JP2011229669A5 - - Google Patents

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JP2011229669A5
JP2011229669A5 JP2010102511A JP2010102511A JP2011229669A5 JP 2011229669 A5 JP2011229669 A5 JP 2011229669A5 JP 2010102511 A JP2010102511 A JP 2010102511A JP 2010102511 A JP2010102511 A JP 2010102511A JP 2011229669 A5 JP2011229669 A5 JP 2011229669A5
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gaming state
predetermined
state
game
controlled
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JP5236682B2 (en
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本発明による遊技機は、始動条件の成立(例えば、第1始動入賞口13または第2始動入賞口14に遊技球が入賞したこと)にもとづいて、各々を識別可能な複数種類の識別情報(例えば、特別図柄)の可変表示を行う可変表示手段(例えば、特別図柄表示器8a,8b)を備え、該可変表示手段に表示結果(例えば停止図柄)を導出することで遊技の結果(例えば、はずれ、大当り等)を確定し、遊技の結果が特定遊技結果(例えば大当り)となったときに遊技者にとって有利な特定遊技状態(例えば、大当り遊技状態)に制御する遊技機であって、識別情報の可変表示を行う遊技状態として、所定遊技状態(例えば通常状態:低ベース・高ベースのいずれも含む)と、定遊技状態よりも特定遊技状態に制御され易い有利遊技状態(例えば確変状態:低ベース・高ベースのいずれも含む)と、を含む複数の遊技状態のうちの1の遊技状態に制御する手段であって、所定の移行条件が成立(例えば、突然確変大当りまたは小当りが発生したことにもとづく大入賞口の開放が行われたこと)した後に所定遊技状態と有利遊技状態のいずれかに制御する遊技状態制御手段(例えば、遊技制御用マイクロコンピュータ560におけるステップS307(大当り終了処理)におけるS172AおよびステップS310(小当り終了処理)を実行する部分)と、識別情報の可変表示を行う演出モードとして、遊技状態が所定遊技状態のときに制御され易い通常演出モード(例えば、通常モード)と、遊技状態が有利遊技状態のときに制御され易い特定演出モード(例えば、潜伏モード)と、を含む複数の演出モードのうちの1の演出モードに制御する手段であって、少なくとも移行条件が成立したことにもとづいて特定演出モードに制御する演出モード制御手段(例えば、演出制御用マイクロコンピュータ100におけるステップS618B,S636,S828を実行する部分:なお、15ラウンドの通常大当り・確変大当り遊技の終了後に潜伏モードに移行させる構成であってもよい。)と、を備え、遊技状態制御手段は、移行条件が成立した後に有利遊技状態に制御するときに、該移行条件が成立してから識別情報の可変表示が特定回数(例えば54回)実行されるまで有利遊技状態に制御し(例えば、確変回数が54回に達するまで確変状態を継続し;ステップS142A,S142B)、演出モード制御手段は、移行条件が成立してからの識別情報の可変表示の実行回数(例えば変動回数)を計数する実行回数計数手段(例えば、演出制御用マイクロコンピュータ100におけるステップS813を実行する部分)と、移行条件が成立した後に、所定遊技状態に制御されかつ実行回数計数手段が計数する実行回数が特定回数(例えば54回)以下の所定回数(例えば26回)未満のとき、所定遊技状態に制御されかつ実行回数計数手段が計数する実行回数が所定回数(例えば26回)以上のとき、有利遊技状態に制御されかつ実行回数計数手段が計数する実行回数が特定回数(例えば54回)以下の予め定められた回数(例えば26回:なお、「予め定められた回数」は「所定回数」と同じ回数であっても異なる回数であってもよい。)未満のとき、または有利遊技状態に制御されかつ実行回数計数手段が計数する実行回数が予め定められた回数(例えば26回)以上のとき、のいずれの状態にあるかに応じて、異なる割合で演出モードを移行させるか否かを決定する演出モード移行決定手段(例えば、演出制御用マイクロコンピュータ100がステップS823にて図41に示すテーブルを用いて各移行抽選演出を実行するか否かを決定し、ステップS826にて図43に示すテーブルを用いて各移行抽選演出において昇格・転落・移行なしを決定する処理を実行する部分)と、を含むことを特徴とする。このような構成によれば、特定演出モードに移行した後の状況(可変表示の実行回数など)に応じて特別遊技状態に対する期待感を適切に煽ることができる。 The gaming machine according to the present invention has a plurality of types of identification information (each of which can be identified based on the establishment of the start condition (for example, a game ball has won the first start winning opening 13 or the second starting winning opening 14)). For example, a variable display means (for example, special symbol indicators 8a and 8b) for variably displaying special symbols is provided, and a game result (for example, for example, a stop symbol) is derived from the variable display means. A game machine that determines a specific game state (for example, a big hit game state) advantageous to the player when the game result becomes a specific game result (for example, a big hit). as a game state in which the variable display of information, predetermined gaming state (e.g. normal state: containing either low base height based) and than Tokoro Teiyugi state is controlled to a specific game state easily advantageous gaming state (eg Probability change state: including both low base and high base), and a means for controlling the game state to one of a plurality of game states including a predetermined transition condition (for example, sudden probability change big hit or small A game state control means (for example, step S307 in the game control microcomputer 560) that controls to either a predetermined game state or an advantageous game state after the big prize opening has been opened based on the occurrence of a win. As the effect mode for performing variable display of the identification information, the normal effect mode that is easily controlled when the game state is the predetermined game state (for example, the portion that executes S172A and step S310 (small hit end process) in the big hit end process) , Normal mode), a specific performance mode (for example, a latent mode) that is easy to control when the gaming state is an advantageous gaming state, A means for controlling to one effect mode of a plurality of effect modes including the effect mode control means for controlling to the specific effect mode based on at least the transition condition being satisfied (for example, in the effect control microcomputer 100) Steps S618B, S636, and S828 are executed: the game state control means may be configured to shift to a latent mode after the end of 15 rounds of normal big hit / probability big hit games). When the advantageous game state is controlled after the condition is satisfied, the advantageous game state is controlled until the variable display of the identification information is executed a specific number of times (for example, 54 times) after the transition condition is satisfied (for example, the probability change number of times). The probability variation state is continued until the number reaches 54 times; steps S142A and S142B), and the production mode control means The number of executions of variable display of identification information after the establishment of (for example, the number of fluctuations) is counted (for example, the part for executing step S813 in the production control microcomputer 100), and the transition condition is established. Later, when the number of executions controlled to a predetermined gaming state and counted by the execution number counting means is less than a predetermined number (for example, 26 times) equal to or less than a specific number of times (for example, 54 times), the number of execution times is controlled and controlled. When the number of executions counted by is equal to or greater than a predetermined number (for example, 26 times), the number of executions controlled in the advantageous gaming state and counted by the execution number counting means is a predetermined number of times (for example, 54 times) or less (for example, 26 times: Note that the “predetermined number of times” may be the same number of times as the “predetermined number of times” or a different number of times. ), Or when the number of executions controlled by the advantageous game state and counted by the execution number counting means is equal to or greater than a predetermined number (for example, 26 times), the ratio varies depending on the state. In step S823, it is determined whether or not to execute the transition lottery effect using the table shown in FIG. 41 in step S823. And a part for executing a process of determining promotion / falling / no transition in each transition lottery effect using the table shown in FIG. 43 in step S826. According to such a configuration, it is possible to appropriately give a sense of expectation for the special gaming state in accordance with the situation (such as the number of executions of variable display) after shifting to the specific effect mode.

Claims (1)

始動条件の成立にもとづいて、各々を識別可能な複数種類の識別情報の可変表示を行う可変表示手段を備え、該可変表示手段に表示結果を導出することで遊技の結果を確定し、遊技の結果が特定遊技結果となったときに遊技者にとって有利な特定遊技状態に制御する遊技機であって、
前記識別情報の可変表示を行う遊技状態として、所定遊技状態と、記所定遊技状態よりも前記特定遊技状態に制御され易い有利遊技状態と、を含む複数の遊技状態のうちの1の遊技状態に制御する手段であって、所定の移行条件が成立した後に前記所定遊技状態と前記有利遊技状態のいずれかに制御する遊技状態制御手段と、
前記識別情報の可変表示を行う演出モードとして、遊技状態が前記所定遊技状態のときに制御され易い通常演出モードと、遊技状態が前記有利遊技状態のときに制御され易い特定演出モードと、を含む複数の演出モードのうちの1の演出モードに制御する手段であって、少なくとも前記移行条件が成立したことにもとづいて前記特定演出モードに制御する演出モード制御手段と、を備え、
前記遊技状態制御手段は、前記移行条件が成立した後に前記有利遊技状態に制御するときに、該移行条件が成立してから識別情報の可変表示が特定回数実行されるまで前記有利遊技状態に制御し、
前記演出モード制御手段は、
前記移行条件が成立してからの識別情報の可変表示の実行回数を計数する実行回数計数手段と、
前記移行条件が成立した後に、前記所定遊技状態に制御されかつ前記実行回数計数手段が計数する実行回数が前記特定回数以下の所定回数未満のとき、前記所定遊技状態に制御されかつ前記実行回数計数手段が計数する実行回数が前記所定回数以上のとき、前記有利遊技状態に制御されかつ前記実行回数計数手段が計数する実行回数が前記特定回数以下の予め定められた回数未満のとき、または前記有利遊技状態に制御されかつ前記実行回数計数手段が計数する実行回数が前記予め定められた回数以上のとき、のいずれの状態にあるかに応じて、異なる割合で前記演出モードを移行させるか否かを決定する演出モード移行決定手段と、を含む
ことを特徴とする遊技機。
Based on the establishment of the start condition, it is provided with variable display means for variably displaying a plurality of types of identification information that can each be identified, and by deriving the display result to the variable display means, the result of the game is determined, A gaming machine that controls a specific gaming state advantageous to a player when the result is a specific gaming result,
As a game state in which the variable display of the identification information, the first gaming state of the plurality of game states including a predetermined gaming state and a prone advantageous gaming state is controlled to the specific game state than the previous SL predetermined gaming state Game state control means for controlling to either the predetermined gaming state or the advantageous gaming state after a predetermined transition condition is established;
The effect modes for variably displaying the identification information include a normal effect mode that is easily controlled when the gaming state is the predetermined gaming state, and a specific effect mode that is easily controlled when the gaming state is the advantageous gaming state. Means for controlling to one effect mode of a plurality of effect modes, comprising at least an effect mode control means for controlling to the specific effect mode based on the establishment of the transition condition;
When the game condition control means controls to the advantageous game state after the transition condition is established, the game state control means controls to the advantageous game state until the variable display of the identification information is executed a specific number of times after the transition condition is established. And
The production mode control means includes
Execution number counting means for counting the number of executions of variable display of identification information after the transition condition is satisfied;
After the transition condition is satisfied, when the number of executions controlled by the predetermined game state and counted by the execution number counting means is less than the predetermined number less than the specific number of times, the state is controlled to the predetermined game state and the execution number is counted. When the number of executions counted by the means is greater than or equal to the predetermined number of times, the number of executions controlled by the advantageous gaming state and counted by the execution number counting means is less than a predetermined number of times less than or equal to the specific number of times, or the advantageous Whether or not to shift the effect mode at a different rate depending on which state is controlled when the number of executions controlled by the game state and counted by the execution number counting means is equal to or greater than the predetermined number And a production mode transition determining means for determining the game machine.
JP2010102511A 2010-04-27 2010-04-27 Game machine Active JP5236682B2 (en)

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