遊技機

Game machine

Abstract

<P>PROBLEM TO BE SOLVED: To prevent disadvantage and discomfort to a player when such a phenomenon as swallowing of game media occurs. <P>SOLUTION: The game machine includes: a timing means 310 starting measurement of monitoring time with detection by an object detecting device 35a as the trigger, and restarting measurement of monitoring time when an object is further detected by the object detecting device 35a before elapse of the monitoring time; a numerical value storing means 320 in which the initial value is stored; an arithmetic operation means 330 for adding a prescribed number to the value stored in the numerical value storing means 320 with detection by the object detecting device 35a as the trigger and subtracting a prescribed number from the stored value with detection by a passage detecting device 35b as the trigger; a difference storing means 410 for storing a numerical value (a return value) corresponding to the difference between the stored value and the initial value when the value stored in the numerical value storing means 320 is larger than the initial value when the monitoring time elapses; and a return executing means 420 for executing such control as to substantially return game media corresponding to the return value to the player. <P>COPYRIGHT: (C)2011,JPO&INPIT
【課題】遊技媒体の飲み込み等の現象が発生した場合に、遊技者に不利益及び不快感を与えるのを防止可能とする。 【解決手段】遊技機に、物体検出装置35aによる検出を契機に監視時間の計測を開始し、監視時間までにさらに物体検出装置35aにより検出されたとき監視時間の計測を再開始する計時手段310、初期値が記憶される数値記憶手段320、物体検出装置35aによる検出を契機に数値記憶手段320の記憶値に所定数を加算し通過検出装置35bによる検出を契機に記憶値から所定数を減算する演算手段330、監視時間に達した際、数値記憶手段320の記憶値が初期値よりも大きかった場合に、両者の差分に対応する数値(返却値)を記憶する差分記憶手段410、返却値に相当する遊技媒体を遊技者に対し実質的に返却するような制御を実行する返却実行手段420を備える。 【選択図】図6

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Cited By (1)

    Publication numberPublication dateAssigneeTitle
    JP-2017018490-AJanuary 26, 2017株式会社藤商事, Fujishoji Co Ltd遊技機