JP2002126236A - Pachinko game machine - Google Patents

Pachinko game machine

Info

Publication number
JP2002126236A
JP2002126236A JP2000321701A JP2000321701A JP2002126236A JP 2002126236 A JP2002126236 A JP 2002126236A JP 2000321701 A JP2000321701 A JP 2000321701A JP 2000321701 A JP2000321701 A JP 2000321701A JP 2002126236 A JP2002126236 A JP 2002126236A
Authority
JP
Japan
Prior art keywords
display
symbol
columns
same
display columns
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP2000321701A
Other languages
Japanese (ja)
Inventor
Hiroshi Enomoto
宏 榎本
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Kyoraku Sangyo Co Ltd
Original Assignee
Kyoraku Sangyo Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Kyoraku Sangyo Co Ltd filed Critical Kyoraku Sangyo Co Ltd
Priority to JP2000321701A priority Critical patent/JP2002126236A/en
Publication of JP2002126236A publication Critical patent/JP2002126236A/en
Pending legal-status Critical Current

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  • Pinball Game Machines (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

PROBLEM TO BE SOLVED: To more improve the expectation of a player on a great success and to provide novel amusement, with which the player does not get tired. SOLUTION: In the pachinko game machine, with which the picture patterns of numerals or symbols are displayed while being varied as flowing like animations on the display columns of a variable picture pattern display 2 when starting conditions are established and a specified play state is provided when the respective display columns are stopped with the same picture pattern through the ready to win state of stopping at least two of display columns with the same picture pattern, when the picture pattern on the display column stopped finally through the ready to win state is different from the picture pattern in this ready to win state, the other display columns are varied to display and when the re-ready-to-win state of stopping at least two of respective display columns with the same picture pattern is provided again in the stop after re- variation, the other display columns are further varied to display. Thus, an opportunity to provide the specified play state can be continued.

Description

【発明の詳細な説明】DETAILED DESCRIPTION OF THE INVENTION

【0001】[0001]

【発明の属する技術分野】本発明は、図柄変動表示器に
数字,記号等の複数の図柄が複数列にて動画状に流れる
如くに変動表示された後、該各表示列の図柄の変動が停
止し、各表示列とも同じ停止図柄となると特定遊技状態
(大当たり)が発生し大入賞口が継続的に開かれ打球が
入賞し易くなるように構成されたパチンコ遊技機に関す
るものである。
BACKGROUND OF THE INVENTION The present invention relates to a symbol variation display, in which a plurality of symbols, such as numbers and symbols, are displayed in a plurality of columns so as to flow like a moving image, and then the variation of the symbols in each of the display columns is changed. The present invention relates to a pachinko gaming machine configured so that when a stop is made and the same stop symbol is applied to each display column, a specific game state (big hit) is generated, a big winning opening is continuously opened, and a hit ball is easy to win.

【0002】[0002]

【従来の技術】周知のように「フィーバー機」と称され
る第1種パチンコ遊技機は、周知のように、遊技盤にカ
ラー液晶ディスプレイ,CRT等の図柄変動表示器が設
けられ、始動入賞口に打球が入ると、1〜8の数字およ
び☆◆◎等の記号またはキャラクター等(以下、図柄と
いう)が該図柄変動表示器に例えば上から下に流れる如
くに3列で変動表示され、その表示の変動は数秒後に左
列,右列,中列の順に停止し、その停止図柄が所定の確
率で偶然性をもって例えば「777」,「☆☆☆」のよ
うに3列とも同じ図柄となった場合に特定遊技状態(大
当たり)となり、可変入賞装置(大入賞口)の開閉扉が
電動開閉装置の作動により開成状態となるようにしたも
ので、その開成状態の可変入賞装置に打球が所定個数
(通常は10個)入球するか、または開成状態で所定制
限時間(通常は30秒)が経過すると、いわゆる第1ラ
ウンドが終わって該可変入賞装置は一旦は閉じるが、そ
の第1ラウンド中に可変入賞装置内に設けられている継
続入賞口(Vゾーンと称される)に打球が入球した場合
には第2ラウンドが始まりすぐにまた該可変入賞装置が
開かれ、開成状態となった可変入賞装置にまた打球が所
定個数入球するか、または開成状態で所定制限時間が経
過すると、第2ラウンドが終わって該可変入賞装置はま
た閉じるが、その第2ラウンド中に可変入賞装置内に設
けられている継続入賞口に打球が入球した場合には第3
ラウンドが始まりすぐにまた該可変入賞装置が開かれ、
こうして各ラウンド中に継続入賞口に打球が入賞したこ
とを条件として最終ラウンド(例えば第16ラウンド)
になるまで該可変入賞装置が継続的に開かれるようにし
ている。このように特定遊技状態の期間中に可変入賞装
置の開閉扉が所定ラウンド数を限度として継続的に開か
れ打球が極めて入り易い状況が続くので多数の景品球を
獲得できて遊技者に多くの利益がもたらされるものであ
る。
2. Description of the Related Art As is well known, a first-class pachinko gaming machine called a "fever machine" is provided with a pattern variation display such as a color liquid crystal display and a CRT on a game board, as is well known, and a starting prize. When a ball is hit into the mouth, numbers 1 to 8 and symbols or characters such as ☆ ◆ ◎ (hereinafter referred to as symbols) are displayed in a variable manner on the symbol variation display in three columns such as flowing from top to bottom, After a few seconds, the change of the display stops in the order of the left column, the right column, and the middle column, and the stopped symbol has the same symbol in all three columns, for example, “777” or “☆☆☆” with a predetermined probability. In such a case, a special game state (big hit) is established, and the opening and closing door of the variable winning device (big winning opening) is opened by the operation of the electric opening and closing device. Quantity (usually 10) When a predetermined time limit (usually 30 seconds) elapses in the open state, the so-called first round is over and the variable prize device is closed once, but is provided in the variable prize device during the first round. When a hit ball enters the continuous winning opening (referred to as a V zone), the variable winning device is opened immediately after the second round is started, and the hit ball is re-opened in the opened variable winning device. When a predetermined number of balls have been thrown in or a predetermined time limit has elapsed in the open state, the variable winning device is closed again after the second round, but during the second round, the continuous winning device provided in the variable winning device is provided. No. 3 if the ball hits the mouth
As soon as the round starts, the variable prize device is opened again,
Thus, the final round (for example, the 16th round) on the condition that a hit ball is won in the continuous winning opening during each round.
, The variable winning device is continuously opened. In this manner, during the period of the specific gaming state, the opening and closing door of the variable winning device is continuously opened up to a predetermined number of rounds and the situation where the hit ball is extremely easy to enter continues, so that a large number of prize balls can be obtained, and a large number of players can be obtained. Benefit.

【0003】また、上記図柄変動表示器の変動表示は、
通常は左列,右列,中列の順に停止するが、左列と右列
が同じ図柄で停止した場合(一般に「リーチ状態」と称
されている)に、中列が一旦は違う図柄に停止してもそ
の中列が再び逆方向に流れ、その結果、各列が総て同一
図柄で停止し特定遊技状態となり得るようにするなどい
ろいろな変動態様を持たせることによって、特定遊技状
態発生に対する期待感を大きくさせ、遊技者を楽しませ
るようにしている。
[0003] In addition, the fluctuation display of the above-mentioned symbol fluctuation display,
Usually, the left, right, and middle rows stop in this order, but if the left and right rows stop at the same symbol (generally referred to as "reach state"), the middle row changes to a different symbol once. Even if it stops, the middle row will flow again in the opposite direction, and as a result, the various game modes will be generated by giving various variations such that all the rows can stop at the same symbol and enter the specific game state. To increase expectations and entertain players.

【0004】ところが従来のこのようなリーチ状態を伴
う表示態様であっても、結局は最後に停止する中列の図
柄が左右に停止している図柄と同一の図柄で停止したら
特定遊技状態、異なる図柄で停止したらハズレという単
純なものでしかないので、マンネリ化し遊技者に飽きら
れるようになってきている。
However, even in the conventional display mode with such a reach state, if the symbol in the middle row that finally stops stops at the same symbol as the symbol stopped right and left, the specific game state is different. If you stop at the design, it is only a simple matter of losing, so it has become a rut and you can get tired of it.

【0005】[0005]

【発明が解決しようとする課題】そこで本発明は、図柄
変動表示器の表示態様を特定遊技状態がもたらされる機
会が継続される一層斬新なものとし、この種のパチンコ
遊技機の娯楽性を高めようとするものである。
SUMMARY OF THE INVENTION Accordingly, the present invention provides a more novel design of the symbol variation display device in which the opportunity to bring a specific game state is continued, and the entertainment of this kind of pachinko game machine is enhanced. It is to try.

【0006】[0006]

【課題を解決するための手段】そのために本発明のパチ
ンコ遊技機は、始動条件が成立することにより、図柄変
動表示器の複数の表示列に数字,記号等の図柄が動画状
に流れる如くに変動表示され、その表示列の内の少なく
とも2つの表示列が同一図柄にて停止したリーチ状態を
経て該各表示列が同一図柄にて停止した場合に特定遊技
状態となるパチンコ遊技機において、リーチ状態を経て
最後に停止した表示列の図柄がそのリーチ状態の図柄と
異なっていた場合に他の表示列を再び変動表示させ、そ
の再変動後の停止で各表示列の内の少なくとも2つの表
示列が再び同一図柄にて停止する再リーチ状態となった
場合はさらに他の表示列を変動表示させることで特定遊
技状態がもたらされる機会が継続されるようにしたこと
を特徴とする。また本発明は上記パチンコ遊技機におい
て、再変動後の停止図柄が他のいずれかの表示列の図柄
と同一であればこれと相違する図柄の表示列が所定回数
を限度として再変動が繰り返されるようにしたことを特
徴とする。
For this purpose, the pachinko gaming machine of the present invention is designed so that, when the starting condition is satisfied, the symbols such as numbers and symbols flow in a plurality of display columns of the symbol variation display in a moving image. In a pachinko gaming machine which is displayed in a fluctuating manner, a pachinko gaming machine which enters a specific gaming state when at least two of the display columns are stopped at the same symbol after at least two display columns are stopped at the same symbol. When the symbol of the display column that has stopped last through the state is different from the symbol in the reach state, the other display columns are changed and displayed again, and at least two of the display columns are displayed by the stop after the re-change. In the case where the row reaches the re-reach state in which it stops at the same symbol again, another display row is displayed in a variable manner so that the opportunity to bring the specific game state is continued. Further, in the present invention, in the pachinko gaming machine, if the stopped symbol after the re-variation is the same as the symbol of any of the other display columns, the re-variation of the display column of a different symbol is repeated up to a predetermined number of times. It is characterized by doing so.

【0007】[0007]

【発明の実施の形態】次に図面に従い本発明の実施の形
態を説明する。図1にこのパチンコ遊技機における遊技
盤1の正面を示し、図中、2は該遊技盤1上に設けられ
たカラー液晶ディスプレイからなる図柄変動表示器、3
は普通入賞口、4は通過ゲート、5は始動口である。始
動口5には一対の羽根6が設けられ、通過ゲート4を打
球が通過することにより普通図柄変動表示装置(デジタ
ル表示器)10の数字が変動しその数字が奇数であった
場合など所定の数字で停止した場合にソレノイドにより
該羽根6が開閉動し打球が入賞する機会が多く得られ
る。また、7は始動口5の下方に設けられた大きな長方
形状の大入賞口からなる可変入賞装置で、該可変入賞装
置7にはソレノイドの作動により開閉動する開閉扉8が
設けられている。なお、9は該可変入賞装置7内の中央
部に形成された継続入賞口である。
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Next, embodiments of the present invention will be described with reference to the drawings. FIG. 1 shows the front of a gaming board 1 in this pachinko gaming machine. In the drawing, reference numeral 2 denotes a symbol variation display comprising a color liquid crystal display provided on the gaming board 1;
Is a normal winning opening, 4 is a passage gate, and 5 is a starting opening. The starting port 5 is provided with a pair of blades 6, and when a hit ball passes through the passing gate 4, the number of a normal symbol change display device (digital display) 10 changes and a predetermined number such as when the number is odd. When stopped by numbers, the solenoid 6 opens and closes the wings 6 so that there are many chances of hitting a hit ball. Reference numeral 7 denotes a variable winning device comprising a large rectangular winning port provided below the starting port 5. The variable winning device 7 is provided with an opening / closing door 8 which is opened and closed by the operation of a solenoid. Reference numeral 9 denotes a continuous winning opening formed at the center of the variable winning device 7.

【0008】一方、図2はこのパチンコ遊技機の本発明
に関連する遊技制御基板100の要部を示したブロック
図で、11は前記始動口5に入賞した打球を検出する始
動スイッチ、12は前記可変入賞装置7への入賞球を計
数するスイッチ、13は前記継続入賞口9への入賞球を
検出するスイッチである。該遊技制御基板100には、
図柄制御手段と大当たり制御手段とからなる遊技制御手
段14、図柄変動表示器2をドライブする図柄表示駆動
手段15、および可変入賞装置7のソレノイドをドライ
ブする駆動制御手段16が設けられている。
On the other hand, FIG. 2 is a block diagram showing a main part of a game control board 100 related to the present invention of the pachinko game machine, 11 is a start switch for detecting a hit ball winning the starting port 5, and 12 is a start switch. A switch for counting winning balls to the variable winning device 7 and a switch 13 for detecting winning balls to the continuous winning opening 9. In the game control board 100,
A game control means 14 comprising a symbol control means and a jackpot control means, a symbol display drive means 15 for driving the symbol variation display 2 and a drive control means 16 for driving a solenoid of the variable winning device 7 are provided.

【0009】次にこのパチンコ遊技機の一実施形態を図
3のフローチャートおよび図4に示した図柄変動表示器
の表示推移図に従い説明する。図3のステップs1にて
始動スイッチ11によって始動口5に入賞した打球が検
知されると、ステップs2に移行して遊技制御手段14
が作動し図柄表示駆動手段15により図柄変動表示器2
がドライブされ、その左列と中列と右列に1〜8の数字
およびキャラクタとからなる図柄が夫々上方から下方に
流れる如くに動画状に変動表示され、その数秒後にステ
ップs3,s4にて左列と右列の図柄の流れが停止し、
ステップs5にて左列停止図柄と右列停止図柄とが同一
であるかどうかを判別される。
Next, an embodiment of the pachinko gaming machine will be described with reference to a flowchart of FIG. 3 and a display transition diagram of a symbol change display shown in FIG. When the starting switch 11 detects a hit ball hitting the starting opening 5 in step s1 of FIG.
Is activated, and the symbol display drive means 15 causes the symbol variation indicator 2
Is driven, and a pattern consisting of numbers and characters 1 to 8 is displayed in the left, middle, and right columns in a moving image so as to flow downward from above, and a few seconds later, in steps s3 and s4, The flow of symbols in the left and right rows stopped,
In step s5, it is determined whether the left-row stop symbol and the right-row stop symbol are the same.

【0010】そして、同一でなければステップs6,s
7に移行し中列を停止させハズレ表示をしてリターンす
る。また、図4(a)に例示したように、左列停止図柄
と右列停止図柄とが同一(リーチ状態)であった場合
は、ステップs5よりステップs8,s9に移行し中列
を停止させた後、3列とも同一図柄であるかどうかが判
別され、(b)に例示したように3列とも同一図柄であ
る場合はステップs10,s11に移行し(c)に例示
したように大当たり表示がされて特定遊技状態(大当た
り)が発生し、大当たり動作が実行され可変入賞装置7
が繰り返し開成状態となり該可変入賞装置への打球の入
賞を容易ならしめ一時に多数の景品球が払い出されるよ
うになる。
If not identical, steps s6 and s
Then, the process goes to 7 to stop the middle row, display a loss, and return. In addition, as illustrated in FIG. 4A, when the left-row stop symbol and the right-row stop symbol are the same (reach state), the process proceeds from step s5 to steps s8 and s9 to stop the middle row. After that, it is determined whether or not the three columns have the same symbol. If the three columns have the same symbol as illustrated in FIG. 13B, the process proceeds to steps s10 and s11 and the jackpot is displayed as illustrated in FIG. A special game state (big hit) is generated, a big hit operation is executed, and the variable prize device 7 is executed.
Is repeatedly opened, so that it is easy to win a hit ball to the variable winning device, and a large number of prize balls are paid out at one time.

【0011】また、図4(d)に例示したようにステッ
プs9にて3列ともが同一図柄ではないと判別される
と、ステップs12,s13にて図4(e)(f)に示
したように左列と右列の図柄が再変動する。そしてステ
ップs14にて左列の図柄を停止させステップs15に
て左列と中列の図柄が同一であるかどうかが判別され、
(g)に示したように左列と右列の図柄が同一であると
ステップs16にて右列の図柄を停止させステップs1
7にて3列とも同一図柄であるかどうかが判別され、
(h)に例示したように3列とも同一図柄であるとステ
ップs18,s19に移行し(i)に例示したように図
柄変動表示器に大当たり表示がされて特定遊技状状態
(大当たり)が発生し、(j)に示したように3列とも
同一図柄でない場合はステップs20にてハズレ表示が
される。
As shown in FIG. 4 (d), if it is determined in step s9 that all three columns are not the same symbol, then in steps s12 and s13, as shown in FIGS. 4 (e) and 4 (f). Thus, the symbols in the left and right columns change again. Then, in step s14, the symbols in the left column are stopped, and in step s15, it is determined whether the symbols in the left column and the middle column are the same,
If the symbols in the left and right columns are the same as shown in (g), the symbols in the right column are stopped in step s16 and step s1 is executed.
At 7, it is determined whether all three rows have the same design,
If the three lines have the same symbol as illustrated in (h), the process proceeds to steps s18 and s19, and a large hit is displayed on the symbol variation display as illustrated in (i), and a specific game state (big hit) occurs. However, as shown in (j), when the three lines are not the same symbol, the loss is displayed in step s20.

【0012】また、図4(l)に例示したようにステッ
プs15にて左列と中列の図柄が同一でないと判別され
ると、ステップs21に移行し右列の図柄を停止させた
後、ステップs22にて左列と右列の図柄の同一性が判
別され、(m)に示したように同一でなければステップ
s23にてハズレ表示がされ、(o)に示したように同
一であればステップs24にて(p)のように中列の図
柄を再変動させる。そして、ステップs25にてその中
列の変動を停止させ、ステップs26にて3列の図柄の
同一性が判別され、(q)に示したように3列の図柄が
同一であればステップs27,s28に移行して特定遊
技状態がもたらされ、(s)に示したように同一でなけ
ればステップs29にてハズレ表示がなされる。
If it is determined in step s15 that the symbols in the left and middle rows are not the same, as illustrated in FIG. 4 (l), the process proceeds to step s21, where the symbols in the right row are stopped. In step s22, the identity of the symbols in the left and right columns is determined, and if they are not the same as shown in (m), the loss is displayed in step s23, and if they are the same as shown in (o). For example, in step s24, the symbol in the middle row is changed again as shown in (p). Then, in step s25, the change in the middle row is stopped, and in step s26, the identity of the symbols in the three rows is determined. If the symbols in the three rows are the same as shown in (q), steps s27, The process proceeds to s28, where a specific game state is provided, and if not the same as shown in (s), a loss display is made in step s29.

【0013】このようにこの図柄変動表示器の表示推移
では、リーチ状態となって最後に停止した表示列以外の
表示列を再変動させることで、再びリーチ状態となって
特定遊技状態となるチャンスを再発生させたり、再変動
してもリーチ状態とはならずハズレが確定したりするこ
とで、最後まで遊技者の興味を惹き付けることができ
る。
As described above, in the display transition of the symbol variation display, by changing the display columns other than the display column that has finally stopped in the reach state, the display state is changed again, and the chances of the reach state again and the specific game state are established. Is generated again or the loss is determined without being in the reach state even if the fluctuation is repeated, so that the player's interest can be attracted to the end.

【0014】一方、図5,図6は本発明の他の実施形態
を示したもので、図5中ステップs1〜ステップs11
の作動、図6中(a)〜(d)の推移は、夫々前記図
3,図4と同じであるのでその説明を省略する。この実
施形態では、図5中ステップs12にて図6(e)に示
したように右列の図柄を再変動させてステップs13に
て停止させ、ステップs14にて中列と右列の図柄が同
一であるかどうかを判別し、図6(f)に示したように
中列と右列の図柄が同一でなければステップs15にて
ハズレ表示をし、図6(h)に示したように中列と右列
の図柄が同一であるとステップs16にて(i)に示し
たように左列の図柄を再変動させてステップs17にて
停止させ、ステップs18にて3列とも同一図柄である
かどうかを判別し、(j)に例示したように3列とも同
一図柄である場合はステップs19,s20に移行し
(k)に示したように大当たり表示をして特定遊技状状
態(大当たり)を発生させ、(l)に示したように3列
とも同一図柄でない場合はステップs21にてハズレ表
示をする。
5 and 6 show another embodiment of the present invention. In FIG. 5, steps s1 to s11 in FIG.
6 and (a) to (d) in FIG. 6 are the same as those in FIGS. 3 and 4, respectively, and will not be described. In this embodiment, in step s12 in FIG. 5, the symbol in the right column is re-varied as shown in FIG. 6 (e) and stopped in step s13, and in step s14, the symbols in the middle and right columns are changed. It is determined whether or not the symbols are the same. If the symbols in the middle row and the right row are not the same as shown in FIG. 6 (f), the loss is displayed in step s15, and as shown in FIG. 6 (h). If the symbols in the middle row and the right row are the same, the symbol in the left row is changed again as shown in (i) in step s16 and stopped in step s17. It is determined whether or not there is, and if the three columns have the same design as illustrated in (j), the process proceeds to steps s19 and s20 to display a big hit as shown in (k) and a specific game state (big hit) ), And as shown in (l), the same pattern in all three rows If not, the loss displayed in step s21.

【0015】なおこの実施形態が前記図3,図4の実施
形態と異なるところは、図3,図4の実施形態ではリー
チ状態を経て最後に停止した中列の図柄がそのリーチ状
態の図柄と異なっていた場合に左列および右列を順次に
再び変動表示させているのに対し、この実施形態ではそ
の右列のみを再変動表示させている点である。
The difference between this embodiment and the embodiment shown in FIGS. 3 and 4 is that, in the embodiment shown in FIGS. 3 and 4, the middle row of symbols which stopped last after reaching the reach state is the same as the symbols in the reach state. If they are different, the left column and the right column are sequentially changed and displayed again, whereas in this embodiment, only the right column is displayed again again.

【0016】そしてこれらの実施形態では、再変動後の
停止図柄が他のいずれかの表示列の図柄と同一であれば
これと相違する図柄の表示列が所定回数(これらの実施
形態では1回)を限度として再変動が繰り返されること
から、その再変動が停止するまで特定遊技状態が発生す
る機会が継続され、遊技者の期待感が持続することから
娯楽性が一層高められる。なおこの再変動が繰り返され
る回数を2回以上に設定することも勿論可能である。
In these embodiments, if the stop symbol after the re-variation is the same as the symbol in any of the other display columns, the display column of a different symbol is displayed a predetermined number of times (in these embodiments, once). ) Is repeated up to the limit, the opportunity for the specific game state to occur continues until the re-change stops, and the player's sense of expectation is maintained, so that the entertainment is further enhanced. Note that it is of course possible to set the number of times this re-variation is repeated to two or more.

【0017】[0017]

【発明の効果】このように本発明のパチンコ遊技機は、
始動条件が成立することにより、図柄変動表示器の複数
の表示列に数字,記号等の図柄が動画状に流れる如くに
変動表示され、その表示列の内の少なくとも2つの表示
列が同一図柄にて停止したリーチ状態を経て該各表示列
が同一図柄にて停止した場合に特定遊技状態となるパチ
ンコ遊技機において、リーチ状態を経て最後に停止した
表示列の図柄がそのリーチ状態の図柄と異なっていた場
合に他の表示列を再び変動表示させ、その再変動後の停
止で各表示列の内の少なくとも2つの表示列が再び同一
図柄にて停止する再リーチ状態となった場合はさらに他
の表示列を変動表示させることで特定遊技状態がもたら
される機会が継続されるようにしたので、その期待感が
一層高められ、遊技者を飽きさせることのない斬新な娯
楽性を提供できる効果がある。
As described above, the pachinko gaming machine of the present invention is
When the starting condition is satisfied, symbols such as numbers and symbols are variably displayed as moving images on a plurality of display columns of the symbol variation display, and at least two of the display columns are displayed in the same symbol. In a pachinko gaming machine that enters a specific gaming state when the respective display columns stop at the same symbol after reaching the stopped state, the symbol of the display column last stopped after the reach state is different from the symbol in the reach state. If another display column is changed and displayed again, and at least two of the display columns stop again at the same symbol due to the stop after the re-change, a further reach is made. By changing the display column, the opportunity to bring a specific game state is continued, so that the sense of expectation is further enhanced, and a novel amusement that does not tire the player can be provided. There is a result.

【図面の簡単な説明】[Brief description of the drawings]

【図1】本発明に係るパチンコ遊技機の遊技盤の実施形
態を示す正面図。
FIG. 1 is a front view showing an embodiment of a gaming board of a pachinko gaming machine according to the present invention.

【図2】本発明に係るパチンコ遊技機の実施形態を示す
ブロック図。
FIG. 2 is a block diagram showing an embodiment of a pachinko gaming machine according to the present invention.

【図3】本発明に係るパチンコ遊技機の実施形態を示す
フローチャート。
FIG. 3 is a flowchart showing an embodiment of a pachinko gaming machine according to the present invention.

【図4】図柄変動表示器の図柄表示の変動表示の推移
図。
FIG. 4 is a transition diagram of a symbol display change display of a symbol change display.

【図5】本発明に係るパチンコ遊技機の実施形態を示す
フローチャート。
FIG. 5 is a flowchart illustrating an embodiment of a pachinko gaming machine according to the present invention.

【図6】図柄変動表示器の図柄表示の変動表示の推移
図。
FIG. 6 is a transition diagram of a symbol display change display of a symbol change display.

【符号の説明】[Explanation of symbols]

1 遊技盤 2 図柄変動表示器 4 通過ゲート 5 始動口 7 可変入賞装置 11 始動スイッチ DESCRIPTION OF SYMBOLS 1 Game board 2 Symbol change display 4 Passage gate 5 Starting port 7 Variable winning device 11 Start switch

Claims (2)

【特許請求の範囲】[Claims] 【請求項1】 始動条件が成立することにより、図柄変
動表示器の複数の表示列に数字,記号等の図柄が動画状
に流れる如くに変動表示され、その表示列の内の少なく
とも2つの表示列が同一図柄にて停止したリーチ状態を
経て該各表示列が同一図柄にて停止した場合に特定遊技
状態となるパチンコ遊技機において、リーチ状態を経て
最後に停止した表示列の図柄がそのリーチ状態の図柄と
異なっていた場合に他の表示列を再び変動表示させ、そ
の再変動後の停止で各表示列の内の少なくとも2つの表
示列が再び同一図柄にて停止する再リーチ状態となった
場合はさらに他の表示列を変動表示させることで特定遊
技状態がもたらされる機会が継続されるようにしたこと
を特徴とするパチンコ遊技機。
When a start condition is satisfied, a symbol such as a numeral or a symbol is variably displayed on a plurality of display columns of a symbol variability display so as to flow like a moving image, and at least two of the display columns are displayed. In a pachinko gaming machine that enters a specific gaming state when each display row stops at the same symbol after the row stops at the same symbol, the symbol of the display row that last stopped through the reach state is the reach. When the pattern is different from the symbol in the state, the other display columns are changed and displayed again, and at the stop after the re-change, at least two of the display columns stop again at the same symbol and become a re-reach state. A pachinko gaming machine characterized in that, in the case of a pachinko game machine, the opportunity to bring a specific gaming state is continued by variably displaying other display columns.
【請求項2】 再変動後の停止図柄が他のいずれかの表
示列の図柄と同一であればこれと相違する図柄の表示列
が所定回数を限度として再変動が繰り返されるようにし
たことを特徴とする請求項1に記載のパチンコ遊技機。
2. If the stop symbol after the re-variation is the same as the symbol in any of the other display columns, the display column of a different symbol is re-varied up to a predetermined number of times. The pachinko gaming machine according to claim 1, wherein
JP2000321701A 2000-10-20 2000-10-20 Pachinko game machine Pending JP2002126236A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2000321701A JP2002126236A (en) 2000-10-20 2000-10-20 Pachinko game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2000321701A JP2002126236A (en) 2000-10-20 2000-10-20 Pachinko game machine

Publications (1)

Publication Number Publication Date
JP2002126236A true JP2002126236A (en) 2002-05-08

Family

ID=18799777

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2000321701A Pending JP2002126236A (en) 2000-10-20 2000-10-20 Pachinko game machine

Country Status (1)

Country Link
JP (1) JP2002126236A (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006320379A (en) * 2005-05-17 2006-11-30 Abilit Corp Game machine
JP2008245929A (en) * 2007-03-30 2008-10-16 Samii Kk Pinball game machine
JP2009172278A (en) * 2008-01-28 2009-08-06 Sankyo Co Ltd Game machine
JP2014144327A (en) * 2014-01-16 2014-08-14 Kyoraku Sangyo Co Ltd Game machine
JP2017046986A (en) * 2015-09-03 2017-03-09 株式会社大一商会 Game machine

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006320379A (en) * 2005-05-17 2006-11-30 Abilit Corp Game machine
JP2008245929A (en) * 2007-03-30 2008-10-16 Samii Kk Pinball game machine
JP2009172278A (en) * 2008-01-28 2009-08-06 Sankyo Co Ltd Game machine
JP2014144327A (en) * 2014-01-16 2014-08-14 Kyoraku Sangyo Co Ltd Game machine
JP2017046986A (en) * 2015-09-03 2017-03-09 株式会社大一商会 Game machine

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