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Title:
GAME MACHINE
Document Type and Number:
Japanese Patent JP2018175931
Kind Code:
A
Abstract:
PROBLEM TO BE SOLVED: To provide a game machine capable of improving amusement of a performance.SOLUTION: When a ready-to-win state is established during a probability variable game state, a battle ready-to-win performance in which a player's own character fights against an enemy character is started. During the battle ready-to-win performance, a continuation defeat button performance is executed so as to raise a feeling of tension for falling into a time-shortening game. In the continuation defeat button performance, a main button image is displayed at a specific rate of transmittance (for example, 35%) during a validity period when operation of a performance button 26 is valid. A combined temporary button image suggesting that the main button image is to be displayed is displayed at a rate of transmittance (for example, 60%) higher than the specific rate of transmittance before display of the main button image. A continuation suggesting performance or a defeat suggesting performance can be executed in response to an operation to the performance button 26 during the validity period after erasing the combined temporary button image.SELECTED DRAWING: Figure 14

Inventors:
NAGANAWA TAKURO
NAGAYAMA KOHEI
SOGAWA YUKI
SESHITA TETSUO
IGUCHI HIROYUKI
SUGANO TORU
Application Number:
JP2018156114A
Publication Date:
November 15, 2018
Filing Date:
August 23, 2018
Export Citation:
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Assignee:
KYORAKU SANGYO CO LTD
International Classes:
A63F7/02
Domestic Patent References:
JP2016158810A2016-09-05
JP5932116B12016-06-08
Attorney, Agent or Firm:
Ryo Teramoto
Masahiro Ozawa



 
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