JP2021035423A5 - - Google Patents
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- JP2021035423A5 JP2021035423A5 JP2019157669A JP2019157669A JP2021035423A5 JP 2021035423 A5 JP2021035423 A5 JP 2021035423A5 JP 2019157669 A JP2019157669 A JP 2019157669A JP 2019157669 A JP2019157669 A JP 2019157669A JP 2021035423 A5 JP2021035423 A5 JP 2021035423A5
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Description
このようなAT機能を有する遊技機では、ATを実行可能な遊技区間(所謂、有利区間)とATを実行不可能な遊技区間(所謂、非有利区間)とを有し、有利区間を継続可能な期間に上限(リミット)を設ける遊技機も知られている。例えば、特許文献1には、ATが長期間にわたり継続すると(例えば、1500回)、残りのゲーム数に関わらず強制的に有利区間を終了させるリミット処理を行う遊技機が開示されている。このような遊技機によれば、遊技者にとって有利な状態が無制限に継続してしまうことを防止できるため、遊技の射幸性が徒に高まってしまうことを抑制することができる。A gaming machine having such an AT function has a game section in which AT can be executed (so-called advantageous section) and a game section in which AT cannot be executed (so-called non-advantageous section), and the advantageous section can be continued. A game machine that sets an upper limit (limit) during a long period of time is also known. For example, Patent Document 1 discloses a gaming machine that performs limit processing for forcibly ending an advantageous section regardless of the number of remaining games when AT continues for a long period of time (for example, 1500 times). According to such a gaming machine, it is possible to prevent an unlimited number of favorable states for the player from continuing, and thus it is possible to prevent the gambling of the game from being unnecessarily increased.
上述のようなAT機能を有する遊技機では、高確・低確などの内部的な情報を参照してATを実行するか否かのAT抽籤を行うことが一般的であるが、このようなAT抽籤の抽籤結果に影響を与える内部的な情報は、有利区間においてしか持つことができず、有利区間が終了した場合には、有利区間に関する全ての情報がリセット(初期化)されてしまう。In a gaming machine having an AT function as described above, it is common to perform an AT lottery as to whether or not to execute an AT by referring to internal information such as high accuracy and low accuracy. Internal information that affects the lottery result of the AT lottery can be held only in the advantageous section, and when the advantageous section ends, all the information about the advantageous section is reset (initialized).
ところで、高確・低確などの内部的な情報を有する遊技機では、例えば、高確である場合には夜背景、低確である場合には昼背景などのように、内部的な情報を演出において示唆することも一般的に行われている。ここで、有利区間の終了時には有利区間に関する全ての情報がリセットされてしまうため、非有利区間では、内部的な情報がセットされておらず、有利区間中のように内部的な情報を演出において示唆することができない。このような場合に、非有利区間に特有の演出を行うことも考えられるが、有利区間中の演出との繋がりが無くなってしまい好ましくない。By the way, in a gaming machine having internal information such as high accuracy and low accuracy, for example, when the accuracy is high, the background is night, and when the accuracy is low, the background is daytime. It is also common to make suggestions in the production. Here, since all the information about the advantageous section is reset at the end of the advantageous section, the internal information is not set in the non-advantageous section, and the internal information is produced as in the advantageous section. I can't suggest. In such a case, it is conceivable to perform an effect peculiar to the non-advantageous section, but it is not preferable because the connection with the effect in the advantageous section is lost.
本発明はこのような問題に鑑みてなされたものであり、内部的な情報がリセットされた場合であっても違和感のない演出を実行可能な遊技機を提供することを目的とする。 The present invention has been made in view of such a problem, and an object of the present invention is to provide a gaming machine capable of performing a comfortable effect even when internal information is reset.
本発明に係る遊技機は、遊技を行う遊技区間として第1区間と第2区間とを有するとともに、遊技状態として、前記第1区間において行われる第1所定状態と、前記第2区間において行われる第2所定状態と、前記第1区間において行われることなく、前記第2区間において行われる特定状態とを有し、前記第1区間の前記第1所定状態において所定条件が成立すると、前記第2区間の前記第2所定状態を開始可能であり、前記第2区間の前記第2所定状態において開始条件が成立すると、前記第2区間の前記特定状態を開始可能であり、かつ、前記第2区間の前記特定状態において終了条件が成立すると、当該特定状態を終了し、前記第1区間の前記第1所定状態を開始可能な状態制御手段と、前記所定条件が成立すると、遊技に関して用いる複数の遊技情報の中から一の遊技情報を決定可能な遊技情報決定手段と、前記遊技情報決定手段により決定された前記遊技情報を設定可能な遊技情報設定手段と、前記状態制御手段により前記特定状態が終了すると、前記遊技情報設定手段が設定した前記遊技情報を消去可能な遊技情報消去手段と、前記遊技情報設定手段が設定した前記遊技情報に応じた演出を実行可能な演出実行手段と、を更に備え、前記演出実行手段は、前記特定状態の終了時に特定状態終了時演出を実行するとともに、前記特定状態が終了してから前記遊技情報設定手段により前記遊技情報が設定されるまでの前記第1区間の前記第1所定状態中の各遊技においても当該特定状態終了時演出を継続して実行し、前記所定条件が成立することに応じて前記遊技情報設定手段により前記遊技情報が設定されると、前記特定状態終了時演出を終了して、設定された当該遊技情報に応じた演出を実行可能であり、さらに、前記第1区間の前記第1所定状態において前記所定条件が成立し、前記第2区間の前記第2所定状態が開始された場合、その後、前記特定状態に一度も移行することなく前記第2区間の前記第2所定状態から前記第1区間へ移行することがないことを特徴とする。 The gaming machine according to the present invention has a first section and a second section as a gaming section for playing a game, and as a gaming state, a first predetermined state performed in the first section and a first predetermined state performed in the second section are performed. The second predetermined state has a second predetermined state and a specific state performed in the second section without being performed in the first section, and when the predetermined condition is satisfied in the first predetermined state of the first section, the second predetermined state is satisfied. The second predetermined state of the section can be started, and when the start condition is satisfied in the second predetermined state of the second section, the specific state of the second section can be started and the second section can be started. When the end condition is satisfied in the specific state, the state control means capable of ending the specific state and starting the first predetermined state of the first section, and when the predetermined condition is satisfied, a plurality of games used for the game. The specific state is terminated by the game information determining means capable of determining one game information from the information, the game information setting means capable of setting the game information determined by the game information determining means, and the state controlling means. Then, the game information erasing means that can erase the game information set by the game information setting means and the effect executing means that can execute the effect according to the game information set by the game information setting means are further provided. The effect executing means executes the effect at the end of the specific state at the end of the specific state, and the first section from the end of the specific state until the game information is set by the game information setting means. In each game in the first predetermined state, the effect at the end of the specific state is continuously executed, and when the game information is set by the game information setting means in response to the satisfaction of the predetermined condition, the game information is set. It is possible to end the effect at the end of the specific state and execute the effect according to the set game information, and further, the predetermined condition is satisfied in the first predetermined state of the first section, and the second When the second predetermined state of the section is started, the second predetermined state of the second section is not changed to the first section without shifting to the specific state even once. do.
このような遊技機では、所定状態では、遊技情報に応じた演出を実行可能であるが、演出において示唆する遊技情報は、特定状態の終了時に消去されるため、特定状態の終了直後の所定状態では、演出において示唆する遊技情報が設定されていない状態となる。このとき、本発明に係る遊技機では、特定状態の終了時には特定状態終了時演出を実行するとともに、この特定状態終了時演出を、特定状態の終了直後の所定状態においても、消去された遊技情報が再び設定されるまで継続し続け、遊技情報が再び設定されると、特定状態終了時演出から設定された遊技情報に応じた演出に切り替える。これにより、内部的な情報がリセットされた場合であっても、リセットされる前の演出を継続して実行し続けるため、違和感のない演出制御が可能になる。In such a gaming machine, in a predetermined state, it is possible to execute an effect according to the game information, but since the game information suggested in the effect is deleted at the end of the specific state, the predetermined state immediately after the end of the specific state. Then, the game information suggested in the production is not set. At this time, in the gaming machine according to the present invention, the effect at the end of the specific state is executed at the end of the specific state, and the effect at the end of the specific state is deleted even in the predetermined state immediately after the end of the specific state. Continues until is set again, and when the game information is set again, the effect is switched from the effect at the end of the specific state to the effect according to the set game information. As a result, even if the internal information is reset, the effect before the reset is continuously executed, so that the effect can be controlled without a sense of discomfort.
また、第2区間の終了時には、遊技情報が消去されるため、第1区間において行われる第1所定状態中は、遊技情報に応じた演出を実行することができない。この点、本発明に係る遊技機では、第2区間から第1所定状態への移行時は特定状態を経由するため、上述と同様に特定状態終了時演出を継続することで、違和感のない演出制御が可能になる。Further, since the game information is deleted at the end of the second section, it is not possible to execute the effect according to the game information during the first predetermined state performed in the first section. In this respect, in the gaming machine according to the present invention, since the transition from the second section to the first predetermined state goes through the specific state, the effect at the end of the specific state is continued as described above, so that there is no sense of discomfort. Control becomes possible.
本発明によれば、内部的な情報がリセットされた場合であっても違和感のない演出を実行することができる。 According to the present invention, even when the internal information is reset, it is possible to perform a production without a sense of discomfort.
Claims (1)
前記第1区間の前記第1所定状態において所定条件が成立すると、前記第2区間の前記第2所定状態を開始可能であり、前記第2区間の前記第2所定状態において開始条件が成立すると、前記第2区間の前記特定状態を開始可能であり、かつ、前記第2区間の前記特定状態において終了条件が成立すると、当該特定状態を終了し、前記第1区間の前記第1所定状態を開始可能な状態制御手段と、
前記所定条件が成立すると、遊技に関して用いる複数の遊技情報の中から一の遊技情報を決定可能な遊技情報決定手段と、
前記遊技情報決定手段により決定された前記遊技情報を設定可能な遊技情報設定手段と、
前記状態制御手段により前記特定状態が終了すると、前記遊技情報設定手段が設定した前記遊技情報を消去可能な遊技情報消去手段と、
前記遊技情報設定手段が設定した前記遊技情報に応じた演出を実行可能な演出実行手段と、
を更に備え、
前記演出実行手段は、
前記特定状態の終了時に特定状態終了時演出を実行するとともに、前記特定状態が終了してから前記遊技情報設定手段により前記遊技情報が設定されるまでの前記第1区間の前記第1所定状態中の各遊技においても当該特定状態終了時演出を継続して実行し、
前記所定条件が成立することに応じて前記遊技情報設定手段により前記遊技情報が設定されると、前記特定状態終了時演出を終了して、設定された当該遊技情報に応じた演出を実行可能であり、
さらに、
前記第1区間の前記第1所定状態において前記所定条件が成立し、前記第2区間の前記第2所定状態が開始された場合、その後、前記特定状態に一度も移行することなく前記第2区間の前記第2所定状態から前記第1区間へ移行することがない
ことを特徴とする遊技機。 It has a first section and a second section as a game section in which a game is performed, and as game states, a first predetermined state performed in the first section, a second predetermined state performed in the second section, and the first predetermined state. It has a specific state that is performed in the second section without being performed in one section.
When the predetermined condition is satisfied in the first predetermined state of the first section, the second predetermined state of the second section can be started, and when the start condition is satisfied in the second predetermined state of the second section, When the specific state of the second section can be started and the end condition is satisfied in the specific state of the second section, the specific state is ended and the first predetermined state of the first section is started. Possible state control means and
When the predetermined condition is satisfied, a game information determining means capable of determining one game information from a plurality of game information used for the game, and
A game information setting means capable of setting the game information determined by the game information determining means, and a game information setting means.
When the specific state is completed by the state control means, the game information erasing means capable of erasing the game information set by the game information setting means and the game information erasing means.
An effect executing means capable of executing an effect according to the game information set by the game information setting means, and an effect executing means.
Further prepare
The effect executing means is
During the first predetermined state of the first section from the end of the specific state to the setting of the game information by the game information setting means, while executing the effect at the end of the specific state at the end of the specific state. In each game of, the production at the end of the specific state is continuously executed,
When the game information is set by the game information setting means in response to the establishment of the predetermined condition, it is possible to end the effect at the end of the specific state and execute the effect according to the set game information. can be,
Moreover,
When the predetermined condition is satisfied in the first predetermined state of the first section and the second predetermined state of the second section is started, then the second section without shifting to the specific state even once. A gaming machine characterized in that there is no transition from the second predetermined state of the above to the first section.
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JP7179340B2 (en) * | 2019-08-30 | 2022-11-29 | 株式会社ユニバーサルエンターテインメント | game machine |
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