GAME SYSTEM AND GAME MACHINE
To provide a game system which does not cause confusion to a player as much as possible in terms of a player's operability compared with the conventional system while being capable of specifying a game result of the player by data computation without directly putting out game media even when wi...
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Zusammenfassung: | To provide a game system which does not cause confusion to a player as much as possible in terms of a player's operability compared with the conventional system while being capable of specifying a game result of the player by data computation without directly putting out game media even when winning occurs.SOLUTION: When winning occurs, data of game balls are added, whereas data of game balls are subtracted by shooting of balls. When replay operation is performed, held ball data are converted into game ball data. When counting operation is performed, data of game balls are counted and is converted into data of held balls. When the replay operation is performed during count processing by counting operation, the replay operation is effective and the replay operation is in a reserved state. When the replay operation is performed again, the reserved state is cancelled. When the counting processing is over, the replay operation being reserved is made effective, and the held ball data are converted into game ball data. As operation of a replay button, short-pressing operation and long-pressing operation are distinguished and the reserved state is set.SELECTED DRAWING: Figure 74
【課題】入賞が発生しても遊技媒体を直接払い出すことなくデータの演算によって遊技者の遊技結果を特定できながらも、旧来のシステムと比べて遊技者の操作性の観点において極力遊技者に混乱を与えることがない遊技用システムおよび遊技機を提供する。【解決手段】入賞が発生すると遊技玉のデータを加算する一方、玉の発射により遊技玉のデータを減算する。再プレイ操作すると、持玉データが遊技玉データに変換される。計数操作をすると、遊技玉のデータが計数されて持玉のデータに変換される。計数操作による計数処理中に再プレイ操作するとその再プレイ操作が有効で、再プレイ操作の保留状態となる。再度、再プレイ操作が行われると保留状態が解除される。計数処理の終了を契機にして、保留中の再プレイ操作を有効化して、持玉データを遊技玉データに変換する。再プレイボタンの操作として、短押し操作と長押し操作とを区別して保留状態とする。【選択図】図74 |
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