JP2016147100A5 - - Google Patents
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- JP2016147100A5 JP2016147100A5 JP2016078995A JP2016078995A JP2016147100A5 JP 2016147100 A5 JP2016147100 A5 JP 2016147100A5 JP 2016078995 A JP2016078995 A JP 2016078995A JP 2016078995 A JP2016078995 A JP 2016078995A JP 2016147100 A5 JP2016147100 A5 JP 2016147100A5
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- 238000005034 decoration Methods 0.000 claims description 6
- 238000000034 method Methods 0.000 description 2
- 238000004519 manufacturing process Methods 0.000 description 1
Description
上記目的を達成するため、本発明の遊技機は、複数種類の識別情報(例えば飾り図柄など)の可変表示を行い表示結果を導出表示し、遊技者にとって有利な有利状態(例えば大当り遊技状態など)に制御する遊技機(例えばパチンコ遊技機1など)であって、前記有利状態に制御するか否かを決定する決定手段(例えばステップS241、S242の処理を実行する遊技制御用マイクロコンピュータ100のCPU103など)と、前記決定手段における決定結果に基づいて、リーチ状態とするとともに、種類に応じて前記有利状態となる割合が異なるように複数種類のうちいずれかの画像を表示するリーチ演出を実行するリーチ実行手段(例えば演出制御用CPU120がステップS515の決定結果に基づいて、ステップS172の処理を実行する部分など)と、を備え、複数種類の識別情報の少なくとも一部は文字または数字からなる符号情報(例えば「1」〜「9」を示す英数字など)と所定の装飾情報(例えばキャラクタ画像などの付随情報など)とから構成され、前記リーチ実行手段により前記リーチ演出が実行されるときに、前記リーチ状態を構成する識別情報における前記装飾情報を消去し、その後表示結果が導出表示される前に、当該リーチ状態を構成する識別情報における前記装飾情報を再表示する表示制御手段(例えば演出制御用CPU120がステップS172の処理において、図41〜図43のような表示制御を実行する部分など)をさらに備え、前記リーチ実行手段は、前記画像を前記識別情報の可変表示が実行される領域に表示することを特徴とする。
このような構成によれば、画像の視認性が向上し、演出が分かりやすくなる。
また、前記リーチ状態を構成する識別情報と、前記リーチ演出において表示される前記リーチ状態を構成する識別情報と異なる識別情報と、の関係により識別情報の表示態様が変化するようにしてもよい。
In order to achieve the above object, the gaming machine of the present invention variably displays a plurality of types of identification information (for example, decorative symbols) and derives and displays a display result, which is advantageous for the player (for example, a big hit gaming state) ) Of the gaming machine (for example, the pachinko gaming machine 1 or the like) to be controlled, and determining means (for example, the game control microcomputer 100 for executing the processing of steps S241 and S242) for determining whether or not to control to the advantageous state. CPU 103, etc.) and a reach effect based on the determination result in the determination means, and a reach effect that displays any one of a plurality of types of images so that the ratio of the advantageous state varies depending on the type. Reach execution means (for example, the effect control CPU 120 performs the process of step S172 based on the determination result of step S515). A plurality of types of identification information, at least a part of which is code information (for example, alphanumeric characters indicating “1” to “9”) and predetermined decoration information (for example, character). When the reach effect is executed by the reach execution means, the decoration information in the identification information constituting the reach state is erased, and then the display result is derived and displayed. Display control means for redisplaying the decoration information in the identification information that constitutes the reach state (for example, the portion in which the effect control CPU 120 performs display control as shown in FIGS. 41 to 43 in the process of step S172) etc.) further wherein the reach execution means to the display means displays the image in a region where the variable display is performed in the identification information .
According to such a configuration, the visibility of the image is improved and the production is easily understood.
Further, the display mode of the identification information may be changed depending on the relationship between the identification information constituting the reach state and the identification information different from the identification information constituting the reach state displayed in the reach effect .
Claims (1)
前記有利状態に制御するか否かを決定する決定手段と、
前記決定手段における決定結果に基づいて、リーチ状態とするとともに、種類に応じて前記有利状態となる割合が異なるように複数種類のうちいずれかの画像を表示するリーチ演出を実行するリーチ実行手段と、を備え、
複数種類の識別情報の少なくとも一部は文字または数字からなる符号情報と所定の装飾情報とから構成され、
前記リーチ実行手段により前記リーチ演出が実行されるときに、前記リーチ状態を構成する識別情報における前記装飾情報を消去し、その後表示結果が導出表示される前に、当該リーチ状態を構成する識別情報における前記装飾情報を再表示する表示制御手段をさらに備え、
前記リーチ実行手段は、前記画像を前記識別情報の可変表示が実行される領域に表示する
ことを特徴とする遊技機。 A gaming machine that performs variable display of multiple types of identification information, derives and displays a display result, and controls it to an advantageous state advantageous to a player,
Determining means for determining whether to control to the advantageous state;
Reach execution means for executing a reach effect for displaying one of a plurality of types of images so that the ratio of reaching the advantageous state differs depending on the type based on the determination result in the determination unit; With
At least part of the plurality of types of identification information is composed of code information consisting of letters or numbers and predetermined decoration information,
When the reach effect is executed by the reach execution means, the decoration information in the identification information constituting the reach state is erased, and then the identification information constituting the reach state before the display result is derived and displayed. Further comprising display control means for redisplaying the decoration information in
The reach execution means displays the image in an area where variable display of the identification information is executed.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2016078995A JP6130014B2 (en) | 2016-04-11 | 2016-04-11 | Game machine |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2016078995A JP6130014B2 (en) | 2016-04-11 | 2016-04-11 | Game machine |
Related Parent Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP2014160233A Division JP5921617B2 (en) | 2014-08-06 | 2014-08-06 | Game machine |
Publications (3)
Publication Number | Publication Date |
---|---|
JP2016147100A JP2016147100A (en) | 2016-08-18 |
JP2016147100A5 true JP2016147100A5 (en) | 2016-10-27 |
JP6130014B2 JP6130014B2 (en) | 2017-05-17 |
Family
ID=56687528
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP2016078995A Expired - Fee Related JP6130014B2 (en) | 2016-04-11 | 2016-04-11 | Game machine |
Country Status (1)
Country | Link |
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JP (1) | JP6130014B2 (en) |
Families Citing this family (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP6344626B1 (en) * | 2017-01-25 | 2018-06-20 | 株式会社サンセイアールアンドディ | Game machine |
JP7081820B2 (en) * | 2019-01-23 | 2022-06-07 | 株式会社ソフイア | Pachinko machine |
Family Cites Families (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH11156018A (en) * | 1997-11-27 | 1999-06-15 | Sankyo Kk | Game machine |
JPH11319236A (en) * | 1998-05-07 | 1999-11-24 | Sankyo Kk | Ball shooting game machine |
JP2001293182A (en) * | 1999-12-06 | 2001-10-23 | Aruze Corp | Game machine |
JP4290904B2 (en) * | 2001-06-28 | 2009-07-08 | 株式会社ソフィア | Game machine |
JP2003325880A (en) * | 2002-05-17 | 2003-11-18 | Sankyo Kk | Game machine |
-
2016
- 2016-04-11 JP JP2016078995A patent/JP6130014B2/en not_active Expired - Fee Related
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