JP2003010475A5 - - Google Patents
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- JP2003010475A5 JP2003010475A5 JP2001204005A JP2001204005A JP2003010475A5 JP 2003010475 A5 JP2003010475 A5 JP 2003010475A5 JP 2001204005 A JP2001204005 A JP 2001204005A JP 2001204005 A JP2001204005 A JP 2001204005A JP 2003010475 A5 JP2003010475 A5 JP 2003010475A5
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- symbol
- predetermined
- start memory
- memory number
- character
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Claims (3)
遊技球の通過を検知する図柄始動領域と、
図柄始動領域への遊技球通過を所定始動記憶数を限度として記憶保持し、かつ始動記憶数を順次記憶消化する図柄始動記憶手段と、
図柄始動領域への遊技球通過または図柄始動記憶手段の始動記憶数消化に起因して選出図柄を変動開始し、停止して図柄確定する図柄制御手段とを備え、図柄表示装置に各選出図柄の組合せが所定の当り図柄態様で確定表示される場合に、遊技者に所定の利得を供与するパチンコ遊技機において、
ハズレ図柄態様が連続して確定表示された数であるハズレ図柄表示連続数を記憶保持し、その連続が無効となった場合にそれまでの記憶を全消去するハズレ図柄記憶手段を備えると共に、
図柄制御手段が、
表出維持される固定画部と、各部位を生成する複数の表出画部とからなるキャラクタ画像を、固定画部を共通とし、表出画部を異として、あらかじめ複数設定し、かつ該キャラクタ画像を序列化された所定の到達価値に対してあらかじめ割り当て、その時点での到達価値に対応するキャラクタ画像を図柄表示領域に生成する行程であり、
図柄始動記憶手段に始動記憶数が記憶保持される毎に、当該キャラクタ画像を生成するいずれかの表出画部を順次表出し、図柄始動記憶手段に保持された始動記憶数が記憶消化される毎に、既に表出されたいずれかの表出画部を順次消失するキャラクタ生成行程を実行する制御内容を備えるものであり、
さらに前記到達価値が、ハズレ図柄表示連続数の所定連続数であって、該所定連続数に従って、キャラクタ画像を割り当てるようにしているものであることを特徴とするパチンコ遊技機。A symbol display device having a symbol display area for variably displaying selected symbols;
A symbol start area for detecting the passing of a game ball;
A symbol start storage means for storing and holding the game ball passing to the symbol start area with a predetermined start memory number as a limit, and sequentially storing the start memory number;
The symbol display device includes symbol control means for starting variation of the selected symbol due to passage of the game ball to the symbol starting region or digestion of the starting memory number of the symbol starting storage means, and stopping and confirming the symbol. In a pachinko gaming machine that provides a predetermined gain to a player when the combination is fixedly displayed in a predetermined hit pattern mode,
In addition to storing and holding the number of consecutive symbol display, which is the number that the symbol pattern has been continuously displayed in a definite manner, when the sequence becomes invalid, it is provided with a symbol pattern storage means for erasing all previous memories.
The design control means
A character image composed of a fixed image portion that is maintained and a plurality of exposed image portions that generate each part is set in advance, with the fixed image portion being common and the exposed image portions being different, It is a process of assigning a character image in advance to a predetermined reached achievement value, and generating a character image corresponding to the arrival value at that time in the symbol display area,
Each time the start memory number is stored and held in the symbol start memory means, any one of the image display units that generate the character image is sequentially displayed, and the start memory number held in the symbol start memory means is stored and digested. Each has a control content for executing a character generation process for sequentially erasing one of the already displayed image portions.
The pachinko gaming machine is characterized in that the attainment value is a predetermined continuous number of consecutive symbol display continuous numbers, and character images are assigned according to the predetermined continuous number .
遊技球の通過を検知する図柄始動領域と、
図柄始動領域への遊技球通過を所定始動記憶数を限度として記憶保持し、かつ始動記憶数を順次記憶消化する図柄始動記憶手段と、
図柄始動領域への遊技球通過または図柄始動記憶手段の始動記憶数消化に起因して選出図柄を変動開始し、停止して図柄確定する図柄制御手段とを備え、図柄表示装置に各選出図柄の組合せが所定の当り図柄態様で確定表示される場合に、遊技者に所定の利得を供与するパチンコ遊技機において、
所定条件が充足される度にいずれかの当り確率を選定する当り確率選定手段を備えると共に、
図柄制御手段が、
表出維持される固定画部と、各部位を生成する複数の表出画部とからなるキャラクタ画像を、固定画部を共通とし、表出画部を異として、あらかじめ複数設定し、かつ該キャラクタ画像を序列化された所定の到達価値に対してあらかじめ割り当て、その時点での到達価値に対応するキャラクタ画像を図柄表示領域に生成する行程であって、
図柄始動記憶手段に始動記憶数が記憶保持される毎に、当該キャラクタ画像を生成するいずれかの表出画部を順次表出し、図柄始動記憶手段に保持された始動記憶数が記憶消化される毎に、既に表出されたいずれかの表出画部を順次消失するキャラクタ生成行程を実行する制御内容を備えるものでであり、
さらに前記到達価値が、当り図柄態様を確定表示する確率である当り確率であって、該当り確率に従って、キャラクタ画像を割り当てるようにしているものであることを特徴とするパチンコ遊技機。A symbol display device having a symbol display area for variably displaying selected symbols;
A symbol start area for detecting the passing of a game ball;
A symbol start storage means for storing and holding the game ball passing to the symbol start area with a predetermined start memory number as a limit, and sequentially storing the start memory number;
The symbol display device includes symbol control means for starting variation of the selected symbol due to passage of the game ball to the symbol starting region or digestion of the starting memory number of the symbol starting storage means, and stopping and confirming the symbol. In a pachinko gaming machine that provides a predetermined gain to a player when the combination is fixedly displayed in a predetermined hit pattern mode,
A hit probability selection means for selecting any hit probability each time a predetermined condition is satisfied,
The design control means
A character image composed of a fixed image portion that is maintained and a plurality of exposed image portions that generate each part is set in advance with a fixed image portion and a different exposed image portion. It is a process of pre-assigning character images in order for predetermined predetermined achievement values, and generating a character image corresponding to the arrival values at that time in the symbol display area,
Each time the start memory number is stored and held in the symbol start memory means, any of the image display units that generate the character image is sequentially displayed, and the start memory number held in the symbol start memory means is stored and digested. Every time, it has a control content to execute the character generation process of sequentially erasing any of the already displayed image portion,
The pachinko gaming machine is characterized in that the attainment value is a hit probability that is a probability of definite display of the hit symbol pattern, and a character image is assigned according to the hit probability .
遊技球の通過を検知する図柄始動領域と、
図柄始動領域への遊技球通過を所定始動記憶数を限度として記憶保持し、かつ始動記憶数を順次記憶消化する図柄始動記憶手段と、
図柄始動領域への遊技球通過または図柄始動記憶手段の始動記憶数消化に起因して選出図柄を変動開始し、停止して図柄確定する図柄制御手段とを備え、図柄表示装置に各選出図柄の組合せが所定の当り図柄態様で確定表示される場合に、遊技者に所定の利得を供与するパチンコ遊技機において、
所定条件に基づいて所定有利状態を発生させ、所定有利状態の継続値の消化満了まで消化値を記憶保持する有利状態制御手段を備えると共に、
図柄制御手段が、
表出維持される固定画部と、各部位を生成する複数の表出画部とからなるキャラクタ画像を、固定画部を共通とし、表出画部を異として、あらかじめ複数設定し、かつ該キャラクタ画像を序列化された所定の到達価値に対してあらかじめ割り当て、その時点での到達価値に対応するキャラクタ画像を図柄表示領域に生成する行程であって、
図柄始動記憶手段に始動記憶数が記憶保持される毎に、当該キャラクタ画像を生成するいずれかの表出画部を順次表出し、図柄始動記憶手段に保持された始動記憶数が記憶消化される毎に、既に表出されたいずれかの表出画部を順次消失するキャラクタ生成行程を実行する制御内容を備えるものでであり、
さらに前記到達価値が、遊技者にとって有利な所定有利状態の継続終期を示す継続値までの一通過点である所定消化値であって、該所定消化値に従って、キャラクタ画像を割り当てるようにしているものであることを特徴とするパチンコ遊技機。 A symbol display device having a symbol display area for variably displaying selected symbols;
A symbol start area for detecting the passing of a game ball;
A symbol start storage means for storing and holding the game ball passing to the symbol start area with a predetermined start memory number as a limit, and sequentially storing the start memory number;
The symbol display device includes symbol control means for starting variation of the selected symbol due to passage of the game ball to the symbol starting region or digestion of the starting memory number of the symbol starting storage means, and stopping and confirming the symbol. In a pachinko gaming machine that provides a predetermined gain to a player when the combination is fixedly displayed in a predetermined hit pattern mode,
An advantageous state control means for generating a predetermined advantageous state based on a predetermined condition and storing the digested value until the digestion of the continuation value of the predetermined advantageous state is completed;
The design control means
A character image composed of a fixed image portion that is maintained and a plurality of exposed image portions that generate each part is set in advance with a fixed image portion and a different exposed image portion. It is a process of pre-assigning character images in order for predetermined predetermined achievement values, and generating a character image corresponding to the arrival values at that time in the symbol display area,
Each time the start memory number is stored and held in the symbol start memory means, any of the image display units that generate the character image is sequentially displayed, and the start memory number held in the symbol start memory means is stored and digested. Every time, it has a control content to execute the character generation process of sequentially erasing any of the already displayed image portion,
Further, the reach value is a predetermined digest value that is a passing point up to a continuation value indicating the end of the predetermined advantageous state advantageous to the player, and character images are assigned according to the predetermined digest value. A pachinko machine characterized by being .
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2001204005A JP2003010475A (en) | 2001-07-04 | 2001-07-04 | Pachinko game machine |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2001204005A JP2003010475A (en) | 2001-07-04 | 2001-07-04 | Pachinko game machine |
Publications (2)
Publication Number | Publication Date |
---|---|
JP2003010475A JP2003010475A (en) | 2003-01-14 |
JP2003010475A5 true JP2003010475A5 (en) | 2005-07-07 |
Family
ID=19040549
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP2001204005A Pending JP2003010475A (en) | 2001-07-04 | 2001-07-04 | Pachinko game machine |
Country Status (1)
Country | Link |
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JP (1) | JP2003010475A (en) |
Families Citing this family (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2010166945A (en) * | 2009-01-20 | 2010-08-05 | Taiyo Elec Co Ltd | Game machine |
JP5023309B2 (en) * | 2011-05-09 | 2012-09-12 | 株式会社大一商会 | Game machine |
JP5023310B2 (en) * | 2011-05-09 | 2012-09-12 | 株式会社大一商会 | Game machine |
JP2013059518A (en) * | 2011-09-14 | 2013-04-04 | Maruhon Industry Co Ltd | Pachinko game machine |
JP6152559B2 (en) * | 2014-12-18 | 2017-06-28 | 株式会社サンセイアールアンドディ | Game machine |
JP6161177B2 (en) * | 2016-03-11 | 2017-07-12 | 株式会社サンセイアールアンドディ | Game machine |
JP6161178B2 (en) * | 2016-03-11 | 2017-07-12 | 株式会社サンセイアールアンドディ | Game machine |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2772774B2 (en) * | 1995-07-26 | 1998-07-09 | マルホン工業株式会社 | Pachinko machine |
JP2000014880A (en) * | 1998-07-01 | 2000-01-18 | Takao:Kk | Pachinko game machine |
JP2000135332A (en) * | 1998-10-31 | 2000-05-16 | Sophia Co Ltd | Game machine |
JP2001178910A (en) * | 1999-12-24 | 2001-07-03 | Ace Denken:Kk | Game machine |
-
2001
- 2001-07-04 JP JP2001204005A patent/JP2003010475A/en active Pending
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