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(1)上記目的を達成するため、本願に係る遊技機は、予め定められた複数種類の付随情報(例えば付随図柄)のうち何れかが少なくとも一部の種類に付加された、各々を識別可能な複数種類の識別情報(例えば飾り図柄)の可変表示を開始させた後に表示結果を導出表示する可変表示装置における識別情報の可変表示の表示結果が予め定められた特定表示結果(例えば大当り組合せ)となったときに、遊技者にとって有利な第1状態(例えば、大当り遊技状態)と遊技者にとって不利な第2状態(例えば、通常状態)とのいずれかの状態に変化可能な可変入賞手段(例えば、特別可変入賞球装置20)を前記第1状態に(例えば、開放状態)変化させる遊技機であって、前記可変入賞手段を所定期間(例えば、29秒)第1状態に変化させることを所定回数(例えば、15回)行う第1遊技状態(例えば、15ラウンド大当り状態)に制御する第1遊技状態制御手段(例えば、図40のステップS243にて15R非確変大当り又は15R確変大当りが決定されたことに応答して、図37の特別図柄プロセス処理にてステップS114〜ステップS116を実行する遊技制御用マイクロコンピュータ560のCPU56)と、前記可変入賞手段を前記所定期間よりも短い期間(例えば0.5秒)及び前記所定回数より少ない回数の少なくともいずれか(例えば、2回)で第1状態に変化させる第2遊技状態(例えば、2R大当り状態)を実行した後、遊技状態を、通常状態よりも前記可変表示の表示結果が前記特定表示結果となる確率が向上した高確率状態(例えば、確変状態)に制御する第2遊技状態制御手段(例えば、図40のステップS243にて大当り種別が2R確変に決定されたことに応じて、図44のステップS313にて第1確変状態又は第2確変状態を開始する遊技制御用マイクロコンピュータ560のCPU56)と、前記可変入賞手段を前記第2遊技状態と同様に変化させる第3遊技状態(例えば、小当り状態)を実行した後、前記可変入賞手段を第1状態に変化させる前の遊技状態を維持する第3遊技状態制御手段(例えば、図40のステップS245にて可変表示結果を小当りと決定し、図37のステップS118〜ステップS120を実行する遊技制御用マイクロコンピュータ560のCPU56)と、前記第1遊技状態に制御するか否かと、前記第2遊技状態に制御するか否かと、前記第3遊技状態に制御するか否かとを、前記可変表示の表示結果を導出表示する前に決定する事前決定手段(例えば、図40の特別図柄通常処理のステップS240及びS245にて可変表示結果を大当り又は小当りと決定し、大当りと決定した場合にはさらにステップS243にて大当り種別を決定する遊技制御用マイクロコンピュータ560のCPU56)と、前記事前決定手段が前記第2遊技状態又は前記第3遊技状態に制御すると決定した場合、前記可変表示の表示結果として、識別情報に付加された付随情報が特定組み合わせ(例えば、図60のD02に示す組み合わせ)となる表示結果を導出表示させる制御を行う導出表示制御手段(例えば、図50のステップS536にて付随図柄が特定組み合わせとなる最終停止図柄を決定する演出制御用CPU101)と、前記第2遊技状態に制御された後と前記第3遊技状態に制御された後とで、同じ演出態様となる特定演出状態(例えばモードA)に制御する演出状態制御手段(例えば、図32(A)のモードA用演出制御パターンテーブル(180A)を用いて演出を実行する演出制御用CPU101)と、を備え、前記演出状態制御手段は、前記特定演出状態に制御されていないときに前記第3遊技状態に制御された後は、前記特定演出状態に制御するときと制御しないときとがあり、前記第3遊技状態に制御されるときの遊技履歴に応じて前記特定演出状態に制御する割合が異なる(例えば、演出制御用CPU101が図52のステップS752にて、小当り契機のモードA移行からの変動数に応じてモードAへのモード移行を実行するか否かを決定する部分)ことを特徴とする。
このような構成によれば、第3遊技状態とするか否かを決定する割合を変化させることなく、遊技履歴に応じて特定演出状態に制御される割合を異ならせることができる。そのため、少ない制御負担で遊技の興趣を高めることができる。
(1) In order to achieve the above object, the gaming machine according to the present application can identify each of a plurality of types of accompanying information (for example, accompanying symbols) added to at least some types. Specific display result (for example, jackpot combination) in which the display result of the variable display of the identification information in the variable display device that derives and displays the display result after starting variable display of various types of identification information (for example, decorative symbols) is started Variable winning means (changeable to either a first state (for example, a big hit gaming state) advantageous to the player or a second state (for example, a normal state) unfavorable to the player) For example, a gaming machine that changes the special variable winning ball apparatus 20) to the first state (for example, an open state), and changes the variable winning means to the first state for a predetermined period (for example, 29 seconds). First gaming state control means for controlling to a first gaming state (for example, 15 round big hit state) that performs a predetermined number of times (for example, 15 times) (for example, 15R non-probable big hit or 15R probable big hit in step S243 in FIG. 40) In response to the determination, the CPU 56 of the game control microcomputer 560 that executes steps S114 to S116 in the special symbol process of FIG. 37 and the variable winning means for a period shorter than the predetermined period. After executing the second gaming state (for example, 2R big hit state) that changes to the first state at least one of (for example, 0.5 seconds) and the number of times less than the predetermined number (for example, 2 times), the gaming state is changed to A high-probability state in which the probability that the display result of the variable display becomes the specific display result is improved as compared with the normal state (for example, a probability change state) Second gaming state control means to control (for example, in response to the fact that the big hit type is determined to be 2R probability change in step S243 of FIG. 40, the first probability variation state or the second probability variation state is started in step S313 of FIG. 44) The CPU 56) of the gaming control microcomputer 560 and the third game state (for example, a small hit state) in which the variable winning means is changed in the same manner as the second gaming state, and then the variable winning means is set to the first. Third gaming state control means for maintaining the gaming state before changing to the state (for example, gaming control in which the variable display result is determined to be a small hit in step S245 in FIG. 40 and steps S118 to S120 in FIG. 37 are executed. CPU 56) for microcomputer 560, whether to control to the first gaming state, whether to control to the second gaming state, the third Predetermining means for deciding whether or not to control the gaming state before deriving and displaying the display result of the variable display (for example, in the step S240 and S245 of the special symbol normal processing of FIG. If it is determined to be a big hit, and if it is determined to be a big hit, the CPU 56 of the game control microcomputer 560 which determines the big hit type in step S243, and the pre-determining means is the second game state or the third game. If it is determined to control the state, as a display result of the variable display, and performs accompanying information specific combination added to the identification information (e.g., the combination shown in D02 in FIG. 60) control to derive display the display result as a Derived display control means (for example, an operation for determining the final stop symbol for which the accompanying symbol is a specific combination in step S536 in FIG. 50). Control CPU 101) and effect state control means for controlling to a specific effect state (for example, mode A) in the same effect mode after being controlled to the second game state and after being controlled to the third game state (For example, an effect control CPU 101 that executes an effect using the mode A effect control pattern table (180A) of FIG. 32A), and the effect state control means is controlled to the specific effect state. After being controlled to the third gaming state when not being played, there may be a case of controlling to the specific effect state and a case of not controlling, and the specific depending on the gaming history when being controlled to the third gaming state The ratio of control to the effect state is different (for example, the effect control CPU 101 changes the mode to mode A in step S752 in FIG. 52 according to the number of changes from mode A change of the small hit trigger. The portion for determining whether to perform) that characterized.
According to such a structure, the ratio controlled to a specific production | presentation state can be varied according to a game log | history, without changing the ratio which determines whether it is set as the 3rd game state. Therefore, the interest of the game can be enhanced with a small control burden.
(2)上記目的を達成するため、本願に係る遊技機は、予め定められた複数種類の付随情報(例えば付随図柄)のうち何れかが少なくとも一部の種類に付加された、各々を識別可能な複数種類の識別情報(例えば飾り図柄)の可変表示を開始させた後に表示結果を導出表示する可変表示装置における識別情報の可変表示の表示結果が予め定められた特定表示結果(例えば大当り組合せ)となったときに、遊技者にとって有利な第1状態(例えば、大当り遊技状態)と遊技者にとって不利な第2状態(例えば、通常状態)とのいずれかの状態に変化可能な可変入賞手段(例えば、特別可変入賞球装置20)を前記第1状態(例えば、開放状態)に変化させる遊技機であって、前記可変入賞手段を所定期間(例えば、29秒)第1状態に変化させることを所定回数(例えば、15回)行う第1遊技状態(例えば、15ラウンド大当り状態)に制御する第1遊技状態制御手段(例えば、図40のステップS243にて15R非確変大当り又は15R確変大当りが決定されたことに応答して、図37の特別図柄プロセス処理にてステップS114〜ステップS116を実行する遊技制御用マイクロコンピュータ560のCPU56)と、前記可変入賞手段を前記所定期間よりも短い期間(例えば0.5秒)及び前記所定回数より少ない回数(例えば、2回)の少なくともいずれかで第1状態に変化させる第2遊技状態(例えば、2R大当り状態)を実行した後、遊技状態を、通常状態よりも前記可変表示の表示結果が前記特定表示結果となる確率が向上した高確率状態(例えば、確変状態)に制御する第2遊技状態制御手段(例えば、図40のステップS243にて大当り種別が2R確変に決定されたことに応じて、図44のステップS313にて第1確変状態又は第2確変状態を開始する遊技制御用マイクロコンピュータ560のCPU56)と、前記可変入賞手段を前記第2遊技状態と同様に変化させる第3遊技状態(例えば、小当り状態)を実行した後、前記可変入賞手段を第1状態に変化させる前の遊技状態を維持する第3遊技状態制御手段(例えば、図40のステップS245にて可変表示結果を小当りと決定し、図37のステップS118〜ステップS120を実行する遊技制御用マイクロコンピュータ560のCPU56)と、前記第1遊技状態に制御するか否かと、前記第2遊技状態に制御するか否かと、前記第3遊技状態に制御するか否かとを、前記可変表示の表示結果を導出表示する前に決定する事前決定手段(例えば、図40の特別図柄通常処理のステップS240及びS245にて可変表示結果を大当り又は小当りと決定し、大当りと決定した場合にはさらにステップS243にて大当り種別を決定する遊技制御用マイクロコンピュータ560のCPU56)と、前記事前決定手段が前記第2遊技状態又は前記第3遊技状態に制御すると決定した場合、前記可変表示の表示結果として、識別情報に付加された付随情報が特定組み合わせ(例えば、図60のD02に示す組み合わせ)となる表示結果を導出表示させる制御を行う導出表示制御手段(例えば、図50のステップS536にて付随図柄が特定組み合わせとなる最終停止図柄を決定する演出制御用CPU101)と、前記第2遊技状態に制御された後と前記第3遊技状態に制御された後とで、同じ演出態様となる特定演出状態(例えばモードA)に制御する演出状態制御手段(例えば、図32(A)のモードA用演出制御パターンテーブル(180A)を用いて演出を実行する演出制御用CPU101)と、を備え、前記演出状態制御手段は、前記特定演出状態に制御されていないときに前記第3遊技状態に制御された後は、前記特定演出状態に制御するときと制御しないときとがあり、前記第3遊技状態に制御されるときの遊技状態に応じて前記特定演出状態に制御する割合が異なる(例えば、演出制御用CPU101が図63のステップS755にて、遊技状態が高確モードか否かに応じてモードAへのモード移行を実行するか否かを決定する部分)ことを特徴とする。
このような構成によれば、第3遊技状態とするか否かを決定する割合を変化させることなく、遊技状態に応じて特定演出状態に制御される割合を異ならせることができる。そのため、少ない制御負担で遊技の興趣を高めることができる。
(2) In order to achieve the above object, the gaming machine according to the present application can identify each of a plurality of predetermined types of accompanying information (for example, accompanying symbols) added to at least some types. Specific display result (for example, jackpot combination) in which the display result of the variable display of the identification information in the variable display device that derives and displays the display result after starting variable display of various types of identification information (for example, decorative symbols) is started Variable winning means (changeable to either a first state (for example, a big hit gaming state) advantageous to the player or a second state (for example, a normal state) unfavorable to the player) For example, in a gaming machine that changes the special variable winning ball apparatus 20) to the first state (for example, open state), the variable winning means is changed to the first state for a predetermined period (for example, 29 seconds). First gaming state control means for controlling to a first gaming state (for example, 15 round big hit state) that performs a predetermined number of times (for example, 15 times) (for example, 15R non-probable big hit or 15R probable big hit in step S243 in FIG. 40) In response to the determination, the CPU 56 of the game control microcomputer 560 that executes steps S114 to S116 in the special symbol process of FIG. 37 and the variable winning means for a period shorter than the predetermined period. After executing the second gaming state (for example, 2R big hit state) for changing to the first state at least one of (for example, 0.5 seconds) and the number of times less than the predetermined number (for example, 2 times), the gaming state is changed to A high-probability state in which the probability that the display result of the variable display becomes the specific display result is improved as compared with the normal state (for example, a probability change state) Second gaming state control means to control (for example, in response to the fact that the big hit type is determined to be 2R probability change in step S243 of FIG. 40, the first probability variation state or the second probability variation state is started in step S313 of FIG. 44) The CPU 56) of the gaming control microcomputer 560 and the third game state (for example, a small hit state) in which the variable winning means is changed in the same manner as the second gaming state, and then the variable winning means is set to the first. Third gaming state control means for maintaining the gaming state before changing to the state (for example, gaming control in which the variable display result is determined to be a small hit in step S245 in FIG. 40 and steps S118 to S120 in FIG. 37 are executed. CPU 56) for microcomputer 560, whether to control to the first gaming state, whether to control to the second gaming state, the third Predetermining means for deciding whether or not to control the gaming state before deriving and displaying the display result of the variable display (for example, in the step S240 and S245 of the special symbol normal processing of FIG. If it is determined to be a big hit, and if it is determined to be a big hit, the CPU 56 of the game control microcomputer 560 which determines the big hit type in step S243, and the pre-determining means is the second game state or the third game. If it is determined to control the state, as a display result of the variable display, and performs accompanying information specific combination added to the identification information (e.g., the combination shown in D02 in FIG. 60) control to derive display the display result as a Derived display control means (for example, an operation for determining the final stop symbol for which the accompanying symbol is a specific combination in step S536 in FIG. 50). Control CPU 101) and effect state control means for controlling to a specific effect state (for example, mode A) in the same effect mode after being controlled to the second game state and after being controlled to the third game state (For example, an effect control CPU 101 that executes an effect using the mode A effect control pattern table (180A) of FIG. 32A), and the effect state control means is controlled to the specific effect state. After being controlled to the third gaming state when not being played, there may be a case where control is made to the specific effect state and a case where control is not made, and the specific state is determined according to the gaming state when controlled to the third gaming state. The ratio of control to the effect state is different (for example, the effect control CPU 101 executes mode transition to mode A according to whether or not the game state is the high-accuracy mode in step S755 in FIG. 63). Whether part of determining) that it is characterized.
According to such a structure, the ratio controlled to a specific production | presentation state can be varied according to a gaming state, without changing the ratio which determines whether it is set as the 3rd gaming state. Therefore, the interest of the game can be enhanced with a small control burden.
Claims (2)
前記可変入賞手段を所定期間第1状態に変化させることを所定回数行う第1遊技状態に制御する第1遊技状態制御手段と、
前記可変入賞手段を前記所定期間よりも短い期間及び前記所定回数より少ない回数の少なくともいずれかで第1状態に変化させる第2遊技状態を実行した後、遊技状態を、通常状態よりも前記可変表示の表示結果が前記特定表示結果となる確率が向上した高確率状態に制御する第2遊技状態制御手段と、
前記可変入賞手段を前記第2遊技状態と同様に変化させる第3遊技状態を実行した後、前記可変入賞手段を第1状態に変化させる前の遊技状態を維持する第3遊技状態制御手段と、
前記第1遊技状態に制御するか否かと、前記第2遊技状態に制御するか否かと、前記第3遊技状態に制御するか否かとを、前記可変表示の表示結果を導出表示する前に決定する事前決定手段と、
前記事前決定手段が前記第2遊技状態又は前記第3遊技状態に制御すると決定した場合、前記可変表示の表示結果として、識別情報に付加された付随情報が特定組み合わせとなる表示結果を導出表示させる制御を行う導出表示制御手段と、
前記第2遊技状態に制御された後と前記第3遊技状態に制御された後とで、同じ演出態様となる特定演出状態に制御する演出状態制御手段と、を備え、
前記演出状態制御手段は、前記特定演出状態に制御されていないときに前記第3遊技状態に制御された後は、前記特定演出状態に制御するときと制御しないときとがあり、前記第3遊技状態に制御されるときの遊技履歴に応じて前記特定演出状態に制御する割合が異なることを特徴とする遊技機。 Variable display that derives and displays a display result after starting variable display of a plurality of types of identification information that can identify each of them, with any one of a plurality of types of accompanying information added to at least some types When the display result of the variable display of the identification information in the device becomes a predetermined specific display result, the state can be changed between a first state advantageous to the player and a second state unfavorable to the player A gaming machine for changing a variable winning means to the first state,
First gaming state control means for controlling the variable winning means to a first gaming state for performing a predetermined number of times to change to the first state for a predetermined period;
After executing the second gaming state in which the variable winning means is changed to the first state in at least one of a period shorter than the predetermined period and the number of times less than the predetermined number of times, the gaming state is variably displayed more than the normal state. A second gaming state control means for controlling to a high probability state with an improved probability that the display result of the above will be the specific display result;
Third gaming state control means for maintaining the gaming state before the variable winning means is changed to the first state after executing the third gaming state in which the variable winning means is changed in the same manner as the second gaming state;
Deciding whether to control to the first gaming state, whether to control to the second gaming state, and whether to control to the third gaming state before deriving and displaying the display result of the variable display Pre-determining means to
Derives the case of pre-determining means has determined to control the second game state or the third gaming state, a display result of the variable display, display results of the accompanying information added to identification information becomes a specific combination Derived display control means for performing display control; and
Production state control means for controlling to a specific production state that is the same production mode after being controlled to the second gaming state and after being controlled to the third gaming state,
After the effect state control means is controlled to the third game state when not controlled to the specific effect state, the effect state control means may or may not control the specific effect state, and the third game A gaming machine, wherein a ratio of controlling to the specific effect state is different according to a game history when controlled to a state.
前記可変入賞手段を所定期間第1状態に変化させることを所定回数行う第1遊技状態に制御する第1遊技状態制御手段と、
前記可変入賞手段を前記所定期間よりも短い期間及び前記所定回数より少ない回数の少なくともいずれかで第1状態に変化させる第2遊技状態を実行した後、遊技状態を、通常状態よりも前記可変表示の表示結果が前記特定表示結果となる確率が向上した高確率状態に制御する第2遊技状態制御手段と、
前記可変入賞手段を前記第2遊技状態と同様に変化させる第3遊技状態を実行した後、前記可変入賞手段を第1状態に変化させる前の遊技状態を維持する第3遊技状態制御手段と、
前記第1遊技状態に制御するか否かと、前記第2遊技状態に制御するか否かと、前記第3遊技状態に制御するか否かとを、前記可変表示の表示結果を導出表示する前に決定する事前決定手段と、
前記事前決定手段が前記第2遊技状態又は前記第3遊技状態に制御すると決定した場合、前記可変表示の表示結果として、識別情報に付加された付随情報が特定組み合わせとなる表示結果を導出表示させる制御を行う導出表示制御手段と、
前記第2遊技状態に制御された後と前記第3遊技状態に制御された後とで、同じ演出態様となる特定演出状態に制御する演出状態制御手段と、を備え、
前記演出状態制御手段は、前記特定演出状態に制御されていないときに前記第3遊技状態に制御された後は、前記特定演出状態に制御するときと制御しないときとがあり、前記第3遊技状態に制御されるときの遊技状態に応じて前記特定演出状態に制御する割合が異なることを特徴とする遊技機。 Variable display that derives and displays a display result after starting variable display of a plurality of types of identification information that can identify each of them, with any one of a plurality of types of accompanying information added to at least some types When the display result of the variable display of the identification information in the device becomes a predetermined specific display result, the state can be changed between a first state advantageous to the player and a second state unfavorable to the player A gaming machine for changing a variable winning means to the first state,
First gaming state control means for controlling the variable winning means to a first gaming state for performing a predetermined number of times to change to the first state for a predetermined period;
After executing the second gaming state in which the variable winning means is changed to the first state in at least one of a period shorter than the predetermined period and the number of times less than the predetermined number of times, the gaming state is variably displayed more than the normal state. A second gaming state control means for controlling to a high probability state with an improved probability that the display result of the above will be the specific display result;
Third gaming state control means for maintaining the gaming state before the variable winning means is changed to the first state after executing the third gaming state in which the variable winning means is changed in the same manner as the second gaming state;
Deciding whether to control to the first gaming state, whether to control to the second gaming state, and whether to control to the third gaming state before deriving and displaying the display result of the variable display Pre-determining means to
Derives the case of pre-determining means has determined to control the second game state or the third gaming state, a display result of the variable display, display results of the accompanying information added to identification information becomes a specific combination Derived display control means for performing display control; and
Production state control means for controlling to a specific production state that is the same production mode after being controlled to the second gaming state and after being controlled to the third gaming state,
After the effect state control means is controlled to the third game state when not controlled to the specific effect state, the effect state control means may or may not control the specific effect state, and the third game A gaming machine, wherein a ratio of controlling to the specific effect state is different depending on a game state when the state is controlled.
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JP6260293B2 (en) * | 2014-01-21 | 2018-01-17 | サミー株式会社 | Bullet ball machine |
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JP7087785B2 (en) * | 2018-07-27 | 2022-06-21 | 株式会社三洋物産 | Pachinko machine |
JP2020014784A (en) * | 2018-07-27 | 2020-01-30 | 株式会社三洋物産 | Game machine |
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