JP2011229670A5 - - Google Patents

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JP2011229670A5
JP2011229670A5 JP2010102512A JP2010102512A JP2011229670A5 JP 2011229670 A5 JP2011229670 A5 JP 2011229670A5 JP 2010102512 A JP2010102512 A JP 2010102512A JP 2010102512 A JP2010102512 A JP 2010102512A JP 2011229670 A5 JP2011229670 A5 JP 2011229670A5
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gaming state
effect mode
specific
game
advantageous
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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)、特定演出モードとして、遊技状態が所定遊技状態のときに制御されない又は所定遊技状態のときに最も制御され難い特別演出モード(例えば潜伏モード(C))を含む複数の特定演出モード(例えば潜伏モード(A)〜(C))が設けられ、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、演出モードの移行を決定する場合に、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)以下の特別回数(例えば26回)未満のときに、特別演出モードに移行させると決定する演出モード移行決定手段(図43に示す潜伏モード(B)の変動回数0〜25回ときの背景選択テーブルでは「昇格」に対して判定値が割り当てられているが、図43に示す潜伏モード(B)の変動回数26回以上のときの背景選択テーブルでは「昇格」に対して判定値が割り当てられていない)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 change state is continued until the number reaches 54 times; steps S142A and S142B), and the game state is set as the specific effect mode. A plurality of specific performance modes (for example, latent modes (A) to (C)) including a special performance mode (for example, the latent mode (C)) that is not controlled when it is in the predetermined gaming state or is hardly controlled when in the predetermined gaming state. And the effect mode control means counts the number of executions (for example, the number of fluctuations) of variable display of the identification information after the transition condition is satisfied (for example, step S813 in the effect control microcomputer 100). And a special number (for example, 26 times) that is controlled to the advantageous gaming state and is counted by the number-of-executions counting means for a specific number (for example, 54 times) or less. When it is less than, the effect mode transition determining means for determining to shift to the special effect mode (the number of times of change of the latent mode (B) shown in FIG. 43 is 0 to 25) In the background selection table, a decision value is assigned to “promotion”, but in the background selection table when the number of times of change in the latent mode (B) shown in FIG. A value is not assigned). 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、
前記特定演出モードとして、遊技状態が前記所定遊技状態のときに制御されない又は前記所定遊技状態のときに最も制御され難い特別演出モードを含む複数の特定演出モードが設けられ、
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、
前記演出モードの移行を決定する場合に、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特別回数未満のときに、前記特別演出モードに移行させると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
As the specific effect mode, a plurality of specific effect modes including a special effect mode that is not controlled when the gaming state is the predetermined gaming state or is most difficult to control when the predetermined gaming state is provided,
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;
When the transition to the effect mode is determined, when the number of executions controlled by the advantageous game state and counted by the execution number counting means is less than the special number less than the specific number, the transition to the special effect mode is performed. A game machine characterized by comprising: an effect mode transition determining means for determining.
JP2010102512A 2010-04-27 2010-04-27 Game machine Active JP5236683B2 (en)

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JP5833814B2 (en) * 2010-09-06 2015-12-16 株式会社平和 Pachinko machine
JP5522638B2 (en) * 2010-11-12 2014-06-18 サミー株式会社 Bullet ball machine
JP5628220B2 (en) * 2012-01-19 2014-11-19 株式会社三共 Game machine
JP5174974B1 (en) * 2012-03-01 2013-04-03 株式会社平和 Game machine
JP5484501B2 (en) * 2012-03-05 2014-05-07 株式会社大都技研 Amusement stand
JP5861615B2 (en) * 2012-11-14 2016-02-16 タイヨーエレック株式会社 Game machine
JP2014104164A (en) * 2012-11-28 2014-06-09 Sankyo Co Ltd Game machine
JP5754016B2 (en) * 2014-02-18 2015-07-22 株式会社大都技研 Amusement stand
JP6299582B2 (en) * 2014-12-17 2018-03-28 サミー株式会社 Game machine
JP6586809B2 (en) * 2015-07-29 2019-10-09 株式会社ソフイア Game machine
JP6117313B2 (en) * 2015-10-30 2017-04-19 株式会社平和 Pachinko machine

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JP5406492B2 (en) * 2008-09-19 2014-02-05 株式会社ニューギン Game machine
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