DRUM TYPE GAME MACHINE

PROBLEM TO BE SOLVED: To smoothly advance a game without disturbing a game rhythm by executing fetch work for credits by utilizing a so-called no-game period during "one game". SOLUTION: In fetching and crediting pachinko balls P, since they are performed automatically without manual opera...

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Bibliographische Detailangaben
Hauptverfasser: KOMORI TAKAO, TOGUCHI TOMOE, NAKANO SHUNICHI, KATAYAMA SHIN, TAKANO KENICHI, YAMASHITA HIDEKI, SASAKI HIDEAKI
Format: Patent
Sprache:eng
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Zusammenfassung:PROBLEM TO BE SOLVED: To smoothly advance a game without disturbing a game rhythm by executing fetch work for credits by utilizing a so-called no-game period during "one game". SOLUTION: In fetching and crediting pachinko balls P, since they are performed automatically without manual operations by a player, the credits are secured at all times and the player continues the game without interrupting the game. Also, since the execution period of the automatic fetch (credit) is turned to the non-game period, that is the period from the complete stoppage of reels 350A, 350B and 350C to the lapse of prescribed time (4.1 seconds) which is the shortest time of the game, the fetch (credit addition) is executed without destroying the game rhythm of the player advancing the game in the fixed game rhythm. Also, since the continuation of the fetch is made possible in the case that a start lever 354 for starting the next game is not operated even after the prescribed time (4.1 seconds) passes, more fetch (credit addition) is made possible for that. COPYRIGHT: (C)2005,JPO&NCIPI