Game machine

JP2024000414A5Inactive Publication Date: 2025-03-05SAMMY CORPORATION
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Patent Information

Application Number
JP2022099176
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-06-20
Publication Date
2025-03-05
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

【0006】 本態様に係る遊技機によれば、円滑に遊技を進行できる遊技機を提供することができる、という効果を奏する。

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Abstract

To provide a game machine that allows a game to proceed smoothly.SOLUTION: In an operation notification state, the maximum value of an increase expectation value in a game value given to a player on the basis of a trigger is a specific number or less, and the specific number is larger than a predetermined number. In the operation notification state where the increase expectation value in a game value given to a player on the basis of a trigger is the maximum value, a game machine is configured to stay at least in a first operation notification state and a second operation notification state. In the operation notification state where the increase expectation value in a game value given to a player on the basis of the trigger is the maximum value, the increase expectation value in a game value given to a player corresponding to the game in the first operation notification state is larger than the specific number.SELECTED DRAWING: Figure 96
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Claims

[Claim 1] Having a normal section, Has advantageous zones, In the advantageous zone, there is a predetermined game state in which advantageous operation information of the stop switch can be notified, In the advantageous zone, a specific gaming state different from a predetermined gaming state is present, When the difference in game value in the advantageous zone becomes equal to or greater than a predetermined value, the advantageous zone is terminated and the game is transitioned to a normal zone. The game state in the advantageous zone includes at least a first game state and a second game state, In the first gaming state, the maximum value of an expected increase in gaming value granted to a player based on one trigger is equal to or less than a specific value, the specific value is a value greater than the predetermined value, The first gaming state has a smaller designed net increase per game than the second gaming state, The number of the presentation stages in the specific gaming state is greater than the number of the presentation stages in the predetermined gaming state, The average number of cuts constituting a specific effect that notifies a transition to a predetermined game state (the "number of cuts" refers to the number of cuts in one effect when a continuous video image without interruption is considered as one cut. The same applies below.) is less than the average number of cuts constituting each effect other than the specific effect. Amusement machine.