not to be “00”, the process is terminated. Meanwhile, if it is checked to be “00”, determination is made whether or not the holding number is “0” (S 32 ). As a result, if it is checked to be “0”, a demo display process is performed (S 33 ) and a process is terminated.
  • a determination process for the big success is performed to determine whether of big success as a result of the search for determination of the big success (S 36 ), with the result that if it is determined to be the big success, a big success process is performed (S 37 ).
  • a step is performed to determine the respective special symbols of left side, center, and right side (e.g., “777”, a combination of three identical numbers), based on the random number for determination of the big success obtained when the start winning opening switch 9 S senses the winning of the gaming ball, and to store data indicative of the special symbols in the main RAM 33 .
  • data indicative of the special symbols is transmitted as the symbol designating command by the main CPU 31 , in the command output process in a system timer intervention process described later as shown in FIG. 19 .
  • the sub-CPU 41 determines the special symbols that would have been stopped on the liquid crystal display device 15 in a following sub-control process.
  • step S 38 it is determined the fail-to-win symbols (S 38 ), wherein the random number for fail-to-win symbols is extracted from the random number counter for the fail-to-win symbols, three special symbols of left side, center, and right side are determined based on the random number for the fail-to-win symbols, and data indicative of the special symbols is stored in the main RAM 33 . Further, the main CPU 31 transmits data indicative of the special symbols to the sub-CPU 41 with the symbol designating command in the command output process described later, and the sub-CPU 41 determines the special symbols that would have been stopped on the liquid crystal display device 15 .
  • the main CPU 31 determines a variable pattern (S 39 ). After the determination of the variable pattern, a variable time period is set to a standby-time timer such that the step S 23 is performed after the variable time period corresponding to the determined variable pattern. Then, the special symbol memory check process is terminated.
  • a special symbol variable time managing process is performed (S 23 ).
  • the special symbol variable time managing process is implemented such that only if the control status flag is data “01” indicative of the special symbol variable time management and the standby-time timer is 0, a following process is performed. That is, when the control flag is “01” and the standby-time timer is 0, the main CPU 31 sets data “02” indicative of the special symbol display time management to the control status flag, and sets the standby-time after fixing (e.g., 1 second) to the standby-time timer.
  • the standby-time after fixing e.g., 1 second
  • a special symbol display time managing process is performed (S 24 ). This step is performed such that only if the control status flag is data “02” indicative of the special symbol display time management and the standby-time timer is 0, a following process is performed. That is, when the control status flag is “02” and the standby-time timer is 0, the main CPU 31 determines whether or not the display result is the big success. If the result is big success, it sets data “03” indicative of the big success start interval management to the control status flag, and sets the standby-time period corresponding to the big success start interval (e.g., 10 seconds, hereinafter referred to as “big success start corresponding time”) to the control status flag while setting a big success start command. If not the big success, a value “08” indicative of the special symbol game termination is set to the control status flag to terminate the process.
  • a big success start interval managing process is performed (S 25 ).
  • the control status flag is data “03” indicative of the big success start interval management
  • variables in the main RAM 33 is updated based on data read from the main ROM 32 , in order to open the special winning opening.
  • the main CPU 31 sets data “04” indicative of opening of the special winning opening to the control status flag, and sets an opening time upper limit (e.g., 30 seconds) to the special winning opening time timer.
  • a standby-time managing process before re-opening of the special winning opening is performed (S 26 ).
  • the process stands by for a time corresponding to an interval between rounds. After the time corresponding to the interval between rounds has elapsed, the main CPU 31 updates the number of counting opening of the special winning opening, adding “1” thereto, sets data “04” indicative of opening of the special wining opening to the control status flag, and sets an opening time upper limit (e.g., 30 seconds) to the special winning opening time timer.
  • a process during opening the special winning opening is performed (S 27 ).
  • the main CPU 31 updates the variables in the main RAM 33 to close the special winning opening when satisfying any one of cases when the winning counting number of the special winning opening is 10 or more and when the opening time upper limit has elapsed (when the special winning opening time timer is “0”).
  • the main CPU 31 sets data “05” indicative of the monitoring of the remaining balls in the special winning opening to the control status flag, sets the monitoring time of remaining in the special winning opening (e.g., 1 second) to the standby-time timer, and performs the next step S 28 after the elapse of monitoring time of remaining in the special winning opening. If it is determined that all the cases are not satisfied, a process goes to the step S 28 without performing the above process.
  • the monitoring process of the remaining balls in the special winning opening is performed (S 28 ).
  • the control status flag is data “05” indicative of the monitoring of the remaining balls in the special winning opening, the following process is performed.
  • the main CPU 31 determines whether to satisfy any one of conditions where the gaming ball does not pass through a specific region of the special winning opening and where the number of counting opening of the special winning opening is 15 or more (i.e., where it is final round), and if any one of the conditions is satisfied, sets data “07” indicative of the big success terminating interval to the control status flag, and sets the time corresponding to the big success terminating interval (hereinafter, referred to as “big success termination corresponding time”) to the standby-time timer. Then, it is set to perform the step S 29 after the elapse of the big success termination corresponding time.
  • data “06” indicative of the standby-time management of re-opening of the special winning opening is set to the control status flag. Further, the time corresponding to an interval between rounds is set to the standby-time timer, and the step S 26 is performed after the elapse of the standby-time.
  • the big success terminating interval process is performed (S 29 ).
  • the big success terminating interval process only if the control status flag is data “07” indicative of the big success terminating interval, the following process is performed.
  • the main CPU 31 stands by for a time corresponding to the big success terminating interval, and sets data “08” indicative of the special symbol game termination to the control status flag.
  • the main CPU 31 sets predetermined data to high probability flag to change the big success probability.
  • the special symbol game terminating process is performed (S 30 ). Only if the control status flag is data “08” indicative of the special symbol game terminating process, the following process is performed.
  • the main CPU 31 updates data indicative of the holding number, subtracting “1” therefrom, and the counted values of the random number for determination of the big success, and the random number for selection of the big success terminating mode are shifted in order.
  • the special symbol control process of step S 29 is terminated.
  • a normal symbol control process is performed (S 3 ).
  • the process starts with reading a normal symbol control status flag, and monitors the variable time of the normal symbol and the mode of the stop-displayed normal symbol according to the flag. Then, when the mode of normal symbol is a predetermined mode, the process is implemented to store a variable indicative of the opening and closing of the electric accessory in the main RAM 33 and the normal symbol control process is terminated.
  • a random number update process is performed (S 4 ).
  • the random number value for fail-to-win symbol, the random number for the selection of the effect condition and others are updated by a predetermined calculation method, and the process is terminated. Then, the process returns to the step S 2 , and the repeating routine is repeated.
  • the main control circuit 30 performs a system timer intervention process intervening in the main control process periodically (e.g., every 2 ms) in order to update the random number mainly used in the main control process in accordance with the flow chart shown in FIG. 19 , provided that an intervention enable flag is set, together with the main control process. Description is now made to the operating sequence of the system timer intervention process with reference to the flow chart of FIG. 19 .
  • the pachinko gaming machine 1 temporarily evacuates program address data and so on, that is stored in a memory region (register) in a memory, presently performing a main control process (S 41 ), and then performs a random number update process (S 42 ).
  • the main CPU 31 updates the random number for the determination of the big success, or the random number for the determination of the big success symbol.
  • a switch input sensing process is performed (S 43 ).
  • the switch input sensing process checks the inputs of the winning ball related switch, the special symbol game related switch, and the normal symbol related switch.
  • the outputs of detecting signals of the V count switch 11 S, the count switch 11 CS, and the start winning opening switch 9 S are checked, and if there is the output from the start winning opening switch 9 S, when the counting number of the start memory is 4 or less, the following process is performed. Further, if the counting number of the start memory is 4 or more, since the random number is stored up to maximum 4 when the gaming ball enters in the start winning opening 9 during displaying or big success, the following process is not performed.
  • the random number for the determination of the big success is extracted from the random number counter for the determination of the big success
  • the random number for the determination of the big success symbol is extracted from the random number counter for the determination of the big success symbol.
  • the extracted random numbers for the determination of the big success and the big success symbol are stored in the main RAM 33 , which numbers are used in determining the big success and big success symbol in the steps S 36 and S 37 . Then, the switch input sensing process is terminated.
  • a timer update process is performed (S 44 ).
  • the timer update process updates the standby-time timer and so on.
  • a game information data generating process is performed (S 45 ).
  • the game information data generating process generates an output signal transmitting from the pachinko gaming machine 1 to a hall computer (not shown).
  • ON/OFF control of the solenoid and the motor or the output process is performed based on data stored in the main RAM 33 (S 46 ), and a command output is performed to output various commands (S 47 ). In the command output, various commands are outputted to the sub-control circuit 40 .
  • a lamp control process (S 48 ) and a payout process (S 49 ) are performed.
  • a lamp flashing command is outputted to the sub-control circuit 40 .
  • a winning ball command including data indicative of the number of the winning balls is outputted to the payout device 81 .
  • the payout device 81 performs the payout of the winning balls corresponding to the winning ball command.
  • the process is done to return the evacuated register such as program address data in the main control process (S 50 ), and the process re-starts at a point when the main control process was interrupted (evacuated).
  • the variable of the main RAM 33 , the flag and so on are updated to enable an intervention (S 51 ), and the process is terminated.
  • the sub-control circuit 40 receives the command transmitted from the main control circuit 30 to perform the control of a symbol, a sound, and a lamp.
  • FIG. 20 is a flow chart showing a sequence of a sub-control process repeated by the sub-control circuit 40 .
  • the sub-CPU 41 first performs a predetermined initializing process (S 61 ), and then performs a random number update process (S 62 ). Next, it performs an analysis control process of a command outputted from the main control circuit 30 (S 63 ), and performs a display control process based on the result of the command analysis control process (S 64 ).
  • the command analysis control process and the display control process will be explained in detail later.
  • a sound control process is performed (S 65 ).
  • the sound control is performed to the sound generated from the speakers 17 L and 17 R based on the command from the main control circuit 30 .
  • the sound source IC 61 reads audio data from the audio data ROM 63 , converts audio data to a predetermined audio signal, and supplies the audio signal to the AMP 62 .
  • the APM 62 amplifies the audio signal and generates sound from the speakers 17 L and 17 R.
  • the lamp control process is performed (S 66 ).
  • the lamp control is done for the flashing of the decoration lamps 18 L and 18 R based on the command from the main control circuit 30 .
  • the sub-CPU 41 reads a lamp decoration pattern from a decoration data ROM 71 , and controls on/off of the decoration lamps 18 L and 18 R through a drive circuit 72 . Then, the steps S 62 to S 66 are repeated.
  • a read/write process (hereinafter referred to as “RAN process”) is performed (S 67 ).
  • R/W process it is performed for the authentication unit 27 to read information recorded in the IC chip 94 of the egg type FIG. 90 placed on the authentication unit 27 .
  • the R/W process is conducted to record player data updated in the sub-control circuit 40 in the IC chip 94 of the egg type FIG. 90 placed on the authentication unit 27 .
  • the R/W process will be explained again later.
  • the sub-control circuit 40 performs a command receiving intervention process in order to receive a variable pattern from the main control circuit 30 or ON/OFF signal from the display request command during the sub control process.
  • FIG. 21 is a flow chart showing an operating sequence of the command intervention process.
  • the process is done to first evacuate a protective register (S 71 ). Then, the process is done to store the command inputted through the transmission from the main control circuit 30 in a receiving buffer of the sub RAM 43 (S 72 ). Next, the process is done to return the register (S 73 ). Then, the process when the command is received is terminated.
  • FIG. 22 is a flow chart showing an operating sequence of the VDP intervention process
  • FIG. 23 is a flow chart showing an operating sequence of the timer intervention process.
  • the VDP intervention process when the sub control circuit 40 receives a vertical sync signal transmitted from the VDP 51 , the process is done to first evacuate the protective register (S 81 ). Then, the process is done to add “1” to the VDP counter (S 82 ). Next, the process is done to return the register (S 83 ). Then, the VDP intervention process is terminated.
  • the process is done to first evacuate the protective register (S 91 ). Next, the timer update process is performed (S 92 ). Then, the process is done to return the protective register (S 93 ). Finally, the timer intervention process is terminated.
  • FIG. 24 is a flow chart showing a sequence of the command analysis control process.
  • the process is first done to determine whether or not the sub control circuit 40 receives the variable pattern command from the main control circuit 30 (S 101 ). As a result, if it receives the variable pattern command, the process is done to obtain the previous notice random number value (S 102 ). Then, the process is done to determine whether or not the previous notice exists through referring the obtained random number to the determination table for the previous notice mode as shown in FIG. 15 (S 103 ).
  • the reference is made to the previous notice random number in the determination table for the previous notice random number in failing-to-win as shown in FIG. 15A , and when the random number value corresponds to 0 to 49, it is determined to be no previous notice.
  • Player data is owned by a player, and recorded in the IC chip 94 of the egg type FIG. 90 placed on the authentication unit 27 upon a game.
  • the player data is referred to through reading from the authentication unit 27 .
  • stages according to the types of such as bird, fish, beetle and so on, and a game history are set.
  • the stage is leveled up with the counting number of the player data update counter.
  • the stage is leveled up to a second stage, in which when the counter value reaches 50, the stage is leveled up to a third stage.
  • the appearance character is determined according to the type and the stage of player data. For example, in case that the figure placed on the authentication unit 27 is an egg type FIG. 90 , the character is selected as an egg at a first stage, a chick at a second stage, and a bird at a third stage.
  • a previous notice more is determined (S 106 ).
  • the determination of the previous notice mode is performed with reference to the determination table for the previous notice mode shown in FIG. 15 to check which either case of the fail-to-win, or the big success the random number value and the variable pattern command obtained in the step S 102 correspond to.
  • the variable pattern command corresponds to the case of fail-to-win
  • the random number value is 95 to 98
  • the previous notice for character in which a single character passes through is selected
  • the random number value is 99
  • the previous notice for group in which a plurality of characters passes through is selected, so that the selected previous notice mode is determined.
  • variable pattern command corresponds to the case of big success
  • the random number value is 50 to 89
  • the previous notice for character in which a single character passes through is selected
  • the random number value is 90 to 99
  • the previous notice for group in which a plurality of characters passes through is selected, so that the selected previous notice mode is determined.
  • the process is done to update the player data update counter (S 107 ).
  • the process In updating the player data update counter, if the previous notice for character is determined, the process is done to update with adding 1 to the player data update counter as a counter value, and if the previous notice for group is determined, the process is done to update with adding 3 to the player data update counter as a counter value.
  • the process is done to add the counter value greater than that of the previous notice for character with high appearance rate.
  • the process is done to update player data to level-up the stage of the player data by one level (S 110 ).
  • the stage is in the third stage, the level-up is not performed.
  • the counter value is set to 0 at the same time.
  • variable pattern data and previous notice effect data S 111
  • the process is done to set variable pattern data and previous notice effect data (S 111 ) and to terminate the process.
  • step S 109 if it is determined that the counter value is below 50, the update process of player data is not performed, and variable pattern data and previous notice effect data are set (S 111 ) and the process is terminated.
  • the process is done to determine whether to receive the big success start command (S 112 ). As a result, if it is determined that the big success start command is not received from the main control circuit 30 , the process is done to perform the process according to the receiving command (S 113 ), and the process is terminated.
  • the process is done to determine whether or not the symbol designating command corresponds to the probability variable big success (S 114 ). As a result, if the symbol designating command corresponds to the probability variable big success, the process is done to add 5 as the counter value of the player data update counter (S 115 ). In addition, if the symbol designating command corresponds not to the probability variable big success, but to the normal big success, the process is done to add 3 as the counter value of the player data update counter (S 116 ).
  • the probability variable big success is a big success profitable to the player as compared to the normal big success, and in the case of the profitable big success, the process is done to add the counter value to a large extent.
  • the process is done to update player data to level-up the stage of the player data by one level (S 119 ).
  • the stage is in the third stage, the level-up is not performed.
  • the counter value is set to 0 at the same time.
  • FIG. 25 is a flow chart showing a sequence of the display control process.
  • the process is done to determine whether or not the counter value of the VDP counter becomes 2 (S 121 ). As a result, if the VDP counter value does not become 2, the process is directly terminated. In addition, if it is determined that the VDP counter value becomes 2, the process is done to output control data (S 122 ). Next, the process is done to set the VDP counter to 0 (S 123 ) and to output a bank change command (S 124 ). Then, the display control process is terminated.
  • FIG. 26 is a flow chart showing a sequence of the R/W process.
  • the process is first determined whether or not the figure is placed (S 131 ). The determination of the placement of the figure is done by sensing the base portion 91 of the FIG. 90 with a predetermined sensor installed on the authentication unit 27 . Herein, if the figure has already been placed, the process goes to the step S 134 , omitting the process of the following steps S 132 and S 133 . If the figure is placed for the first time, it is performed a data reading (S 132 ). In the data reading, player data stored in the IC chip 94 of the egg type FIG. 90 is read. Next, the process is done to store read player data in the sub RAM 43 (S 133 ).
  • the main control circuit 30 determines the specific symbol display result and the variable pattern based on the lottery result, and transmits the symbol designating command and the variable pattern command to the sub control circuit 40 .
  • the sub control circuit 40 receives the variable pattern command and determines the previous notice mode according to the variable pattern command using the determination table for the previous notice shown in FIG. 15 .
  • the sub RAM 43 of the sub control circuit 40 stores therein player data recorded in the IC chip 94 of the egg type FIG. 90 by the authentication unit 27 .
  • the sub control circuit 40 determines the appearance character of the previous notice effect by referring player data recorded in the sub RAM 43 to the determination table for the appearance character shown in FIG. 14 .
  • the left symbol DL is stop-displayed, and the right symbol DR is then stop-displayed.
  • the center symbol DC is then stop-displayed, and the left, right, and center symbols DL, DR, and DC do not form a combination of the same symbols, thereby failing to obtain the big success.
  • FIG. 27 ( c ) when the left and right symbols DL and DR are displayed as the same numerals, e.g., “5” in the present embodiment, the center symbol DC is also stop-displayed as the same numeral, “5”, thereby forming so called ready-to-win state.
  • the egg type FIG. 90 is placed on the authentication unit 27 , player data related to the egg type FIG. 90 is stored in the sub RAM 43 , and upon the previous notice effect, any one of the egg, chick, and bird is displayed as a character in accordance with the stage.
  • an egg is selected from the determination table for the appearance character shown in FIG. 14 .
  • the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15 , as shown in FIG. 28A
  • the previous notice effect is produced in which an egg EG is rolling over and over.
  • the previous notice for the group is selected from the determination table for the previous notice mode, the previous notice effect is produced in which eggs EG are rolling over and over.
  • the pachinko gaming machine 1 adopts a method in which the contents of the previous notice are changed with the game history.
  • the stage is leveled-up by one level.
  • the character selected from the determination table for the appearance character shown in FIG. 14 is changed from an egg to a chick.
  • the character selected from the determination table for the appearance character becomes a bird (chicken).
  • the selected character becomes the bird
  • an effect display is produced in which a bird BI moves across.
  • the previous notice for the group is selected from the determination table for the previous notice mode, as shown in FIG. 30B , an effect display is produced in which a flock of birds BI move across.
  • a previous notice effect is produced that corresponds to a game history (player data) of each player stored in the egg type FIG. 90 , thereby providing an enjoyable game according to the player's game history.
  • a cyprinodont is selected from the determination table for the appearance character shown in FIG. 14 .
  • the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15 , as shown in FIG. 30A , an effect display is produced in which a cyprinodont KI swims across.
  • an effect display is produced in which the cyprinodonts KI swim across.
  • the character selected from the determination table for the appearance character shown in FIG. 14 is changed from the cyprinodont to a saury.
  • the selected character becomes the saury
  • the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15 , as shown in FIG. 31B , an effect display is produced in which a saury SA swims across.
  • an effect display is produced in which the saurys swim across.
  • the character selected from the determination table for the appearance character becomes a tunny.
  • the selected character becomes the tunny
  • an effect display is produced in which a tunny TU swims across.
  • an effect display is produced in which the tunnys swim across.
  • the character selected from the determination table for the appearance character shown in FIG. 14 is changed from the larva to a pupa.
  • the selected character becomes the pupa
  • the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15 , as shown in FIG. 32B , an effect display is produced in which a pupa PU moves across.
  • an effect display is produced in which the pupae move across.
  • the character selected from the determination table for the appearance character becomes a beetle.
  • the selected character becomes the beetle
  • an effect display is produced in which a beetle BE moves across.
  • an effect display is produced in which the beetles move across.
  • the player puts one of the egg type FIG. 90 , the fish type FIG. 90A and the worm type FIG. 90B on the authentication unit 27 before playing a game.
  • the player may purchase a new figure from a vending machine, which is separately equipped, or continue to use the figure which has been formerly purchased.
  • An IC chip in the new figure is recorded with the player data corresponding to the figure, as the player information.
  • the player data includes a type and a stage.
  • the data of an egg shape is recorded in the egg type FIG. 90
  • the data of a fish shape is recorded in the fish type FIG. 90A
  • the data of a worm shape is recorded in the worm type FIG. 90B .
  • the stage of the player data is recorded as a stage 1 and a value of the counter for updating the player data is made to be 0.
  • the figure continuously used is recorded with the player data which has been written when playing the game with the previous gaming machine.
  • the stage of the player data and the value of the counter for updating the player data are updated and the type of the player data is not updated.
  • the IC chip reader/writer 110 reads out the player data recorded in the IC chip 94 of the FIG. 90 .
  • the full-color LED 115 emits a predetermined color of light during the reading operation of the player data.
  • the light emitted from the full-color LED 115 is incident on the body portion 101 of the guide member 100 and then emitted into the guide hole 102 .
  • the decoration light decorating the FIG. 90 is emitted into the guide hole 102 .
  • the light-shielding seal 103 A is adhered to the protrusion 103 , the light is not emitted from the protrusion 103 due to the operation of the light-shielding seal 103 A. Accordingly, the light is not illuminated from the protrusion 103 and the slight light is not illuminated in the whole guide member 100 . As a result, it is possible to make the lighting-up of the light illuminating unit 105 and the illumination of the decoration light to the guide hole 102 beautiful.
  • the light is illuminated from the full-color LED 115 to increase the ready-to-win effect.
  • the fill-color LED 115 is adopted as the light source. Accordingly, it is possible to easily change the color of light for increasing the ready-to-win effect. Therefore, it is possible to easily change select the color of light depending on the gaming state such as ready-to-win state, big win state or base state.
  • the top of the guide hole 102 of the authentication unit 27 is widely opened and the opened area is greater than that of the resting part on which the base portion 91 is contacted and put. Accordingly, when the egg type FIG. 90 is placed on the authentication unit 27 , the base portion 91 of the egg type figure can be correctly guided to the resting part 108 of the authentication unit 27 .
  • the IC chip reader/writer 110 of the authentication unit 27 can read and write the player information regarding the IC chip 94 of the egg type FIG. 90 . Accordingly, it is possible to prevent the wear due to the contact of the IC chip 94 and the IC chip reader/writer 110 of the authentication unit 27 . Therefore, it is possible to increase the durability of the IC chip 94 and the IC chip reader/writer 110 of the authentication unit 27 .
  • the invention has been described with reference to the preferred embodiment. However, the invention is not limited thereto.
  • the three types and three stages are set as the player data. However, more types and stages may be set. Alternatively, the type and the stage may be smaller than the embodiment.
  • the player data is updated (the value of the counter for updating the player data is added) on condition that the previous notice or big win occurs.
  • the other conditions may be adopted as the update condition.
  • an appearance of a specific changeable pattern or specific symbol may be adopted as the update condition.
  • a predetermined time period, the achievement of the number of games may be adopted as the update condition.
  • the effect relating to the player data is carried out by the sub-control circuit.
  • the main control circuit may carry out the effect relating the player data. Specifically, it is possible to vary the changeable pattern or a distribution ratio of the changeable pattern, based on the player data. In the mean time, in the above embodiment, the previous notice effect becomes different by the player data. However, the ready-to-win effect, the big win effect, the usual effect may be different as well as the previous notice effect. In addition, it may be possible to make the effect of the sound generated from the speakers 17 L, 17 R or light emitted from the decoration lamp 18 L, 18 R different, as well as the effect of the image displayed in the display area 15 a .
  • a gaming machine having a gimmick mounted thereto it is possible to control an operation of the gimmick, based on the player data.
  • the IC chip and the IC chip reader/writer capable of reading and writing operations in a non-contact manner
  • an IC chip and a reading/writing device capable of reading and writing operations in a contact manner with magnetism and the like.

Abstract

Disclosed is a gaming machine. The gaming machine comprises a reading device for reading player information recorded in a recording medium carried by a player, effect control means for performing an effect control along with the advance of a game based on player information read by the reading device, effect means for producing an effect according to the effect control of the effect control means; information-update means for, upon a predetermined game state, updating player information read by the reading device, and a recording device for recording player information updated by information-update means on the recording medium.

Description

  • This application has reference to Japanese Patent application NO. 2004-358711 (filed on Dec. 10, 2004).
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine and a gaming system, and more particularly to a gaming machine which provides various effects during playing a game to arouse player's interest, and a gaming system having the same.
  • 2. Description of Related Art
  • Conventionally, there has been a gaming machine, such as a pachinko machine, that provides certain effects through a display device thereof such as a liquid crystal screen to kindle player's interest. As such gaming machine, a gaming machine is disclosed in Japanese Patent Unexamined Publication No. 2003-340056. This gaming machine comprises character memory means for previously storing a plurality of characters under growth, and history data management means for managing a result of a specified state according to gaming in progress as history data in order of time. Further, the gaming machine comprises character display control means for displaying a symbol variable pattern indicating the characters, which are stored in the character memory means, displayed on a display unit according to a change of managing state. Then, the player can check history data along with the growth of the characters.
  • However, the gaming machine disclosed in Japanese Patent Unexamined Publication No. 2003-340056 displays the growth of the characters according to a game history of the gaming machine. Accordingly, if a player finishes a game after growing up a character to some extent, the next player playing a game with the gaming machine starts a game from a point where the character has been grown up to some extent so that the player's game history may not accord with that of the gaming machine. In addition, there is a case where even though one player has had a game on the gaming machine to grow a character in some degree, if the player finishes his/her game at the gaming machine and starts a game at a different but the same kind of gaming machine, the player should grow again a character from the beginning. This causes a problem in that it cannot provide a game according to a player's game history for lack of the sense of achievement for the growth of character.
  • SUMMARY OF THE INVENTION
  • An object of the present invention is to provide a gaming machine capable of providing a player with a game according to a player's game history, and a gaming system thereof.
  • In order to accomplish the above object of the present invention, in accordance with an aspect of the present invention, there is provided a gaming machine comprising: a reading device for reading player information recorded in a recording medium carried by a player; effect control means for performing an effect control along with the advance of a game based on player information read by the reading device; effect means for producing an effect according to the effect control of the effect control means; information-update means for, upon a predetermined game state, updating player information read by the reading device; and a recording device for recording player information updated by information-update means on the recording medium.
  • Hence, the gaming machine of the present invention includes the effect control means for performing the effect control along with the advance of the game based on player information stored in the recording medium carried by the player. In addition, player information stored in the recording medium is updated by the information-update means. Then, since the effect control is performed with player information that corresponds to a game history of each player, a game according to the player's game history can be provided.
  • In accordance with another aspect of the present invention, there is provided a gaming system comprising: a recording medium in which player information is recorded; and a gaming machine including a reading device for reading player information recorded on the recording medium, effect control means for performing an effect control along with the advance of a game based on player information read by the reading device, effect means for producing an effect according to the effect control of the effect control means, information-update means for, upon a predetermined game state, updating player information read by the reading device, and a recording device for recording player information updated by information-update means on the recording medium, wherein the player information includes characteristic information different in each recording medium.
  • Hence, in the gaming system of the present invention, the player information includes the characteristic information different in each recording medium so that it can be checked on the gaming machine that the player information recorded on the recording medium corresponds to that of each of the recording medium. This makes it possible to produce an effect that is specialized to each recording medium and that cannot be performed by other recording medium. Thus, the gaming system can surely provide a player with a game according to a game history for each recording medium and for each player.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:
  • FIG. 1 is a front-side perspective view showing a pachinko gaming machine according to an embodiment of the invention;
  • FIG. 2 is a front view of a pachinko gaming machine according to an embodiment of the present invention;
  • FIG. 3 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1;
  • FIG. 4 is a back-side perspective view of the pachinko gaming machine shown in FIG. 1;
  • FIG. 5 is a front view of a game board shown in FIG. 1;
  • FIG. 6 is a partial sectional view of the pachinko gaming machine shown in FIG. 1;
  • FIG. 7 is an exploded perspective view of an egg type figure;
  • FIG. 8A is a perspective view of a fish type figure;
  • FIG. 8B is a perspective view of a worm type figure;
  • FIG. 9 is an exploded perspective view of an authentication unit;
  • FIG. 10 is a perspective view of an authentication unit;
  • FIG. 11 is a front view of an authentication unit;
  • FIG. 12 is a perspective view showing a state where an egg type figure is placed on an authentication unit;
  • FIG. 13 is a constructional block diagram mainly showing an internal construction of a pachinko gaming machine;
  • FIG. 14 is a table for determination of appearance character;
  • FIG. 15A is a table for determination of the mode of a previous notice upon failing to win;
  • FIG. 15B is a table for determination of the mode of a previous notice upon big winning;
  • FIG. 16 is a flow chart showing an operation sequence of a main control process;
  • FIG. 17 is a flow chart showing a sequence of a special symbol control process;
  • FIG. 18 is a flow chart showing a sequence of a system timer intervention process;
  • FIG. 20 is a flow chart showing a sequence of a sub control process;
  • FIG. 21 is a flow chart showing an operation sequence of a command intervention process;
  • FIG. 22 is a flow chart showing an operation sequence of a VDP intervention process;
  • FIG. 23 is a flow chart showing an operation sequence of a timer intervention process;
  • FIG. 24 is a flow chart showing a sequence of a command analysis control process;
  • FIG. 25 is a flow chart showing a sequence of a display control process;
  • FIG. 26 is a flow chart showing a sequence of an R/W process;
  • FIG. 27 is a view showing the contents displayed on a display area in a special symbol game in order of time;
  • FIG. 28A is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a first stage, wherein this view indicates the state where a previous notice for character appears;
  • FIG. 28B is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a first stage, wherein this view indicates the state where a previous notice for group appears;
  • FIG. 29A is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a second stage, wherein this view indicates the state where a previous notice for character appears;
  • FIG. 29B is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a second stage, wherein this view indicates the state where a previous notice for group appears;
  • FIG. 30A is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a third stage, wherein this view indicates the state where a previous notice for character appears;
  • FIG. 30B is a view showing effect of a state in which the type of player data is an egg and whose the stage is in a third stage, wherein this view indicates the state where a previous notice for group appears;
  • FIG. 31A is a view showing a state in which the type of player data is a fish and which a previous notice for character appears, wherein this view indicates the state where the stage is in a first stage;
  • FIG. 31B is a view showing a state in which the type of player data is a fish and which a previous notice for character appears, wherein this view indicates the state where the stage is in a second stage;
  • FIG. 31C is a view showing a state in which the type of player data is a fish and which a previous notice for character appears, wherein this view indicates the state where the stage is in a third stage;
  • FIG. 32A is a view showing a state in which the type of player data is a worm and which a previous notice for character appears, wherein this view indicates the state where the stage is in a first stage;
  • FIG. 32B is a view showing a state in which the type of player data is a worm and which a previous notice for character appears, wherein this view indicates the state where the stage is in a second stage; and
  • FIG. 32C is a view showing a state in which the type of player data is a worm and which a previous notice for character appears, wherein this view indicates the state where the stage is in a third stage.
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • Hereinafter, preferred embodiments of the invention will be described with reference to the drawings. In the meantime, in the description, like reference symbols indicate the same or similar components and the overlapped description will be omitted. FIG. 1 is a front-side perspective view showing a pachinko gaming machine according to a first embodiment of the invention, FIG. 2 is a front view of the pachinko gaming machine, FIG. 3 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1, FIG. 4 is a back-side perspective view of the pachinko gaming machine shown in FIG. 1, FIG. 5 is a front view of a game board shown in FIG. 3, and FIG. 6 is a partial sectional view of the pachinko gaming machine shown in FIG. 1. In this embodiment, description is made to a case where a digital pachinko gaming machine (degipachi; or referred to as a pachinko gaming machine of the first kind) is used as the gaming machine.
  • (Construction of the Gaming Machine)
  • The pachinko gaming machine 1 shown in FIGS. 1 and 2 includes an outer frame 2 received and installed on a floor on a game arcade (hall). A base door (an inner frame) 3 is installed in front of the outer frame 2 rotatably thereto, in which door a game board 4 shown in FIG. 3 is included. Further, a front door 5 is installed in front of the outer frame 2. The front door 5 blocks the front face of the game board 4 and is installed on the front side of the base door 3 rotatably thereto.
  • Moreover, a card unit 84 (See FIG. 4) is installed adjacent to and in parallel with the pachinko gaming machine 1 such that if a pre-paid card and others are inserted therein, a gaming ball is rented. In FIGS. 1 and 2, the card unit 84 is omitted.
  • The front door 5 is provided, at a substantially whole area of the center thereof, with a glass plate 5 a so that the game board 4 therein becomes visible. A ball renting control panel 28 is installed at the lower portion of the front door 5 and includes ball renting control buttons for performing a card returning operation of the card unit 84, or a renting operation of a gaming ball. In addition, the ball renting control panel 28 includes a determination button 20 a for special operation, and selection buttons 20 b and 20 c.
  • A tray panel 6 is installed under the front door 5 such that it is openable from the outer frame. On the front side of the tray panel 6, an upper tray 6 a for receiving a gaming ball rented by the card unit 84 and a gaming ball paid-out when entered in a winning opening, and an under tray 6 b for receiving the gaming ball overflowing inward through a ball exit 6 d from the upper tray 6 a when the upper tray 6 a becomes full, and a shooting handle 6 c installed at the right side of the under tray 6 b are disposed.
  • The shooting handle 6 c is for shooting the gaming balls received in the upper tray 6 a, and is installed rotatably from the tray panel 6. Then, an operator can start a pachinko game with the operation of the shooting handle 6 c. When the shooting handle 6 c is grasped and rotated clockwise by a player, an electric power is supplied to a shooting motor installed back-side of the shooting handle 6 c with the rotation angle so that the gaming balls are shot to the game board 4 in order.
  • The shot gaming balls are guided to a guide rail 7 installed on a circumference of a game area 4 a described later as shown in FIG. 5 to move to the top of the game board 4, and then flow down toward the bottom of the game board 4, changing in advance direction by the collision with nails and the like.
  • The game board 4 has the game area 4 a where the gaming ball flows down in the gaming state, in which area 4 a a plurality of game nails 8 are installed to change a flowing direction of the gaming ball. As shown in FIG. 5, the game area 4 a includes thereon a start winning opening 9 and a normal symbol operating gate 10 respectively at slightly lower portion from the middle center portion in height direction of a central line, that divides the game board surface into right and left sides, and slightly left and upper portion from the middle portion in height direction of the central line. Further, a special winning opening 11 is installed at a slightly lower portion from the start winning opening 9, and regular winning openings 12 a to 12 d are installed at the side faces of the start winning opening 9. In addition, an out slot 13 is installed at the lower end portion of the center part of the game area 4 a. Among them, the special winning opening 11 is installed on an opaque base plate 16.
  • The start winning opening 9 is formed with a trigger for extracting a random number value for big success determination for determining on whether to move a gaming state to a special game state profitable to a player, so called a big success state, provided that the gaming ball passes through a start region in the start winning opening 9. In addition, the start winning opening 9 is formed with a trigger for paying out the predetermined number of gaming balls (e.g., four balls) as a winning ball when the gaming ball enters (when it is won).
  • The normal symbol operating gate 10 is formed with a passage gate triggering the extraction of a random number value for determination for each normal symbol, provided that the gaming ball passes through the normal symbol operating gate 10. The winning determination is performed based on the determining of the random number for each normal symbol and in which a normal symbol is a result indicative of the winning, and when the gaming state becomes the normal symbol winning state, it is ready to win through opening for predetermined seconds of a wing (generally, an electric accessory or a tulip) 9 a provided in the start winning opening 9.
  • The special winning opening 11 is so called an attacker type open-and-shut device which performs the big success determination based on the random number for big success determination and in which a special symbol becomes a result indicative of the big success. When the gaming state becomes the big success state, a closed shutter is opened in a predetermined form and the gaming ball enters (wins) so that it is triggered that the predetermined number of gaming balls (e.g., 15 balls) is paid out as a winning ball. The regular winning openings 12 a to 12 d are formed with an opening triggering paying out the predetermined number of gaming balls (e.g., 10 balls) as a winning ball when receiving the gaming ball (when winning). These regular winning openings 12 a to 12 d are installed on the base plate 16.
  • The out slot 13 receives the gaming ball which enters neither of the start winning opening 9, the special winning opening 11, nor the normal winning opening 12 a to 12 d.
  • Further, as shown in FIG. 6, the game board 4 is composed of a transparent substrate 14 which includes a transparent portion made of, for example, synthetic resin such as polycarbonate, or other transparent member (transmissive member). Herein, “the transparent member” means a high transmissivity member through which an object becomes visible. Hereinafter, a region formed by the transparent portion in the gaming area 4 a refers to as “a transparent gaming region”. The gaming area 4 a of the present embodiment is mainly formed with the transparent gaming region. In the transparent substrate 14, the game nail 8 is fixedly buried at its at least leading end, and an area defined by the transparent substrate 14 and the glass plate 5 a of the front door 5 becomes the gaming area 4 a. In the back-side of the transmissive substrate 14, a liquid crystal display device 15 is disposed as image display device having a display region 15 a of a large scale screen displaying various kinds of image information as shown in FIGS. 3 and 6. That is, the image displayed on the liquid crystal display device 15 is visible by a player from the front side of the pachinko gaming machine 1 through a substantially center portion of the transmissive substrate 14 where the gaming nail 8 is not installed, and the surrounding portion where the gaming nail is installed. On the display region 15 a, three numbers are variably displayed as identification information.
  • Further, at the back-side of the lower portion of the transmissive substrate 14, as shown in FIG. 6, a member such as a winning ball collecting assembly is installed for guiding, to a winning ball sensor, the gaming ball entering the winning opening. The member such as winning ball collecting assembly is installed on the back-side of the opaque base plate, on which the special winning opening 11 and the normal winning openings 12 a to 12 d are installed, so that it is invisible by a player.
  • Like this, it is not required to make all the portions of the transmissive substrate 14 transparent, but the transmissive substrate partially may have a low or zero transmissivity portion. As means for providing low or zero transmissivity, a cell sheet is provided on a back face of the transmissive substrate 14, and a painting, a physical vapor deposition or a chemical vapor deposition is implemented to the surface thereof to form a patterned layer or a colored layer, or otherwise, a dye or a pigment is impregnated into the synthetic resin of the base material to deteriorate the transmissivity.
  • As shown in FIG. 3, the liquid crystal display device 15 variably displays, on the display region 15 a, a special symbol, a normal symbol, a character and others as described later. The special symbol is used in a special symbol game to determine on whether of the special winning. The special symbol game will be described later. Herein, the special symbol is a symbol consisting of a number, or a symbol and so on, and the present embodiment adopts the numbers from “0” to “9”.
  • In addition, “the variable display” is a concept of variably displaying so that, for example, “a variable display” that is in fact variably displayed, “stop display” that is in fact stopped and displayed, and others can be provided. Also, it is possible to provide “the derivation display” and so on to display a special symbol as a result of the special symbol game.
  • In addition, the display region 15 a is variably displayed with a plurality of rows (three rows in this embodiment) of special symbols. It is performed the derivation display of the special symbols corresponding to plural rows of symbols, so that the gaming state is moved to the special winning state, based on the display form of the derivatively displayed special symbols. In addition to these special symbols, a background image, a character image, a normal symbol image, and others are displayed.
  • In addition, the pachinko gaming machine 1 includes, on upper side of the liquid crystal display device 15, speakers 17L and 17R outputting an effect sound or a sound informing a player of being in a predetermined gaming state as shown in FIG. 3, decoration lamps 18L and 18R on the base plate 16 installed below the game board 4 as shown in FIG. 5, the decoration lamps informing of being in a predetermined gaming state through a predetermined flashing pattern, and a payout device 81 (See FIG. 13) for paying out, to the upper tray 6 a, the gaming balls rent by the card unit 84, and gaming balls prize-won by the start winning opening 9, the special winning opening 11, and the normal winning opening 12.
  • In addition, as shown in FIG. 4, the pachinko gaming machine 1 include, at its back side, a main control board 21 having a main control circuit 30 for determining on whether to move to a gaming state (special winning gaming state) profitable to a player, a sun-control board 22 having a sun-control circuit 40 for controlling an effect such as video and audio, a payout/shooting control board 23 having a payout/shooting control circuit 80 for controlling the payout/shooting of the gaming ball, a power supply unit 24 for supplying a power, a power switch 25, and a backup clear switch 26.
  • In addition, an authentication unit 27 is installed on the left side of the under tray 6 b, on which unit an egg type FIG. 90 can be placed. The fugures such as the egg type FIG. 90, and the pachinko gaming machine 1 constitute a gaming system of the present invention. A construction of the egg type FIG. 90 will now be explained.
  • (Construction of Figure)
  • FIG. 7 is an exploded perspective view of a construction of the egg type FIG. 90. The egg type FIG. 90 includes a base portion 91 and a figure body 92.
  • The base portion 91 has a size corresponding to that of a base mounting portion and is formed with a hollow thick disk type. The base portion 91 has a cylindrical base body 93 with a ceiling 93 a, and a base 95 in which an IC chip 94 of a recording medium of the present invention is integrated, wherein the base 95 is fixedly fastened to an open end of the base body 93. The ceiling 93 a of the base body 93 includes a protrusion 93 b at its substantially center portion. The IC chip 94 stores player data corresponding to the figure body 92.
  • The figure body 92 has a seat 96 with a recess 96 a corresponding to the protrusion 93 b, and an egg type doll 97, wherein it is fixed to the ceiling 93 a of the base portion 91 through the insertion of the protrusion 93 b into the recess 96 b. In addition, the egg type FIG. 90 is received in a capsule with approximately 7 cm-diameter that is not shown in the drawings, and is sold at a vending machine installed in a game arcade.
  • As figures, in addition to the egg type FIG. 90, a fish type FIG. 90A and a worm type FIG. 90B as shown in FIGS. 8A and 8B, respectively, can also be used. The fish type FIG. 90A shown in FIG. 8A is different in a shape of the doll from the egg type FIG. 90. Similarly, the worm type FIG. 90B shown in FIG. 8B is different in a shape of the doll as compared with the egg type FIG. 90. On the fish type FIG. 90A, a fish type doll 97A is placed as a doll. Also, on the worm type FIG. 90B, a beetle type doll 97B is placed as a doll. In the IC chips 94 of these FIGS. 90, 90A, and 90B, player information is recorded which corresponds to the shapes of the dolls 97, 97A, and 97B, and by which a player can be identified. By player information, the pachinko gaming machine 1 can distinguish the types of the FIGS. 90, 90A, and 90B. This player information is characteristic for each FIG. 90.
  • In addition, the authentication unit 27 includes a guide member 100 as shown in FIGS. 9 to 11. The guide member 100 has a solid thick plate type body portion 101 made of transparent urethane of transparent resin. A guide hole 102 is formed tapered in a circular truncated cone at the center of the body portion 101. The guide hole 102 is provided such that an upper opening thereof has an area wider than that of a lower opening thereof, it is inclined inwardly, and the lower opening area is substantially identical to a bottom area of the base portion 91 of the egg type FIG. 90. Decoration light is irradiated from a guide portion 102 a of a circumference of the guide hole 102.
  • A protrusion 103 is formed at a front end of the guide member 100. The protrusion 103 is disposed at a front face of the body portion 101 in a single piece. A light-shielding member 104 in the form of a seal is bonded to an upper surface of the body portion 101 of the guide member 100 around the guide hole 102.
  • The shielding member 104 has a black colored surface. The outer portion of the body portion 101 to the shielding member 104 is formed with a light emitting portion 105 lighting or flashing notifying light. Like this, in the guide member 100, the guide hole 102 and the light emitting portion 105 are separated from each other by the light-shielding member 104. The light emitting portion 105 indicates light according to a gaming state of the pachinko gaming machine 1.
  • In addition, a light-shielding seal 103A is bonded to a front face and an upper face of the protrusion 103. The light-shielding seal 103A consists of a black colored outer face and an inner face that is a reflective member composed of a silver colored reflective layer. The light-shielding seal 103A covers and blocks the protrusion formed on the front end of the light emitting portion 105 of the guide member 100, thereby preventing the leakage of the notifying light from the protrusion 103. In addition, the inner reflective layer of the light-shielding seal 103A reflects light incident to the protrusion 103 toward the body portion 101 to exit to the guide hole 102.
  • In addition, the authentication unit 27 includes a holding frame 106. The holding frame 106 has a frame body 107 with which the body portion 101 of the guide member 100 is covered through insertion of the body portion therein. A seat portion 108 is formed at the center portion of the bottom of the frame body 107 so as to mount the base portion 91 of the egg type FIG. 90 through the insertion therein. The seat portion 108 has a cylindrical space with a diameter slightly larger than that of the base portion 91 of the egg type FIG. 90.
  • In the seat portion 108, the egg type FIG. 90 is combined in such a manner that the base portion 91 thereof and the seat portion 108 are held in a certain position relation between themselves while the base portion 91 has a spare fit tolerance to the seat portion. Since a depth of the seat portion 108 is set to be slightly lower than a height of the base portion 91, when the base portion 91 is set in the seat portion 108, the egg type FIG. 90 is prevented from being turned upside down.
  • On the front face of the frame body 107, a protrusion guiding member 109 is installed. The protrusion guiding member 109 has a position and a size that cover and block the side face of the protrusion 103 when the body portion 101 of the guide member 100 is inserted into the frame body 107 of the holding frame 106.
  • In addition, downward of the holding frame 106, an IC chip reader/writer 110 of reading/writing device of the present invention, and a base frame 111 are disposed. The IC chip reader/writer 110 has a substrate 112 that is convex as viewed from a plane, and is arranged such that the convex portion is positioned just under the seat portion 108 of the holding frame 106 as viewed from a plane. In the convex portion of the substrate 112, an IC chip body (not shown) is installed. Accordingly, the IC chip body is positioned just under the seat portion 108 of the holding frame 106 so that data communication with the IC chip 94 received in the base portion 91 placed on the seat portion 108 is surely performed. The IC chip body of the authentication unit 27 can read/write player information from/to the IC chip 94 of the egg type FIG. 90 in a non-contact type.
  • The base frame 111 is positioned under the IC chip reader/writer 110. The base frame has a base frame body 113 and a rear side plate 114 formed standing upright at a rear position of the base frame body 113. A full color light emitting diode (LED) 115 is attached in front of the rear side plate 114 through an LED supporting plate 115 a. The full color LED 115 is an LED in which light emitting devices of three primary lights consisting of Red, Green, and Blue are integrated into one package, thereby emitting many types of light.
  • The authentication unit 27 is formed by the assembly of the guide member 100, the holding frame 106, the IC chip reader/writer 110, and the base frame 111. In a state where the respective members have been assembled, the full color LED 115 is arranged on the rear side that is one end side of the body portion 101 of the guide member 100. In comparison with the full color LED 115, the protrusion 103 is positioned opposite to the position where the full color LED 115 is located.
  • A spacer 116 is attached to the rear side plate 114 of the base frame 111 such that it is positioned between the rear side plate 114 and the rear face of the body portion 101 of the guide member 100. By the spacer 116, the full color LED 115 is spaced apart to a distance from the rear face of the body portion 101 of the guide member 100.
  • In the assembled state of the respective members, the guide hole 102 of the guide member 100 and the light emitting portion 105 all are in a state visible from the upper face of the frame body 107 of the holding frame 106 by a player.
  • As shown in FIG. 12, the egg type FIG. 90 can be placed on the authentication unit 27. When the egg type FIG. 90 is placed on the authentication unit 27, the bottom of the base portion 91 of the egg type FIG. 90 is laid on the seat portion 108 of the authentication unit 108. At this time, when the base portion 91 of the egg type FIG. 90 is loaded on the seat portion 108 of the authentication unit 27, an angle of the attaching surface of the IC chip 94 is adjusted such that the IC chip 94 of the egg type FIG. 90 is arranged parallel with the IC chip body installed on the IC chip reader/writer 110 of the authentication unit 27.
  • FIG. 13 is a constructional block diagram mainly illustrating an internal construction of the pachinko gaming machine 1 shown in FIGS. 1 to 6. The pachinko gaming machine 1 includes a plurality of constituents while mainly including the main control circuit 30, the sub-control circuit 40, the payout/shooting control circuit 80, and the power supply unit 24 that is connected to the main control circuit 30, the sub-control circuit 40, and the payout/shooting control circuit 80, respectively, to thus supply a power to each circuit. The main control circuit 30 includes a main central processing unit (CPU) 31, a main read only memory (ROM) 32, and a main random access memory (RAM) 33, and additionally includes an initial reset circuit 34 and a command output port 35.
  • The main CPU 31 inputs a sensing signal of the gaming ball from a V count switch 11S as described later, operates with a control program stored in the ROM 32, controls the whole operations of the pachinko gaming machine 1 such as the special winning lottery of the pachinko gaming machine 1 or the winning ball payout, and transmits various commands to the sub-control circuit 40 through the command output port 35. The main ROM 32 stores a control program executed by the main CPU 31 and permanent data. The main RAM 33 temporarily stores data or program used when the main CPU 31 operates. The initial reset circuit 34 periodically outputs a reset signal to the main CPU 31 when it senses the power supply. By the reset signal, the main CPU 31 implements a process from the head of the control program. The main CPU 31 corresponds to display result determination means for determining on whether or not the display result of the present invention is made in a specific display mode. This specific display mode corresponds to the big success display in the present embodiment, which in particular, is displayed so that three identical numbers in combination are given in parallel.
  • In addition, various kinds of switches such as V count switch 11S are connected to the main control circuit 30. The V count switch 11S detects the passage through a V zone provided in the special winning opening 11, counts the number of the gaming balls entered in the special winning opening 11, and outputs the detecting signal indicative of a counting result to the main control circuit 30, at the same time. The count switch 11CS counts the number of the gaming ball entered in the special winning opening 11 to output a detecting signal indicative of a counting result to the main control circuit 30.
  • A regular winning opening switch 12S outputs a detecting signal of the gaming balls entered in the respective regular winning openings 12 a to 12 d to the main control circuit 30. An operating gate switch 10S outputs a detecting signal of the gaming balls passing through the normal symbol operating gate 10 to the main control circuit 30. A start winning opening switch 9S outputs a detecting signal of the gaming balls entered in the start winning opening 9 to the main control circuit 30.
  • A start winning opening solenoid 9L opens and shuts a pair of wings 9 a and 9 b installed on the start winning opening 9, and a special winning opening solenoid 11L opens and shuts a shutter installed on the special winning opening 11. A seesaw solenoid 11M drives a seesaw (not shown) installed on the special winning opening 11. A backup clear switch 26 clears backup data upon the cut off of the power and so on with the operation of an operator.
  • The pachinko gaming machine 1 performs the extraction of the random number when the start winning opening switch 9S detects the entering of the gaming ball to output the detecting signal, and performs a lottery process using the extracted random number. The pachinko gaming machine 1 outputs a symbol designating command from the main control circuit 30 to the sub-control circuit 40 on the basis of the lottery result to thus determine a display result of a special symbol of the liquid crystal display device 15.
  • The sub-control circuit 40 is inputted with a command from the main control circuit 30, performs a control required for the variable display of the special symbol, the effect of ready-to-win, and the effect of previous notice using the liquid crystal display device 15 according to the input command, and displays predetermined image on the liquid crystal display device 15. Further, the sub-control circuit 40 performs a control required for the effect by sound output using the speakers 17L and 17R, or the effect by flashing display using the decoration lamps 18L and 18R. This liquid crystal display device 15 corresponds to effect means (display device) for producing an effect according to the effect control of the present invention. In addition, the liquid crystal display device 15 also corresponds to the variable display means and previous notice-effect performing means of the present invention.
  • The sub-control circuit 40 comprises a sub-ROM 42, a sub-RAM 43, and a command input port 48, as well as a sub-CPU 41, mainly, and includes a video control circuit 50, an audio control circuit 60, and a lamp control circuit 70.
  • The sub-CPU 41 performs a process by a program stored in the sub-ROM 42 according to the command inputted from the main control circuit 30, and operates the video control circuit 50, the audio control circuit 60, and the lamp control circuit 70. In addition, it controls the video control circuit 50, the audio control circuit 60, and the lamp control circuit 70 according to a signal from the selection buttons 20 b and 20 c, and the determination button 20 a. The sub-ROM 42 stores a program executed by the sub-CPU 41 and permanent data. The sub-CPU 41 corresponds to the effect control means for performing an effect control according to the advance of the game based on player information. In addition, the sub-CPU 41 also corresponds to the information update means for updating player information read by the reading device in a predetermined gaming state. Further, the sub-CPU 41 also corresponds to the previous notice-selecting means for selecting either of plural kinds of effects of previous notice when determining the display result as a specific display mode.
  • Moreover, the sub-CPU 41 constitutes previous notice-selecting means of the present invention, and the sub-ROM 42 constitutes special symbol memory means. The sub-ROM 42 stores therein the determination table the appearance characters as shown in FIG. 14, the determination table for previous notice mode of fail-to-win as shown in FIG. 15A, and the determination table for previous notice mode of big success as shown in FIG. 15B.
  • Among them, the appearance character table as shown in FIG. 14 stores therein the types of FIGS. 90, 90A, and 90B as player data such as bird, fish, beetle and so on, and the appearance characters corresponding to level-up stages according to a game history gaming using the FIGS. 90, 90A, and 90B. In addition, the determination table for previous notice mode as shown in FIGS. 15A and 15B stores therein the previous notice modes according to the random numbers upon fail-to-win, and big success, respectively. Further, the sub-RAM 43 stores therein data or program used when the sub-CPU 41 operates.
  • The video control circuit 50 includes a video display process (VDP) 51, a D/A converter 52, an initial reset circuit 53, and a video data ROM (video memory means) 54 a and 54 b of the video data memory means of the present invention. The VDP 51 forms an image according to the contents to be displayed on the liquid crystal display device 15 which contents are determined by the sub-CPU 41, and outputs the formed image to the D/A converter 52. The D/A converter 52 D/A-converts video data outputted from the VDP 51, and outputs the analog signal obtained by the conversion to the liquid crystal display device 15, thereby displaying the image. The initial reset circuit 53 performs a process initializing the VDP 51 with the reset command from the sub-CPU 41. The video data ROM 54 a stores video data (image data) indicative of a special symbol, a character, a background and others, and the video data ROM 54 b stores video data for displaying various video data on the liquid crystal display device 15. The VDP 51 reads video data corresponding to the special symbol outputted from the sub-CPU 41 from the video data ROMs 54 a and 54 b, and displays, on the liquid crystal display device 15, the image such as the special symbol and so on according to video data.
  • The audio control circuit 60 includes a sound source IC 61, an amplifier (hereinafter referred to as “AMP”) 62, and an audio data ROM 63. The sound source IC 61 generates an audio signal using audio data stored in the audio data ROM 63 according to the command from the sub-CPU 41. The AMP 62 amplifies the audio signal generated by the sound source IC 61 to a proper level, and supplies the amplified audio signal to the speakers 17L and 17R, thereby outputting a sound. The audio data ROM 63 stores data (audio data) such as a music, a sound, an effect sound and so on for use in the previous notice effect, the ready-to-win effect, the big success effect and others.
  • The lamp control circuit 70 includes a decoration data ROM 71 storing a flashing pattern of the decoration lamps 18L and 18R, and a drive circuit 72 for flashing the decoration lamps 18L and 18R using decoration data stored in the decoration data ROM 71 according to the command from the sub-CPU 41.
  • The payout/shooting control circuit 80 operates a payout device 81 according to the control of the main control circuit 30, thereby paying out the predetermined number of the gaming balls as a winning ball. In addition, the payout/shooting control circuit 80 operates a shooting device 82 according to the operation of the shooting handle 6 c, thereby shooting the gaming ball toward the gaming area 4 a on the game board 4.
  • The power supply unit 24 performs the power supply to the main control circuit 30, the sub-control circuit 40, and the payout/shooting control circuit 80.
  • (Operation Contents of Pachinko Gaming Machine)
  • Next, among the operation contents of the pachinko gaming machine 1, description will be made to the sequence of the control process by the main control circuit 30 and the sub-control circuit 40 with reference to the flow charts of FIGS. 16 to 22. FIG. 16 is a flow chart showing an operation sequence of a main control process repeated by the main control circuit 30 after the power supply in the pachinko gaming machine 1.
  • (Operation Sequence of Main Control Process)
  • Upon the start of the main control process by the main CPU 31 of the main control circuit 30 with the power supply of the pachinko gaming machine 1 as shown in FIG. 16, an initialization process is performed to normally operate a control of a game (S1). Then, a process goes to a repeating routine performing a special symbol control process (S2), a normal symbol control process (S3), and a random number update process (S4) in order. Further, the repeating routine is repeated while the pachinko gaming machine is supplied with power.
  • (Operation Sequence of Repeating Routine)
  • In the repeating routine, as shown in FIG. 16, the special symbol control process is performed (S2). The special symbol control process is performed according to the flow chart of FIG. 17. As shown in FIG. 17, in the special symbol control process, the main CPU 31 reads a control status flag after the start of the process (S21). The control status flag is a flag indicative of the status of the special symbol game using the variably displayed image of the special symbol of the liquid crystal display device 15, in which flag data for determining which step, among the following steps S22 to S30, the main CPU 31 performs is set.
  • Next, a special symbol memory check process is performed (S22). This special symbol memory check process is performed according to the flow chart of FIG. 18. With the start of the special symbol memory check process, the main CPU 31 checks whether or not the control status flag is data “00” indicative of the special symbol memory check (S31). As a result, if it is checked not to be “00”, the process is terminated. Meanwhile, if it is checked to be “00”, determination is made whether or not the holding number is “0” (S32). As a result, if it is checked to be “0”, a demo display process is performed (S33) and a process is terminated. Meanwhile, if not “0”, data “01” indicative of the special symbol variable time management is set to the control status flag (S34). Then, a pre-process for determination of the big success is performed (S35). At this time, the main CPU 31 selects the determination table for big success with reading of high possibility flag, and searches the determination table for big success using the random number for determination of big success.
  • Next, a determination process for the big success is performed to determine whether of big success as a result of the search for determination of the big success (S36), with the result that if it is determined to be the big success, a big success process is performed (S37). In the big success symbol determination process, a step is performed to determine the respective special symbols of left side, center, and right side (e.g., “777”, a combination of three identical numbers), based on the random number for determination of the big success obtained when the start winning opening switch 9S senses the winning of the gaming ball, and to store data indicative of the special symbols in the main RAM 33.
  • In addition, data indicative of the special symbols is transmitted as the symbol designating command by the main CPU 31, in the command output process in a system timer intervention process described later as shown in FIG. 19. Using the system designating command, the sub-CPU 41 determines the special symbols that would have been stopped on the liquid crystal display device 15 in a following sub-control process.
  • Meanwhile, if the step S36 determines no big success, it is determined the fail-to-win symbols (S38), wherein the random number for fail-to-win symbols is extracted from the random number counter for the fail-to-win symbols, three special symbols of left side, center, and right side are determined based on the random number for the fail-to-win symbols, and data indicative of the special symbols is stored in the main RAM 33. Further, the main CPU 31 transmits data indicative of the special symbols to the sub-CPU 41 with the symbol designating command in the command output process described later, and the sub-CPU 41 determines the special symbols that would have been stopped on the liquid crystal display device 15.
  • When the big success symbols and the fail-to-win symbols are determined and stored in the main RAM 33, the main CPU 31 determines a variable pattern (S39). After the determination of the variable pattern, a variable time period is set to a standby-time timer such that the step S23 is performed after the variable time period corresponding to the determined variable pattern. Then, the special symbol memory check process is terminated.
  • Referring again to the control shown in FIG. 17, when the special symbol memory check process is terminated, a special symbol variable time managing process is performed (S23). The special symbol variable time managing process is implemented such that only if the control status flag is data “01” indicative of the special symbol variable time management and the standby-time timer is 0, a following process is performed. That is, when the control flag is “01” and the standby-time timer is 0, the main CPU 31 sets data “02” indicative of the special symbol display time management to the control status flag, and sets the standby-time after fixing (e.g., 1 second) to the standby-time timer. Thus, after the standby-time after fixing, the step S24 is performed.
  • After the special symbol variable time managing process is terminated, a special symbol display time managing process is performed (S24). This step is performed such that only if the control status flag is data “02” indicative of the special symbol display time management and the standby-time timer is 0, a following process is performed. That is, when the control status flag is “02” and the standby-time timer is 0, the main CPU 31 determines whether or not the display result is the big success. If the result is big success, it sets data “03” indicative of the big success start interval management to the control status flag, and sets the standby-time period corresponding to the big success start interval (e.g., 10 seconds, hereinafter referred to as “big success start corresponding time”) to the control status flag while setting a big success start command. If not the big success, a value “08” indicative of the special symbol game termination is set to the control status flag to terminate the process.
  • After the special symbol display time managing process has been terminated, a big success start interval managing process is performed (S25). In this step, if the control status flag is data “03” indicative of the big success start interval management, after the big success start corresponding time set in the step S24, variables in the main RAM 33 is updated based on data read from the main ROM 32, in order to open the special winning opening. In addition, the main CPU 31 sets data “04” indicative of opening of the special winning opening to the control status flag, and sets an opening time upper limit (e.g., 30 seconds) to the special winning opening time timer.
  • When the big success start interval managing process has been terminated, a standby-time managing process before re-opening of the special winning opening is performed (S26). In the standby-time managing process before re-opening of the special winning opening, if the control status flag is data “06” indicative of the standby-time management before re-opening of the special winning opening, the process stands by for a time corresponding to an interval between rounds. After the time corresponding to the interval between rounds has elapsed, the main CPU 31 updates the number of counting opening of the special winning opening, adding “1” thereto, sets data “04” indicative of opening of the special wining opening to the control status flag, and sets an opening time upper limit (e.g., 30 seconds) to the special winning opening time timer.
  • When the standby-time managing process before re-opening of the special winning opening has been terminated, a process during opening the special winning opening is performed (S27). In the process during opening the special winning opening, only if the control status flag is data “04” indicative of opening of the special winning opening, the following process is performed. That is, the main CPU 31 updates the variables in the main RAM 33 to close the special winning opening when satisfying any one of cases when the winning counting number of the special winning opening is 10 or more and when the opening time upper limit has elapsed (when the special winning opening time timer is “0”). In addition, the main CPU 31 sets data “05” indicative of the monitoring of the remaining balls in the special winning opening to the control status flag, sets the monitoring time of remaining in the special winning opening (e.g., 1 second) to the standby-time timer, and performs the next step S28 after the elapse of monitoring time of remaining in the special winning opening. If it is determined that all the cases are not satisfied, a process goes to the step S28 without performing the above process.
  • When the process during opening the special winning opening has been terminated, the monitoring process of the remaining balls in the special winning opening is performed (S28). In the monitoring process of the remaining balls in the special winning opening, only if the control status flag is data “05” indicative of the monitoring of the remaining balls in the special winning opening, the following process is performed. After the elapse of the monitoring time of the remaining balls in the special winning opening, the main CPU 31 determines whether to satisfy any one of conditions where the gaming ball does not pass through a specific region of the special winning opening and where the number of counting opening of the special winning opening is 15 or more (i.e., where it is final round), and if any one of the conditions is satisfied, sets data “07” indicative of the big success terminating interval to the control status flag, and sets the time corresponding to the big success terminating interval (hereinafter, referred to as “big success termination corresponding time”) to the standby-time timer. Then, it is set to perform the step S29 after the elapse of the big success termination corresponding time. If all the conditions are not satisfied, data “06” indicative of the standby-time management of re-opening of the special winning opening is set to the control status flag. Further, the time corresponding to an interval between rounds is set to the standby-time timer, and the step S26 is performed after the elapse of the standby-time.
  • When the monitoring process of the remaining ball in the special winning opening has been terminated, the big success terminating interval process is performed (S29). In the big success terminating interval process, only if the control status flag is data “07” indicative of the big success terminating interval, the following process is performed. The main CPU 31 stands by for a time corresponding to the big success terminating interval, and sets data “08” indicative of the special symbol game termination to the control status flag. In case of satisfying a predetermined probability variable condition (where the special winning symbol is the probability variable big success symbol), the main CPU 31 sets predetermined data to high probability flag to change the big success probability.
  • When the big success terminating interval process has been terminated, the special symbol game terminating process is performed (S30). Only if the control status flag is data “08” indicative of the special symbol game terminating process, the following process is performed. The main CPU 31 updates data indicative of the holding number, subtracting “1” therefrom, and the counted values of the random number for determination of the big success, and the random number for selection of the big success terminating mode are shifted in order. When the big success terminating interval process has been terminated, the special symbol control process of step S29 is terminated.
  • Referring again to FIG. 16, when the special symbol control process has been terminated, a normal symbol control process is performed (S3). The process starts with reading a normal symbol control status flag, and monitors the variable time of the normal symbol and the mode of the stop-displayed normal symbol according to the flag. Then, when the mode of normal symbol is a predetermined mode, the process is implemented to store a variable indicative of the opening and closing of the electric accessory in the main RAM 33 and the normal symbol control process is terminated.
  • When the normal symbol control process has been terminated, a random number update process is performed (S4). In the process, the random number value for fail-to-win symbol, the random number for the selection of the effect condition and others are updated by a predetermined calculation method, and the process is terminated. Then, the process returns to the step S2, and the repeating routine is repeated.
  • (Operating Sequence of System Timer Intervention Process)
  • The main control circuit 30 performs a system timer intervention process intervening in the main control process periodically (e.g., every 2 ms) in order to update the random number mainly used in the main control process in accordance with the flow chart shown in FIG. 19, provided that an intervention enable flag is set, together with the main control process. Description is now made to the operating sequence of the system timer intervention process with reference to the flow chart of FIG. 19.
  • As shown in FIG. 19, in the system timer intervention process, the pachinko gaming machine 1 temporarily evacuates program address data and so on, that is stored in a memory region (register) in a memory, presently performing a main control process (S41), and then performs a random number update process (S42). In the random number update process, the main CPU 31 updates the random number for the determination of the big success, or the random number for the determination of the big success symbol. When the random number update process has been terminated, a switch input sensing process is performed (S43).
  • The switch input sensing process checks the inputs of the winning ball related switch, the special symbol game related switch, and the normal symbol related switch. In the input check of the special symbol game related switch, the outputs of detecting signals of the V count switch 11S, the count switch 11CS, and the start winning opening switch 9S are checked, and if there is the output from the start winning opening switch 9S, when the counting number of the start memory is 4 or less, the following process is performed. Further, if the counting number of the start memory is 4 or more, since the random number is stored up to maximum 4 when the gaming ball enters in the start winning opening 9 during displaying or big success, the following process is not performed.
  • Then, the random number for the determination of the big success is extracted from the random number counter for the determination of the big success, and the random number for the determination of the big success symbol is extracted from the random number counter for the determination of the big success symbol. Further, the extracted random numbers for the determination of the big success and the big success symbol are stored in the main RAM 33, which numbers are used in determining the big success and big success symbol in the steps S36 and S37. Then, the switch input sensing process is terminated.
  • When the switch input sensing process has been terminated, a timer update process is performed (S44). The timer update process updates the standby-time timer and so on. After the timer update process, a game information data generating process is performed (S45). The game information data generating process generates an output signal transmitting from the pachinko gaming machine 1 to a hall computer (not shown). Then, ON/OFF control of the solenoid and the motor or the output process is performed based on data stored in the main RAM 33 (S46), and a command output is performed to output various commands (S47). In the command output, various commands are outputted to the sub-control circuit 40.
  • Subsequently, a lamp control process (S48) and a payout process (S49) are performed. In the lamp control process, a lamp flashing command is outputted to the sub-control circuit 40. In addition, in the payout process, a winning ball command including data indicative of the number of the winning balls is outputted to the payout device 81. Then, the payout device 81 performs the payout of the winning balls corresponding to the winning ball command. After the payout has been terminated, the process is done to return the evacuated register such as program address data in the main control process (S50), and the process re-starts at a point when the main control process was interrupted (evacuated). Then, the variable of the main RAM 33, the flag and so on are updated to enable an intervention (S51), and the process is terminated.
  • (Operating Sequence of Sub-Control Circuit)
  • Next, an operation of the sub-control circuit 40 will be explained. The sub-control circuit 40 receives the command transmitted from the main control circuit 30 to perform the control of a symbol, a sound, and a lamp. FIG. 20 is a flow chart showing a sequence of a sub-control process repeated by the sub-control circuit 40.
  • As shown in FIG. 20, the sub-CPU 41 first performs a predetermined initializing process (S61), and then performs a random number update process (S62). Next, it performs an analysis control process of a command outputted from the main control circuit 30 (S63), and performs a display control process based on the result of the command analysis control process (S64). The command analysis control process and the display control process will be explained in detail later.
  • Then, a sound control process is performed (S65). In the sound control process, the sound control is performed to the sound generated from the speakers 17L and 17R based on the command from the main control circuit 30. In this sound control process, the sound source IC 61 reads audio data from the audio data ROM 63, converts audio data to a predetermined audio signal, and supplies the audio signal to the AMP 62. The APM 62 amplifies the audio signal and generates sound from the speakers 17L and 17R.
  • Then, the lamp control process is performed (S66). In the lamp control process, the lamp control is done for the flashing of the decoration lamps 18L and 18R based on the command from the main control circuit 30. In this lamp control process, the sub-CPU 41 reads a lamp decoration pattern from a decoration data ROM 71, and controls on/off of the decoration lamps 18L and 18R through a drive circuit 72. Then, the steps S62 to S66 are repeated.
  • Next, a read/write process (hereinafter referred to as “RAN process”) is performed (S67). In the R/W process, it is performed for the authentication unit 27 to read information recorded in the IC chip 94 of the egg type FIG. 90 placed on the authentication unit 27. The R/W process is conducted to record player data updated in the sub-control circuit 40 in the IC chip 94 of the egg type FIG. 90 placed on the authentication unit 27. The R/W process will be explained again later.
  • (Command Receiving Intervention Process)
  • The sub-control circuit 40 performs a command receiving intervention process in order to receive a variable pattern from the main control circuit 30 or ON/OFF signal from the display request command during the sub control process. FIG. 21 is a flow chart showing an operating sequence of the command intervention process. As shown in FIG. 21, in the command intervention process, when the sub-control circuit 40 receives the command transmitted from the main control circuit 30, the process is done to first evacuate a protective register (S71). Then, the process is done to store the command inputted through the transmission from the main control circuit 30 in a receiving buffer of the sub RAM 43 (S72). Next, the process is done to return the register (S73). Then, the process when the command is received is terminated.
  • Further, the sub control circuit 40 performs a VDP intervention process and a timer intervention process during the sub control process. FIG. 22 is a flow chart showing an operating sequence of the VDP intervention process, and FIG. 23 is a flow chart showing an operating sequence of the timer intervention process. As shown in FIG. 22, in the VDP intervention process, when the sub control circuit 40 receives a vertical sync signal transmitted from the VDP 51, the process is done to first evacuate the protective register (S81). Then, the process is done to add “1” to the VDP counter (S82). Next, the process is done to return the register (S83). Then, the VDP intervention process is terminated. In addition, in the timer intervention process performed at every setting time (2 ms), as shown in FIG. 23, the process is done to first evacuate the protective register (S91). Next, the timer update process is performed (S92). Then, the process is done to return the protective register (S93). Finally, the timer intervention process is terminated.
  • Subsequently, the command analysis control process shown in the step S63 in FIG. 20 will now be explained. FIG. 24 is a flow chart showing a sequence of the command analysis control process. As shown in FIG. 24, in the command analysis control process, the process is first done to determine whether or not the sub control circuit 40 receives the variable pattern command from the main control circuit 30 (S101). As a result, if it receives the variable pattern command, the process is done to obtain the previous notice random number value (S102). Then, the process is done to determine whether or not the previous notice exists through referring the obtained random number to the determination table for the previous notice mode as shown in FIG. 15 (S103). In the determination, when the variable pattern command outputted from the main control circuit 30 corresponds to the failing-to-win, the reference is made to the previous notice random number in the determination table for the previous notice random number in failing-to-win as shown in FIG. 15A, and when the random number value corresponds to 0 to 49, it is determined to be no previous notice.
  • As a result, if it is determined to be a previous notice, the reference is made to player data (S104). Player data is owned by a player, and recorded in the IC chip 94 of the egg type FIG. 90 placed on the authentication unit 27 upon a game. The player data is referred to through reading from the authentication unit 27. As player data, as shown in FIG. 14, stages according to the types of such as bird, fish, beetle and so on, and a game history are set. In the stage by the game history, the stage is leveled up with the counting number of the player data update counter. Herein, in the first stage, when the counter value reaches 50, the stage is leveled up to a second stage, in which when the counter value reaches 50, the stage is leveled up to a third stage.
  • It is determined an appearance character referring to player data (S105). The appearance character is determined according to the type and the stage of player data. For example, in case that the figure placed on the authentication unit 27 is an egg type FIG. 90, the character is selected as an egg at a first stage, a chick at a second stage, and a bird at a third stage.
  • After the determination of the appearance character, a previous notice more is determined (S106). The determination of the previous notice mode is performed with reference to the determination table for the previous notice mode shown in FIG. 15 to check which either case of the fail-to-win, or the big success the random number value and the variable pattern command obtained in the step S102 correspond to. In case that the variable pattern command corresponds to the case of fail-to-win, when the random number value is 95 to 98, the previous notice for character in which a single character passes through is selected, and when the random number value is 99, the previous notice for group in which a plurality of characters passes through is selected, so that the selected previous notice mode is determined. In case that the variable pattern command corresponds to the case of big success, when the random number value is 50 to 89, the previous notice for character in which a single character passes through is selected, and when the random number value is 90 to 99, the previous notice for group in which a plurality of characters passes through is selected, so that the selected previous notice mode is determined.
  • When the previous notice mode has been determined like this, the process is done to update the player data update counter (S107). In updating the player data update counter, if the previous notice for character is determined, the process is done to update with adding 1 to the player data update counter as a counter value, and if the previous notice for group is determined, the process is done to update with adding 3 to the player data update counter as a counter value. When the previous notice for group with low appearance rate has been selected, the process is done to add the counter value greater than that of the previous notice for character with high appearance rate.
  • After the performance of the update of the player data update counter, a recording flag is set to 1 (S108). With the setting of recording flag=1, it is possible for the authentication unit 27 to record in the IC chip 94 of the egg type FIG. 90. Then, the process is done to determine whether or not the accumulated counter value for setting the stage of player data exceeds 50 (S109).
  • As a result, if it is determined that counter value exceeds 50, the process is done to update player data to level-up the stage of the player data by one level (S110). However, when the stage is in the third stage, the level-up is not performed. In addition, when the stage of player data is leveled up, the counter value is set to 0 at the same time.
  • When the update of player date has been terminated, the process is done to set variable pattern data and previous notice effect data (S111) and to terminate the process. In the step S109, if it is determined that the counter value is below 50, the update process of player data is not performed, and variable pattern data and previous notice effect data are set (S111) and the process is terminated.
  • Meanwhile, if it is determined that the variable pattern command is not received in the step S101, the process is done to determine whether to receive the big success start command (S112). As a result, if it is determined that the big success start command is not received from the main control circuit 30, the process is done to perform the process according to the receiving command (S113), and the process is terminated.
  • In addition, if it is determined that the big success start command is received, the process is done to determine whether or not the symbol designating command corresponds to the probability variable big success (S114). As a result, if the symbol designating command corresponds to the probability variable big success, the process is done to add 5 as the counter value of the player data update counter (S115). In addition, if the symbol designating command corresponds not to the probability variable big success, but to the normal big success, the process is done to add 3 as the counter value of the player data update counter (S116). The probability variable big success is a big success profitable to the player as compared to the normal big success, and in the case of the profitable big success, the process is done to add the counter value to a large extent.
  • When the counter value of the player data update counter is added like this, a recording flag is set to 1 (S117). With the setting of recording flag=1, it is possible for the authentication unit 27 to record in the IC chip 94 of the egg type FIG. 90. Then, the process is done to determine whether or not the accumulated counter value for setting the stage of player data exceeds 50 (S118).
  • As a result, if it is determined that counter value exceeds 50, the process is done to update player data to level-up the stage of the player data by one level (S119). However, when the stage is in the third stage, the level-up is not performed. In addition, when the stage of player data is leveled up, the counter value is set to 0 at the same time.
  • When the update of player date has been terminated, the process is done to set big success start effect data (S120) and to terminate the process.
  • Next, description will be made to the display control process of the step S64 shown in FIG. 20. FIG. 25 is a flow chart showing a sequence of the display control process. As shown in FIG. 25, in the display control process, the process is done to determine whether or not the counter value of the VDP counter becomes 2 (S121). As a result, if the VDP counter value does not become 2, the process is directly terminated. In addition, if it is determined that the VDP counter value becomes 2, the process is done to output control data (S122). Next, the process is done to set the VDP counter to 0 (S123) and to output a bank change command (S124). Then, the display control process is terminated.
  • Next, the R/W process of the step S67 shown in FIG. 20 will be explained. FIG. 26 is a flow chart showing a sequence of the R/W process.
  • As shown in FIG. 26, in the R/W process, it is first determined whether or not the figure is placed (S131). The determination of the placement of the figure is done by sensing the base portion 91 of the FIG. 90 with a predetermined sensor installed on the authentication unit 27. Herein, if the figure has already been placed, the process goes to the step S134, omitting the process of the following steps S132 and S133. If the figure is placed for the first time, it is performed a data reading (S132). In the data reading, player data stored in the IC chip 94 of the egg type FIG. 90 is read. Next, the process is done to store read player data in the sub RAM 43 (S133).
  • When player data has been stored in the sub RAM 43 in the manner, it is determined whether or not the recording flag becomes 1 (S134). As a result, if the recording flag does not become 1, since player data is not updated for the IC chip 94 of the egg type FIG. 90, the recording process for the IC chip 94 is not performed, and the R/W process is terminated. In addition, if the recording flag is 1, updated player data is stored in the sub RAM 43. In this case, the process is done to record player data stored in the sub RAM 43 on the IC chip 94 of the egg type figure 90 (S135). Then, the recording flag is set to 0 (S136), and the process is terminated.
  • Next, a sequence of the special symbol game will be explained. In the special symbol game, when the gaming ball enters in the start winning opening 9 and the start winning opening switch 9S outputs the sensing signal of the gaming ball to the main control circuit 30, the main control circuit 3 performs the big success lottery. The main control circuit 30 determines the specific symbol display result and the variable pattern based on the lottery result, and transmits the symbol designating command and the variable pattern command to the sub control circuit 40.
  • The sub control circuit 40 receives the variable pattern command and determines the previous notice mode according to the variable pattern command using the determination table for the previous notice shown in FIG. 15. In addition, the sub RAM 43 of the sub control circuit 40 stores therein player data recorded in the IC chip 94 of the egg type FIG. 90 by the authentication unit 27. The sub control circuit 40 determines the appearance character of the previous notice effect by referring player data recorded in the sub RAM 43 to the determination table for the appearance character shown in FIG. 14.
  • In the display region 15 a, before the gaming ball enters in the start winning opening 9, as shown in FIG. 27(a), all the symbols DL, DR, and DC are stop-displayed. In this state, when the gaming ball enters in the start winning opening 9, as shown in FIG. 27(b), the symbols DL, DR, and DC start the variable display.
  • Then, the left symbol DL is stop-displayed, and the right symbol DR is then stop-displayed. At this time, when the left and right symbols DL and DR have different numerals, the center symbol DC is then stop-displayed, and the left, right, and center symbols DL, DR, and DC do not form a combination of the same symbols, thereby failing to obtain the big success. Meanwhile, as shown in FIG. 27(c), when the left and right symbols DL and DR are displayed as the same numerals, e.g., “5” in the present embodiment, the center symbol DC is also stop-displayed as the same numeral, “5”, thereby forming so called ready-to-win state.
  • Then, as shown in FIG. 27(d), when the center symbol DC is stop-displayed as the numeral, e.g., “1”, different from “5” stop-displayed on the left and right symbols DL and DR, it becomes a fail-to-win state. Meanwhile, as shown in FIG. 27(e), when the symbol stop-displayed on the center symbol DC becomes “5” that is the same numeral as those stop-displayed on the left and right symbols DL and DR, it becomes a big success state (specific display mode).
  • Since the big success is profitable to the player, the player usually has a game, hoping the big success. In the ready-to-win state as shown in FIG. 27(c), there is a sense of expectancy for big success. Herein, in order to make a sense of expectancy for big success higher, a previous notice effect is produced. As can be seen from the determination table for the previous notice mode shown in FIG. 15, it is possible to raise expectancy for the big success in case of the generation of the previous notice for the character, as compared in case of no previous notice, and it is possible to further raise expectancy for big success in case of the generation of the previous notice for the group, rather than the case of the previous notice for the character.
  • In case that the egg type FIG. 90 is placed on the authentication unit 27, player data related to the egg type FIG. 90 is stored in the sub RAM 43, and upon the previous notice effect, any one of the egg, chick, and bird is displayed as a character in accordance with the stage. Herein, when the stage is in a first stage because of short game history of the player, an egg is selected from the determination table for the appearance character shown in FIG. 14. In this case, when the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 28A, the previous notice effect is produced in which an egg EG is rolling over and over. Further, when the previous notice for the group is selected from the determination table for the previous notice mode, the previous notice effect is produced in which eggs EG are rolling over and over.
  • While such the previous notice effect makes the player happy for the big success, the previous notice effect using only egg(s) also makes the player tiresome. Accordingly, the pachinko gaming machine 1 according to the present embodiment adopts a method in which the contents of the previous notice are changed with the game history. In the state where the egg type FIG. 90 is placed on the authentication unit 27, when the previous notice effect or the big success occurs during playing a game, and the player data update counter value is frequently added and reaches a specified value, 50 or more in the present embodiment, the stage is leveled-up by one level. As a result, when the first stage is leveled-up to the second stage, the character selected from the determination table for the appearance character shown in FIG. 14 is changed from an egg to a chick.
  • When the selected character becomes the chick, in case that the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 29A, an effect display is produced in which a chick CH moves across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, as shown in FIG. 29B, an effect display is produced in which a flock of chicks CH move across. Like this, in the previous notice effect, the character is changed from the egg to the chick so that the player can be provided with an enjoyable game.
  • In addition, when the stage of player data is leveled-up from the second stage to the third stage, the character selected from the determination table for the appearance character becomes a bird (chicken). When the selected character becomes the bird, in case that the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 30A, an effect display is produced in which a bird BI moves across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, as shown in FIG. 30B, an effect display is produced in which a flock of birds BI move across.
  • Like this, in the pachinko gaming machine 1 according to the present embodiment, a previous notice effect is produced that corresponds to a game history (player data) of each player stored in the egg type FIG. 90, thereby providing an enjoyable game according to the player's game history.
  • While the embodiment in which the egg type FIG. 90 is placed on the authentication unit 27 has been described, even when the fish type FIG. 90A or the worm type FIG. 90B is placed on the authentication unit 27, the previous notice effect according to the player's game history can be produced similarly.
  • In case that the fish type FIG. 90A is placed on the authentication unit 27, when the stage of player data is in the first stage, a cyprinodont is selected from the determination table for the appearance character shown in FIG. 14. Herein, when the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 30A, an effect display is produced in which a cyprinodont KI swims across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, an effect display is produced in which the cyprinodonts KI swim across.
  • In addition, when the stage of player data is leveled-up from the first stage to the second stage, the character selected from the determination table for the appearance character shown in FIG. 14 is changed from the cyprinodont to a saury. When the selected character becomes the saury, in case that the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 31B, an effect display is produced in which a saury SA swims across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, an effect display is produced in which the saurys swim across.
  • In addition, when the stage of player data is leveled-up from the second stage to the third stage, the character selected from the determination table for the appearance character becomes a tunny. When the selected character becomes the tunny, in case that the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 31C, an effect display is produced in which a tunny TU swims across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, an effect display is produced in which the tunnys swim across.
  • In case that the worm type FIG. 90B is placed on the authentication unit 27, when the stage of player data is in the first stage, a larva is selected from the determination table for the appearance character shown in FIG. 14. Herein, when the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 32A, an effect display is produced in which a larva LA moves across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, an effect display is produced in which the larvae move across.
  • In addition, when the stage of player data is leveled-up from the first stage to the second stage, the character selected from the determination table for the appearance character shown in FIG. 14 is changed from the larva to a pupa. When the selected character becomes the pupa, in case that the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 32B, an effect display is produced in which a pupa PU moves across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, an effect display is produced in which the pupae move across.
  • In addition, when the stage of player data is leveled-up from the second stage to the third stage, the character selected from the determination table for the appearance character becomes a beetle. When the selected character becomes the beetle, in case that the previous notice for the character is selected from the determination table for the previous notice mode shown in FIG. 15, as shown in FIG. 32C, an effect display is produced in which a beetle BE moves across. In addition, when the previous notice for the group is selected from the determination table for the previous notice mode, an effect display is produced in which the beetles move across.
  • In addition, in the pachinko gaming machine 1 according to the invention, the player puts one of the egg type FIG. 90, the fish type FIG. 90A and the worm type FIG. 90B on the authentication unit 27 before playing a game. The player may purchase a new figure from a vending machine, which is separately equipped, or continue to use the figure which has been formerly purchased. An IC chip in the new figure is recorded with the player data corresponding to the figure, as the player information. The player data includes a type and a stage. With regard to the type, the data of an egg shape is recorded in the egg type FIG. 90, the data of a fish shape is recorded in the fish type FIG. 90A and the data of a worm shape is recorded in the worm type FIG. 90B. In addition, the stage of the player data is recorded as a stage 1 and a value of the counter for updating the player data is made to be 0.
  • In the mean time, the figure continuously used is recorded with the player data which has been written when playing the game with the previous gaming machine. With regard to the player data, the stage of the player data and the value of the counter for updating the player data are updated and the type of the player data is not updated.
  • When the figure is placed on the authentication unit 27 of the pachinko gaming machine 1, the IC chip reader/writer 110 reads out the player data recorded in the IC chip 94 of the FIG. 90. The full-color LED 115 emits a predetermined color of light during the reading operation of the player data. The light emitted from the full-color LED 115 is incident on the body portion 101 of the guide member 100 and then emitted into the guide hole 102. At this time, the decoration light decorating the FIG. 90 is emitted into the guide hole 102.
  • In addition, since the light-shielding seal 103A is adhered to the protrusion 103, the light is not emitted from the protrusion 103 due to the operation of the light-shielding seal 103A. Accordingly, the light is not illuminated from the protrusion 103 and the slight light is not illuminated in the whole guide member 100. As a result, it is possible to make the lighting-up of the light illuminating unit 105 and the illumination of the decoration light to the guide hole 102 gorgeous.
  • In addition, when it is under ready-to-win state as a game is progressed, the light is illuminated from the full-color LED 115 to increase the ready-to-win effect. Herein, the fill-color LED 115 is adopted as the light source. Accordingly, it is possible to easily change the color of light for increasing the ready-to-win effect. Therefore, it is possible to easily change select the color of light depending on the gaming state such as ready-to-win state, big win state or base state.
  • In addition, the top of the guide hole 102 of the authentication unit 27 is widely opened and the opened area is greater than that of the resting part on which the base portion 91 is contacted and put. Accordingly, when the egg type FIG. 90 is placed on the authentication unit 27, the base portion 91 of the egg type figure can be correctly guided to the resting part 108 of the authentication unit 27.
  • In addition, the IC chip reader/writer 110 of the authentication unit 27 can read and write the player information regarding the IC chip 94 of the egg type FIG. 90. Accordingly, it is possible to prevent the wear due to the contact of the IC chip 94 and the IC chip reader/writer 110 of the authentication unit 27. Therefore, it is possible to increase the durability of the IC chip 94 and the IC chip reader/writer 110 of the authentication unit 27.
  • The invention has been described with reference to the preferred embodiment. However, the invention is not limited thereto. For example, in the above embodiment, the three types and three stages are set as the player data. However, more types and stages may be set. Alternatively, the type and the stage may be smaller than the embodiment.
  • In addition, in the above embodiment, the player data is updated (the value of the counter for updating the player data is added) on condition that the previous notice or big win occurs. However, the other conditions may be adopted as the update condition. For example, an appearance of a specific changeable pattern or specific symbol may be adopted as the update condition. Alternatively, a predetermined time period, the achievement of the number of games may be adopted as the update condition.
  • In addition, in the above embodiment, the effect relating to the player data is carried out by the sub-control circuit. However, the main control circuit may carry out the effect relating the player data. Specifically, it is possible to vary the changeable pattern or a distribution ratio of the changeable pattern, based on the player data. In the mean time, in the above embodiment, the previous notice effect becomes different by the player data. However, the ready-to-win effect, the big win effect, the usual effect may be different as well as the previous notice effect. In addition, it may be possible to make the effect of the sound generated from the speakers 17L, 17R or light emitted from the decoration lamp 18L, 18R different, as well as the effect of the image displayed in the display area 15 a. In addition, in a gaming machine having a gimmick mounted thereto, it is possible to control an operation of the gimmick, based on the player data. In addition, in the above embodiment, although it is used the IC chip and the IC chip reader/writer capable of reading and writing operations in a non-contact manner, it is possible to use an IC chip and a reading/writing device capable of reading and writing operations in a contact manner with magnetism and the like. In addition, it is possible to use an IC chip and a reading device capable of a reading operation only.
  • While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.

Claims (6)

1. A gaming machine comprising:
a reading device for reading player information recorded in a recording medium carried by a player;
effect control means for performing an effect control along with the advance of a game based on player information read by the reading device;
effect means for producing an effect according to the effect control of the effect control means;
information-update means for, upon a predetermined game state, updating player information read by the reading device; and
a recording device for recording player information updated by information-update means on the recording medium.
2. The gaming machine according to claim 1, wherein the effect means includes a display device for performing an effect display according to the advance of the game, and further includes video data memory means for storing therein plural types of video data displayed on the display device based on the player information,
wherein whenever the player information is updated, the effect control means reads out the video data corresponding to the updated player information from the video data memory means, and displays the effect on the display device based on the read-out video data.
3. The gaming machine according to claim 1, further comprising:
variable display means for performing a variable display of identification information and extracting the display result,
display result determination means for determining whether or not the display result is made to be a specific display mode,
previous notice selection means for selecting any one of plural types of previous notice effects when it is determined that the display result is made to be the specific display mode by the display result determination means, and
previous notice effect performance means for performing the previous notice effect selected by the previous notice selection means before the extraction of the display result,
wherein the previous notice selection means selects the previous notice effect based on the player information read-out by the reading device.
4. The gaming machine according to claim 1, wherein the reading device is readable in a non-contact manner with the recording medium.
5. The gaming machine according to claim 1, wherein the recording device is recordable in a non-contact manner with the recording medium.
6. A gaming system comprising:
a recording medium in which player information is recorded; and
a gaming machine including
a reading device for reading player information recording device on the recording medium,
effect control means for performing an effect control along with the advance of a game based on player information read by the reading device,
effect means for producing an effect according to the effect control of the effect control means,
information-update means for, upon a predetermined game state, updating player information read by the reading device, and
a recording device for recording player information updated by information-update means on the recording medium,
wherein the player information includes characteristic information different in each recording medium.
US11/362,515 2006-02-27 2006-02-27 Gaming machine and game system Abandoned US20070202940A1 (en)

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