JP2015213616A5 - - Google Patents
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- JP2015213616A5 JP2015213616A5 JP2014098083A JP2014098083A JP2015213616A5 JP 2015213616 A5 JP2015213616 A5 JP 2015213616A5 JP 2014098083 A JP2014098083 A JP 2014098083A JP 2014098083 A JP2014098083 A JP 2014098083A JP 2015213616 A5 JP2015213616 A5 JP 2015213616A5
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- continuous
- variable display
- identification information
- effect
- gaming machine
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- 230000000694 effects Effects 0.000 claims description 21
- 238000010924 continuous production Methods 0.000 claims description 2
- 238000003860 storage Methods 0.000 claims description 2
- 238000000034 method Methods 0.000 description 4
- 238000004519 manufacturing process Methods 0.000 description 2
- 238000005034 decoration Methods 0.000 description 1
Description
本発明は、識別情報の可変表示を行い、識別情報の可変表示の表示結果を導出する遊技機に関する。 The present invention performs variable display of identification information relates to a gaming machine to derive the variable display of the display results of the identification information.
上記目的を達成するため、本発明の遊技機は、(1)識別情報(例えば、特別図柄や飾り図柄等)の可変表示を行い、識別情報の可変表示の表示結果(例えば、大当り図柄となる特別図柄や大当り組み合わせの確定飾り図柄等)を導出する遊技機(例えば、パチンコ遊技機1等)であって、複数回の識別情報の可変表示に亘って、連続演出を実行する連続演出実行手段(例えば、ステップS172の可変表示中演出処理にて、図28(E)〜図29(L)に示すような先読みゾーン演出の動作制御を行う演出制御用CPU120等)と、第1条件が成立したとき(例えば、ステップS708の先読みゾーン演出設定処理にて、先読みゾーン演出中断フラグがオン状態にセットされたとき等)に、前記連続演出を中断する中断手段と(例えば、ステップS172の可変表示中演出処理にて、図28(G)〜(H)に示すような先読みゾーン中断演出の動作制御を行う演出制御用CPU120等)、第2条件が成立したとき(例えば、ステップS172の可変表示中演出処理にて、先読みゾーン演出中断フラグがオフ状態にセットされたとき等)に、前記連続演出を再開する再開手段(例えば、ステップS172の可変表示中演出処理にて、図29(I)〜(L)に示すような先読みゾーン演出の動作制御を行う演出制御用CPU120等)とを備え、前記連続演出実行手段は、前記連続演出が中断されているときに、該連続演出の演出態様の少なくとも一部を実行することが可能である(例えば、ステップS172の可変表示中演出処理にて、図28(G)〜(H)に示すような先読みゾーン演出用の特殊なテロップ、背景画像、BGMのうち、特殊なBGMのみを用いて先読みゾーン中断演出の動作制御を行う演出制御用CPU120等)ことを特徴とする。 To achieve the above object, the gaming machine of the present invention, (1) identification information (e.g., a special symbol or decorative images, etc.) make variable display of the variable display of the display results of the identification information (e.g., a jackpot symbol special symbol or jackpot combination of deterministic decoration pattern, etc.) the gaming machine to derive (e.g., a pachinko gaming machine 1, etc.), over the variable display of the identification information multiple times, continuously executes the continuous effect effect comprising Execution means (for example, an effect control CPU 120 that performs operation control of prefetch zone effects as shown in FIGS. 28E to 29L in the variable display effect process in step S172) and the first condition (For example, when the prefetch zone production interruption flag is set to the on state in the prefetch zone production setting processing in step S708), the interruption means for interrupting the continuous production (for example, When the second condition is satisfied in the variable display effect processing in step S172, for example, the effect control CPU 120 for controlling the prefetch zone interruption effect as shown in FIGS. In the variable display effect process in step S172, when the pre-read zone effect interruption flag is set to the off state, etc., restart means for restarting the continuous effect (for example, in the variable display effect process in step S172) and a 29 like effect control CPU120 for controlling the operation of the look-ahead zone effect as shown in (I) ~ (L)) , the continuous presentation executing means, when the continuous presentation is interrupted, the it is possible to perform at least some of the continuous effect representation embodiment (e.g., the variable display of effect processing in step S172, as shown in FIG. 28 (G) ~ (H) pre-reading Special subtitle for zone effect, the background image, among the BGM, and wherein the presentation control CPU120, etc.) This for controlling the operation of the look-ahead zone interruption effect using only special BGM.
(2)上記(1)の遊技機において、未だ開始していない識別情報の可変表示に関する情報を保留データとして記憶する保留記憶手段(例えば、第1特図保留記憶部等)と、前記特定遊技状態(例えば、大当り遊技状態等)に制御されるか否かを判定する事前判定手段(例えば、ステップS212の入賞時乱数値判定処理を実行するCPU103等)とを更に備える、としてもよい。 (2) in the gaming machine of the above (1), pending storing means for storing information relating to the variable display of the identification information not yet started as pending data (e.g., the first Japanese view pending storage unit, etc.), before Symbol particular Pre-determining means (for example, the CPU 103 that executes the winning random number determination process in step S212) that determines whether or not the game state (for example, a big hit gaming state) is controlled may be further provided.
Claims (3)
複数回の識別情報の可変表示に亘って、連続演出を実行する連続演出実行手段と、
第1条件が成立したときに、前記連続演出を中断する中断手段と、
第2条件が成立したときに、前記連続演出を再開する再開手段と
を備え、
前記連続演出実行手段は、前記連続演出が中断されているときに、該連続演出の演出態様の少なくとも一部を実行することが可能である
ことを特徴とする遊技機。 It performs variable display of identification information, a game machine to derive the variable display of the display result of the identification information,
Over the variable display of the identification information multiple times, a continuous demonstration execution means for executing a continuous effect,
Interruption means for interrupting the continuous production when the first condition is satisfied;
Resuming means for resuming the continuous performance when the second condition is satisfied;
With
The continuous presentation execution means gaming machine, characterized in that when the continuous presentation is interrupted, it is possible to execute at least part of the effect mode of the continuous effect.
前記特定遊技状態に制御されるか否かを判定する事前判定手段と
を更に備えることを特徴とする請求項1に記載の遊技機。 Hold storage means for storing information on variable display of identification information that has not yet started as hold data ;
The gaming machine according to claim 1, further comprising a pre-judging means for judging whether the controlled prior Symbol particular game state.
を更に備えることを特徴とする請求項1又は2に記載の遊技機。 The gaming machine according to claim 1, further comprising: a specific performance executing unit capable of executing the specific performance.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2014098083A JP6240982B2 (en) | 2014-05-09 | 2014-05-09 | Game machine |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2014098083A JP6240982B2 (en) | 2014-05-09 | 2014-05-09 | Game machine |
Publications (3)
Publication Number | Publication Date |
---|---|
JP2015213616A JP2015213616A (en) | 2015-12-03 |
JP2015213616A5 true JP2015213616A5 (en) | 2016-03-24 |
JP6240982B2 JP6240982B2 (en) | 2017-12-06 |
Family
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Family Applications (1)
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JP2014098083A Expired - Fee Related JP6240982B2 (en) | 2014-05-09 | 2014-05-09 | Game machine |
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Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
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JP6302964B2 (en) * | 2016-08-09 | 2018-03-28 | 京楽産業.株式会社 | Game machine |
JP6592759B2 (en) * | 2017-03-28 | 2019-10-23 | 株式会社サンセイアールアンドディ | Game machine |
JP2018166550A (en) * | 2017-03-29 | 2018-11-01 | 株式会社ユニバーサルエンターテインメント | Game machine |
Family Cites Families (9)
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JP2003000792A (en) * | 2001-06-22 | 2003-01-07 | Olympia:Kk | Game machine and program for game machine and computer-readable recording medium in which program for game machine is recorded |
JP2004049794A (en) * | 2002-07-24 | 2004-02-19 | Sankyo Kk | Game machine |
JP2004188160A (en) * | 2002-10-17 | 2004-07-08 | Aruze Corp | Game machine and simulation game program |
JP4015046B2 (en) * | 2003-03-17 | 2007-11-28 | 株式会社ニューギン | Game machine |
JP2005102729A (en) * | 2003-09-26 | 2005-04-21 | Olympia:Kk | Game machine, program for game machine, and recording medium |
JP4522361B2 (en) * | 2005-12-06 | 2010-08-11 | 株式会社エース電研 | Game machine |
JP4542179B2 (en) * | 2008-07-17 | 2010-09-08 | 株式会社ソフイア | Game machine |
JP5523683B2 (en) * | 2008-08-26 | 2014-06-18 | 株式会社三共 | Game machine |
JP5417591B2 (en) * | 2009-10-19 | 2014-02-19 | 株式会社高尾 | Bullet ball machine |
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2014
- 2014-05-09 JP JP2014098083A patent/JP6240982B2/en not_active Expired - Fee Related