JPH07185076A - Pachinko machine - Google Patents

Pachinko machine

Info

Publication number
JPH07185076A
JPH07185076A JP5338479A JP33847993A JPH07185076A JP H07185076 A JPH07185076 A JP H07185076A JP 5338479 A JP5338479 A JP 5338479A JP 33847993 A JP33847993 A JP 33847993A JP H07185076 A JPH07185076 A JP H07185076A
Authority
JP
Japan
Prior art keywords
game
fever
prize
ball
state
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP5338479A
Other languages
Japanese (ja)
Inventor
Takatoshi Takemoto
孝俊 武本
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Ace Denken KK
Original Assignee
Ace Denken KK
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Ace Denken KK filed Critical Ace Denken KK
Priority to JP5338479A priority Critical patent/JPH07185076A/en
Publication of JPH07185076A publication Critical patent/JPH07185076A/en
Pending legal-status Critical Current

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  • Pinball Game Machines (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

PURPOSE:To improve game property by providing such a constitution as carrying out a pattern combination game by use of a plurality of game parts, reflecting also the prize states in a plurality of fever chuckers, and enhancing the ball dispensing ratio of prize ball when a plurality of prize states are simultaneously established. CONSTITUTION:In the game part of a pachinko base 60, plural sets of fever chuckers 20, fever display parts 10, and prize parts 30 are juxtaposed. When a game ball gets in the fever chucker 20 which is a prize hole, a fever operation is started, and a plurality of patterns are displayed in the fever display part 10 while successively changing the patterns. When two or more game parts are not simultaneously laid in the fever state, the game is independently carried out, and when two or more game parts are simultaneously laid in the fever state, the prize ball dispensing state of game ball in each game part simultaneously laid in the fever state is changed according to the prize signal.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】本発明は、 遊技玉を用いて遊技
を行い、複数の絵柄を変化させて表示し、所定の停止タ
イミングで各絵柄の変化を停止させ、絵柄の一致を競う
遊技面を備えて成るパチンコ台に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention is a game surface in which a game is played using a game ball, a plurality of patterns are changed and displayed, and the change of each pattern is stopped at a predetermined stop timing to compete for a match of the patterns. Relates to a pachinko machine comprising.

【0002】[0002]

【従来の技術】従来のパチンコ台は、単一かつ独立の遊
技部しか具備していなかった。
2. Description of the Related Art A conventional pachinko machine has only a single and independent game section.

【0003】[0003]

【発明が解決しようとする課題】しかしながら、従来技
術のパチンコ台では、単一かつ単独の遊技部を用いて、
絵柄合わせ遊技を行い、1ヵ所のフィーバーチャッカー
でしか賞出判定が行われなかったので、一個の遊技玉が
入賞する確率が低く、遊戯できる時間が短く、そのため
遊技性が低く、迫力に欠け、面白みに欠けるという問題
点があった。
However, in the pachinko machine of the prior art, a single and single game section is used,
Since a pattern matching game was performed and the award determination was made only in one fever chucker, the probability that one game ball will win is low, and the playable time is short, so the playability is low and lacking power, There was a problem that it lacked fun.

【0004】本発明は、かかる問題点を解決すべくなさ
れたもので、遊技性に富み、迫力と画白みとを兼ね備え
た絵柄合わせ遊技表示装置を提供することを目的とす
る。
The present invention has been made to solve the above problems, and an object of the present invention is to provide a pattern matching game display device which is rich in playability and has both power and whitening.

【0005】[0005]

【課題を解決するための手段】かかる目的を解決するた
め、本発明の要旨とするところは、以下の2項に存す
る。
In order to solve such an object, the gist of the present invention lies in the following two items.

【0006】[1] 遊技玉を用いて遊技を行い、複数
の絵柄を変化させて表示し、所定の停止タイミングで各
絵柄の変化を停止させ、絵柄の一致を競う遊技面を備え
て成るパチンコ台において、遊技盤(40)上に、遊技
玉の入賞が可能な入賞口であるフィーバーチャッカー
(20)と、該フィーバーチャッカー(20)に遊技玉
が入賞すると動作を開始し、所定の複数の絵柄を順次変
更しながら表示するフィーバー表示部(10)と、開放
および閉鎖が可能で、開放時に遊技玉の入賞が可能とな
る入賞部(30)とを備えて成る遊技部(80)を少な
くとも2組、並設されたことを特徴とするパチンコ台。
[1] A pachinko machine provided with a game surface in which a game is played using a game ball, a plurality of patterns are changed and displayed, and the change of each pattern is stopped at a predetermined stop timing to compete for a match of the patterns. In a table, a fever chucker (20), which is a winning opening for allowing game balls to be won on a game board (40), and when a game ball wins the fever chucker (20), the operation is started, and a plurality of predetermined plural At least a game section (80) including a fever display section (10) for displaying while sequentially changing patterns and a winning section (30) that can be opened and closed and allows a game ball to be won when opened. Two sets of pachinko machines that are installed side by side.

【0007】[2] 各遊技部(80)において生成さ
れる入賞信号を受け、2つ以上の遊技部(80)が同時
にフィーバー状態になったときの該入賞信号に応じて、
該各遊技部(80)で賞出される遊技玉の賞球出状態を
変更できる賞球出制御部(70)を備えて成ることを特
徴とする[1]に記載のパチンコ台。
[2] Receiving a winning signal generated in each gaming unit (80), depending on the winning signal when two or more gaming units (80) are in the fever state at the same time.
The pachinko machine according to [1], further comprising a prize-ball-out control unit (70) capable of changing a prize-ball-out state of a game ball awarded in each of the game units (80).

【0008】[0008]

【作用】遊技盤(40)上において、遊技玉の入賞が可
能な入賞口であるフィーバーチャッカー(20)に遊技
玉が入賞するとフィーバー動作が開始されフィーバー状
態となる。
On the game board (40), when the game ball wins the fever chucker (20), which is a winning opening for allowing the game ball to win, the fever operation is started and the player enters the fever state.

【0009】フィーバー表示部(10)は、該フィーバ
ー動作が開始されると、所定の複数の絵柄を順次変更し
ながら表示する。
When the fever operation is started, the fever display section (10) displays a plurality of predetermined patterns while sequentially changing them.

【0010】フィーバー状態において、所定の時間だ
け、入賞部(30)の開放および閉鎖動作が繰り返され
る。入賞部(30)の開放時に遊技玉の入賞が可能とな
る。この間に、入賞部(30)に入った遊技玉はが入賞
となる。
In the fever state, the opening and closing operations of the winning portion (30) are repeated for a predetermined time. When the winning part (30) is opened, the game balls can be won. During this time, the game balls that have entered the prize winning unit (30) are won.

【0011】該遊技部(80)は、賞球出制御部(7
0)に各々接続されており、遊技時に入賞信号を生成
し、該を賞球出制御部(70)に出力する。
The game section (80) is a prize ball control section (7).
0), each of which is connected to 0), generates a winning signal during a game, and outputs the winning signal to the winning ball output control unit (70).

【0012】少なくとも2組、並設された遊技部(8
0)においては、2つ以上の遊技部(80)が同時にフ
ィーバー状態でないとき、各々独立に遊技が行われる。
At least two sets of game parts (8) arranged side by side
In 0), when two or more game units (80) are not in the fever state at the same time, each game is independently played.

【0013】2つ以上の遊技部(80)が同時にフィー
バー状態になったとき、該入賞信号に応じて、賞球出制
御部(70)は、同時にフィーバー状態になった各遊技
部(80)での賞出される遊技玉の賞球出状態を変更す
る。該賞球出状態においては、遊技部(80)が単独で
フィーバー状態に成ったときに比べて、賞球の賞出量を
増加させている。
When two or more game units (80) are in the fever state at the same time, the award ball control unit (70) responds to the winning signal and the respective game units (80) are in the fever state at the same time. Change the award status of the game balls to be awarded in. In the prize-winning state, the prize-winning amount of the prize ball is increased as compared with the case where the gaming unit (80) alone enters the fever state.

【0014】[0014]

【実施例】以下、図面に基づき本発明の一実施例につい
て説明する。
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of the present invention will be described below with reference to the drawings.

【0015】図1は、本願発明にかかるパチンコ台の一
実施例を説明するための図である。
FIG. 1 is a diagram for explaining an embodiment of a pachinko machine according to the present invention.

【0016】パチンコ台は、遊技玉を用いて遊技を行
い、複数の絵柄を変化させて表示し、所定の停止タイミ
ングで各絵柄の変化を停止させ、絵柄の一致を競う遊技
面を備えて成る。
The pachinko machine is provided with a game surface for playing a game using a game ball, changing and displaying a plurality of patterns, stopping the change of each pattern at a predetermined stop timing, and competing for the match of the patterns. .

【0017】遊技部80は、遊技盤40上に、フィーバ
ーチャッカー20と、フィーバー表示部10と、入賞部
30とを備えて成る。
The game section 80 comprises a fever chucker 20, a fever display section 10, and a winning section 30 on the game board 40.

【0018】遊技部80は、遊技盤40上に、少なくと
も2組、並設されて成る。
At least two sets of the game parts 80 are arranged side by side on the game board 40.

【0019】賞球出制御部70は、各々の遊技部80に
接続されて成る。
The prize ball control unit 70 is connected to each game unit 80.

【0020】フィーバー表示部10に、少なくとも1枚
の液晶表示ユニットを用いることができる。
At least one liquid crystal display unit can be used for the fever display section 10.

【0021】賞球出制御部70は、プログラム可能なマ
イクロコンピュータ、または、これと同等のものを適宜
に用いて実現することができ、例えば、マイクロコンピ
ュータで実現するとすれば、中央処理装置、リードオン
リーメモリ、ランダムアクセスメモリ、インターフェー
ス等を揃えて構成することもできる次に、作用について
説明する。
The prize-ball-out control unit 70 can be realized by appropriately using a programmable microcomputer or the equivalent thereof. For example, if realized by a microcomputer, a central processing unit, a lead, etc. It is also possible to arrange only memory, random access memory, interface and the like, and the operation will be described.

【0022】図1を用いて、第1の発明にかかる実施例
の作用について説明する。
The operation of the embodiment according to the first invention will be described with reference to FIG.

【0023】遊技玉の入賞が可能な入賞口であるフィー
バーチャッカー20に遊技玉が入賞するとフィーバー動
作が開始されフィーバー状態となる。
When a game ball wins in the fever chucker 20 which is a winning opening through which the game ball can be won, the fever operation is started and the player enters the fever state.

【0024】フィーバー表示部10は、該フィーバー動
作が開始されると、所定の複数の絵柄を順次変更しなが
ら表示する。
When the fever operation is started, the fever display unit 10 displays a plurality of predetermined patterns while sequentially changing them.

【0025】フィーバー状態において、所定の時間だ
け、入賞部30の開放および閉鎖動作が繰り返される。
入賞部30の開放時に遊技玉の入賞が可能となる。 こ
の間に、入賞部30に入った遊技玉はが入賞となる。
In the fever state, the opening and closing operations of the winning portion 30 are repeated for a predetermined time.
It becomes possible to win game balls when the prize winning unit 30 is opened. During this time, the game balls that have entered the prize winning unit 30 are won.

【0026】該遊技部80は、賞球出制御部70に各々
接続されており、遊技時に入賞信号を生成し、該を賞球
出制御部70に出力する。
The game units 80 are respectively connected to the prize ball discharge control unit 70, generate a winning signal during a game, and output it to the prize ball discharge control unit 70.

【0027】少なくとも2組、並設された遊技部80に
おいては、2つ以上の遊技部80が同時にフィーバー状
態でないとき、各々独立に遊技が行われる。
In at least two game units 80 arranged side by side, when two or more game units 80 are not in the fever state at the same time, each game is independently played.

【0028】2つ以上の遊技部80が同時にフィーバー
状態になったとき、該入賞信号に応じて、賞球出制御部
70は、同時にフィーバー状態になった各遊技部80で
の賞出される遊技玉の賞球出状態を変更する。
When two or more game units 80 are in the fever state at the same time, the award ball payout control unit 70 responds to the winning signal by the game units 80 that are in the fever state at the same time. Change the ball's prize-winning state.

【0029】賞球出制御部70は、賞出判定結果に応じ
て、賞球玉の出玉率を生成し、各遊技部80での出玉の
数を制御する。
The prize-ball payout control unit 70 generates a payout rate of prize-balls according to the result of the prize determination, and controls the number of payouts at each game unit 80.

【0030】該賞球出状態においては、遊技部80が単
独でフィーバー状態に成ったときに比べて、賞球の賞出
量を増加させている。本実施例では、2つの遊技部80
が同時にフィーバー状態に成ったとき、賞球玉の出玉率
を、単独でフィーバー状態に成ったときに比べて、2倍
に設定している。
In the awarding ball state, the awarding amount of the awarding ball is increased as compared with the case where the gaming section 80 alone enters the fever state. In this embodiment, two game units 80
When the player enters the fever state at the same time, the payout rate of the prize balls is set to be twice as high as when the player independently enters the fever state.

【0031】フィーバー表示部10においては、フィー
バーチャッカー20への遊技玉の投入による入賞命令に
より、フィーバー表示部10で、複数の絵柄34が変化
させられ、所定の停止タイミングで各絵柄34の変化を
停止させる絵柄合わせ遊技動作が行われ、絵柄の組み合
わせが所定の賞出組み合わせと一致するか否かの判定が
行われることによって遊技が行われる。
In the fever display section 10, a plurality of patterns 34 are changed in the fever display section 10 by a winning command by inserting game balls into the fever chucker 20, and each pattern 34 is changed at a predetermined stop timing. A game is performed by performing a pattern matching game operation to be stopped and determining whether or not the combination of the patterns matches a predetermined winning combination.

【0032】液晶表示ユニットをフィーバー表示部10
に用いることによって、表示信号の操作だけで、簡便に
表示形態を変更し新たなを形成したり、該画面に新たな
絵柄を表示することができる。
The liquid crystal display unit is attached to the fever display section 10
In this case, the display form can be easily changed to form a new pattern or a new pattern can be displayed on the screen simply by operating the display signal.

【0033】液晶表示ユニットの内部には、その表示部
の背後にバックライトを有している。バックライトは、
フィーバー表示部10にその後方から照明を当て、フィ
ーバー表示部10に表示される絵柄を正面から明るく輝
いて見えるようにするものである。
Inside the liquid crystal display unit, a backlight is provided behind the display section. The backlight is
The fever display section 10 is illuminated from behind so that the pattern displayed on the fever display section 10 looks bright and bright from the front.

【0034】遊フィーバー開始信号に応じて、液晶表示
ユニットに、縦方向に絵柄や記号、数字、文字等の複数
種類の絵柄を次々と流れるように変化させて表示させる
ようになっている。また、液晶表示ユニットは、所定の
停止タイミング、すなわち、停止操作スイッチの操作に
より選択された停止タイミングで、液晶表示ユニットの
絵柄の変化を停止することも可能である。
In accordance with the play fever start signal, a plurality of kinds of pictures such as pictures, symbols, numbers and characters are vertically changed and displayed on the liquid crystal display unit. Further, the liquid crystal display unit can also stop changing the pattern of the liquid crystal display unit at a predetermined stop timing, that is, a stop timing selected by operating the stop operation switch.

【0035】賞出組合せと一致すると判定されたとき、
液晶表示ユニットに所定の賞出表示を表示させることも
可能である。
When it is determined that the winning combination is matched,
It is also possible to display a predetermined prize display on the liquid crystal display unit.

【0036】所定の賞出表示としては、賞出組合せと一
致すると判定した各絵柄の配列に沿ったライン表示の点
滅表示と、液晶表示ユニットの、賞出組合せと判定した
各絵柄のバック部の点滅表示と、賞出組合せと判定した
各絵柄を囲んで点滅する枠表示とのどれか一つまたは複
数の組合せで表示させることも可能である。
As a predetermined prize display, a blinking display of a line display along the arrangement of each pattern determined to match the prize combination and a back portion of each pattern determined to be the prize combination of the liquid crystal display unit. It is also possible to display the blinking display and any one or a plurality of combinations of the blinking frame surrounding each of the pictures determined as the winning combination.

【0037】[0037]

【発明の効果】本発明に係るパチンコ台によれば、複数
の遊技部を用いて絵柄合わせ遊技を行い、さらに、1ヵ
所のフィーバーチャッカーだけではなく、複数のフィー
バーチャッカーにおける賞出状態も反映させ、複数の賞
出状態が同時に成立したとき、賞出球の出玉率を向上さ
せている。一個の遊技玉が入賞する確率が高く、遊戯で
きる時間が長く、沢山楽しめ、ゆえに、遊技性に富み、
迫力と画白みとを兼ね備えた絵柄合わせ遊技表示装置を
実現できる。
EFFECTS OF THE INVENTION According to the pachinko machine according to the present invention, a pattern matching game is carried out using a plurality of game parts, and the winning state in a plurality of fever chuckers is reflected in addition to one fever chucker. , When a plurality of winning states are simultaneously established, the winning rate of winning balls is improved. There is a high probability that one game ball will win, a long time for you to play, and a lot of fun.
It is possible to realize a pattern matching game display device that has both power and whiteness.

【図面の簡単な説明】[Brief description of drawings]

【図1】本願発明にかかるパチンコ台の一実施例を説明
するための図である。
FIG. 1 is a diagram for explaining an embodiment of a pachinko machine according to the present invention.

【図2】従来技術にかかるパチンコ台を説明するための
図である。
FIG. 2 is a diagram for explaining a pachinko machine according to a conventional technique.

【符号の説明】[Explanation of symbols]

10 フィーバー表示部 20 フィーバーチャッカー 30 入賞部 40 遊技盤 50 入賞表示部 60 パチンコ台 70 賞球出制御部 80 遊技部 10 Fever display section 20 Fever chucker 30 Winning section 40 Gaming board 50 Winning display section 60 Pachinko machine 70 Prize winning control section 80 Gaming section

Claims (2)

【特許請求の範囲】[Claims] 【請求項1】遊技玉を用いて遊技を行い、複数の絵柄を
変化させて表示し、所定の停止タイミングで各絵柄の変
化を停止させ、絵柄の一致を競う遊技面を備えて成るパ
チンコ台において、 遊技盤上に、 遊技玉の入賞が可能な入賞口であるフィーバーチャッカ
ーと、該フィーバーチャッカーに遊技玉が入賞すると動
作を開始し、所定の複数の絵柄を順次変更しながら表示
するフィーバー表示部と、開放および閉鎖が可能で、開
放時に遊技玉の入賞が可能となる入賞部とを備えて成る
遊技部を少なくとも2組、並設されたことを特徴とする
パチンコ台。
1. A pachinko machine provided with a game surface in which a game is played using a game ball, a plurality of patterns are changed and displayed, and the change of each pattern is stopped at a predetermined stop timing to compete for a match of the patterns. In, in the game board, a fever chucker that is a winning opening that allows game balls to be won, and a fever display that starts operation when a game ball wins the fever chucker and sequentially displays a plurality of predetermined patterns A pachinko machine stand, in which at least two sets of game parts each including a part and a prize part that can be opened and closed and can win a game ball when opened are arranged in parallel.
【請求項2】各遊技部において生成される入賞信号を受
け、2つ以上の遊技部が同時にフィーバー状態になった
ときの該入賞信号に応じて、該各遊技部で賞出される遊
技玉の賞球出状態を変更できる賞球出制御部を備えて成
ることを特徴とする請求項1に記載のパチンコ台。
2. Receiving a winning signal generated in each gaming unit, the number of gaming balls to be awarded in each gaming unit according to the winning signal when two or more gaming units are in the fever state at the same time. The pachinko machine according to claim 1, further comprising a prize-ball emergence control unit capable of changing a prize-ball emergence state.
JP5338479A 1993-12-28 1993-12-28 Pachinko machine Pending JPH07185076A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP5338479A JPH07185076A (en) 1993-12-28 1993-12-28 Pachinko machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP5338479A JPH07185076A (en) 1993-12-28 1993-12-28 Pachinko machine

Publications (1)

Publication Number Publication Date
JPH07185076A true JPH07185076A (en) 1995-07-25

Family

ID=18318546

Family Applications (1)

Application Number Title Priority Date Filing Date
JP5338479A Pending JPH07185076A (en) 1993-12-28 1993-12-28 Pachinko machine

Country Status (1)

Country Link
JP (1) JPH07185076A (en)

Cited By (24)

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JP2006006495A (en) * 2004-06-23 2006-01-12 Sankyo Kk Game machine
JP2006026042A (en) * 2004-07-15 2006-02-02 Takao:Kk Pachinko game machine
JP2006340933A (en) * 2005-06-09 2006-12-21 Samii Kk Pinball game machine
JP2008125785A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008125784A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008125786A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008125831A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008194525A (en) * 2008-05-23 2008-08-28 Ace Denken Co Ltd Pachinko game machine
JP2009165861A (en) * 2009-04-28 2009-07-30 Sammy Corp Pinball game machine
JP2010148936A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148938A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148943A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148946A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148949A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148945A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148940A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148948A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148942A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148939A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148937A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148941A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148947A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148944A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010172718A (en) * 2010-03-30 2010-08-12 Sammy Corp Pinball game machine

Cited By (25)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006006495A (en) * 2004-06-23 2006-01-12 Sankyo Kk Game machine
JP2006026042A (en) * 2004-07-15 2006-02-02 Takao:Kk Pachinko game machine
JP2006340933A (en) * 2005-06-09 2006-12-21 Samii Kk Pinball game machine
JP2008125785A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008125784A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008125786A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008125831A (en) * 2006-11-21 2008-06-05 Samii Kk Pachinko game machine
JP2008194525A (en) * 2008-05-23 2008-08-28 Ace Denken Co Ltd Pachinko game machine
JP2009165861A (en) * 2009-04-28 2009-07-30 Sammy Corp Pinball game machine
JP4553162B2 (en) * 2009-04-28 2010-09-29 サミー株式会社 Bullet ball machine
JP2010148946A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148942A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148938A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148949A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148945A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148940A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148948A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148943A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148939A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148937A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148941A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148947A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010148944A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine
JP2010172718A (en) * 2010-03-30 2010-08-12 Sammy Corp Pinball game machine
JP2010148936A (en) * 2010-03-30 2010-07-08 Sammy Corp Pinball game machine

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