GAME MACHINE

PROBLEM TO BE SOLVED: To provide a game machine capable of suppressing reduction in a performance effect without confusing a player.SOLUTION: An execution frequency of a small winning game is relatively high in a high probability game state, and the execution frequency of the small winning game is r...

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Bibliographic Details
Main Authors SUGIURA HIROMASA, SEKINE KOHEI, MOTOKI TAKASHI
Format Patent
LanguageEnglish
Japanese
Published 19.05.2016
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Summary:PROBLEM TO BE SOLVED: To provide a game machine capable of suppressing reduction in a performance effect without confusing a player.SOLUTION: An execution frequency of a small winning game is relatively high in a high probability game state, and the execution frequency of the small winning game is relatively lower in a low probability game state than the high probability game state. As shown in (a), variable display of performance patterns is performed and a performance pattern corresponding to a result of a big role lottery is stopped and displayed during clocking of a variable time in the low probability game state. As shown in (b), special performance patterns different from the performance patterns are variably displayed from the clocking period of the variable time over the execution period of the small winning game in the high probability game state.SELECTED DRAWING: Figure 55 【課題】遊技者に混乱を生じさせることなく、演出効果の低下を抑制することができる遊技機を提供する。【解決手段】高確率遊技状態では、小当たり遊技の実行頻度が相対的に高く、低確率遊技状態では、高確率遊技状態よりも小当たり遊技の実行頻度が相対的に低い。(a)に示すように、低確率遊技状態では、変動時間の計時中に、演出図柄の変動表示が行われるとともに、大役抽選の結果に対応する演出図柄が停止表示される。(b)に示すように、高確率遊技状態では、変動時間の計時期間から小当たり遊技の実行期間に跨って、演出図柄とは異なる特殊演出図柄が変動表示される。【選択図】図55
Bibliography:Application Number: JP20140219453