JP2017035476A5 - - Google Patents
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- JP2017035476A5 JP2017035476A5 JP2016152193A JP2016152193A JP2017035476A5 JP 2017035476 A5 JP2017035476 A5 JP 2017035476A5 JP 2016152193 A JP2016152193 A JP 2016152193A JP 2016152193 A JP2016152193 A JP 2016152193A JP 2017035476 A5 JP2017035476 A5 JP 2017035476A5
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- 230000003252 repetitive Effects 0.000 claims description 2
Description
請求項1記載の弾球遊技機は、
所定条件が成立すると遊技者が有利な特典状態に移行する特典状態移行手段と、
該特典状態移行手段による特典状態への移行に係る演出を演出表示装置に表示する演出表示手段と、
遊技者が操作可能な操作手段と、を備えた遊技機であって、
所定期間内に遊技者が前記操作手段を所定回数連打すると前記特典状態へ移行するか否か、又は該特典状態への移行の期待度を報知する連打演出手段を備え、
該連打演出手段は、前記所定期間内において遊技者が前記操作手段を所定時間押下し続けると、当該押下を続けた該所定時間内において自動で前記連打を継続する自動連打手段を含み、
該自動連打手段は、第1自動連打と、該第1自動連打とは異なる間隔で前記連打を行う第2自動連打とを備え、前記特典状態へ移行するか否か、又は該特典状態への移行の期待度に応じて前記第1自動連打又は前記第2自動連打のいずれかを実施し、
前記第1自動連打の前記間隔を前記第2自動連打の前記間隔よりも小さくし、
前記自動連打手段が前記第2自動連打を実施すると、前記特典状態へ移行する、又は前記第1自動連打を実施する場合よりも前記特典状態に移行する期待度が高く、
遊技者による前記操作手段の連打時、及び前記第2自動連打の実施時には第1効果音を出力し、前記第1自動連打の実施時には第2効果音を出力する
ことを特徴とする弾球遊技機である。
The ball game machine according to claim 1,
Privilege state transition means for transitioning to a privilege state in which the player is advantageous when the predetermined condition is satisfied;
Effect display means for displaying effects related to the transition to the privilege state by the privilege state transition means on the effect display device;
A gaming machine comprising operating means operable by a player,
When a player repeatedly hits the operation means a predetermined number of times within a predetermined period, it is provided whether or not to shift to the privilege state, or a continuous hit effect means for informing the expectation of the transition to the privilege state,
The continuous hitting effect means includes automatic continuous hitting means for automatically continuing the continuous hitting within the predetermined time when the player continues to press the operation means for a predetermined time within the predetermined period,
The automatic continuous hitting means includes a first automatic continuous hit and a second automatic continuous hit for performing the continuous hit at an interval different from the first automatic continuous hit, and whether or not to shift to the privilege state, or to the privilege state Depending on the expected degree of transition, either the first automatic hit or the second automatic hit is performed,
The interval between the first automatic hits is smaller than the interval between the second automatic hits;
Wherein the automatic battered means implementing said second automatic continuous hits, the process proceeds to award state, or the expectation to shift to the privilege state than when the first to implement the automatic barrage is rather high,
A ball game in which a first sound effect is output when a player repeatedly strikes the operation means and when the second automatic continuous strike is performed, and a second sound effect is output when the first automatic continuous strike is performed. Machine.
請求項2記載の弾球遊技機は、
所定条件が成立すると遊技者が有利な特典状態に移行する特典状態移行手段と、
該特典状態移行手段による特典状態への移行に係る演出を演出表示装置に表示する演出表示手段と、
遊技者が操作可能な操作手段と、を備えた遊技機であって、
所定期間内に前記操作手段を連続して操作する連打を行うと、該操作手段を操作する毎に抽選し、該抽選が当選すると前記特典状態へ移行するか否か、又は該特典状態への移行の期待度を報知する連打演出手段を備え、
該連打演出手段は、前記所定期間内において遊技者が前記操作手段を所定時間押下し続けると、当該押下を続けた該所定時間内において自動で前記連打を継続する自動連打手段を含み、
該自動連打手段は、第1自動連打と、該第1自動連打とは異なる間隔で前記連打を行う第2自動連打とを備え、前記特典状態へ移行するか否か、又は該特典状態への移行の期待度に応じて前記第1自動連打又は前記第2自動連打のいずれかを実施し、
前記第1自動連打の前記間隔を前記第2自動連打の前記間隔よりも小さくし、
前記自動連打手段が前記第2自動連打を実施すると、前記特典状態へ移行する、又は前記第1自動連打を実施する場合よりも前記特典状態に移行する期待度が高く、
遊技者による前記操作手段の連打時、及び前記第2自動連打の実施時には第1効果音を出力し、前記第1自動連打の実施時には第2効果音を出力する
ことを特徴とする遊技機である。
The ball game machine according to claim 2
Privilege state transition means for transitioning to a privilege state in which the player is advantageous when the predetermined condition is satisfied;
Effect display means for displaying effects related to the transition to the privilege state by the privilege state transition means on the effect display device;
A gaming machine comprising operating means operable by a player,
If the operation means is continuously operated within a predetermined period, a lottery is performed each time the operation means is operated, and if the lottery is won, whether or not the privilege state is entered or whether the privilege state is entered. It is equipped with repetitive hitting directing means for informing the expected degree of transition,
The continuous hitting effect means includes automatic continuous hitting means for automatically continuing the continuous hitting within the predetermined time when the player continues to press the operation means for a predetermined time within the predetermined period,
The automatic continuous hitting means includes a first automatic continuous hit and a second automatic continuous hit for performing the continuous hit at an interval different from the first automatic continuous hit, and whether or not to shift to the privilege state, or to the privilege state Depending on the expected degree of transition, either the first automatic hit or the second automatic hit is performed,
The interval between the first automatic hits is smaller than the interval between the second automatic hits;
Wherein the automatic battered means implementing said second automatic continuous hits, the process proceeds to award state, or the expectation to shift to the privilege state than when the first to implement the automatic barrage is rather high,
A gaming machine that outputs a first sound effect when a player repeatedly strikes the operating means and when the second automatic continuous hit is performed, and outputs a second sound effect when the first automatic continuous hit is performed. is there.
請求項3記載の弾球遊技機は、
請求項1に記載の遊技機において、
前記連打演出は、前記自動連打手段による前記連打と遊技者による前記連打とで前記報知を実施する前記所定回数を異なる回数とする
ことを特徴とする遊技機である。
The ball game machine according to claim 3 is:
In the gaming machine according to claim 1 ,
In the gaming machine, the predetermined number of times of performing the notification is different between the continuous hitting by the automatic hitting means and the continuous hitting by the player.
請求項4記載の弾球遊技機は、
請求項2に記載の遊技機において、
前記連打演出は、前記自動連打手段による前記連打と遊技者による前記連打とで前記報知を実施する前記抽選を異なる確率とする
ことを特徴とする遊技機である。
The bullet ball game machine according to claim 4 ,
The gaming machine according to claim 2 ,
In the game machine, the lottery effect in which the notification is performed is different between the continuous hit by the automatic hitting means and the continuous hit by the player.
請求項3に記載の遊技機によれば、請求項1と同様の効果を奏しながら、自動連打は手動連打とは連打速度が異なるため、自動連打の連打速度に合ったタイミングで期待度又は当否の報知を行うことができる。また、連打操作を自動にして楽にした分、クリアする条件を困難にすることで遊技のバランスが均等になる。
According to the gaming machine of the third aspect , while having the same effect as in the first aspect , the automatic hitting is different from the manual hitting speed in comparison with the manual consecutive hitting. Can be notified. In addition, the game balance becomes even by making the conditions for clearing difficult by making the repeated hitting operation easier and easier.
請求項4に記載の遊技機によれば、請求項2と同様の効果を奏しながら、自動連打は手動連打とは連打速度が異なるため、自動連打の連打速度に合ったタイミングで期待度又は当否の報知を行うことができる。また、連打操作を自動にして楽にした分、クリアする条件を困難にすることで遊技のバランスが均等になる。 According to the gaming machine of the fourth aspect , while having the same effect as the second aspect , the automatic hitting is different from the manual hitting speed in comparison with the manual consecutive hitting. Can be notified. In addition, the game balance becomes even by making the conditions for clearing difficult by making the repeated hitting operation easier and easier.
Claims (4)
該特典状態移行手段による特典状態への移行に係る演出を演出表示装置に表示する演出表示手段と、
遊技者が操作可能な操作手段と、を備えた遊技機であって、
所定期間内に遊技者が前記操作手段を所定回数連打すると前記特典状態へ移行するか否か、又は該特典状態への移行の期待度を報知する連打演出手段を備え、
該連打演出手段は、前記所定期間内において遊技者が前記操作手段を所定時間押下し続けると、当該押下を続けた該所定時間内において自動で前記連打を継続する自動連打手段を含み、
該自動連打手段は、第1自動連打と、該第1自動連打とは異なる間隔で前記連打を行う第2自動連打とを備え、前記特典状態へ移行するか否か、又は該特典状態への移行の期待度に応じて前記第1自動連打又は前記第2自動連打のいずれかを実施し、
前記第1自動連打の前記間隔を前記第2自動連打の前記間隔よりも小さくし、
前記自動連打手段が前記第2自動連打を実施すると、前記特典状態へ移行する、又は前記第1自動連打を実施する場合よりも前記特典状態に移行する期待度が高く、
遊技者による前記操作手段の連打時、及び前記第2自動連打の実施時には第1効果音を出力し、前記第1自動連打の実施時には第2効果音を出力する
ことを特徴とする遊技機。 Privilege state transition means for transitioning to a privilege state in which the player is advantageous when the predetermined condition is satisfied;
Effect display means for displaying effects related to the transition to the privilege state by the privilege state transition means on the effect display device;
A gaming machine comprising operating means operable by a player,
When a player repeatedly hits the operation means a predetermined number of times within a predetermined period, it is provided whether or not to shift to the privilege state, or a continuous hit effect means for informing the expectation of the transition to the privilege state,
The continuous hitting effect means includes automatic continuous hitting means for automatically continuing the continuous hitting within the predetermined time when the player continues to press the operation means for a predetermined time within the predetermined period,
The automatic continuous hitting means includes a first automatic continuous hit and a second automatic continuous hit for performing the continuous hit at an interval different from the first automatic continuous hit, and whether or not to shift to the privilege state, or to the privilege state Depending on the expected degree of transition, either the first automatic hit or the second automatic hit is performed,
The interval between the first automatic hits is smaller than the interval between the second automatic hits;
Wherein the automatic battered means implementing said second automatic continuous hits, the process proceeds to award state, or the expectation to shift to the privilege state than when the first to implement the automatic barrage is rather high,
A gaming machine that outputs a first sound effect when a player repeatedly strikes the operating means and when the second automatic continuous hit is performed, and outputs a second sound effect when the first automatic continuous hit is performed .
該特典状態移行手段による特典状態への移行に係る演出を演出表示装置に表示する演出表示手段と、
遊技者が操作可能な操作手段と、を備えた遊技機であって、
所定期間内に前記操作手段を連続して操作する連打を行うと、該操作手段を操作する毎に抽選し、該抽選が当選すると前記特典状態へ移行するか否か、又は該特典状態への移行の期待度を報知する連打演出手段を備え、
該連打演出手段は、前記所定期間内において遊技者が前記操作手段を所定時間押下し続けると、当該押下を続けた該所定時間内において自動で前記連打を継続する自動連打手段を含み、
該自動連打手段は、第1自動連打と、該第1自動連打とは異なる間隔で前記連打を行う第2自動連打とを備え、前記特典状態へ移行するか否か、又は該特典状態への移行の期待度に応じて前記第1自動連打又は前記第2自動連打のいずれかを実施し、
前記第1自動連打の前記間隔を前記第2自動連打の前記間隔よりも小さくし、
前記自動連打手段が前記第2自動連打を実施すると、前記特典状態へ移行する、又は前記第1自動連打を実施する場合よりも前記特典状態に移行する期待度が高く、
遊技者による前記操作手段の連打時、及び前記第2自動連打の実施時には第1効果音を出力し、前記第1自動連打の実施時には第2効果音を出力する
ことを特徴とする遊技機。 Privilege state transition means for transitioning to a privilege state in which the player is advantageous when the predetermined condition is satisfied;
Effect display means for displaying effects related to the transition to the privilege state by the privilege state transition means on the effect display device;
A gaming machine comprising operating means operable by a player,
If the operation means is continuously operated within a predetermined period, a lottery is performed each time the operation means is operated, and if the lottery is won, whether or not the privilege state is entered or whether the privilege state is entered. It is equipped with repetitive hitting directing means for informing the expected degree of transition,
The continuous hitting effect means includes automatic continuous hitting means for automatically continuing the continuous hitting within the predetermined time when the player continues to press the operation means for a predetermined time within the predetermined period,
The automatic continuous hitting means includes a first automatic continuous hit and a second automatic continuous hit for performing the continuous hit at an interval different from the first automatic continuous hit, and whether or not to shift to the privilege state, or to the privilege state Depending on the expected degree of transition, either the first automatic hit or the second automatic hit is performed,
The interval between the first automatic hits is smaller than the interval between the second automatic hits;
Wherein the automatic battered means implementing said second automatic continuous hits, the process proceeds to award state, or the expectation to shift to the privilege state than when the first to implement the automatic barrage is rather high,
A gaming machine that outputs a first sound effect when a player repeatedly strikes the operating means and when the second automatic continuous hit is performed, and outputs a second sound effect when the first automatic continuous hit is performed .
前記連打演出は、前記自動連打手段による前記連打と遊技者による前記連打とで前記報知を実施する前記所定回数を異なる回数とする
ことを特徴とする遊技機。 In the gaming machine according to claim 1,
The gaming machine according to claim 1, wherein the predetermined number of times of performing the notification is different between the continuous hit by the automatic hit means and the continuous hit by the player.
前記連打演出は、前記自動連打手段による前記連打と遊技者による前記連打とで前記報知を実施する前記抽選を異なる確率とする
ことを特徴とする遊技機。 The gaming machine according to claim 2 ,
The gaming machine according to claim 1, wherein the consecutive hit effect has different probabilities for the lottery to perform the notification between the consecutive hit by the automatic hitting means and the repeated hit by the player.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2015158652 | 2015-08-11 | ||
JP2015158652 | 2015-08-11 |
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JP2017035476A JP2017035476A (en) | 2017-02-16 |
JP2017035476A5 true JP2017035476A5 (en) | 2019-08-29 |
JP6689157B2 JP6689157B2 (en) | 2020-04-28 |
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JP2016152191A Active JP6192189B2 (en) | 2015-08-11 | 2016-08-02 | Game machine |
JP2016152192A Active JP6689156B2 (en) | 2015-08-11 | 2016-08-02 | Amusement machine |
JP2016152193A Active JP6689157B2 (en) | 2015-08-11 | 2016-08-02 | Amusement machine |
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JP2016152191A Active JP6192189B2 (en) | 2015-08-11 | 2016-08-02 | Game machine |
JP2016152192A Active JP6689156B2 (en) | 2015-08-11 | 2016-08-02 | Amusement machine |
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JP5517183B2 (en) * | 2008-08-20 | 2014-06-11 | 豊丸産業株式会社 | Game machine |
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