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    • 1. 发明申请
    • Symobl Matching Gaming Machine and Program
    • Symobl匹配游戏机和程序
    • US20070265059A1
    • 2007-11-15
    • US11568315
    • 2005-04-20
    • Makoto AndoYosuke SasakiMasahi TsuruokaKazuyasu Ogura
    • Makoto AndoYosuke SasakiMasahi TsuruokaKazuyasu Ogura
    • A63F5/04
    • G07F17/3265G07F17/34
    • An object is to provide a gaming machine in which, when a part of a symbol combination for a winning combination is aligned on a winning line, a player can have increased expectation on an alignment of the winning combination even if the player is well-experienced in games of such a gaming machine. The game machine includes three reels to interchangeably display a plurality of types of symbols, and makes a selection for either an acceptance to select an almost-winning prize which corresponds to a combination of symbols having a different part of symbol from a winning combination (a symbol combination of three White 7 symbols) for a predetermined prize group (e.g., White 7 Prize), or a refusal not to select the almost-winning prize. When an acceptance is selected by the selection, in the combination of symbols corresponding to almost-winning prize, a part of symbols which is identical to that of the winning combination (a part for a left reel and a part for a right reel) is controlled to be stopped on a winning line to be displayed. Then, after another selection is made to determine whether the winning combination is aligned on the winning line or not, a middle reel is controlled to stop based on the result of the latter selection.
    • 目的在于提供一种游戏机,其中,当获奖组合的符号组合的一部分在胜利线上对齐时,即使玩家经验丰富,玩家也可以对获胜组合的对准提高期望 在这样的游戏机的游戏中。 游戏机包括三个可互换地显示多种类型的符号的卷轴,并且进行选择以选择对应于具有不同部分符号的符号的组合的几乎中奖的奖品(胜利组合(a 三个白色7个符号的符号组合)用于预定奖品组(例如,白色7奖),或拒绝不选择几乎获奖的奖品。 当通过选择选择接受时,在与几乎获胜的奖品相对应的符号的组合中,与获胜组合(左卷轴的一部分和用于右卷轴的部分)相同的符号的一部分是 被控制在要被显示的中标线上停止。 然后,进行另一选择以确定获胜组合是否在获胜线上对齐,根据后一选择的结果,控制中间卷轴停止。