GAME MACHINE
To provide a game machine capable of securing a technical intervention in the game machine and enhancing a player's interest in game properties using a result of an internal lottery.SOLUTION: AT control means executes control pertaining to an auxiliary game based on winning of an identical spec...
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Format: | Patent |
Sprache: | eng ; jpn |
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Zusammenfassung: | To provide a game machine capable of securing a technical intervention in the game machine and enhancing a player's interest in game properties using a result of an internal lottery.SOLUTION: AT control means executes control pertaining to an auxiliary game based on winning of an identical specific winning mode when winning a winning area "watermelon 1" in an internal lottery and when winning a winning area "watermelon 2" in an internal lottery. In a game machine, when winning a winning area "watermelon 1", a rare winning combination A is won regardless of an operation mode of plural stop buttons. In the game machine, a rare winning combination B is won and a winning area "watermelon 2" is won when winning a winning area "watermelon 2" and plural stop buttons are operated in a predetermined operation mode, and no winning combinations are won when plural stop buttons are operated in an operation mode differing from the predetermined operation mode.SELECTED DRAWING: Figure 8
【課題】遊技機における技術介入性を担保し、かつ内部抽選の結果を用いた遊技性に対する遊技者の興趣を向上させることができる遊技機を提供する。【解決手段】AT制御手段は、内部抽選で当選エリア「スイカ1」に当選した場合と、内部抽選で当選エリア「スイカ2」に当選した場合と、で同一の特定当選態様の当選に基づく補助遊技に係る制御を実行する。遊技機では、当選エリア「スイカ1」に当選した場合に、複数のストップボタンの操作態様によらずレア役Aが入賞する。遊技機では、当選エリア「スイカ2」に当選し、複数のストップボタンが所定の操作態様で操作された場合には、レア役Bが入賞し、当選エリア「スイカ2」に当選し、複数のストップボタンが所定の操作態様とは異なる操作態様で操作された場合には、いずれの役も入賞しない。【選択図】図8 |
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