GAME MACHINE
To provide a game machine capable of selecting whether to give priority to continuation of a probability variation game state or to give priority to imparting of a lot of benefits.SOLUTION: A game machine includes: a first special passage area in which a game medium can be passed only in a special g...
Gespeichert in:
Hauptverfasser: | , , , , , , , , , |
---|---|
Format: | Patent |
Sprache: | eng ; jpn |
Schlagworte: | |
Online-Zugang: | Volltext bestellen |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | |
---|---|
container_issue | |
container_start_page | |
container_title | |
container_volume | |
creator | SUZUKI YUSUKE SOTOYAMA TOMONORI YANAGA YUUJI NISHIMURA MANAMI SHIMIZU AKIRA CHIYODA TAKAHIRO UNABARA SHINYA AOKI HAJIME SEKINE HIDESUKE TAKAMURA DAISUKE |
description | To provide a game machine capable of selecting whether to give priority to continuation of a probability variation game state or to give priority to imparting of a lot of benefits.SOLUTION: A game machine includes: a first special passage area in which a game medium can be passed only in a special game state and the passage of the game medium is a trigger for imparting a predetermined privilege to a player; a second special passage area that is arranged in the game area in which the game medium can be passed only in the special game state; counting means for counting the number of game media that have passed through the second special passage area during the special game state; and displacement means capable of displacing a state to any one of a first state in which the passage of the game medium to the first special passage area is made easy and a second state in which the passage of the game medium to the second special passage area is made difficult. While all unit games are executed a plurality of times, the displacement means is displaced to the first state for a predetermined period of time, and after all the unit games are completed, it is determined whether or not a big winning probability is made high, based on the count value of the counting means.SELECTED DRAWING: Figure 106
【課題】確変遊技状態が続くことを優先するか多くの特典が付与されることを優先するかを選択可能な遊技機を提供する。【解決手段】特別遊技状態においてのみ遊技媒体が通過可能であり、遊技媒体の通過が遊技者に所定の特典を付与する契機となる第1特別通過領域と、遊技領域に配置され、特別遊技状態においてのみ遊技媒体が通過可能な第2特別通過領域と、特別遊技状態の間に第2特別通過領域を通過した遊技媒体数を計数する計数手段と、第1特別通過領域への遊技媒体の通過を容易にする第1状態と前記第2特別通過領域への遊技媒体の通過を困難にする第2状態とのいずれかに変位可能な変位手段と、を備え、複数回全ての前記単位遊技を実行している間に、変位手段を前記第1状態に所定期間変位させ、全ての前記単位遊技が終了した後に、計数手段の計数値に基づいて、大当り確率を高確率にするか否かを判定する。【選択図】図106 |
format | Patent |
fullrecord | <record><control><sourceid>epo_EVB</sourceid><recordid>TN_cdi_epo_espacenet_JP2020039818A</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>JP2020039818A</sourcerecordid><originalsourceid>FETCH-epo_espacenet_JP2020039818A3</originalsourceid><addsrcrecordid>eNrjZOBxd_R1VfB1dPbw9HPlYWBNS8wpTuWF0twMSm6uIc4euqkF-fGpxQWJyal5qSXxXgFGBkYGBsaWFoYWjsZEKQIAr-ocmA</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>patent</recordtype></control><display><type>patent</type><title>GAME MACHINE</title><source>esp@cenet</source><creator>SUZUKI YUSUKE ; SOTOYAMA TOMONORI ; YANAGA YUUJI ; NISHIMURA MANAMI ; SHIMIZU AKIRA ; CHIYODA TAKAHIRO ; UNABARA SHINYA ; AOKI HAJIME ; SEKINE HIDESUKE ; TAKAMURA DAISUKE</creator><creatorcontrib>SUZUKI YUSUKE ; SOTOYAMA TOMONORI ; YANAGA YUUJI ; NISHIMURA MANAMI ; SHIMIZU AKIRA ; CHIYODA TAKAHIRO ; UNABARA SHINYA ; AOKI HAJIME ; SEKINE HIDESUKE ; TAKAMURA DAISUKE</creatorcontrib><description>To provide a game machine capable of selecting whether to give priority to continuation of a probability variation game state or to give priority to imparting of a lot of benefits.SOLUTION: A game machine includes: a first special passage area in which a game medium can be passed only in a special game state and the passage of the game medium is a trigger for imparting a predetermined privilege to a player; a second special passage area that is arranged in the game area in which the game medium can be passed only in the special game state; counting means for counting the number of game media that have passed through the second special passage area during the special game state; and displacement means capable of displacing a state to any one of a first state in which the passage of the game medium to the first special passage area is made easy and a second state in which the passage of the game medium to the second special passage area is made difficult. While all unit games are executed a plurality of times, the displacement means is displaced to the first state for a predetermined period of time, and after all the unit games are completed, it is determined whether or not a big winning probability is made high, based on the count value of the counting means.SELECTED DRAWING: Figure 106
【課題】確変遊技状態が続くことを優先するか多くの特典が付与されることを優先するかを選択可能な遊技機を提供する。【解決手段】特別遊技状態においてのみ遊技媒体が通過可能であり、遊技媒体の通過が遊技者に所定の特典を付与する契機となる第1特別通過領域と、遊技領域に配置され、特別遊技状態においてのみ遊技媒体が通過可能な第2特別通過領域と、特別遊技状態の間に第2特別通過領域を通過した遊技媒体数を計数する計数手段と、第1特別通過領域への遊技媒体の通過を容易にする第1状態と前記第2特別通過領域への遊技媒体の通過を困難にする第2状態とのいずれかに変位可能な変位手段と、を備え、複数回全ての前記単位遊技を実行している間に、変位手段を前記第1状態に所定期間変位させ、全ての前記単位遊技が終了した後に、計数手段の計数値に基づいて、大当り確率を高確率にするか否かを判定する。【選択図】図106</description><language>eng ; jpn</language><subject>AMUSEMENTS ; CARD, BOARD, OR ROULETTE GAMES ; GAMES ; GAMES NOT OTHERWISE PROVIDED FOR ; HUMAN NECESSITIES ; INDOOR GAMES USING SMALL MOVING PLAYING BODIES ; SPORTS ; VIDEO GAMES</subject><creationdate>2020</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20200319&DB=EPODOC&CC=JP&NR=2020039818A$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,777,882,25545,76296</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20200319&DB=EPODOC&CC=JP&NR=2020039818A$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>SUZUKI YUSUKE</creatorcontrib><creatorcontrib>SOTOYAMA TOMONORI</creatorcontrib><creatorcontrib>YANAGA YUUJI</creatorcontrib><creatorcontrib>NISHIMURA MANAMI</creatorcontrib><creatorcontrib>SHIMIZU AKIRA</creatorcontrib><creatorcontrib>CHIYODA TAKAHIRO</creatorcontrib><creatorcontrib>UNABARA SHINYA</creatorcontrib><creatorcontrib>AOKI HAJIME</creatorcontrib><creatorcontrib>SEKINE HIDESUKE</creatorcontrib><creatorcontrib>TAKAMURA DAISUKE</creatorcontrib><title>GAME MACHINE</title><description>To provide a game machine capable of selecting whether to give priority to continuation of a probability variation game state or to give priority to imparting of a lot of benefits.SOLUTION: A game machine includes: a first special passage area in which a game medium can be passed only in a special game state and the passage of the game medium is a trigger for imparting a predetermined privilege to a player; a second special passage area that is arranged in the game area in which the game medium can be passed only in the special game state; counting means for counting the number of game media that have passed through the second special passage area during the special game state; and displacement means capable of displacing a state to any one of a first state in which the passage of the game medium to the first special passage area is made easy and a second state in which the passage of the game medium to the second special passage area is made difficult. While all unit games are executed a plurality of times, the displacement means is displaced to the first state for a predetermined period of time, and after all the unit games are completed, it is determined whether or not a big winning probability is made high, based on the count value of the counting means.SELECTED DRAWING: Figure 106
【課題】確変遊技状態が続くことを優先するか多くの特典が付与されることを優先するかを選択可能な遊技機を提供する。【解決手段】特別遊技状態においてのみ遊技媒体が通過可能であり、遊技媒体の通過が遊技者に所定の特典を付与する契機となる第1特別通過領域と、遊技領域に配置され、特別遊技状態においてのみ遊技媒体が通過可能な第2特別通過領域と、特別遊技状態の間に第2特別通過領域を通過した遊技媒体数を計数する計数手段と、第1特別通過領域への遊技媒体の通過を容易にする第1状態と前記第2特別通過領域への遊技媒体の通過を困難にする第2状態とのいずれかに変位可能な変位手段と、を備え、複数回全ての前記単位遊技を実行している間に、変位手段を前記第1状態に所定期間変位させ、全ての前記単位遊技が終了した後に、計数手段の計数値に基づいて、大当り確率を高確率にするか否かを判定する。【選択図】図106</description><subject>AMUSEMENTS</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>GAMES</subject><subject>GAMES NOT OTHERWISE PROVIDED FOR</subject><subject>HUMAN NECESSITIES</subject><subject>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</subject><subject>SPORTS</subject><subject>VIDEO GAMES</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2020</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZOBxd_R1VfB1dPbw9HPlYWBNS8wpTuWF0twMSm6uIc4euqkF-fGpxQWJyal5qSXxXgFGBkYGBsaWFoYWjsZEKQIAr-ocmA</recordid><startdate>20200319</startdate><enddate>20200319</enddate><creator>SUZUKI YUSUKE</creator><creator>SOTOYAMA TOMONORI</creator><creator>YANAGA YUUJI</creator><creator>NISHIMURA MANAMI</creator><creator>SHIMIZU AKIRA</creator><creator>CHIYODA TAKAHIRO</creator><creator>UNABARA SHINYA</creator><creator>AOKI HAJIME</creator><creator>SEKINE HIDESUKE</creator><creator>TAKAMURA DAISUKE</creator><scope>EVB</scope></search><sort><creationdate>20200319</creationdate><title>GAME MACHINE</title><author>SUZUKI YUSUKE ; SOTOYAMA TOMONORI ; YANAGA YUUJI ; NISHIMURA MANAMI ; SHIMIZU AKIRA ; CHIYODA TAKAHIRO ; UNABARA SHINYA ; AOKI HAJIME ; SEKINE HIDESUKE ; TAKAMURA DAISUKE</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_JP2020039818A3</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng ; jpn</language><creationdate>2020</creationdate><topic>AMUSEMENTS</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>GAMES</topic><topic>GAMES NOT OTHERWISE PROVIDED FOR</topic><topic>HUMAN NECESSITIES</topic><topic>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</topic><topic>SPORTS</topic><topic>VIDEO GAMES</topic><toplevel>online_resources</toplevel><creatorcontrib>SUZUKI YUSUKE</creatorcontrib><creatorcontrib>SOTOYAMA TOMONORI</creatorcontrib><creatorcontrib>YANAGA YUUJI</creatorcontrib><creatorcontrib>NISHIMURA MANAMI</creatorcontrib><creatorcontrib>SHIMIZU AKIRA</creatorcontrib><creatorcontrib>CHIYODA TAKAHIRO</creatorcontrib><creatorcontrib>UNABARA SHINYA</creatorcontrib><creatorcontrib>AOKI HAJIME</creatorcontrib><creatorcontrib>SEKINE HIDESUKE</creatorcontrib><creatorcontrib>TAKAMURA DAISUKE</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>SUZUKI YUSUKE</au><au>SOTOYAMA TOMONORI</au><au>YANAGA YUUJI</au><au>NISHIMURA MANAMI</au><au>SHIMIZU AKIRA</au><au>CHIYODA TAKAHIRO</au><au>UNABARA SHINYA</au><au>AOKI HAJIME</au><au>SEKINE HIDESUKE</au><au>TAKAMURA DAISUKE</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>GAME MACHINE</title><date>2020-03-19</date><risdate>2020</risdate><abstract>To provide a game machine capable of selecting whether to give priority to continuation of a probability variation game state or to give priority to imparting of a lot of benefits.SOLUTION: A game machine includes: a first special passage area in which a game medium can be passed only in a special game state and the passage of the game medium is a trigger for imparting a predetermined privilege to a player; a second special passage area that is arranged in the game area in which the game medium can be passed only in the special game state; counting means for counting the number of game media that have passed through the second special passage area during the special game state; and displacement means capable of displacing a state to any one of a first state in which the passage of the game medium to the first special passage area is made easy and a second state in which the passage of the game medium to the second special passage area is made difficult. While all unit games are executed a plurality of times, the displacement means is displaced to the first state for a predetermined period of time, and after all the unit games are completed, it is determined whether or not a big winning probability is made high, based on the count value of the counting means.SELECTED DRAWING: Figure 106
【課題】確変遊技状態が続くことを優先するか多くの特典が付与されることを優先するかを選択可能な遊技機を提供する。【解決手段】特別遊技状態においてのみ遊技媒体が通過可能であり、遊技媒体の通過が遊技者に所定の特典を付与する契機となる第1特別通過領域と、遊技領域に配置され、特別遊技状態においてのみ遊技媒体が通過可能な第2特別通過領域と、特別遊技状態の間に第2特別通過領域を通過した遊技媒体数を計数する計数手段と、第1特別通過領域への遊技媒体の通過を容易にする第1状態と前記第2特別通過領域への遊技媒体の通過を困難にする第2状態とのいずれかに変位可能な変位手段と、を備え、複数回全ての前記単位遊技を実行している間に、変位手段を前記第1状態に所定期間変位させ、全ての前記単位遊技が終了した後に、計数手段の計数値に基づいて、大当り確率を高確率にするか否かを判定する。【選択図】図106</abstract><oa>free_for_read</oa></addata></record> |
fulltext | fulltext_linktorsrc |
identifier | |
ispartof | |
issn | |
language | eng ; jpn |
recordid | cdi_epo_espacenet_JP2020039818A |
source | esp@cenet |
subjects | AMUSEMENTS CARD, BOARD, OR ROULETTE GAMES GAMES GAMES NOT OTHERWISE PROVIDED FOR HUMAN NECESSITIES INDOOR GAMES USING SMALL MOVING PLAYING BODIES SPORTS VIDEO GAMES |
title | GAME MACHINE |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-18T19%3A33%3A58IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-epo_EVB&rft_val_fmt=info:ofi/fmt:kev:mtx:patent&rft.genre=patent&rft.au=SUZUKI%20YUSUKE&rft.date=2020-03-19&rft_id=info:doi/&rft_dat=%3Cepo_EVB%3EJP2020039818A%3C/epo_EVB%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true |