Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-06-26
- Publication Date
- 2026-06-30
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines (called enclosed (enclosed circulation) gaming machines, smart pachinko, etc.) that allow players to play without touching actual gaming balls are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-073037 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to suppress the lack of feeling of winning balls in a gaming machine that allows a player to play without touching actual gaming balls. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is a gaming machine that allows players to play without touching actual gaming balls, and is characterized by comprising: a remaining ball counting means for counting the number of remaining gaming balls that the player has in his possession; and a remaining number execution means for executing a remaining number effect that corresponds to the number of remaining balls measured by the remaining number counting means, and that shows a situation in which gaming balls corresponding to the remaining number are stored outside the gaming machine. [Effects of the Invention]
[0006] According to the present invention, it is possible to suppress the lack of feeling of winning balls in gaming machines that allow players to play without touching actual gaming balls. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a large prize game) in which a specific area is closed, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small prize game) in which a specific area is open. [Figure 4] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 5] FIG. 4 is a diagram schematically illustrating the upper side of the protrusion. [Figure 6] 10A and 10B are diagrams for explaining minority state notification (normal mode / special mode). [Figure 7] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 8] 10A and 10B are diagrams for explaining specific examples 1-4 and 1-5. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-7. [Figure 11] FIG. 10 is a diagram for explaining specific example 1-8. [Figure 12] 10 is a diagram for explaining the remaining number effect (effect image). FIG. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 15] FIG. 15 is a diagram for explaining a specific example 2-4 (an example different from FIG. 14). [Figure 16] FIG. 16 is a diagram for explaining a specific example 2-4 (an example different from FIGS. 14 and 15). [Figure 17] FIG. 10 is a diagram for explaining specific example 2-7. [Figure 18]FIG. 1 is a diagram for explaining customization (particularly batch customization). [Figure 19] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 20] A diagram to explain a specific pre-reading effect. [Figure 21] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 22] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 23] FIG. 10 is a diagram for explaining specific example 4-3. [Figure 24] FIG. 10 is a diagram for explaining specific example 4-4. [Figure 25] FIG. 25 is a diagram for explaining a specific example 4-4 (an example different from FIG. 24). [Figure 26] FIG. 10 is a diagram for explaining specific example 4-5. [Figure 27] FIG. 10 is a diagram for explaining specific example 4-7. [Figure 28] FIG. 10 is a diagram for explaining a preliminary period before transitioning to a specific period. [Figure 29] FIG. 10 is a diagram for explaining a specific period (special display). [Figure 30] FIG. 29 is a diagram (continuation of FIG. 29) for explaining a specific period (special display). [Figure 31] FIG. 10 is a diagram for explaining specific example 5-4. [Figure 32] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 33] FIG. 10 is a diagram for explaining specific example 5-7. DETAILED DESCRIPTION OF THE INVENTION
[0008] Below, we will explain one embodiment of the gaming machine 1 (enclosed gaming machine (enclosed pachinko machine)) according to the present invention. Note that specific explanations of the configuration of the gaming machine 1 that is not related to the present invention will be omitted. For these, structures similar to those of known gaming machines can be applied. The same applies to the configuration unique to the enclosed gaming machine (a configuration similar to that of a known enclosed gaming machine (for example, the gaming machine described in JP 2020-073037 A) can be adopted).
[0009] Furthermore, in the following description, the term "image" includes not only still images but also moving images. Furthermore, unless otherwise specified, the following description is based on the assumption that the player plays according to instructions (the player plays normally without performing any special moves). Furthermore, when it is said that "a gaming ball enters XX (wins)," strictly speaking, it means that the sensor installed in the XX has detected the gaming ball that has entered. Furthermore, it is also possible for the configuration to be such that only some of the effects, etc., described below, can be executed.
[0010] 1) Basic configuration of gaming machines The basic configuration of the gaming machine 1 will be briefly described. Although not shown, a card unit is provided in the gaming parlor associated with the gaming machine 1, and by operating the loan button on the card unit, a predetermined number of gaming balls (e.g., 125 balls) are loaned to the player from the prepaid balance of the card inserted into the card unit, the ball reserve, etc. The player's balls can also be said to be the remaining number of gaming balls (remaining balls) that the player possesses (can shoot). The gaming machine 1 is equipped with a remaining ball counting means (not shown) that measures the remaining number of balls (remaining balls), and a remaining ball display device 11 that displays the remaining number of balls measured by the remaining ball counting means. The value of the remaining balls measured by the remaining ball counting means matches the value displayed on the remaining ball display device 11.
[0011] The gaming machine 1 (see FIG. 1) has a gaming board 90. The gaming board 90 is made of a substantially square piece of plywood, and has a guide rail 903 that is provided in a substantially arc shape and that forms a path that guides gaming balls launched by operating a launching device 908 (launching handle) into a gaming area 902. The gaming balls launched by the launching device 908 flow down the gaming area and enter various winning areas and an outlet 907, but then return to a position where they can be launched again by the launching device 908. In other words, the gaming balls enclosed inside the gaming machine 1 are "circulated."
[0012] The game area 902 is provided with a display device 91 which is the main display device, a start area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs which act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides with the game pegs.
[0013] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0014] 2) Win / lose lottery / reserved The winning / losing lottery is executed by a winning / losing lottery means provided on a control board (not shown) when a gaming ball enters the starting area 904. In this embodiment, the starting areas 904 are a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area). When a gaming ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined winning value, the game is won; if it is different, the game is lost. In this embodiment, the results of the winning / losing lottery (the in-flight effect described below) are announced in the order in which the numerical values are acquired. However, if there is winning / losing lottery information for which the results of the winning / losing lottery have not yet been announced (if the in-flight effect is being executed), the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-flight reserved information described below) in a storage means provided on a control board (not shown).
[0015] In this embodiment, as the reserved symbols 70, a reserved symbol 71 (a symbol indicating the existence of the so-called "relevant reserved variable") corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 80 during the change) in which the during-change effect (from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops in a combination that indicates the winning / losing lottery result, the effect of one period during the change; hereinafter also referred to as simply "change" or "rotation") that notifies the winning / losing lottery result has started but the notification of the winning / losing lottery result has not been completed (hereinafter also referred to as the reserved symbol 71 during the change) and a reserved symbol 72 before the change corresponding to the winning / losing lottery information (hereinafter also referred to as the reserved symbol 80 before the change) in which the during-change effect that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). A configuration in which the reserved symbol 71 during the change is not displayed is also possible.
[0016] The timing at which the internal winning / losing lottery is executed is the time when the in-variation performance begins. Therefore, the in-variation pending information is winning / losing lottery information for which the winning / losing lottery has already been executed, and therefore is not strictly speaking a "reserved" lottery. However, since the in-variation pending symbol 71 is actually referred to as the "reserved in question" (and players actually recognize it as a "reserved"), in this embodiment, the in-variation pending information (in-variation pending symbol 71) is also included in the concept of "reserved." Alternatively, the in-variation pending information (in-variation pending symbol 71) may not be included in the concept of "reserved." That is, a configuration may be adopted in which information including the so-called "reserved in question" is treated as a reserved symbol (reserved symbol 70), or a configuration may be adopted in which information not including the "reserved in question" is treated as a reserved symbol (reserved symbol 70). In either case, the reserved information (reserved symbol 70) can be considered to be, at least, winning / losing lottery information for which notification of the corresponding winning / losing lottery result has not been completed.
[0017] The maximum number of pre-change reserved information that can be stored is limited. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) that can be obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) that can be obtained by winning in the second starting area 904b is four.
[0018] 3) Decorative designs In this embodiment, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR), which include multiple types of decorative symbols 80, begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If the lottery results in a win, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped (left decorative symbol 80L, center decorative symbol 80C, right decorative symbol 80R, lined up from left) becomes a predetermined combination (in this embodiment, a set of three decorative symbols 80 of the same type). If the lottery results in a loss (including a "small win" that does not lead to a big win), a combination other than the one that notifies the player of a win will be displayed. The decorative symbols 80 may be a combination of numbers and characters, etc.
[0019] In addition, images showing various information (such as "small symbols" or "fourth symbols") may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of these types of images. In other words, the player can basically understand the results of the lottery by looking at the decorative symbols 80.
[0020] 4) Gameplay (specs, etc.) 4-1) Winning games If a jackpot is won in the first or second lottery, a jackpot game is executed. To distinguish a jackpot (game) via a minor jackpot (details of which will be described later), a jackpot is sometimes referred to as a "direct win." A jackpot game involves one or more unit games (referring to one "round" of play; also referred to as a "round" in the following explanation) in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met. In this embodiment, a unit game ends (the jackpot area 906 is closed) when either the winning condition of 10 game balls entering the jackpot area 906 or the time condition of a predetermined time elapses is met. If game balls are continuously shot toward the jackpot area 906, the winning condition will be met before the time condition is met, and the unit game will end (at least 10 game balls will enter the jackpot area 906 in one unit game). The more unit games (number of rounds) included in a jackpot game, the greater the player's profit (expected profit) from the jackpot game. In this embodiment, the jackpot area 906 is located on the right side of the play area 902 (see FIG. 1), and the player plays the game so that the game ball enters the right side of the play area 902 (so-called "right hit").
[0021] If a small win is won in the second win / lose lottery, a small win game is executed. In this embodiment, there is a possibility of winning a small win in the first win / lose lottery, but as will be described later, even if a player wins a small win in the first win / lose lottery, the player cannot enjoy the benefits (since it is essentially a "lose", the combination of decorative patterns 80 is also considered to be a combination that indicates a "lose"). Therefore, in the following explanation, when simply referring to a small win, it refers to a small win won in the second win / lose lottery.
[0022] In a small prize game, the large prize area 906 is opened, and a specific area 906t (see FIG. 3) located within the large prize area 906 is also opened. The letter "V" is marked near the specific area 906t (see FIGS. 1 and 3), and this "V" is used to indicate the specific area 906t to the player. The specific area 906t is normally closed, but is temporarily opened when a small prize is won. The large prize area 906 has two exit areas, and a gaming ball that enters the large prize area 906 must pass through one of the two exit areas. One of the two exit areas is designated as the specific area 906t (see FIG. 3). A sensor is installed in each of the exit areas, and a gaming ball that passes through one of the exit areas is treated as having entered the large prize area 906. In other words, the gaming ball that has entered the specific area 906t has also entered the big prize area 906.
[0023] When a gaming ball enters the specific area 906t, a big win game is executed. In other words, not only can a big win be won by lottery, but also a big win can be won via a small win (to win a big win, it is sufficient for one gaming ball to enter the specific area 906t). Note that the specific area 906t may be provided outside the big win area 906.
[0024] A small win game can also be considered a unit game of one round of the jackpot game obtained through the small win game. For example, a 10-round jackpot (a jackpot in which 10 unit games are executed) that includes a small win game is a game in which the small win game (a game in which the large prize area 906 is opened and the specific area 906t is opened) is the first round of the game, and the opening of the large prize area 906, which is executed as the subsequent jackpot game, is executed as the second to tenth rounds of the game (if a game ball does not enter the specific area 906t, the second to tenth rounds of the game are not executed, and only the small win game ends). Like the unit games that make up a jackpot game, a small win game ends when at least one of the time condition and the winning condition (in this embodiment, 10 balls are won) is met. If game balls are continuously fired, the winning condition will be met first, so in a small win game, the same prize balls as in one unit game can be obtained. The number of unit games (number of rounds) included in each type of jackpot game may be any number, and therefore the explanation will be omitted.
[0025] In this embodiment, when a small prize is won, the specific area 906t is opened along with the big prize area 906, and the time for this is ensured to be long enough for the gaming ball to enter the specific area 906t. The specific area 906t is located on the right side of the gaming area 902, and in order to make the gaming ball enter the specific area 906t, the player hits the ball to the right. If the player continues to hit the ball to the right, the gaming ball will almost certainly enter the specific area 906t (see FIG. 3(b)). When a small prize is won, an instruction to hit the ball to the right is displayed in the display area 911, so the player need only follow that instruction. Even if the player starts hitting the ball to the right about 10 seconds after the instruction is displayed, the gaming ball is almost certainly set to enter the specific area 906t. In this way, in this embodiment, the setting is such that "winning a small prize = winning a big prize" (winning a small prize leads to winning a big prize). In this embodiment, in a unit game constituting a big win game other than a small win game, the specific area 906t is in a closed state (see FIG. 3(a)).
[0026] A gaming machine that has the possibility of winning a jackpot not only when winning a jackpot but also when winning a small jackpot, such as the gaming machine 1 according to this embodiment, is called a "type 1 / type 2 mixed machine" (winning a jackpot via a small jackpot is a "type 2" gameplay). In the following explanation, "winning" refers to winning a jackpot or a small jackpot that is virtually guaranteed to win a jackpot (a lottery result that can be considered to be winning a jackpot). For example, in the case of a machine equipped with a small jackpot that is virtually impossible to win a jackpot, winning the small jackpot does not constitute a win (it constitutes a loss).
[0027] 4-2) Game status As game states (see FIG. 4) in which the player aims to win the winning / losing lottery result, a normal game state and a specific game state that is more advantageous to the player than the normal game state are provided. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is a state in which a so-called "left hit" should be performed. The first winning / losing lottery is executed when the game ball enters the first starting area 904a. In this embodiment, the probability of winning the first winning / losing lottery is approximately 1 / 199.
[0028] It should be noted that even if a small prize is won in the first win / lose lottery, it is virtually impossible to win a big prize via the small prize (since the probability of winning a big prize via a small prize is 0%, the probability of winning a big prize in normal game mode is approximately 1 / 199). As described above, when a small prize is won, the condition for winning a big prize is to have the gaming ball enter the specific area 906t. However, it is virtually impossible (unless there is fraudulent activity) to have the gaming ball enter the big prize area 906 or the specific area 906t in a small prize game obtained through the first win / lose lottery (for example, the opening time of the big prize area 906 or the specific area 906t may be configured to be extremely short). A "small prize" may not be provided as a winning mode in the first win / lose lottery.
[0029] The specific gaming state is a state in which the gaming ball should be launched aiming at the second starting area 904b. In this embodiment, this is a state in which a so-called "right hit" should be performed. The specific gaming states include a first specific gaming state and a second specific gaming state. The first specific gaming state and the second specific gaming state have different so-called time-saving counts (number of lotteries in which the high base state is maintained). In this embodiment, the first specific gaming state has one time-saving count, and the second specific gaming state has six time-saving counts. In the high base state (time-saving state), the probability of winning the normal lottery is higher than in the low base state. The normal lottery is executed when the gaming ball enters the normal area 905 (located in a position where the gaming ball can enter by hitting right). In this embodiment, the probability of winning the normal lottery is set to 100% or close to it.
[0030] The second starting area 904b is opened when the player wins the regular lottery. The second starting area 904b is normally closed (a gaming ball cannot enter) and is opened when the player wins the regular lottery. When the second starting area 904b is open, the gaming ball can easily enter the second starting area 904b. As described above, the winning probability of the regular lottery is set to 100% or close to it. Therefore, when the player is in a high base state (time-saving state), the gaming ball can easily enter the second starting area 904b simply by continuously firing the gaming ball at the second starting area 904b. Note that the regular game state is a low base state (non-time-saving state), and the winning probability of the regular lottery is extremely low (or the winning probability is set to 0%). Therefore, hitting the right button in the regular game state is disadvantageous to the player.
[0031] When the gaming ball enters the second starting area 904b, a second win / loss lottery is executed. The probability of winning a jackpot in the second win / loss lottery is the same as the probability of winning a jackpot in the first win / loss lottery (approximately 1 / 199). Furthermore, the probability of winning a small jackpot in the second win / loss lottery is approximately 1 / 7. If a small jackpot is won in the second win / loss lottery, a small jackpot game is executed. As mentioned above, winning a small jackpot leads to winning a jackpot, so winning a small jackpot is essentially the same as winning a jackpot. Therefore, the effective probability of winning a jackpot in the second win / loss lottery is approximately 1 / 199 + approximately 1 / 7. From another perspective, the second win / loss lottery can be said to be a lottery with a higher probability of winning a jackpot than the first win / loss lottery, since there is an approximately 1 / 7 chance of winning a jackpot via a small jackpot.
[0032] As mentioned above, the maximum number of second pre-change reserve information (special chart 2 reserve) items that can be stored is four. Because the first specific game state has one time-saving count (however, the time-saving count does not include the number of first win / loss lotteries; the same applies hereinafter when referring to the number of time-saving counts), once the first specific game state is initiated, a maximum of five second win / loss lotteries (one time-saving count + four remaining reserves) can be held. Note that after the second win / loss lottery for one time-saving count is completed, the high base state (time-saving state) has already ended and the game has transitioned to the low base state (non-time-saving state). (Strictly speaking, the transition to the normal game state can be considered as having occurred after the second win / loss lottery for one time-saving count is completed.) However, even after transitioning to the low base state (non-time-saving state), the game can still receive the second win / loss lotteries for the four remaining reserves (effectively high-probability lotteries). Therefore, in this embodiment, the game remains in the first specific game state until the second win / loss lotteries for the four remaining reserves are completed (this makes the game state appear more advantageous to the player than the normal game state).
[0033] On the other hand, since the second specific gaming state has a time-saving count of six, once the first specific gaming state is initiated, a maximum of ten second win / loss lotteries (six time-saving rounds + four remaining reserved rounds) can be held. After the second win / loss lotteries for the six time-saving rounds are completed, the high base state (time-saving state) has already ended, and the player has transitioned to a low base state (non-time-saving state) (strictly speaking, after the second win / loss lotteries for the six time-saving rounds are completed, the player can also be considered to have transitioned to a normal gaming state). However, even if the player transitions to a low base state (non-time-saving state), the player can still take the second win / loss lotteries for the four remaining reserved rounds (effectively a high-probability lottery). Therefore, in this embodiment, the player remains in the second specific gaming state until the second win / loss lotteries for the four remaining reserved rounds are completed (this makes the player appear to be in a gaming state more advantageous than the normal gaming state).
[0034] If a jackpot (the so-called first win) is won after the first win / loss lottery in the normal game state, the game will transition to a first specific game state after the jackpot game ends. The first specific game state is a game state in which the aim is to win (a jackpot (direct win) or small win) before five consecutive second win / loss lotteries (one time-saving lottery + four remaining reserves) result in a loss. If a jackpot is won after the second win / loss lottery in the first specific game state (if the jackpot is won (direct win) or small win), the game will transition to a second specific game state after the jackpot game ends. If all five second win / loss lotteries result in a loss, the game will return to the normal game state. In other words, the first specific game state can be said to be a game state that is advantageous to players with a so-called ST count of five.
[0035] The second specific gaming state is a gaming state in which the player aims to win (a jackpot (direct win) or small win) before the second win / loss lottery is drawn 10 times in a row (6 times of time reduction + 4 times of remaining reserve) without a loss. If a player wins a jackpot after the second win / loss lottery in the second specific gaming state (if the player wins a jackpot (direct win) or small win), the game will transition to the second specific gaming state after the jackpot game ends. If all 10 second win / loss lotteries are drawn without a loss, the game will return to the normal gaming state. In other words, the second specific gaming state can be said to be a gaming state that is advantageous to players with 10 ST times. Furthermore, since the number of times that the player can take the second win / loss lottery (ST times) is greater in the second specific gaming state than in the first specific gaming state, the second specific gaming state is more advantageous to players than the first specific gaming state. Furthermore, if a jackpot is won in the second gaming state, the game will transition to the second gaming state again, so the player aims to win consecutive jackpots (so-called consecutive wins) by looping the second gaming state.
[0036] Note that these specifications are merely examples, and the various technical matters explained below can also be used in cases where the specifications are not met, except for those that are based on the specifications.
[0037] 5) Minority status notification As described above, the gaming machine 1 is equipped with a remaining ball counting means (not shown) that counts the remaining number of game balls (held balls) held by the player, and a remaining ball count display device 11 that displays the remaining number of balls counted by the remaining ball counting means. In this embodiment, the remaining ball count display device 11 is provided on the upper side of a protruding portion 10 that protrudes toward the player (forward). On the upper side of the protruding portion 10 are provided push buttons 12 used for operation effects, a cross key 14 that is operated to change the volume or light intensity or perform other selection operations, a payout button 16 that is operated to pay out the remaining balls (held balls) to a card in the card unit when quitting play (settlement of held balls), and the like, and the remaining ball count display device 11 is provided together with these (see FIG. 5).
[0038] A state in which the number of remaining balls measured by the remaining ball counting means (= the number of remaining balls displayed on the remaining ball count display device 11) is below a predetermined number L is recognized as a low ball state. The value of L can be set as appropriate, but it is preferable to set it to a value that indicates that the balls in hand are about to run out. The typical number of balls lent out at one time (the number of balls lent out (added to the remaining balls) when the ball lent button is operated once) is 125 balls, so it is preferable to set it to 1 / 3 of that number or less (a state in which more than 2 / 3 of the number of lent balls in one time have been consumed is considered to indicate that the balls in hand are about to run out). In this embodiment, L is set to 30 (see Figure 6).
[0039] The appearance of the numerical value of the remaining ball count display device 11, which indicates the current number of remaining balls, differs between a state where there is no remaining number of balls (hereinafter referred to as a non-few-number state; the non-few-number state can be considered the "normal state") and a state where there is a remaining number of balls. Hereinafter, the appearance in the non-few-number state will be referred to as the normal appearance (see FIGS. 6(a) and 6(b)), and the appearance in the few-number state will be referred to as the special appearance (see FIGS. 6(c) and 6(d)). Note that the difference in appearance here does not include differences in the numerical values (digits) themselves (the same applies below). In other words, even if the same numerical values (digits) are represented, the normal appearance and the special appearance are different. It is conceivable that the normal appearance and the special appearance differ in at least one of the color, font, size, thickness, etc. of the "characters" representing the numerical values (digits). It is also conceivable that the numerical values (characters) in one of the normal appearance and the special appearance are "lit up," while in the other they are "blinking." It is also conceivable that the difference between the normal appearance and the special appearance is the difference in the image displayed around the numerical values (characters). In this embodiment, the normal mode and the special mode have different character colors for the numbers (digits) displayed on the remaining ball count display device 11 (the special mode is shown in "white" in the drawings).
[0040] If the number of game balls dispensed by operating the ball dispense button is a normal value (for example, 125 balls), even if the number displayed on the remaining balls display device 11 is in a special mode due to the low number of game balls, the low number will be removed when the ball dispense button is operated. In other words, the number changes from the special mode to the normal mode when the ball dispense button is operated.
[0041] In this way, the number displayed on the remaining ball count display device 11 is in a special mode when the number is low (different from the normal mode when the number is not low), which functions as a notification means for notifying the player that the number is low (functions as a low-ball notification). When the number of remaining balls reaches zero (hereinafter, the state of zero remaining balls (number of remaining balls) may be referred to as "out of balls"), no game balls are fired even if the firing handle (firing device 908) is operated. Therefore, in order to continuously fire game balls, it is necessary to increase the number of remaining balls in advance. However, in the case of an enclosed gaming machine, the game balls are sealed inside (the remaining balls are not visible), so a "ball out" situation is likely to occur. By using this embodiment, the player is notified in advance that the number of remaining balls is about to run out (a situation where the player is about to "run out of balls"), which contributes to smooth gameplay (firing of game balls).
[0042] In this embodiment, when the number of remaining balls reaches 0, no low ball status notification is made (the number displayed on the remaining ball number display device 11 is in the normal mode). The player will notice that the number of remaining balls is 0 when no game balls are fired despite operating the firing device 908, so there is no need to make a notification. In other words, in this embodiment, when the number of remaining balls is between 1 and L, this is considered to be a low ball status notification and a low ball status notification is made. However, this does not deny the possibility of making a low ball status notification even when the number of remaining balls is 0 (the number displayed on the remaining ball number display device 11 is in the special mode).
[0043] The following describes specific examples in which the above-described matters relating to the minority state notification are improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0044] 〇Specific example 1-1 In the above embodiment, the low ball count notification was explained as a special number displayed on the remaining ball count display device 11, but other notification methods are also possible. For example, when the remaining ball count is low, a predetermined warning image (an image that is not displayed when the remaining ball count is not low) is displayed in the display area 911 of the main display device 91. The warning image may be in any form that suggests that the player is low on balls. For example, the warning image may include the words "Your game balls are running low."
[0045] 〇Specific example 1-2 The above embodiment and specific example 1-1 are notifications that appeal to the player's "sight," but it is also possible to use notifications that appeal to senses other than "sight." For example, it is also possible to use notifications that appeal to the "auditory sense" (sound notifications). That is, when a player is in a low ball state, a predetermined low ball state notification sound is output from speaker 65 (see FIG. 1). The low ball state notification sound may be in a form that suggests that the player is in a low ball state. For example, it may be a sound that says, "Your game balls are running low."
[0046] If the speaker 65 is configured to output a firing sound each time a gaming ball is fired, it is also possible to use the firing sound to notify the player of the low-number state. In other words, the firing sound output each time a gaming ball is fired can be configured to be different depending on whether the game is in a non-low-number state or a low-number state. By doing so, the player may be able to notice that the game is in a low-number state due to the change in the firing sound.
[0047] As an example of appealing to another sense, a notification that appeals to the "sense of touch" can be considered. A known device is provided with a vibrating structure, and the vibrations of the structure are transmitted to the player (a device equipped with a vibration device). When the game enters a low-number state, the vibration device generates a vibration of a predetermined type, so that the player is aware that the game is in a low-number state.
[0048] Such notifications that appeal to the auditory or tactile sense have the advantage that there is a low possibility that the player will not notice that the notification has been made (the occurrence of sound or vibration is less likely to be overlooked than the display of an image). Note that notifications that appeal to the visual sense may be combined with notifications that appeal to the auditory or tactile sense.
[0049] 〇Specific example 1-3 In a situation where the launching device 908 (launching handle) for launching game balls is not operated (non-operation situation), the low ball status notification is not executed even when there are few balls left (see FIG. 7(b)). In other words, when there are few balls left, if the launching device 908 is operated, the number displayed on the remaining ball number display device 11 is in a special mode (see FIG. 7(a)), but if the launching device 908 is not operated, the number displayed on the remaining ball number display device 11 is in a normal mode (see FIG. 7(b)).
[0050] There are various methods for determining whether or not the machine is in a non-operating state. For example, the launch handle is provided with a known touch sensor (a game ball will not be launched unless the touch sensor is ON), and it is possible to determine that the machine is in a non-operating state when the touch sensor is OFF. Also, it is possible to determine that the machine is in a non-operating state when the launch handle remains in its original position (is not rotated).
[0051] When the launching device 908 (launching handle) is not operated, no game balls are being launched, there is no decrease in the number of balls held, and there is also a possibility that the player has stopped playing, so the low ball status notification is not executed. In other words, the number displayed on the remaining balls display device 11 is in the normal mode.
[0052] 〇Specific example 1-4 The player can freely select whether or not a low ball status notification is issued. In other words, the low ball status notification is provided as a type of so-called customization function. If the low ball status notification function is turned OFF, the low ball status notification will not be issued even when the ball status is low (for example, in the above embodiment, the number displayed on the remaining ball number display device 11 will not be in a special state). Any method may be used to switch the low ball status notification function ON / OFF. It is sufficient that the player can switch the function by operating an operating means such as a push button or cross key 14 (see FIG. 8(a); the low ball status notification function is named the "out of ball warning").
[0053] There is a risk that players will become irritated if a minority status notification is issued every time a minority status is reached (especially if the player understands that a minority status has been reached), and there may be players who do not need to be notified that a minority status has been reached, so it is a good idea to allow players to choose whether to turn the minority status notification on or off at their discretion.
[0054] 〇Specific example 1-5 The value of the predetermined number L can be changed by the player. Since the state of "fewer balls remaining" can be said to differ depending on the player, the player can freely choose the timing (number of remaining balls) at which they would like to be notified that they are running low on balls. Any operation can be used to change (determine) the value of L. The player can change (determine) the value of L by operating an operating means such as a push button or cross key 14 (see Figure 8(b)).
[0055] There may be a limit to the range of values that can be set for the value of L. As mentioned above, the number of balls lent out at one time (the number of balls lent out (added to the remaining number of balls) when the ball lent button is operated once) is 125 balls, so it is possible to configure the value of L to be able to change within a range of 125 balls or less.
[0056] The numerical value that can be set as the value of L does not have to be in increments of "1." For example, the value of L may be configured to be changeable in increments of "5."
[0057] 〇Specific example 1-6 The state in which the number of remaining balls measured by the remaining ball counting means (= the number of remaining balls displayed on the remaining ball count display device 11) is 0 (none) is referred to as the no remaining ball state. In this no remaining ball state, a different notification is made than when there are only a few balls remaining to inform the player that they have run out of balls. Therefore, when the state transitions from a few balls remaining to a no remaining state, the notification will be made in a different manner.
[0058] As a notification mode for the no remaining balls state, it is conceivable to make the display mode of the remaining balls display device 11 (the value "0" because there are no remaining balls or a display indicating that there are no balls (for example, a display of "-")) different from both the normal mode and the special mode. Although not shown, it is conceivable to make the color of the text displayed on the remaining balls display device 11 different from both the normal mode and the special mode.
[0059] It is more preferable that the notification mode for the no-balls-remaining state be "unique" to the no-balls-remaining state. For example, if the launcher 908 is operated (if the touch sensor is ON) when there are no balls remaining, a sound effect indicating that the game balls are being "blank-hit" (a sound indicating that only the hammer for hitting the game balls is operating) is output (this sound effect is not output in the no-few-balls state or the few-few-balls state) (see FIG. 9). By using a notification mode in which such a sound effect is output, the player can easily understand that he or she has run out of balls.
[0060] 〇Specific example 1-7 The display means for displaying the number of remaining balls may be the main display device 91 (display area 911) that displays the decorative pattern 80. In other words, instead of providing a dedicated display means for displaying the number of remaining balls, the number of remaining balls is displayed in a part of the display area 911, and the low ball state is notified using a numerical value that indicates the number of remaining balls displayed in the display area 911.
[0061] Furthermore, while providing a dedicated display means for displaying the remaining ball number, as in the remaining ball number display device 11 of the above embodiment, the remaining ball number may also be displayed on the main display device 91 (display area 911). In other words, the remaining ball number is displayed on both the remaining ball number display device 11 (dedicated display means) and the main display device 91 (display area 911) (see FIG. 10).
[0062] In this case, the notification of the low ball state is made using the numerical value displayed on the main display device 91 (display area 911) (see Figures 10(a-1) and (b-1)), and may not be made using the numerical value displayed on the remaining ball number display device 11 (even when transitioning from a non-low ball state to a low ball state, there is no change in the manner of the numerical value displayed on the remaining ball number display device 11 (see Figures 10(a-1) and (b-1))). Since the main display device 91 (display area 911) is what the player pays the most attention to and where various effects are executed, the notification of the transition to a low ball state is made using the numerical value displayed on said display device 91. Since the remaining ball number display device 11 is a dedicated display means for showing the number of remaining balls, there is no change in the manner of the numerical value displayed on said device.
[0063] 〇Specific example 1-8 The configuration is such that a low-number-of-balls notification is not necessarily issued even when the ball count is low. Specifically, a low-number-of-balls notification is issued when a transition from a non-low-number-of-balls state to a low-number-of-balls state occurs as a result of a decrease in the number of remaining balls, but is not issued when the ball count is low without such an event occurring. In other words, a change in the number of remaining balls from L+1 to L (a change from 31 to 30 if L=30 as in the above embodiment) (see FIG. 11(a)) is used as a trigger for issuing a low-number-of-balls notification, and if such a change does not occur, a low-number-of-balls notification is not issued even when the ball count is low.
[0064] For example, there are known ball dispensing devices that can dispense any number of balls to a player (that can accept a small number of dispensed balls), and suppose that the number of remaining balls goes from 0 to 20 after 20 balls are dispensed (see Figure 11(b)). Although this state is a small number state, no small number state notification is made because there has not been a "transition from a non-small number state to a small number state as a result of a decrease in the number of remaining balls" (see Figure 11(b-2)).
[0065] 〇Specific example 1-9 In the normal gaming state, a low-number status notification is not issued even when there is a low number of balls, but in the specific gaming state, a low-number status notification is issued when there is a low number of balls. When a small win is won in the specific gaming state, the condition for winning the jackpot is to have the gaming ball enter the specific area 906t (if the gaming ball does not enter the specific area 906t, a so-called "puncture" occurs and the jackpot cannot be won). If there are no or few gaming balls (causing "ball shortage") during a small win, there is a risk that the gaming balls will not enter the specific area 906t (there is a risk that new loaned balls will not be available in time). To prevent this, in the specific gaming state, a low-number status notification is issued when there is a low number of balls. On the other hand, in the normal gaming state, although there may be a delay in play, there is no significant disadvantage such as missing out on a jackpot, so a low-number status notification is not issued.
[0066] 6) Remaining number effect In an enclosed gaming machine such as this embodiment, actual gaming balls are not stored outside the gaming machine. In other words, in a gaming machine that is not an enclosed gaming machine, balls won in a jackpot game come out of the gaming machine, but in an enclosed gaming machine, they are displayed as "numerical values" by the remaining ball number display device 11 (remaining number measurement means). Therefore, in an enclosed gaming machine, even if a large number of balls are won in a jackpot, it is not possible to directly visually grasp this (the "feeling of winning balls" is lacking). To compensate for this, the gaming machine 1 according to this embodiment executes a remaining number effect.
[0067] The remaining number effect is an effect that expresses a situation in which game balls corresponding to the remaining number of balls are stored outside the game ball area. In this embodiment, a remaining number image 20 is displayed that expresses a situation in which game balls are stored in a so-called money box. Multiple types of images are prepared as the remaining number image 20, and the display of any one of them is the remaining number effect.
[0068] In this embodiment, a first remaining number image 21, a second remaining number image 22, a third remaining number image 23, and a fourth remaining number image 24 may be displayed as the remaining number images 20 (see FIG. 12). The second remaining number image 22 represents a situation in which more game balls are present than the first remaining number image 21, the third remaining number image 23 represents a situation in which more game balls are present than the second remaining number image 22, and the fourth remaining number image 24 represents a situation in which more game balls are present than the third remaining number image 23. The specific aspects of the various remaining number images 20 can be set as appropriate. The accumulation status of game balls may be realistically depicted or may be schematically depicted. Note that the remaining number images 20 are omitted from illustrations other than those illustrating the remaining number effects.
[0069] The number of remaining balls is divided into a plurality of states. The number of states corresponds to the number of types of remaining number images 20. In this embodiment, a state in which the number of remaining balls is 0 to 999 is the first state, a state in which the number of remaining balls is 1000 to 4999 is the second state, a state in which the number of remaining balls is 5000 to 9999 is the third state, and a state in which the number is 10000 or more is the fourth state. In the first state, a first remaining number image 21 is displayed, in the second state, a second remaining number image 22 is displayed, in the third state, a third remaining number image 23 is displayed, and in the fourth state, a fourth remaining number image 24 is displayed (see FIG. 12). The number of types of remaining number images 20 can be increased or decreased.
[0070] Furthermore, in this embodiment, the remaining number image 20 is displayed while the in-variation effect is being executed regardless of the game state (the remaining number effect is executed while the in-variation effect is being executed). The remaining number image 20 may be displayed anywhere. In this embodiment, it is displayed near a corner of the main display device 91 (display area 911). A device other than the main display device 91 may be provided, and the remaining number image 20 may be displayed on that device.
[0071] In this way, in the gaming machine 1 of this embodiment, a remaining number presentation is executed that makes it appear as if the player actually has gaming balls corresponding to the number of remaining balls, thereby suppressing the problem of a lack of "feeling like there are balls being dispensed," which is unique to enclosed gaming machines.
[0072] The following describes specific examples in which the above-described remaining number effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0073] 〇Specific example 2-1 When the number of remaining balls is less than a predetermined reference number (hereinafter referred to as the "less than" state), the remaining number effect is not executed. In other words, when the number is less than the reference number, none of the multiple types of remaining number images 20 are displayed (see FIG. 13(a)). Considering that a player may not be happy (the player may become irritated) if the number of remaining balls (balls held) is displayed when there are no remaining balls or when there are relatively few remaining balls, the remaining number effect is not executed if the number is less than the reference number. When the number is equal to or greater than the reference number, the remaining number image 20 according to the number of remaining balls is displayed (see FIG. 13(b)).
[0074] The base number can be set from various perspectives. For example, it can be set based on the expected value of balls obtained from a jackpot. Of the multiple types of jackpots that can be won, the base number is set based on the jackpot (max bonus) that offers the highest expected value of balls obtained from a single jackpot. If a 10-round jackpot and a 4-round jackpot are available, the 10-round jackpot would be the "maximum jackpot." The number of prize balls obtained from this maximum jackpot (the number of prize balls that would be obtained if the player played as instructed) could be set as the base number. For example, if one round (unit play) is 10 counts (ending with the entry of 10 game balls) and the jackpot area 906 has 15 prize balls, the number of prize balls obtained from a 10-round jackpot (the number of prize balls not including so-called over-wins) would be 10 x 15 x 10 = 1500. This value is also displayed when a jackpot is won (e.g., "XX Bonus 1500"). If the reference number is set to "1500", the remaining number effect will not be executed when the maximum number of balls that can be obtained in one jackpot has not been reached.
[0075] It is also possible to set a base number based on the jackpot with the lowest expected payout value from a single jackpot among the possible jackpots. If there are 10-round and 4-round jackpots as possible jackpots, the 4-round jackpot would be the "lowest jackpot." The number of prize balls obtained from a 4-round jackpot (the number of prize balls not including so-called over-winning balls) is 10 x 15 x 4 = 600. If the base number is set to "600," the remaining number effect will not be executed when the payout is less than the amount of balls from a single "lowest jackpot."
[0076] It is also possible to set the reference number based on factors other than the number of balls obtained in a jackpot, such as the number of balls (N) newly loaned when the ball loan button is operated once.
[0077] For example, the reference number is set to a value of "N x 2" or greater. As mentioned above, the value of N is generally 125. In that case, the reference number would be a value of "250" or greater. When a player has not won a jackpot, they play by operating the ball loan button each time they are about to run out of balls. It is difficult to imagine that the ball loan button will be operated twice in a row (i.e., the number of remaining balls will be "N x 2" or greater). Therefore, by setting the reference number to a value of "N x 2" or greater, the remaining number effect will be prevented from being executed even when a jackpot has not been won (a situation where the player is not playing with balls in hand, but is playing while receiving new loaned balls).
[0078] 〇Specific example 2-2 The remaining number effect is not executed in the normal game state (during the variable effect), but is executed in the specific game state (during the variable effect) which is more advantageous than the normal game state (it is easier to win a jackpot). In the normal game state, the number of remaining balls (balls in hand) decreases the more you play, so executing an effect showing the number of remaining balls in this state would only upset the player, and so the remaining number effect is not executed. On the other hand, in the specific game state, it is easier to win a jackpot, and the more you play, the more the number of remaining balls (balls in hand) is expected to increase, so the increase in the number of remaining balls (balls in hand) is reflected in the remaining number effect.
[0079] 〇Specific example 2-3 In the above embodiment, it has been explained that the remaining number effect is executed during the fluctuation effect, but the remaining number effect may also be executed during a jackpot. During a jackpot game, the number of remaining balls (held balls) is actually increasing, so this is reflected in the effect. The remaining number effect may be configured not to be executed during the fluctuation effect, but to be executed during a jackpot game.
[0080] 〇Specific example 2-4 The remaining number effect may function as an effect suggesting the probability (reliability) of the winning / losing lottery result being a winning one. As mentioned above, the remaining number effect is an effect in which the remaining number image 20 is displayed, and therefore an effect suggesting the reliability of the winning / losing lottery result from the remaining number image 20 (reliability suggestion effect) is executed. For example, the following reliability suggestion effect may occur. The target winning / losing lottery result suggested by the reliability suggestion effect is the target winning / losing lottery result. The reliability suggestion effect is a so-called chance-up effect (an effect in which the reliability of the target winning / losing lottery result is higher when it occurs than when it does not occur) that occurs as an effect constituting the target variation effect (target variation), which is a variation effect regarding the target winning / losing lottery result.
[0081] As described above, the remaining number effect displays the remaining number image 20 (first remaining number image 21 to fourth remaining number image 24) according to the current remaining number of balls (first state to fourth state). For example, assume that the current remaining number of balls is within the range of the second state, so the second remaining number image 22 is displayed. Then, during the target change effect, the second remaining number image 22 changes to the third remaining number image 23 (see FIG. 14(a)). In other words, since the remaining number of balls is within the range of the second state, the second remaining number image 22 should normally remain displayed. However, the change of the second remaining number image 22 to the third remaining number image 23 (see FIG. 14(b)) suggests that the reliability of the target winning / losing lottery result has increased. Note that, once the target change effect ends, the remaining number image 20 returns to the second remaining number image 22 (returns to the remaining number image 20 that should be displayed). In this way, the reliability suggestion effect causes a change in the remaining number image 20 even though the number of balls held is not actually increasing. In other words, by creating an effect that makes it appear as if the number of balls held has increased (a change in the balls held in the effect), it is suggested that there is a chance that the result of the lottery will be a winning one.
[0082] The degree of chance improvement may vary depending on the degree (stage) of change in the remaining number image 20. For example, in a state where the second remaining number image 22 is displayed because it is within the range of the second state (see FIG. 15(a)), a reliability suggestion effect may occur in which the second remaining number image 22 changes to the third remaining number image 23 (see FIG. 15(b-1)), or a reliability suggestion effect may occur in which the second remaining number image 22 changes to the fourth remaining number image 24 (see FIG. 15(b-2)). The reliability of the target winning / losing lottery result may be higher when the second remaining number image 22 changes to the fourth remaining number image 24 than when the second remaining number image 22 changes to the third remaining number image 23. In this way, the remaining number image 20 may be set to change by one stage or two stages, and the greater the degree (stage) of change (the greater the change in the balls held in the presentation), the higher the probability that the target winning / losing lottery result will be a winning one.
[0083] In the above examples (shown in Figures 14 and 15), the type of remaining number image 20 changes, but it is also possible to suggest that the chances are increased by changing the appearance of the remaining number image 20 while maintaining the type of remaining number image 20. For example, when the second remaining number image 22 is displayed because it is within the range of the second state, the appearance (e.g., color) of the second remaining number image 22 changes (see Figure 16. In Figure 16, the difference in color is expressed by the presence or absence of hatching), thereby creating an effect in which the user can expect the target winning / losing lottery result to be a winning result. This has the advantage of suggesting the reliability of the target winning / losing lottery result while maintaining the type of remaining number image 20 according to the number of remaining balls.
[0084] 〇Specific example 2-5 While one or more specific effects are being executed as effects constituting the variable effect, the remaining number effect is not executed (none of the remaining number images 20 are displayed). The effect that is to be emphasized to the player is set as a specific effect, and while the specific effect is being executed, the remaining number image 20 is not displayed so that the effect is not obstructed by the remaining number image 20.
[0085] The specific effects can be set as appropriate, but it is preferable to configure the specific effects to include so-called reach effects (which refer to an outcome that is advantageous to the player if the result of the lottery is a win, and an outcome that is unfavorable to the player if the result is a loss. Note that a favorable outcome includes a pattern in which an unfavorable outcome appears to have been reached but is then overturned.) The reach effect is an effect that gives players hope that the result of the lottery will be a win, and is likely to attract the player's attention, so the remaining number image 20 is not displayed while the reach effect is being executed.
[0086] 〇Specific example 2-6 The player can freely select whether or not the remaining number effect is executed. In other words, the remaining number effect is provided as a type of effect that the player can decide whether or not to execute using a so-called customization function. Since there are likely to be a certain number of players who find the visual representation of the current number of remaining balls as an effect annoying, the configuration is such that it is also possible to select not to execute the remaining number effect. Any method may be used to switch whether or not the remaining number effect is executed (ON / OFF). It is sufficient that the player can switch by operating an operating means such as a push button or the cross key 14.
[0087] 〇Specific example 2-7 In the above embodiment, the remaining number effect is explained as an effect in which a remaining number image 20 is displayed, which shows the situation in which game balls corresponding to the remaining number of balls are stored outside the gaming machine, but the situation may also be represented by something other than an image.
[0088] For example, the gaming machine 1 is provided with an effect device 25 (gimmick) that indicates the number of remaining balls. There are various possible methods for indicating the number of remaining balls. The effect device 25 has a portion representing a cash box and a portion representing the gaming balls stored in the cash box (gaming ball portion), and the gaming ball portion is divided into multiple parts, for example, from the bottom, a first part 251, a second part 252, a third part 253, and a fourth part 254 (see Figure 17(a)). A light-emitting element is provided inside each part, and each part can be turned on or off.
[0089] In the first state, the first part 251 is lit; in the second state, the first part 251 and the second part 252 are lit; in the third state, the first part 251, the second part 252, and the third part 253 are lit; and in the fourth state, all parts are lit (parts other than the lit parts are turned off). In other words, the more balls there are remaining, the more parts are lit (see FIG. 17(b)). Note that it is preferable to use different light colors for each part to make it easier to see how many parts are lit. In this way, the performance device 25 (gimmick) can visually show how many balls are remaining.
[0090] 7) Bulk customization The gaming machine 1 according to this embodiment is provided with a so-called customization function. The customization function includes individual customization and collective customization. The customization function (particularly collective customization) will be described below. While the customization function in the normal gaming state will be described, a similar function (a customization function including collective customization) may be provided in a specific gaming state. In this embodiment, individual customization and collective customization can be performed during a standby state in which no variation effects are being performed, but they may also be performed during variation effects.
[0091] An effect that is the target of the customization function (an effect that can occur as part of a during-change effect) is called a target effect. There are multiple types of effects provided as target effects. Note that an object that is the target of a single individual customization target is considered to be one type of target effect. For example, a "pre-reading effect" is considered to be a type of target effect, with all pre-reading effects that are the target of pre-reading customization. The following are at least some of the target effects (individual customization) ("target effect name / individual customization name"). Also, the target pass / fail lottery result refers to the pass / fail lottery result for the target whose pass / fail lottery result is suggested by the target effect, the target during-change effect (target change) refers to the during-change effect (change) that corresponds to the target pass / fail lottery result, and the previous during-change effect (pre-change) refers to the during-change effect that is executed before the target during-change effect (so-called pre-reading change).
[0092] <Target performance / individual customization> (1) Premium Production / Premium Customization An effect in which images containing rainbow colors and premium characters are displayed. If this occurs during a target variation, the result of the target lottery is confirmed as a win (this occurs suddenly before the win is announced by the reach effect). It does not necessarily occur during a win variation. The customization options are "Normal" and "Increased Occurrence Rate." When "Increased Occurrence Rate" is selected, the probability of occurrence is higher with hit fluctuations than when "Normal" (default) is selected. (2) Confirmation lamp effect / confirmation lamp customization This effect lights up the confirmation lamp 68 (see Figure 1) provided on the gaming machine 1. When this occurs during a target variation, it is confirmed that the target win / loss lottery result is a win (this occurs suddenly before the win is announced by the reach effect). This does not necessarily occur during a win variation. The customization options are "Normal" and "Increased Occurrence Rate." When "Increased Occurrence Rate" is selected, the probability of occurrence is higher with hit fluctuations than when "Normal" (default) is selected. (3) Confirmation sound effects / confirmation sound customization An effect in which a predetermined confirmation sound is output from the speaker 65. When this occurs during a target variation, the result of the target lottery is confirmed as a win (this occurs suddenly before the win is announced by the reach effect). This does not necessarily occur during a win variation. The customization options are "Normal" and "Increased Occurrence Rate." When "Increased Occurrence Rate" is selected, the probability of occurrence is higher with hit fluctuations than when "Normal" (default) is selected. (4) Hold change effects / hold change customization An effect that suggests reliability based on the state of the reserved symbol 70. In this embodiment, reliability is suggested by the "color" of the reserved symbol 70. If the suggestion is based on the state of the reserved symbol 72 before the target change begins, it can be said to be a pre-reading effect. The customization options are "Normal" and "Reliability UP." When "Reliability UP" is selected, the reliability of the occurrence is higher than when "Normal" (default) is selected (for the same "color" pending, the reliability is higher when "Reliability UP" is selected than when "Normal" is selected). In other words, the occurrence probability is lower when "Reliability UP" is selected than when "Normal" is selected. (5) Predictive effects / predictive customization This effect suggests that the reliability of the target winning / losing lottery result has increased by occurring after one or more future changes (however, the hold change effect for the hold pattern 72 before the change is not included in the pre-change prediction effect). The customization options are "Normal" and "Reliability UP." When "Reliability UP" is selected, the reliability of the event is higher than when "Normal" (default) is selected (for the same effect, the reliability is higher when "Reliability UP" is selected than when "Normal" is selected). In other words, the probability of an event occurring is lower when "Reliability UP" is selected than when "Normal" is selected. (6) Winning performance / Winning performance customization This effect, which occurs when a gaming ball enters the starting area 904 and new pre-variation pending information (win / lose lottery information corresponding to the target win / lose lottery result) is acquired, suggests that the reliability of the target win / lose lottery result has increased (the player feels that this is occurring almost simultaneously with the gaming ball entering the starting area 904). In this embodiment, the special winning sound is output from the speaker 65. The customization options are "Normal" and "Reliability UP." When "Reliability UP" is selected, the reliability of the occurrence is higher than when "Normal" (default) is selected. In other words, the occurrence probability is lower when "Reliability UP" is selected than when "Normal" is selected. (7) Color effects / Color effect customization By making the color of the displayed effect image different from the reference color (default color), it is suggested that the reliability of the lottery results has been increased. The customization options are "Normal" and "Reliability UP." When "Reliability UP" is selected, the reliability of the occurrence is higher than when "Normal" (default) is selected (if a certain effect image is displayed and the effect image is the same "color," the reliability is higher when "Reliability UP" is selected than when "Normal" is selected). In other words, the occurrence probability is lower when "Reliability UP" is selected than when "Normal" is selected.
[0093] Any method for performing individual customization may be used. In this embodiment, by selecting individual customization on the individual customization / bulk customization selection screen (see FIG. 18(a)) displayed in the standby state, the display transitions to a state in which the individual customization execution screen is displayed (see FIG. 18(b-1)). The player performs customization by operating the push buttons 12 or the cross key 14.
[0094] Bulk customization is a customization method in which two or more target effects are set as the target of customization. In other words, it is possible to change the customization of two or more target effects at once using bulk customization. In this embodiment, three patterns of bulk customization are provided: "Confirmed bulk," "Preview bulk," and "Color bulk" (see Figure 18(c)). Each bulk customization is intended to include elements (common elements) that are common to the two or more target effects that are the target of the bulk customization. In other words, it is possible to customize two or more target effects that include common elements at once as a group.
[0095] "Confirmed Batch" is a customization that targets three effects: premium effects, confirmation lamp effects, and confirmation sound effects. When premium effects, confirmation lamp effects, and confirmation sound effects occur, they all confirm that the target win / lose lottery result will be a win (they all have the common element of being "confirmed effects"), so "Confirmed Batch" customization allows these to be customized as a whole. It can also be said that it is a customization that bundles together the three individual customizations of premium customization, confirmation lamp customization, and confirmation sound customization. When "Normal" is selected in the "Confirmed Batch" customization, the premium effects, confirmation lamp effects, and confirmation sound effects will all be set to "Normal," and when "Increased Occurrence" is selected, the premium effects, confirmation lamp effects, and confirmation sound effects will all be set to "Increased Occurrence."
[0096] "Preview All" is a customization that targets three effects: the pre-reading effect, the winning effect, and the hold change effect. The pre-reading effect, the winning effect, and the hold change effect can all occur before the start of the effect during the target change (they all have the common element of being "pre-read"), so the "Pre-read All" customization allows these to be customized as a group. It can also be said that it is a customization that bundles together the three individual customizations of pre-reading customization, the winning effect customization, and the hold change customization. When "Normal" is selected in the "Pre-read All" customization, the pre-reading effect, the winning effect, and the hold change effect will all be set to "Normal", and when "Reliability UP" is selected, the pre-reading effect, the winning effect, and the hold change effect will all be set to "Reliability UP".
[0097] "Color All" is a customization that targets two effects: color effects and hold change effects. Both color effects and hold change effects use "color" to indicate the reliability of the target win / loss lottery result (they have one thing in common: they use "color" to indicate reliability), so "Color All" customization allows these to be customized as a group. It can also be said to be a grouping of two individual customizations: color effect customization and hold change customization. When "Normal" is selected in the "Color All" customization, both the color effects and hold change effects will be set to "Normal", and when "Reliability UP" is selected, both the color effects and hold change effects will be set to "Reliability UP".
[0098] Here, hold change effects (hold change customization) are included in both "preview batch" and "color batch." "Preview batch" and "color batch" have different combinations of two or more target effects that are the target of the batch customization ("preview batch" has three types: preview effects, winning effects, and hold change effects, while "color batch" has two types: color effects and hold change effects), but they have in common that one of the two or more target effects is a hold change effect. In this way, a certain type of target effect (target effect X) can be the target of a certain batch customization (batch customization A) and also the target of a different batch customization (batch customization B).
[0099] On the other hand, the three types of "Confirmed Batch" target, namely, the premium effect, the confirmation lamp effect, and the confirmation sound effect, are not included in other batch customizations ("Preview Batch" and "Color Batch"). In this way, it is possible to configure a batch customization that includes only two or more target effects that are not the target of other batch customizations.
[0100] Any method for performing bulk customization may be used. In this embodiment, selecting bulk customization on the individual customization / bulk customization selection screen (see FIG. 18(a)) displayed in standby mode transitions to a state in which a bulk customization execution screen is displayed (see FIG. 18(b-2)). The player performs bulk customization by operating the push buttons 12 or the cross key 14. Although not shown, it is preferable that two or more target effects that are the target of each bulk customization are displayed. That is, it is preferable that an explanation be displayed on the bulk customization execution screen that allows the player to understand that "confirmed bulk" customization collectively customizes three types of effects: premium effects, confirmation lamp effects, and confirmation sound effects; "preview bulk" customization collectively customizes three types: preview effects, winning effects, and hold change effects; and "color-based bulk" customization collectively customizes two types: color-based effects and hold change effects.
[0101] In this embodiment, a "default operation" that returns all target effects to the default (normal) state is also possible (this "default operation" itself is publicly known). However, this "default operation" (the operation of setting "all" of multiple types of target effects to "default") is not included in bulk customization.
[0102] In this way, the gaming machine 1 according to this embodiment can change the settings of two or more target effects (settings that can be changed by individual customization) that are part of the multiple target effects at once, which contributes to improving convenience for players. One way to use it is to use the bulk customization to perform "rough customization" and then use the individual customization to perform "fine customization."
[0103] The following describes specific examples in which the above-described bulk customization has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined.
[0104] 〇Specific example 3-1 If customization is possible during the changing performance, it is possible to configure the system so that whether or not bulk customization is possible differs between during the changing performance and during the standby state.
[0105] For example, it is possible to configure it so that bulk customization is possible during the variable performance, but bulk customization is not possible during the standby state (only individual customization is possible). During the variable performance, attention is usually focused on the performance (win / lose lottery results), so it is possible to make rough customization rather than fine customization, and fine customization can be done slowly during the standby state.
[0106] 〇Specific example 3-2 The system is configured so that a player can freely create a combination of two or more target effects that are the subject of bulk customization (see Figure 19(a)). In other words, the system is configured so that an "original" bulk customization can be created. Any method of creation is acceptable. The created "original" bulk customization can be switched between "normal" and "occurrence rate / reliability increased" in the same way as other bulk customizations (see Figure 19(b)). Since the two or more target effects that players wish to switch between in bulk depending on the game situation may differ from player to player, the system is configured so that a "group of two or more target effects" that are the subject of bulk customization can be freely determined as in this example. It can also be said that two or more target effects that do not have common elements can be the subject of the same bulk customization.
[0107] Note that when an original bulk customization is created, the original bulk customization (default bulk customization; in the above embodiment, the "fixed bulk", "preview bulk", and "color system bulk" customizations) may not be presented as options (see FIG. 19(c)). When an original bulk customization is created, it is highly likely that the original bulk customization was not to the player's liking, so it is possible to switch between only the original bulk customization, making customization operations easier. The configuration may also be such that two or more original bulk customizations with different combinations of two or more target effects can be created (see FIG. 19(c-2)).
[0108] 〇Specific example 3-3 In the above embodiment, individual customization is described as being a choice between "normal" and "increased occurrence rate (reliability)," but there may be three or more options. Bulk customization allows customization of options with the same number and content as a group. For example, suppose three options are provided for individual customization of premium effects, confirmation lamp effects, and confirmation sound effects: "normal," "increased occurrence rate," and "extremely high occurrence rate" (the probability of an effect occurring increases in the order of "normal" < "increased occurrence rate" < "extremely high occurrence rate"). In this case, a "determined bulk" bulk customization can be provided that provides the three options: "normal," "increased occurrence rate," and "extremely high occurrence rate."
[0109] 8) Specific pre-reading performance The gaming machine 1 according to this embodiment is capable of executing a specific look-ahead effect as a type of look-ahead effect. In this embodiment, the specific look-ahead effect can occur in the normal gaming state. However, it may also be configured to occur in the specific gaming state. In the following description of the specific look-ahead effect, the target win / loss lottery result refers to the win / loss lottery result of the target whose reliability is suggested by the specific look-ahead effect, the target change effect (target change) refers to the change effect (change) regarding the target win / loss lottery result, and the previous change effect (previous change) refers to the change effect (change) executed before the target change effect, in which the specific look-ahead effect is executed.
[0110] The specific pre-reading effect is an effect in which a specific pre-reading image 30, the appearance of which varies depending on the length of the change time from the start to the end of the target change effect (hereinafter referred to as the target change time). Specifically, the specific pre-reading image 30 is displayed when reserved information (target reserved information) corresponding to the target winning / losing lottery result is acquired (start winning) (see Figures 20(a) and (b)). In other words, the specific pre-reading effect is a type of so-called start winning effect. Note that the reserved pattern 70 corresponding to the target reserved information (reserved pattern 70 corresponding to the winning / losing lottery result that is the target of the specific pre-reading effect) is referred to as the specific reserved pattern 70T.
[0111] In this embodiment, the specific pre-reading image 30 includes a numerical value that indicates the length of time from the start of the target change performance to a specified point in the target change performance. In this embodiment, the "specified point = the end point of the target change performance." Therefore, the time from the start of the target change performance to the specified point in the target change performance is the target change time itself, which is the length of the target change. For example, if a specific pre-reading image 30 including the numerical value (characters) of 120 seconds is displayed, the length of the target change (target change time) is 120 seconds. In this embodiment, the longer the target change time, the higher the probability (reliability) that the target win / loss lottery result will be a win. Therefore, the larger the numerical value included in the specific pre-reading image 30, the higher the reliability of the target win / loss lottery result.
[0112] The specific pre-reading image 30 continues to be displayed without changing its appearance until the target change begins (during the future change) (see Figure 20(c)). Then, in this embodiment, the start of the target change triggers the change of the numerical value contained in the specific pre-reading image 30 (see Figures 20(d)(e)). In other words, the numerical value contained in the specific pre-reading image 30 is maintained while one or more future changes are being executed, and the start of the target change triggers the decrease (countdown) of this numerical value. In this embodiment, since this numerical value is the target change time itself, the target change ends when this numerical value becomes 0 regardless of whether the result of the target win / lose lottery is a win or a loss (see Figure 20(f)).
[0113] In this way, the specific predictive effect in this embodiment is interesting in that the length of the target change time is suggested by the predictive reading (the reliability is suggested by the length of the target change time).
[0114] Below, we will explain specific examples in which the above-mentioned specific look-ahead performance has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration in which multiple techniques described using the following specific examples are combined and applied may be used.
[0115] Specific example 4-1 Although the starting point of the numerical value (time) represented by the specific pre-reading image 30 in the above embodiment was explained as the start point of the target change, it may also be configured as the current time. That is, the numerical value represented by the specific pre-reading image 30 represents the time from the current time to the specified time point of the target change (see FIG. 21). If the "specified time point = the end point of the target change performance" as in the above embodiment, the numerical value represented by the specific pre-reading image 30 is the time from the current time (see FIG. 21(b)) to the end point of the target change (see FIG. 21(f)). Note that the time from the current time to the end point of the target change includes the target change time, so it can be said that the appearance of the specific pre-reading image 30 can vary depending on the length of the target change time.
[0116] In this example, the numerical value represented by the specific look-ahead image 30 will change (decrease) from moment to moment, even during future fluctuations. In other words, even during future fluctuations, the time until the specified time point will decrease in real time, so a countdown of the numerical value represented by the specific look-ahead image 30 will be executed (see Figures 21(b)(c)). The countdown will be executed across the future fluctuation immediately before the target fluctuation and the target fluctuation (see Figures 21(c)(d)). Furthermore, if the specific look-ahead performance includes two or more future fluctuations, the countdown will be executed continuously across two or more future fluctuations.
[0117] By doing as in this example, it is possible to create an interesting specific pre-reading effect in which the result of the target lottery is suggested by the length of time from the current time to the specified time point of the target change. Unlike the above embodiment, the time displayed by the specific pre-reading image 30 includes the time required for one or more future changes, so it is an effect in which it is difficult to predict the length of the target change time while the future change is being executed (for example, even if the displayed time is long, it is possible that the target change will be short, simply because the time required for the future change is long).
[0118] Specific example 4-2 In the above embodiment, it was explained that the "predetermined time point" is the end point of the target variation effect, but other time points can be considered as the specified time point. For example, the so-called win / loss breakpoint (which does not need to be a strict "point (time point)" and can have some margin (several seconds)) can be considered as the specified time point. The win / loss breakpoint is the time point immediately before the outcome (the result of the target win / loss lottery) is determined. In other words, the result of the target win / loss lottery becomes clear once the win / loss breakpoint has passed. If the configuration is such that the outcome is determined after one or more reach effects (super reach effects), the win / loss breakpoint will exist during the reach effect. For example, if the reach effect is a so-called battle effect in which the player's character (ally character) fights an enemy character, the win / loss breakpoint will be the time point immediately before the result of the battle becomes clear (see Figure 22(c)). If the player is prompted to operate an operating means (such as a push button) and the operation of that operating means determines whether they have won or lost, the start of the valid operation period during which the operation of that operating means becomes valid is set as the winning / losing branch point (see Figure 22(c)). In other words, the winning / losing branch point is set based on the earliest timing at which the winning / losing result can be determined, and this is set as the specified time point. Note that the occurrence of a so-called confirmation effect (premium effect) does not constitute the determination of whether they have won or lost in this context. In other words, the point immediately before the occurrence of the confirmation effect is not set as the winning / losing branch point.
[0119] By doing so, the specific pre-reading image 30 shows the time from the start of the target fluctuation (see FIG. 22(a)) to the winning / losing branch point (see FIG. 22(c)). Note that the longer the total target fluctuation time, the longer the time from the start of the target fluctuation to the winning / losing branch point is likely to be, so even in this example, the longer the time shown by the specific pre-reading image 30, the higher the reliability of the target winning / losing lottery result. Furthermore, if the winning / losing branch point is set in the reach effect, the occurrence of the specific pre-reading effect will confirm that a reach will be achieved in the target fluctuation (the displayed symbols selected from two of the three decorative symbol groups 80g will be the same type) (it is confirmed that a reach effect with a winning / losing branch point will occur).
[0120] By doing as in this example, not only is the reliability indicated by the length of time shown by the specific pre-reading image 30, but it also becomes an interesting presentation format in which the target fluctuations can be seen while anticipating in advance the point at which the result will be known (the point at which the result will change).
[0121] If this example is configured by combining the above specific example 4-1, the time indicated by the specific look-ahead image 30 will be the length from the current time to the success / failure turning point of the target fluctuation.
[0122] In addition, the specified time may be set to a time different from the end time of the target variation or the break point of winning or losing. For example, the specified time may be set to the time when the target variation indicates that a reach has been achieved.
[0123] Specific example 4-3 The time indicated by the specific look-ahead image 30 is always set to a predetermined time (a predetermined threshold) or more. For example, suppose there are 15 patterns of candidate times that can be set as the target variable time, from shortest to longest: T1, T2, T3, ..., T15. The time indicated by the specific look-ahead image 30 is any of T10 to T15, and does not represent any of T1 to T9 (see FIG. 23). In this way, the specific look-ahead effect is executed only when the target variable time is any of the relatively long T10 to T15, and does not occur when the target variable time is any of the relatively short T1 to T9.
[0124] By doing this, a specific pre-reading effect occurs in a situation where the target change time is relatively long and there is a certain degree of expectation that the result of the target win / loss lottery will be a win (when the target change becomes a so-called "long change").
[0125] Specific example 4-4 The specific pre-reading image 30 is configured to be a reserved pattern 70. In short, a numerical value representing the target change time is configured to be displayed on the reserved pattern 70 (specific reserved pattern 70T) corresponding to the target win / loss lottery result (see FIG. 24). By doing so, it is easy to understand which reservation the specific pre-reading performance corresponds to (it is easy to understand the start timing of the target change).
[0126] It is also possible to configure the reliability of the target winning / losing lottery result to be suggested by combining it with reliability suggesting elements other than the numerical value representing the target change time. For example, in a configuration in which reliability is suggested by the color of the reserved pattern 70 (the color elements included in the reserved pattern 70), the reliability is suggested by the color of the specific reserved pattern 70T and the numerical value representing the target change time (see Figure 25. In the drawing, "color" is represented by letters). If the setting is such that the longer the target change time, as in the above embodiment, the higher the reliability, the more reliable the color of the reserved pattern 70, and the larger the numerical value (longer the target change time), the more likely it is that the target winning / losing lottery result will be a winning presentation. If reserved patterns 70 with the same numerical value but different colors are compared, it can be expected that the reserved pattern 70 with a highly reliable color will be a winning combination (see Figure 25(a)), and if reserved patterns 70 with the same color but different numerical values are compared, it can be expected that the reserved pattern 70 with a larger numerical value (with a longer target fluctuation) will be a winning combination (see Figure 25(b)).
[0127] 〇Specific example 4-5 Although the specific pre-read image 30 in the above embodiment includes a numerical value representing the length of the target change time, the length of time may be represented by an element other than a numerical value. For example, the larger the size of the specific pre-read image 30 in the initial state (see FIG. 26(b)), the longer the target change time.
[0128] In the case of this example, the size of the specific pre-read image 30 may be gradually reduced after the target change has started. The size of the image is reduced over time after the target change has started (see FIGS. 26(d) and (e)), and the image is minimized or disappears at the end of the target change, which is the specified point in time (see FIG. 26(f)). The size of the specific pre-read image 30 is maintained during the change prior to the start of the target change (see FIGS. 26(b) and (c)).
[0129] 〇Specific example 4-6 Although it has been explained that the specific pre-reading effect is initiated (the specific pre-reading image 30 is displayed) when the reserved information corresponding to the target winning / losing lottery result is acquired (start winning), which is a so-called start winning effect, it does not have to be a start winning effect. In other words, the specific pre-reading image 30 may not be displayed when the reserved information corresponding to the target winning / losing lottery result is acquired, and may be displayed after a while. However, the start winning effect as in the above embodiment has the advantage that it is easy to understand which reserve is the target of the specific pre-reading effect. On the other hand, if it is done as in this example, it will be a performance form that makes it difficult to understand which reserve is the target of the specific pre-reading effect (the player is entertained by having to guess which reserve is the target of the pre-reading).
[0130] 〇Specific example 4-7 In the above embodiment, it has been explained that the countdown starts when the target change starts, but in this embodiment, such a countdown does not occur. That is, the target change time is indicated during the future change by the specific preview image 30 (see Fig. 27(b)(c)), but the countdown does not occur during the target change (see Fig. 27(d)-(f)). The specific preview image 30 may be erased when the target change starts.
[0131] If a countdown is performed during the target change, the progress of the presentation may be predictable, which may disappoint the player. To prevent this situation, it is preferable to prevent a countdown from being performed during the target change (preventing the presentation using the specific look-ahead image 30 from being executed).
[0132] 9)Special display In the gaming machine 1 according to this embodiment, the display mode of the reserved symbols 70 may be a special display, which will be described in detail below. The period during which the special display is executed is referred to as a specific period. The specific period is the period during the first specific gaming state. As described above, the first specific gaming state is a state in which a maximum of five second win / loss lotteries (one time-saving period + four remaining reserves) can be held. The reserved symbols 70 for those five second win / loss lotteries (five reserved symbols 70; in the explanation of the special display, these reserved symbols 70 are referred to as target reserved symbols 70S) are set as special displays (see FIG. 29(a), etc.). The second win / loss lottery is a lottery that is advantageous to players who are more likely to win a jackpot (higher actual jackpot probability) than the first win / loss lottery, and the reserved symbols 70 indicating the number of rights to the second win / loss lottery are the target of the special display.
[0133] In this embodiment, a preliminary period is provided before the specific period of special display. The preliminary period is a period during which multiple target reserved symbols 70S are displayed in the order in which the corresponding win / lose lottery information was acquired (in the order of acquisition). The order in which the win / lose lottery information was acquired is also the order in which the notification of the corresponding win / lose lottery results is completed, or the so-called "consumption order." Therefore, the preliminary period can also be said to be a period during which the target reserved symbols 70S are displayed in the order of consumption. Since there are five target reserved symbols 70S in this embodiment, positions (hereinafter referred to as acquisition order positions 40) according to the five acquisition orders (consumption order) are determined. The target reserved symbols 70S are displayed in the order of acquisition (consumption order) from earliest to latest, at the first acquisition order position 41, second acquisition order position 42, third acquisition order position 43, fourth acquisition order position 44, and fifth acquisition order position 45 (see FIG. 28(f) and the like). In this embodiment, when new winning / losing lottery information is acquired (a gaming ball newly enters the second starting area 904b), the target reserved symbol 70S is immediately displayed in the corresponding acquisition order position 40. By repeating this five times, five target reserved symbols 70S are displayed in the respective acquisition order positions 40.
[0134] Here, the appearance of the target reserved pattern 70S is assumed to indicate the reliability (probability of winning a small win or a big win (direct win)) of the corresponding win / lose lottery result (hereinafter also referred to as the target win / lose lottery result). In this embodiment, the "color" of the target reserved pattern 70S is assumed to indicate the reliability, and five types of candidate "colors" are provided, in order of lowest reliability: "white," "blue," "green," "red," and "rainbow" (see Figures 28 to 30 (however, "rainbow" is not shown). In the drawings, the colors are represented by letters). In this embodiment, different types of characters are associated with each "color" ("white," "blue," "green," "red," and "rainbow" are associated with characters A, B, C, D, and E, respectively), and the target reserved pattern 70S represents the character. In the case of "rainbow," the target win / lose lottery result is confirmed to be a win (reliability is 100%). Note that such a winning confirmation aspect may not be provided. In the preliminary period, each target reserved symbol 70S is displayed in the acquisition order position 40 regardless of its state (reliability).
[0135] After the preliminary period, a transition to the specific period occurs. During the specific period, special display is performed according to the order of reliability, rather than the order of acquisition (see FIG. 29(a) etc.). It can be said that this is a special display (a transition to the specific period) in which the reserved symbols that were displayed in the order of acquisition (order of consumption) during the preliminary period are rearranged in order of reliability. In this embodiment, symbols are displayed in order from lowest to highest reliability at the first reliability position 51, second reliability position 52, third reliability position 53, fourth reliability position 54, and fifth reliability position 55. For symbols with the same reliability (color), the symbol with the earliest order of acquisition is displayed in the earlier reliability position (the first reliability position 51 is the "earliest reliability position", and the fifth reliability position 55 is the "last reliability position").
[0136] Although some of the content will be repeated, we will use an example (a case where all five second win / loss lotteries performed in the first specific game state are losses) to explain the flow of the presentation in the preliminary period (display in order of acquisition) and the specific period (special display).
[0137] When the first specific game state begins, an instruction image is displayed prompting the player to aim the game ball at the second starting area 904b (a "hit right" instruction is issued) (see Figure 28(a)). By firing the game ball in accordance with this, the game ball enters the normal area 905 and a normal lottery is executed, and if the normal lottery is won, the second starting area 904b is opened and the game ball enters the second starting area 904b. The first specific game state is a one-time time reduction, but the fluctuation time for one time reduction is set to be sufficiently long so that four pieces of second reserved information can be obtained (the special chart 2 reserve can be filled up) before the fluctuation for one time reduction ends. Although not shown, it is recommended that an indication be displayed when four pieces of second reserved information have been obtained (the special chart 2 reserve has been filled up).
[0138] The period during which the gaming ball enters the second start area 904b and second win / loss lottery information is acquired is the preliminary period. Each time new second win / loss lottery information is acquired, the corresponding reserved symbol is displayed in the acquisition order position 40. For example, the target reserved symbols 70S are assumed to be in the order of "blue," "red," "white," "green," and "blue" from earliest to latest (see Figures 28(b) to (f)). During the preliminary period, multiple target reserved symbols 70S are displayed in this order along the acquisition order position 40. That is, during the preliminary period, the target reserved symbols 70S are ultimately displayed as follows: "blue" at the first acquisition order position 41, "red" at the second acquisition order position 42, "white" at the third acquisition order position 43, "green" at the fourth acquisition order position 44, and "blue" at the fifth acquisition order position 45 (see Figure 28(f)).
[0139] After that, the process moves to a specific period. The target reserved symbols 70S are displayed in the reliability positions 50 in order of reliability. In this example, the target reserved symbols 70S are displayed as "white" in the first reliability position 51, "blue" in the second reliability position 52, "blue" in the third reliability position 53, "green" in the fourth reliability position 54, and "red" in the fifth reliability position 55 (see FIG. 29(a)). As mentioned above, for symbols with the same reliability (color), the symbol acquired earlier is displayed in the earlier reliability position 50. Therefore, the "blue" target reserved symbol 70S displayed in the second reliability position 52 is the first one acquired, and the "blue" target reserved symbol 70S displayed in the third reliability position 53 is the fifth one acquired.
[0140] Thereafter, the winning / losing lottery result corresponding to each target reserved symbol 70S is announced. In this embodiment, the winning / losing lottery result is announced through a battle in which the character represented by the target reserved symbol 70S is the "enemy" (if it is a winning result, the player's character will win against the enemy character, and if it is a losing result, the player will lose). Note that the manner in which the winning / losing lottery result is announced is merely an example. It may also be announced through a presentation in a manner unrelated to the target reserved symbol 70S.
[0141] The order in which the winning / losing lottery results are announced is strictly the order of acquisition (order of consumption). First, the winning / losing lottery result corresponding to the "blue" target reserved pattern 70S displayed at the second reliability position 52 (the target reserved pattern 70S that is first in the acquisition order) is announced (see FIG. 29(b)). If this is a loss (see FIG. 29(c)), the display position is "moved up." In other words, the display position of the target reserved pattern 70S that was displayed at a reliability position 50 after the consumed target reserved pattern 70S is moved up. In this example, the "blue" target reserved pattern 70S at the third reliability position 53, the "green" target reserved pattern 70S at the fourth reliability position 54, and the "red" target reserved pattern 70S at the fifth reliability position 55 are displayed at the second reliability position 52, the third reliability position 53, and the fourth reliability position 54, respectively (see FIG. 29(d)).
[0142] Next, the winning / losing lottery result corresponding to the "red" target reserved pattern 70S (the target reserved pattern 70S that is second in order of acquisition) displayed at the fourth reliability position 54 is announced (see FIG. 29(e)). Even if this is a losing result (see FIG. 29(f)), since there is no target reserved pattern 70S that was displayed at a reliability position 50 after the consumed target reserved pattern 70S, the display position is not moved up. Then, the winning / losing lottery result corresponding to the "white" target reserved pattern 70S (the target reserved pattern 70S that is third in order of acquisition) displayed at the first reliability position 51 is announced (see FIG. 29(g)). If this is a losing result (see FIG. 29(h)), the "blue" target reserved pattern 70S at the second reliability position 52 and the "green" target reserved pattern 70S at the third reliability position 53 are displayed at the first reliability position 51 and the second reliability position 52, respectively (see FIG. 30(a)). Then, the winning / losing lottery result corresponding to the "green" target reserved pattern 70S (the target reserved pattern 70S that is fourth in order of acquisition) displayed at the second reliability position 52 is announced (see Figure 30(b)). Even if this is a losing result (see Figure 30(c)), there is no target reserved pattern 70S that was displayed at the reliability position 50 after the consumed target reserved pattern 70S, so the display position is not moved up. Finally, the winning / losing lottery result corresponding to the "blue" target reserved pattern 70S (the target reserved pattern 70S that is fifth in order of acquisition) displayed at the first reliability position 51 is announced (see Figures 30(d)(e)).
[0143] Although not shown, if a winning combination occurs during the game (if any of the maximum five second winning / losing lotteries results in a winning combination), a winning game will start and the first specific game state (specific period) will end. After the winning game ends, the game will enter the second specific game state.
[0144] If the winning / losing lottery results for all target reserved patterns 70S are losses (if the winning / losing lottery result for the target reserved pattern 70S that is fifth in order of acquisition is a loss (see Figure 30(e))), the first specific game state (specific period) ends (see Figure 30(f)), and the game state transitions to the normal game state (a state in which the game ball should be fired aiming at the first starting area 904a).
[0145] As explained above, during a specific period, a special display is used in which each currently existing reserved pattern 70 (target reserved pattern 70S) is displayed in order of reliability, making it easy to see how many promising reserved patterns exist.
[0146] The following describes specific examples in which the above-described special display items have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0147] Specific example 5-1 In the above embodiment, it has been described that a preliminary period is set before the specific period, but the preliminary period may not be set. Each time the second winning / losing lottery information is acquired, the target reserved symbols 70S may be displayed in order according to the reliability.
[0148] Specific example 5-2 In the above embodiment, it has been explained that the special displays are displayed in order of decreasing reliability (displayed in order of decreasing reliability at the first reliability position 51, the second reliability position 52, the third reliability position 53, the fourth reliability position 54, and the fifth reliability position 55), but it is also possible to configure the displays to be in order of decreasing reliability.
[0149] Specific example 5-3 The special display (specific period) may be executed in a game state other than the first specific game state. For example, when a predetermined condition is established during the normal game state, the specific period starts, and during the specific period, the reserved symbols 70 are displayed in a special manner (displayed in order of reliability).
[0150] Specific example 5-4 In the above embodiment, it has been explained that during the specific period, the display position of the remaining target reserved symbols 70S may be "moved up" each time the winning / losing lottery result corresponding to the target reserved symbols 70S is notified, but such "moving up" may not occur. That is, at the beginning of the specific period, each target reserved symbol 70S is displayed at a position (reliability position 50) according to the reliability (see FIG. 31(a)), and even if the winning / losing lottery result (losing) is notified (reservation is "consumed") and the number of target reserved symbols 70S decreases, the display position of the remaining target reserved symbols 70S does not change (see FIG. 31(b) to (g)).
[0151] By doing this, it becomes easy to grasp the progress of the target reserved pattern 70S that existed at the beginning (at the beginning of the specific period), and approximately what degree of reliability (which reliability level) has already been consumed (which has already been notified as a miss) (it becomes easy to grasp whether a pattern with a relatively low reliability has already been consumed or a pattern with a relatively high reliability has already been consumed).
[0152] Specific example 5-5 After the specific period begins, the state of the target reserved pattern 70S may change (a so-called reserve change may occur) (see Figures 32(a)(b)). When a reserve change occurs and the order of reliability changes, the display position (reliability position 50) is swapped (see Figures 32(b)(c)). The reserve change may be triggered by any event. For example, after the target reserved pattern 70S, the special pattern 2 reserve, is filled up, an image (action image 55) that acts on the target reserved pattern 70S is displayed in response to a game ball entering the second start area 904b, and as a result, the state of any of the five target reserved patterns 70S may change (see Figure 32(b)).
[0153] In this way, if a change in reservation status occurs during a specific period, the order is changed accordingly, making it easy to see that the order of reliability has been raised as a result of the change in reservation status.
[0154] 〇Specific example 5-6 In the above embodiment, the pre-change reserved pattern 72 and the changing reserved pattern 71 are the targets of special display (target reserved pattern 70S), but the changing reserved pattern 71 may not be the target of special display. In other words, during a specific period, only the pre-change reserved pattern 72 may be displayed in a position according to the order of reliability.
[0155] 〇Specific example 5-7 The special display includes an element that indicates the order of acquisition (order of consumption). For example, while maintaining the configuration in which each target reserved pattern 70S is displayed at each reliability position 50 according to the order of reliability, a numerical value indicating the order of acquisition (order of consumption) is displayed in association with each target reserved pattern 70S (each reliability position 50) (see FIG. 33). In this way, while the special display makes it easy to grasp the status of reliability, it is also possible to grasp the order in which the notification of the corresponding winning / losing lottery is completed (order of consumption).
[0156] Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0157] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0158] It has been explained that the gaming machine in the above embodiment is a so-called type 1 / type 2 mixed machine (one that has "type 2" playability), but it can also be applied to gaming machines that do not have these specifications (for example, type 1 gaming machines), except for configurations that can only be realized with these specifications.
[0159] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0160] ·Means 1-1 A gaming machine that allows a player to play without touching actual gaming balls, characterized in that it comprises: a remaining ball counting means for counting the number of remaining gaming balls that the player has in his possession; and a notification means for issuing a minority status notification when the number of remaining balls measured by the remaining ball counting means is a predetermined number or less, which is not executed in a non-minority status that is not a minority status. According to the gaming machine, the player is notified in advance that there are only a few balls left, making it difficult for the game machine to run out of balls, and thus making it possible to play smoothly.
[0161] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that it is equipped with a remaining ball number display means for displaying a numerical value representing the remaining number of balls, and the notification of the low number state is made to differ in the state of the numerical value of the remaining ball number display means in the low number state from the state of the numerical value of the remaining ball number display means in the non-low number state. In this way, it is possible to configure the system to notify players that there are only a few balls remaining by changing the manner in which the numbers indicating the number of remaining balls are displayed.
[0162] ·Means 1-3 A gaming machine described in means 1-1 or 1-2, characterized in that when the launching device for launching gaming balls is not operated, the minority state notification is not executed even when the minority state is in effect. When the launching device is not operated, no game balls are launched and the number of remaining balls is not decreasing, and since the player may have stopped playing, the low number status notification may not be executed.
[0163] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the player can freely choose whether to execute the minority state notification when the minority state is in effect, or whether to not execute the minority state notification even when the minority state is in effect. It is thought that there will be a certain number of players who find it annoying to be notified of the low-number state every time a low-number state occurs, so it is advisable to allow players to choose whether or not to be notified of the low-number state.
[0164] ·Means 2-1 This gaming machine allows a player to play without touching actual gaming balls, and is characterized by comprising: a remaining ball counting means for counting the number of remaining gaming balls that the player has in his possession; and an effect execution means for executing a remaining number effect that corresponds to the number of remaining balls counted by the remaining number counting means and shows a situation in which gaming balls corresponding to the remaining number are stored outside the gaming machine. According to the gaming machine, the number of game balls acquired can be visually indicated.
[0165] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the remaining number effect is not executed when the remaining number of balls is less than a reference number. When the number of remaining balls is low, it is preferable that the number of remaining balls is not emphasized by the remaining number effect.
[0166] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that a normal gaming state and a specific gaming state in which a jackpot is easier to win than in the normal gaming state are provided as gaming states in which the player plays with the aim of winning a jackpot, and the remaining number presentation is not executed in the normal gaming state but is executed in the specific gaming state. In this way, the remaining number effect may be executed in a specific game state where an increase in the number of balls held (number of remaining balls) can be expected, and the remaining number effect may not be executed in a normal game state where an increase cannot be expected.
[0167] ·Means 2-4 The gaming machine described in any one of means 2-1 to 2-3 is characterized in that the remaining number effect displays a remaining number image showing the situation where gaming balls are stored outside the gaming machine, and the remaining number image can be used to generate a reliability suggestion effect that suggests the probability that the result of the win / lose lottery will be a win. If a remaining number image is displayed as a remaining number effect, the remaining number image can be used to suggest reliability.
[0168] ·Means 3-1 A gaming machine comprising: a presentation execution means capable of executing a plurality of types of target presentations as presentations that constitute presentations during the change from when the decorative pattern starts to change until it stops in a manner according to the result of a winning / losing lottery; and a customization function capable of changing the probability of occurrence of the plurality of types of target presentations, wherein the customization function comprises individual customization that can individually change the probability of occurrence of each of the plurality of types of target presentations, and collective customization that can collectively change the probability of occurrence of two or more of the plurality of types of target presentations. According to the gaming machine, the convenience of customization can be improved.
[0169] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the bulk customization includes bulk customization A, in which one of the two or more target effects to be customized is target effect X, and bulk customization B, in which the combination of the two or more target effects to be customized is different from bulk customization A and one of them is target effect X. In this way, a certain type of target effect (target effect X) can be made to be the target of different collective customizations (collective customizations A and B).
[0170] ·Means 3-3 The gaming machine described in means 3-1 or 3-2 is characterized in that, as the multiple types of target effects, two or more types of confirmed effects are provided which confirm a win if they occur during a variable effect, and as the collective customization, a confirmed collective customization is provided in which all of the two or more types of target effects that are the subject of customization are the confirmed effects. In this way, it would be good to be able to customize the same type of confirmation effects as a whole.
[0171] ·Means 4-1 A gaming machine comprising: a variation-in-progression performance execution means for executing a variation-in-progression performance from the start of the decorative pattern variation until the decorative pattern stops in a manner according to the result of a win / loss lottery; and a look-ahead performance execution means for executing a specific look-ahead performance which is a performance which starts while a previous variation-in-progression performance, which is a variation-in-progression performance prior to the start of the target variation-in-progression performance for the target win / loss lottery result, is being executed, and which suggests that the probability of the target win / loss lottery result being a win has increased, wherein the specific look-ahead performance displays a specific look-ahead image whose appearance can vary depending on the length of the target variation time required for the target variation-in-progression performance. According to the gaming machine, it is possible to execute an interesting foresight effect in which the length of the target variation time is suggested in advance.
[0172] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that the specific preview image includes an element that represents the time from the start of the target change performance to the specified point in the target change performance. This results in a presentation format that makes it easy to predict the length of the target change time.
[0173] ·Means 4-3 The gaming machine described in means 4-1 is characterized in that the specific preview image includes an element that represents the time from the current time to the specified time point of the target change performance. By doing this, the element representing the time contained in the specific pre-read image also includes the time before the target change performance starts (the time required for the previous change performance), resulting in a performance form in which the length of the target change time is difficult to predict.
[0174] ·Means 5-1 A gaming machine comprising: a win / lose lottery means for executing a win / lose lottery based on win / lose lottery information obtained when a gaming ball enters a starting area; a storage means for storing up to a predetermined number of the win / lose lottery information for which the corresponding win / lose lottery result has not been notified; and a display means for displaying reserved patterns indicating the existence of win / lose lottery information stored in the storage means, wherein the reserved patterns are displayed in a manner corresponding to the reliability, which is the probability that the corresponding win / lose lottery result will be a win, and during a specific period, target reserved patterns which are multiple reserved patterns are displayed in a special manner according to the order of the reliability, rather than in the order in which they were obtained as the win / lose lottery information. The special display of the gaming machine displays each currently existing reserved symbol (target reserved symbol) in order of reliability, making it easy to see how many promising reserved symbols there are.
[0175] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that a preliminary period is set before the specific period in which multiple target reserved patterns are displayed in the order in which they were obtained as the winning / losing lottery information. By doing this, the target reserved patterns are initially displayed in the order in which they were obtained, and then sorted in order of reliability, making it easier to understand that the target reserved patterns are displayed in order of reliability during a specific period (reducing the risk that players will mistakenly believe that the target reserved patterns are displayed in order of acquisition during a specific period).
[0176] ·Means 5-3 The gaming machine described in means 5-1 or 5-2 is characterized in that the starting areas include a first starting area where first win / lose lottery information is obtained when a gaming ball enters, and a second starting area where second win / lose lottery information is obtained, the second win / lose lottery based on the second win / lose lottery information is a lottery that is more advantageous to the player than the first win / lose lottery based on the first win / lose lottery information, the multiple target reserved patterns that are specially displayed are obtained as the second win / lose lottery information, and the specific period ends when it is notified that all of the win / lose lottery results corresponding to the multiple target reserved patterns are loses, and the situation transitions to one in which the gaming ball should be fired aiming at the first starting area. In this way, in order to emphasize the second win / loss lottery, which is more advantageous than the first win / loss lottery, it is possible to display the reserved pattern corresponding to the second win / loss lottery in a special way. [Explanation of symbols]
[0177] 1. Gaming machines 11 Remaining ball count display device 20 Remaining Images (21-24 First Remaining Images - Fourth Remaining Images) 30 Specific pre-read images 40 Acquisition order position (41~45 1st acquisition order position ~ 5th acquisition order position) 50 Reliability position (51-55 First reliability position to fifth reliability position) 65 speakers 70 Reserved symbols (71 Reserved symbols during change 72 Reserved symbols before change) 70T Specific reserved design 70S Target reserved design 80 decorative designs 904 starting area (904a first starting area 904b second starting area) 91 Display device 911 Display area
Claims
1. A gaming machine that allows players to play without actually touching the game balls, A ball count measuring device that measures the number of remaining game balls held by a player, A notification means capable of performing a minority state notification, which is not performed in non-minority states, when the number of remaining balls measured by the ball remaining number measuring means is less than or equal to a predetermined number L (where L is set to a value of 41 or less), A gaming machine characterized by having the following features.
2. The minority status notification is, This is performed when the number of remaining balls changes from L+1 to L. This procedure is not performed even if the number of remaining balls changes from 0 to L or less. The gaming machine described in feature 1.
3. A determination means for determining whether or not a launching device for launching game balls is being operated, Control means capable of preventing the notification of the minority state from being made even when the minority state is in an inoperable state, which is determined by the determination means to be an inoperable state in which the launching device is not being operated, The gaming machine according to claim 1, characterized by comprising the following features.
4. A starting area into which a game ball can enter, A means for determining whether a game ball enters the aforementioned starting area and performing a draw to determine whether a game ball wins or loses, A display means having a display area on which decorative patterns are displayed for notifying the result of the lottery by the aforementioned lottery means, Equipped with, The aforementioned minority status notification is performed by displaying a warning image in the display area. The player can choose to either perform the minority state notification, which displays the warning image in the display area when the minority state is in effect, or to not perform the minority state notification, which does not display the warning image in the display area even when the minority state is in effect. The gaming machine described in feature 1.