Game machine
Patent Information
- Application Number
- JP2022096621
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-06-15
- Publication Date
- 2025-06-02
AI Technical Summary
Existing gaming machines lack an easy-to-understand specific performance that clearly communicates the outcome of winning or losing lotteries, leading to unclear benefits for players.
A gaming machine with a winning/failure drawing mechanism that offers multiple types of benefits based on lottery results, accompanied by a performance execution system that displays images representing the outcome, allowing players to understand and engage with the game more effectively.
The gaming machine provides an easy-to-understand specific performance that enhances player engagement by clearly communicating the outcome of lotteries, making the game more accessible and enjoyable.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is a known gaming machine that can execute an effect (specific effect) leading to an outcome according to the winning or losing lottery result (for example, see Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an easy-to-understand specific effect.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes a winning or losing lottery means for performing a winning or losing lottery in which any one of a plurality of types of privileges can be obtained when winning, and an effect that leads to a favorable outcome when the winning or losing lottery result by the winning or losing lottery means is a win and leads to an unfavorable outcome when it is a loss, and when the favorable outcome is reached, an effect execution means for executing a specific effect in which a target privilege included in the plurality of types of privileges can be obtained, and an image representing the profit brought about by the acquisition of the target privilege is displayed in a state where the specific effect is being executed and the outcome has not been determined.
Effects of the Invention
[0006] The gaming machine according to the present invention can execute an easy-to-understand specific effect.
Brief Description of the Drawings
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] (a) is a schematic diagram showing the state of the big prize area in a unit game (a unit game that makes up a jackpot game) when the bonus area is closed, and (b) is a schematic diagram showing the state of the big prize area in a unit game (a minor prize game) when the bonus area is open. (c) is a diagram showing an example of an image that indicates a situation in which the game ball should be fired at the bonus area displayed during a minor prize game. [Figure 3] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 4] This is a diagram illustrating the gameplay (such as transitions between game states) of the gaming machine according to this embodiment. [Figure 5] This diagram shows the termination conditions (number of fluctuations condition, minor win condition) for various specific game states. [Figure 6] This diagram illustrates the distribution of jackpots (reference table) for the first and second winning / losing draws (Special Figure 1 draw) and the second winning / losing draw (Special Figure 2 draw). (For the second winning / losing draw, this diagram illustrates how the distribution differs depending on whether or not there is a time-saving feature.) [Figure 7] This diagram explains the reserved ball storage instruction and reserved ball storage completion effects that are executed during the final spin (miss spin) of the first specific game state. [Figure 8] This diagram illustrates the general outline of the in-game animations performed during the remaining reserve chance. [Figure 9] This diagram illustrates the outline of the animation (an animation performed during a jackpot game) that notifies whether a jackpot obtained after winning the second draw (minor win) and during a time-saving state is a second specific jackpot or a regular jackpot. [Figure 10] This diagram illustrates the reserved ball storage instruction and reserved ball storage completion animations that are performed during winning spins in the second specific game state. [Figure 11](a) is a diagram for explaining the positional relationship between the main display device and the sub-display device, (b) is a diagram for explaining the display mode of the privilege name of the target privilege, (c) and (d) are diagrams for explaining another example of the sub-display device, and (e) is a diagram for explaining another example of the profit section. [Figure 12] It is a diagram for explaining a specific effect. [Figure 13] It is a diagram for explaining Specific Example 1-1. [Figure 14] It is a diagram for explaining Specific Example 1-2. [Figure 15] It is a diagram for explaining Specific Example 1-3 and Specific Example 1-4. [Figure 16] It is a diagram for explaining Specific Example 1-5. [Figure 17] It is a diagram for explaining a character effect. [Figure 18] It is a diagram for explaining Specific Example 2-1. [Figure 19] It is a diagram for explaining Specific Example 2-4. [Figure 20] It is a diagram for explaining Specific Example 2-5 (an example where the decoration device is arranged above or below the display area). [Figure 21] It is a diagram for explaining Specific Example 2-5 (an example where the decoration device is arranged on the left or right side of the display area). [Figure 22] (a) is a diagram showing an example of an operation effect, and (b) is a diagram for explaining a meter image (normal mode, special mode). [Figure 23] It is a diagram showing the state where the accompanying image is displayed before the start of the operation valid period. [Figure 24] It is a diagram for explaining Specific Example 3-1. [Figure 25] It is a diagram for explaining Specific Example 3-2. [Figure 26] It is a diagram for explaining Specific Example 3-5.
Embodiments for Carrying Out the Invention
[0008] Hereinafter, embodiments of the pachinko game machine 1 (hereinafter simply referred to as the game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the images in the following description include not only still images but also videos. Unless otherwise specified, the following description is based on the premise that normal gameplay (gameplay as intended) is performed. Furthermore, when it is stated that "a game ball enters (wins a prize) in ○○", strictly speaking, it means that a sensor installed in ○○ has detected the game ball that has entered.
[0009] 1) Basic configuration of a gaming machine A brief explanation of the overall configuration of the gaming machine 1 (see Figure 1) is provided. The gaming machine 1 is equipped with a game board 90. The game board 90 is formed from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding the game balls launched by the operation of the launching device 908 (launching handle) to the game area 902 are provided in a roughly arc shape. The game area 902 is equipped with a starting area 904, a big prize area 906, an out opening 907, and so on.
[0010] The display area 911 of the display device 91 is visible through the opening 901 formed in the game board 90. In some figures, the shape of the display area 911 that is exposed and not covered by the game board 90 is simplified (shown as a rectangle), but the size and shape of this part can be changed as appropriate.
[0011] Furthermore, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.
[0012] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0013] 2) Gameplay (Specifications) 2-1) Winning / Losing Draw (Special Symbol Draw) When a game ball enters the starting area 904, a numerical value (sometimes referred to as win / loss lottery information) is obtained from the random number source. A win / loss lottery (generally referred to as a special symbol lottery, etc.) is performed using this numerical value. Basically, as with well-known gaming machines, the win / loss lottery result is derived by comparing this numerical value with a predetermined judgment value (win / loss lottery table). This numerical value is also used to determine what kind of in-game effects (described later) will be performed.
[0014] In this embodiment, the starting area 904 is provided as a first starting area 904a and a second starting area 904b located at a different position from the first starting area 904a (see Figure 1). When a game ball enters the first starting area 904a, first win / loss lottery information is acquired, and based on this, the first win / loss lottery (special drawing 1 lottery) is performed. When a game ball enters the second starting area 904b, second win / loss lottery information is acquired, and based on this, the second win / loss lottery (special drawing 2 lottery) is performed. The first starting area 904a is the area into which the game ball enters when the game ball is launched so as to flow down the left side of the game area 902 (left side of the display area 911) (so-called "left-handed shooting"). The second starting area 904b is the area into which the game ball enters when the game ball is launched so as to flow down the right side of the game area 902 (to the right of the display area 911) (so-called "right-handed shooting"). In this embodiment, the game ball does not enter the first starting area 904a when "right-handed shooting" is performed, and the game ball does not enter the second starting area 904b when "left-handed shooting" is performed.
[0015] In this embodiment, the result of the draw is either a "minor win" or a "loss." That is, if the draw is a "win," it is always a "minor win," and there are no "big wins." However, as will be described later, unless an anomaly occurs, all minor wins will lead to winning a big win, so in effect, minor win = big win. Therefore, in the following explanation, "big win" in terms of big win probability, big win, etc. strictly refers to a minor win. Various effects and presentations are designed to make it appear as if winning a minor win is winning a big win. Incidentally, a gaming machine that allows you to win a big win via a minor win in this way is called a "Type 2" gaming machine. As stated above, in this embodiment, the result of the draw is not a big win and you do not win a big win (so-called direct wins do not occur), so it does not have the gameplay characteristics of a "Type 1" game (it is not a "Type 1 and Type 2 mixed" gaming machine either). However, with the exception of configurations that can only be realized with a "Type 2" machine, the technical matters described below can also be applied to "Type 1" gaming machines and "Type 1 & 2 mixed" gaming machines.
[0016] In this embodiment, the probability of a minor win in the first draw (= (effective) the probability of a big win) is 1 / 319 (anything else is a loss). Also, the probability of a minor win in the second draw (= (effective) the probability of a big win) is 1 / 47 (anything else is a loss). Therefore, the second draw is more advantageous for the player than the first draw (a high-probability draw). As will be explained in more detail later, the normal game state is a state in which the goal is to win a big win through the first draw, while the specific game state is a state in which the goal is to win a big win through the second draw. Therefore, the specific game state is a more advantageous game state than the normal game state.
[0017] 2-2) Winning Game If a jackpot is won, a jackpot game is executed. In a jackpot game, a unit game (a game equivalent to one "round"; sometimes referred to as a "round" (R) in the following explanation) is repeated one or more times in which the large prize area 906 (normally closed) is opened until a predetermined condition is met. A unit game ends (the large prize area 906 closes) when either the prize-winning condition (C game balls entering the large prize area 906) or the time condition (a predetermined amount of time elapses) is met. In this embodiment, C=10 (this value of C is generally referred to as the "count"). In each unit game, if game balls are continuously launched toward the large prize area 906, the prize-winning condition will almost certainly be met before the time condition is met. In other words, if the game is played as instructed, at least 10 game balls will be awarded in one unit game. In this embodiment, when a game ball enters the big prize area, the payout (number of prize balls) is 15, so at least 150 prize balls can be obtained in one unit game (this number increases when so-called over-winning occurs). The more unit games (number of rounds) included in a big win game, the greater the player's profit (expected value of profit) obtained in that big win game. In this embodiment, the big prize area 906 is located to the right of the game area 902 (see Figure 1), and the player plays the game so that the game ball enters to the right of the game area 902 (so-called "right-handed play").
[0018] As described above, in this embodiment, a big win can be obtained via a small win. When a small win is achieved, a small win game is played. In the small win game, the big prize area 906 is opened, and the bonus area 10 (see Figure 2) located within the big prize area 906 is also opened. The letter "V" is placed near the bonus area 10 (see Figures 1 and 2), and this "V" is used as a way to indicate the bonus area 10 to the player. The bonus area 10 is normally closed, but is temporarily opened when a small win is achieved. The big prize area 906 has two exit areas, and a game ball that enters the big prize area 906 will pass through one of these two exit areas. One of these two exit areas is the bonus area 10 (see Figure 2). A sensor is provided in each of these exit areas, and a game ball that passes through either of these exit areas is treated as having entered the big prize area 906. In other words, a game ball that enters bonus area 10 also enters the grand prize area 906.
[0019] In this minor win game, the condition for winning a jackpot is for a game ball to enter the bonus area 10 (to win a jackpot, one game ball needs to enter the bonus area 10). In the following explanation, the entry of a game ball into the bonus area 10 may be referred to as a "V-win" ("V-win = jackpot win (jackpot confirmed)"). Note that the bonus area 10 may be located outside the jackpot area 906. A minor win game is considered a unit game equivalent to one round of the jackpot game won through it. For example, a 10-round jackpot (a jackpot in which the unit game is executed 10 times) that follows a minor win means that the minor win game (a game in which the big prize area 906 is opened and the bonus area 10 is opened) is the first round of the game, and the opening of the big prize area 906, which is executed as the subsequent jackpot game, is performed as the 2nd to 10th rounds of the game (if no game ball enters the bonus area 10, it is a so-called "bust" and the 2nd to 10th rounds of the game are not executed, and the game ends with only the minor win game). A minor win game ends when at least one of the time condition and the prize condition (10 prizes in this embodiment) is met, similar to the unit games that make up a jackpot game. If game balls are continuously launched, the prize condition will be met first, so in a minor win game, the same number of prize balls as in a single unit game can be obtained.
[0020] In this embodiment, during a minor win, the bonus area 10 is opened along with the major prize area 906, and the time is sufficient to allow the game ball to enter the bonus area 10. The bonus area 10 is located to the right of the game area 902, and in order to get the game ball into the bonus area 10, the player must shoot to the right. If the player continues to shoot to the right, the game ball will almost certainly enter the bonus area 10 (see Figure 2(b)). When a minor win is achieved, an instruction to shoot to the right is displayed in the display area 911 (see Figure 2(c)), so the player only needs to follow the instruction. Even if the player starts shooting to the right about 10 seconds after the instruction is given, the settings are such that the game ball will almost certainly enter the bonus area 10. Thus, when a minor win results in the execution of a minor win game, (unless an unexpected abnormality (such as a power outage or malfunction) occurs) the game ball will enter the bonus area 10 as long as the game is played according to the instructions. In effect, this means that "winning a minor win = winning a major win" (winning a minor win leads to winning a major win). In this embodiment, the bonus area 10 is closed during the unit games (from the second round onwards) that constitute the major win game other than the minor win game (see Figure 2(a)).
[0021] 2-3) Decorative patterns The result of the lottery is indicated by decorative symbols 80 (see Figure 3) displayed in the display area 911. In this embodiment, three groups of decorative symbols 80g are set, each containing multiple types of decorative symbols 80. Specifically, these are the left decorative symbol group 80gL displayed on the left side of the display area 911, the right decorative symbol group 80gR displayed on the right side, and the middle decorative symbol group 80gC displayed between the left decorative symbol group 80gL and the right decorative symbol group 80gR. The lottery result is indicated by a combination of three decorative symbols 80 selected and displayed from each of the decorative symbol groups 80g. The animation from when the three decorative symbol groups 80g start to change until the change stops and the combination indicating the lottery result is displayed is called the change animation (hereinafter sometimes simply referred to as "change" or "rotation"). Note that in some drawings, the illustration of the decorative symbols 80 is omitted. In this embodiment, decorative symbols 80 containing the same number are considered the same type (those containing different types of numbers are considered different types).
[0022] In this embodiment, when the draw result is a win (minor win), a winning combination consisting of three matching decorative symbols 80 of the same type is displayed. As described above, in this embodiment, the setting is such that "winning a minor win = winning a major win," so the display of three matching decorative symbols 80 of the same type can be said to indicate a major win. If the draw result is a loss, a combination that is not a winning combination (a losing combination) is displayed.
[0023] Although the explanation will be omitted, other symbols (separate symbols) besides the decorative symbol 80 may be displayed, and the result of the draw may be indicated by these separate symbols. These separate symbols may be displayed as small symbols near the outer edge of the display area 911, or they may be displayed outside the display area 911 (as lighting patterns of lamps, etc., displayed outside the display area 911). However, ordinary players can enjoy the game by watching the decorative symbol 80 and the various effects performed in the display area 911 without being aware of the form of the separate symbols.
[0024] 2-4) On hold When a game ball enters the starting area 904 and new win / loss lottery information is acquired, if a variation performance corresponding to the previously acquired win / loss lottery information is being executed (in the case of variation of the decorative symbols 80), the newly acquired win / loss lottery information is stored as reserved information (reserved) in a storage means (not shown). In this embodiment, the maximum number of first reserved information (special symbol 1 reserved) acquired as first win / loss lottery information that can be stored is four, and the maximum number of second reserved information (special symbol 2 reserved) acquired as second win / loss lottery information that can be stored is four.
[0025] Reserved information stored in the memory means may be displayed in the display area 911 as reserved symbols 70 (see Figure 3). In this embodiment, reserved symbols 70 are divided into reserve symbols 71 during reel spinning and reserve symbols 72 before reel spinning. Reserve symbols 71 during reel spinning indicate the existence of win / failure lottery information for which the reel spinning animation for the corresponding win / failure lottery result has not yet started, but the notification of the win / failure lottery result has not yet been completed (the reel spinning animation has not ended). Although this win / failure lottery information does not strictly fall under the category of reserved information, it is generally referred to as "the relevant reel spinning reserved information," so the symbol indicating the existence of this win / failure lottery information is designated as reserve symbols 71 during reel spinning. Reserve symbols 72 before reel spinning indicate the existence of win / failure lottery information (reserved information) for which the reel spinning animation for the corresponding win / failure lottery result has not yet started.
[0026] In this embodiment, when the game ball should be launched aiming at the first starting area 904a (a state where the player should shoot to the left; the normal game state will be described in detail later), a reserve symbol 70 (Special Symbol 1 Reserve) indicating the existence of the first win / fail lottery information (first reserve information) is displayed. When the game ball should be launched aiming at the second starting area 904b (a state where the player should shoot to the right; the specific game state will be described in detail later later), a reserve symbol 70 (Special Symbol 2 Reserve) indicating the existence of the second win / fail lottery information (second reserve information) is displayed. Note that in some drawings, the illustration of the reserve symbol 70 is omitted.
[0027] When both the first win / loss lottery information (first reserved information) and the second win / loss lottery information (second reserved information) are stored in the memory means, the in-game performance based on the second win / loss lottery information is executed preferentially (the result of the second win / loss lottery is announced preferentially), and the in-game performance based on the first win / loss lottery information is not started (the result of the first win / loss lottery is not announced) until the second win / loss lottery information stored in the memory means is gone. In other words, the gaming machine 1 according to this embodiment is what is known as "special feature 2 (reserved) priority consumption".
[0028] 2-5) Game state 2-5-1) Normal game state and specific game state The game state in which a player aims to win a jackpot (by launching game balls towards the starting area 904) can be broadly divided into normal game state and specific game state (see Figure 4). Basically, both the ease of winning a jackpot and the ease of game balls entering the starting area 904 (ease of winning or losing) are better in the specific game state than in the normal game state, so the specific game state is more advantageous for the player than the normal game state.
[0029] The normal game state is a state in which the player should aim to launch the game ball into the first starting area 904a (i.e., "left-handed shooting" should be performed). If the player "shoots to the right" in the normal game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to when "shooting to the left" is performed), so if "right-handed shooting" is detected, the player will be warned to "shoot to the left". As mentioned above, the probability of winning the first win / loss lottery, which is performed on the condition that the game ball enters the first starting area 904a, is 1 / 319, so the normal game state can be said to be a state in which the player aims to win a jackpot with a probability of 1 / 319.
[0030] On the other hand, the specific game state is a game state in which the player should aim to launch the game ball into the second starting area 904b (i.e., "right-handed shooting" should be performed). If the player "shoots left-handed" in the specific game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to when "right-handed shooting" is performed), so if "left-handed shooting" is detected, the player will be warned to "shoot right-handed". As mentioned above, the probability of winning the second win / loss lottery, which is performed on the condition that the game ball enters the second starting area 904b, is 1 / 47, so the normal game state can be said to be a game state in which the player aims to win the jackpot with a probability of 1 / 47.
[0031] 2-5-2) Opening / Closing Mode (with or without time-saving feature) There are two opening / closing modes: a low opening / closing mode and a high opening / closing mode. The low opening / closing mode and the high opening / closing mode differ in how easily the second starting area 904b (see Figure 1) is opened. The second starting area 904b is an area that is normally closed (when closed, game balls cannot enter), and it is opened by winning the opening lottery (a lottery different from the win / loss lottery (special symbol lottery) that is executed when a game ball enters the starting area 904, and is generally called a normal lottery, normal symbol lottery, etc.) (this is the so-called "electric tuner (area)").
[0032] The opening lottery is performed based on a numerical value (opening lottery information) obtained when a game ball enters the normal area 905. In this embodiment, the normal area 905 is provided to the right of the game area 902 (see Figure 1). By shooting to the right, the game ball enters the normal area 905 relatively easily. The method for notifying whether the opening lottery is successful or not can be done in the same way as in a typical gaming machine, so a detailed explanation is omitted. In this embodiment, the result is notified by the lighting pattern of a lamp provided outside the display area 911 (the lighting pattern of the lamp corresponds to a "normal symbol"). If a game ball enters the normal area 905 while the notification of the opening lottery result is not yet complete (while the normal symbol is changing), the opening lottery information is stored in a storage means not shown. In this embodiment, the maximum number of opening lottery information entries that can be stored is four (maximum value for normal symbol hold = 4).
[0033] The probability of winning the opening lottery when the high opening / closing mode is set is higher than the probability of winning the opening lottery when the low opening / closing mode is set. The probability of winning the opening lottery when the low opening / closing mode is set may be 0%. Also, the probability of winning the opening lottery when the high opening / closing mode is set may be 100%. In this embodiment, even if the opening lottery is won when the low opening / closing mode is set, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get the game ball into the second starting area 904b. Therefore, when the low opening / closing mode is set, left-handed play (playing aiming at the first starting area 904a) is recommended. On the other hand, when the high opening / closing mode is set, the opening lottery is easily won, and the opening time of the second starting area 904b in that case is sufficiently long. Therefore, when the high opening / closing mode is set, right-handed play (playing aiming at the second starting area 904b) is recommended, and if right-handed play is continued, the game ball will frequently enter the second starting area 904b.
[0034] In this embodiment, the normal game state is set to the low opening / closing mode. The specific game state is set to the high opening / closing mode. Generally, the high opening / closing mode is referred to as the "time-saving (state)" state, so the normal game state can be said to be the "no time-saving (state)" state, and the specific game state can be said to be the "time-saving (state)" state. In the following explanation, the low opening / closing mode may also be referred to as the "no time-saving (state)" and the high opening / closing mode as the "time-saving (state)" state. In addition, the number of win / loss draws (second win / loss draw in this embodiment) that trigger the termination of the high opening / closing mode (time-saving) may be referred to as the number of time-saving draws. In this embodiment, a predetermined number of prize balls are paid out when a game ball enters the starting area 904 (first starting area 904a, second starting area 904b) (the starting area 904 is the prize-winning area). Therefore, the rate at which the number of balls decreases (number of prize balls per number of game balls launched) is lower in the high opening / closing mode than in the low opening / closing mode. In other words, the low-opening / closing mode is a "low-base state" with a relatively low base, while the high-opening / closing mode is a "high-base state" with a relatively high base.
[0035] 2-5-3) Types of specific game states In this embodiment, three specific game states (high opening / closing modes) are provided: a first specific game state, a second specific game state, and a special specific game state. Each specific game state has a different termination condition for ending the high opening / closing mode. The termination condition is met when either the "variable number condition," which is met when the number of second win / loss draws performed since the start reaches a predetermined value (a predetermined number of time-saving draws), or the "minor win condition," which is met when the number of minor wins achieved since the start reaches a predetermined value (whichever comes first), is met.
[0036] Furthermore, since winning a jackpot and executing a jackpot game means that the game state is no longer one in which the goal is to win a jackpot, winning a jackpot can be considered a de facto termination condition for the high-opening / closing mode. In addition, various specific game states are game states that are transitioned to after the end of the corresponding jackpot game, and the "start" point of various specific game states (high-opening / closing mode) refers to the end point of the corresponding jackpot game. That is, when transitioning to a certain specific game state after the end of a jackpot game, the above-mentioned variable number conditions and minor win conditions shall be reset. However, the variable number conditions are reset only when a "jackpot" is won (when a game ball enters the bonus area 10), and are not reset by winning a "minor win" alone.
[0037] The first specific game state is defined as a condition where the second win / loss lottery is performed 70 times after the start of the state (see Figure 5). In other words, the number of time-saving rounds is set to 70. As mentioned above, the probability of the second win / loss lottery being a win (minor win) is 1 / 47, so the probability of winning the second win / loss lottery before 70 consecutive losses occur after the start of the first specific game state (before the high opening / closing mode ends) is approximately 78%.
[0038] The condition for a minor win in the first specific game state is that the player must win a minor win "twice" after the state has started (see Figure 5). In other words, the high opening / closing mode does not end after winning a minor win once after the first specific game state has started. Note that the number of minor wins required to satisfy the minor win condition for the first specific game state is two or more.
[0039] The second specific game state is one in which the number of variations is conditional on the second win / loss lottery being executed 1000 times after it starts (see Figure 5). In other words, the number of time-saving rounds is set to 1000. As mentioned above, the probability of the second win / loss lottery being a win (minor win) is 1 / 47, so the probability of losing 1000 times in a row without winning the second win / loss lottery after the second specific game state starts is extremely low. In other words, the second specific game state can be said to be a state in which the continuation of the high opening / closing mode is practically guaranteed until the next minor win (acquisition of a major win via a minor win). Thus, a specific game state with a time-saving round count in which the probability of ending without winning the win / loss lottery is astronomically low (less than 0.1%) is considered a state in which "acquisition of the next major win is practically guaranteed" before the specific game state (high opening / closing mode) ends (the same applies to the special specific game state described later). Unlike this embodiment, the second specific game state may continue until the next major win is acquired (time-saving rounds = ∞). A specific game state that continues until the next jackpot is won is also considered a state in which "the next jackpot is effectively guaranteed" before the end of that specific game state (high opening / closing mode).
[0040] The condition for winning a minor win in the second specific game state is winning a minor win "once" after it has started (see Figure 5). In other words, the high opening / closing mode ends when a minor win is won once after the second specific game state has started.
[0041] The special specified game state is defined as a condition where the second win / loss lottery is executed 1000 times after it starts (see Figure 5). In other words, the number of time-saving rounds is set to 1000. As mentioned above, the probability of the second win / loss lottery being a win (minor win) is 1 / 47, so it is highly unlikely that the special specified game state will start and result in 1000 consecutive losses without winning the second win / loss lottery. In other words, the special specified game state is a state in which the continuation of the high opening / closing mode is virtually guaranteed until the next minor win (winning a major win via a minor win). To put it another way, it is a state in which winning the next minor win (winning a major win via a minor win) is virtually guaranteed before transitioning to the normal game state (before transitioning to the state in which you should aim for the first starting area 904a).
[0042] The special designated game state requires winning a minor win "twice" after it has started (see Figure 5). In other words, the high opening / closing mode does not end after winning a minor win once after the special designated game state has started. Note that the number of minor wins required to satisfy the minor win condition for the special designated game state is two or more.
[0043] 2-5-4) As described above, if we express the normal game state and the specific game state in terms of the level of the probability of winning the draw (effective jackpot probability) and the presence or absence of a time-saving feature, (a) Normal game state... "Low probability, no time-saving feature" (b) Specific game state: "High probability, with time reduction" That's how it works.
[0044] Furthermore, if we represent various specific game states in terms of the probability of winning the draw (effective jackpot probability), the presence or absence of time-saving features (number of time-saving features), and the number of small wins that end the high opening / closing mode, (b-1) First specific game state: "High probability, time-saving mode available (70 spins), 2 minor wins" (b-2) Second specific game state: "High probability, time reduction available (1000 spins), 1 minor win" (b-3) Special designated game state: "High probability, time-saving feature (1000 spins), 2 small wins" That's how it works.
[0045] 2-6) Types of jackpots In this embodiment, two types of jackpots are set: a normal jackpot and a special jackpot. A normal jackpot is a jackpot that transitions to the normal game state after the jackpot game ends (meaning after the end of the last unit game that makes up the jackpot game). A special jackpot is a jackpot that transitions to a special game state after the jackpot game ends. Since the special game state (high probability, with time reduction) is a more advantageous game state for the player than the normal game state (low probability, no time reduction), it can be said that, in terms of the game state after the jackpot game ends (excluding the difference in the number of rounds), a special jackpot is more advantageous for the player than a normal jackpot.
[0046] There are three types of special jackpots: the first special jackpot, the second special jackpot, and the special special jackpot. The first special jackpot is a jackpot that transitions to the first special game state after the jackpot game ends. The second special jackpot is a jackpot that transitions to the second special game state after the jackpot game ends. The special special jackpot is a jackpot that transitions to the special special game state after the jackpot game ends. Of the special game states, the special special game state is the most advantageous game state (the special special game state is the most advantageous game state of all game states), so in terms of the game state after the jackpot game ends (excluding the number of rounds), the most valuable of the special jackpots is the special special jackpot.
[0047] In this embodiment, a normal jackpot is either a 2-round (2R) or 10-round (10R) jackpot. The first specific jackpot, the second specific jackpot, and the special specific jackpot are all 10-round (10R) jackpots. Except for the points specifically described below, the number of rounds can be changed as appropriate.
[0048] 2-7) Gameplay Flow 2-7-1) "Number of spins type" (first specific game state) and "Loop type" (second specific game state) The following describes the gameplay flow of the gaming machine 1 according to this embodiment, although some of it overlaps with the above description. Note that the flow described below assumes that no abnormalities occur and the player plays the game as instructed (playing left when left-handed is required and right when right-handed is required).
[0049] In the initial state after a predetermined reset operation (which can be performed by the arcade (arcade staff) and not by the player), the system is in the normal game state (the game state most unfavorable to the player). In this embodiment, the RAM clear operation constitutes the reset operation, while turning the power OFF / ON is not. However, the system may be configured so that turning the power OFF / ON is the reset operation.
[0050] In normal gameplay, the player plays with the ball to the left. The first lottery information is acquired when the game ball enters the first starting area 904a. If a minor win is achieved in the first win / loss lottery (special figure 1 lottery) based on the first lottery information (first win / loss lottery information), the minor win game is executed, and a big win is obtained when the game ball enters the bonus area 10 (V-entry) during the minor win game. The type of big win obtained after the first win / loss lottery is determined by referring to the big win distribution table for the first win / loss lottery. In this embodiment, the big win obtained after the first win / loss lottery is distributed as follows: 40% is a normal big win (2R), 10% is a first specific big win (10R), and 50% is a special specific big win (10R) (see Figure 6(a)). Normally, if a jackpot is won, the game returns to normal gameplay after the jackpot game ends (see Figure 4), and the player continues playing in normal gameplay mode, aiming to win another jackpot.
[0051] If a first specific jackpot is achieved, the game transitions to the first specific game state (see Figure 4). In the first specific game state, the player plays by shooting to the right. Second lottery information is acquired when the game ball enters the second starting area 904b. If a minor win is achieved in the second win / fail lottery (special figure 2 lottery) based on the second lottery information (second win / fail lottery information), the minor win game is executed, and a jackpot is won when the game ball enters the bonus area 10 (V-entry) during the minor win game. The first specific game state is a "high probability, time-saving (70 spins)" state. Therefore, the goal of the game is to win the jackpot by getting a win (minor win) in the second win / fail lottery result before the second win / fail lottery result is a loss for 70 consecutive spins. In other words, if the second win / loss lottery result is a loss for 70 consecutive times, the game will transition to the normal game state (however, it will first transition to the remaining reserve chance state (details below)). Therefore, in order to avoid transitioning to the normal game state, the goal of this game state is to win a jackpot before the second win / loss lottery result is a loss for 70 consecutive times. This type of gameplay, in which it is easy to win a jackpot until a predetermined number of losses (70 in this embodiment) occur, is generally referred to as "count limit" or "ST" (hereinafter referred to as "count limit type").
[0052] The type of jackpot won through the second win / loss lottery (special figure 2 lottery) is determined based on the jackpot distribution table for the second win / loss lottery. Here, for the second win / loss lottery, the table referenced differs depending on whether the high opening / closing mode is active ("time-saving mode available") or not active ("time-saving mode unavailable") when the jackpot is won. In other words, the "jackpot distribution" differs depending on whether the state is "time-saving mode available" or "time-saving mode unavailable" when the jackpot is won. Furthermore, in this embodiment, the moment when the game ball enters the bonus area 10 during a minor win game, that is, the moment when a V-win is achieved, is considered the "time of jackpot acquisition" (the moment when the jackpot is determined). Therefore, the "jackpot distribution" differs depending on whether the state is "time-saving mode available" or "time-saving mode unavailable" at the time of the V-win (see Figure 6(b)).
[0053] In the first specific game state, the conditions for a minor win are set to occur twice (see Figure 5). Therefore, the high opening / closing mode (time reduction) does not end (the conditions for a minor win are not met) after the first minor win (one minor win) following the start of the first specific game state. Thus, at the point when a V-entry is achieved in the minor win game executed after the first minor win (when the big win is determined), the state is "time reduction enabled". If no abnormalities occur and the player continuously fires game balls aiming for the bonus area 10 as instructed, a V-entry will almost certainly occur in the first minor win game (no malfunction will occur). Therefore, the type of big win obtained in the first specific game state is determined by referring to the "time reduction enabled" table. Thus, the distribution of big wins obtained in the first specific game state is basically (if no malfunction occurs) 95% for the first specific big win (10R) and 5% for the special specific big win (10R) (see Figure 6(b-1)).
[0054] If the second win / loss lottery result is a loss for 70 consecutive time-saving rounds after the first specific game state has started (resulting in a "time-saving round exit"), the condition for the number of variations is met, and the first specific game state ends, transitioning to the normal game state. However, immediately after the first specific game state ends, the second reserve information (special symbol 2 reserve) remains in the memory (hereinafter, the second reserve information remaining at the time the first specific game state ends may be referred to as the remaining reserve), so the second win / loss lottery with a "high probability" (1 / 47) is executed for the remaining reserve (hereinafter, this high probability lottery for the remaining reserve will be referred to as the "remaining reserve chance") (see Figure 4).
[0055] In this embodiment, at the 70th losing spin (final spin of the time-saving mode) after the start of the first specific game state, before the end of the spin, an animation prompting the player to have four second-reserve information (hereinafter, the state in which four second-reserve information is stored may be referred to as "reserve full") is performed (reserve storage instruction animation) (see Figure 7(a)). When the reserve is full, an animation indicating this (reserve storage completion animation) (see Figure 7(b)) is performed. Note that if the reserve is already full at a predetermined point in the final spin of the time-saving mode, the reserve storage instruction animation may not occur.
[0056] During the final spin of the time-saving mode, the above-mentioned hold-storage instruction animation is performed, so normally, when the first specific game state ends, there are four second-stage hold-storage information remaining. In other words, you have the right to receive four second-stage win / loss draws (high-probability draws) with a winning probability of 1 / 47. This is the remaining hold-storage chance. In other words, the state in which the remaining hold-storage chance is performed is, strictly speaking, already the normal game state, but because there are four opportunities for high-probability draws remaining, the animation corresponding to the "remaining hold-storage chance" is performed to make it appear as if you are still in an advantageous state (not the normal game state) until those opportunities are finished.
[0057] The in-spin animations (four in-spin animations) performed during the remaining reserve chance are special and will not be performed when the remaining reserve chance is not active. In this embodiment, an animation for the remaining reserve chance called "○○ Chance" (see Figure 8(a)) is performed. During the remaining reserve chance, the results of the win / loss lottery corresponding to the second reserve information (second win / loss lottery information), which was acquired earlier, are announced first. In this embodiment, if the win / loss lottery result is a win (minor win), an animation is performed that leads to a success result (see Figure 8(b) → (c-1)) indicating that the situation is favorable to the player, and if it is a loss, an animation is performed that leads to a failure result (see Figure 8(b) → (c-2)) indicating that the situation is unfavorable to the player (Note that the success result includes a so-called reversal pattern where it appears to be a failure but is overturned). If the result is a success, a minor win game is performed. If the result is a failure, the next in-spin animation begins. If all four of these second-round draws (high-probability draws) result in losses, the remaining chance ends and the player is prompted to play with left-hand shots. In other words, the goal becomes to win a jackpot after the first-round draw.
[0058] As will be explained in more detail later, if you win the second win / loss lottery during the remaining reserve chance, the jackpot you will receive will be either a regular jackpot or a second specific jackpot. In this embodiment, the type of jackpot won is announced during the battle sequence in the jackpot game (see Figure 9), and the name of the jackpot (prize) encompassing both the regular jackpot and the second specific jackpot is called "Battle Bonus." Therefore, during the remaining reserve chance, a sequence using an image representing the Battle Bonus prize (hereinafter referred to as the prize image) is executed. Specifically, in each sequence, the prize image is displayed at a stage where it is not yet known whether the result will be a success or a failure (see Figure 8(b)). In this way, the player can know in advance that if the sequence is successful, they will receive the prize represented by the prize image (making the sequence easier to understand). If a successful outcome is achieved, an image indicating a favorable situation (in this embodiment, the word "Success") is displayed along with the reward image that was displayed in the previous stage (stage 8(b)) (see Figure 8(c-1)), making it easy to understand that the reward has been obtained. On the other hand, if a failure occurs, an image indicating an unfortunate situation (in this embodiment, the word "Failure") is displayed, and the reward image that was displayed in the previous stage (stage 8(b)) is no longer displayed (see Figure 8(c-2)), making it easy to understand that the reward was not obtained.
[0059] If a minor win is achieved in the second draw of the remaining reserve chance, the minor win game is executed (see Figure 9(a)). A major win is achieved by hitting the V during this minor win game. Here, the state in which the remaining reserve chance is executed is a state with no time reduction, which means that the state with no time reduction is also at the time of winning the major win, which is when the V is hit. Therefore, the type of major win obtained after the second draw of the remaining reserve chance is determined by referring to the "no time reduction" table. In other words, the distribution of major wins obtained in the remaining reserve chance is 79% for the second specific major win (10R) and 21% for the regular major win (10R) (see Figure 6(b-2)). If a second specific major win is obtained, the game transitions to the second specific game state after the major win game ends (see Figure 4). If a regular major win is obtained, the game transitions to the regular game state after the major win game ends (see Figure 4).
[0060] In this embodiment, whether a second specific jackpot or a regular jackpot has been won is announced during the jackpot game after a V-win. In this embodiment, the winner is announced through a battle sequence (see Figure 9(b)). This battle sequence leads to either a victory ending (an outcome favorable to the player) where the player's character wins (see Figure 9(c-1)) or a defeat ending (an outcome unfavorable to the player) where the character loses (see Figure 9(c-2)) (Note that the victory ending includes a so-called reversal pattern where the defeat is initially apparent but then reversed). If the jackpot won is a second specific jackpot, the outcome is a victory; if it is a regular jackpot, the outcome is a defeat. If the outcome is a victory, the second specific game state will begin after the jackpot game ends. On the other hand, if the outcome is a defeat, the game will transition to the regular game state after the jackpot game ends.
[0061] Furthermore, if you win a small prize in the first to third of the four second-win / loss draws performed as part of the remaining reserve chance, and acquire a regular jackpot, then after that regular jackpot, the remaining second-win / loss draws (one of the 1 to 3) will be performed (see (i) below in Figure 9(c-2)). For example, suppose you win a regular jackpot in the third second-win / loss draw from the start of the remaining reserve chance. In that case, after the regular jackpot game ends, the second-win / loss draw for the remaining one second-win / loss information will be performed. If you win the second-win / loss draw again there and acquire a second-specific jackpot, you will transition to the second-specific game state after the jackpot game ends. In other words, the remaining reserve chance ends either when you acquire a second-specific jackpot or when the fourth second-win / loss draw from the start of the remaining reserve chance ends. Therefore, even if you acquire a regular jackpot in the first to third second-win / loss draws, if you acquire a second-specific jackpot in the remaining second-win / loss draws, you may transition to the second-specific game state after the remaining reserve chance.
[0062] If the second draw (second chance) is unsuccessful on the fourth attempt from the start of the remaining reserve chance, or if the jackpot obtained through that draw is a regular jackpot even if it is won, the game will transition to a state where the player is prompted to play with the left side facing up. In other words, the goal is to win a jackpot after the first draw.
[0063] If a second specific jackpot is won during the remaining reserve chance, the game transitions to the second specific game state (see Figure 4). The second specific game state has 1000 time-saving spins, and it is virtually guaranteed that the next jackpot will be won before the high opening / closing mode ends. Therefore, in the second specific game state, losing spins are rapidly processed until a minor win is achieved. Then, after winning a minor win in the second win / loss lottery, a jackpot is achieved.
[0064] Here, in the second specific game state (unlike the first specific game state described above), the condition for a minor win is set to one (see Figure 5). Therefore, the high opening / closing mode (time reduction) ends with the first minor win after the start of the second specific game state. Thus, at the point when a V-entry is achieved in the minor win game executed after the first minor win (when the big win is determined), the state is "no time reduction". If no abnormalities occur and the player continuously shoots game balls aiming for the bonus area 10 as instructed, a V-entry will almost certainly occur in the first minor win game (no malfunction will occur). Therefore, the type of big win obtained in the second specific game state is determined by referring to the "no time reduction" table. Thus, the distribution of big wins obtained in the first specific game state is basically 79% for the second specific big win (10R) and 21% for the regular big win (10R) (see Figure 6(b-2)). Note that this distribution is the same as the distribution of jackpots obtained during the remaining reserve chance.
[0065] Thus, the second specific game state is effectively a state where the next big win is guaranteed, and that big win has a 79% probability of becoming a second specific big win, leading back to the second specific game state. In other words, once you enter the second specific game state, it becomes a "loop type" game where an advantageous game state (high probability and high opening / closing mode) that is guaranteed to continue until the next big win loops at a predetermined probability.
[0066] If a regular jackpot is won in the second specific game state, the game returns to the regular game state after the jackpot game ends. In this embodiment, even after the regular jackpot game won in the second specific game state ends, the game returns to the "remaining reserve chance" state. In order to return to this remaining reserve chance state, the game must return to a state where four second reserve information entries are stored (a state where the reserves are full) at the end of the second specific game state. Therefore, in this embodiment, the following control is performed in the second specific game state.
[0067] As described above, the second specific game state is a state in which the next big win is practically guaranteed, so losing spins where the second win / loss lottery result is a loss are processed at high speed. Then, in winning spins where the win / loss lottery result is a win (minor win), an animation to accumulate reserves (reserve accumulation instruction animation) is performed (the reserve accumulation instruction animation is not performed in losing spins) (see Figure 10(a)). In other words, winning spins are set to have a somewhat longer spin time than losing spins, ensuring sufficient time to fill the second reserve information. After the reserve accumulation instruction animation, an animation indicating that the reserves are full (reserve accumulation completion animation) is performed when the reserves reach a full state (see Figure 10(b)). Note that these reserve accumulation instruction animations and reserve accumulation completion animations may be the same as or different from those performed in the final spin of the time-saving mode in the first specific game state described above. After that, it is announced that the win / loss lottery result is a win (minor win) (see Figure 10(c)). At this point, the player is not explicitly informed whether the jackpot to be won is a second-special jackpot or a regular jackpot. In other words, the aforementioned reserve storage instruction animation will be executed during the win animation regardless of whether the jackpot to be won in the future will be a second-special jackpot or a regular jackpot. Furthermore, during the jackpot game after a V-entry, the player will be informed whether the jackpot won is a second-special jackpot or a regular jackpot through the battle animation, so in this embodiment, the name "Battle Bonus" will be displayed (see Figure 10(c)). That is to say, the name "Battle Bonus" indicates that the jackpot won after a V-entry is either a regular jackpot or a second-special jackpot.
[0068] The subsequent progression is the same as when a minor win is achieved during the remaining chance. That is, during the minor win game, instructions are given to aim for the bonus area 10 when launching the game ball (see Figure 9(a)), and upon hitting the V, a jackpot is won and the jackpot game begins. During the jackpot game, a battle sequence is held to announce whether the jackpot won is a second specific jackpot or a regular jackpot (see Figures 9(b), (c-1), (c-2)).
[0069] As mentioned above, the reserve storage instruction animation is executed during the winning spin in the second specific game state, so the reserve should already be full when the winning spin ends. Therefore, even if the acquired jackpot is a regular jackpot (the battle animation during the jackpot game ends in defeat) and the game returns to the regular game state, the player still has the right to receive four more chances in the second win / loss lottery (a chance for remaining reserves occurs) (see (b) below in Figure 9(c-2)).
[0070] Furthermore, it is possible to include cases in the winning spin where it is confirmed that the winning jackpot will be a second specific jackpot. In such cases, since the game returns to the second specific game state after the second specific jackpot game ends (it does not return to the remaining reserve chance), the reserve storage instruction animation may not be executed during the winning spin.
[0071] The remaining reserved chance is the same as the one performed after the first specific game state (after the time-saving mode ends) as described above, so no explanation is needed. The presentation (the manner of the presentation that notifies the result of the winning or losing lottery, the name of the presentation, etc.) of the remaining reserved chance performed after the first specific game state and the remaining reserved chance performed after the second specific game state may be different.
[0072] As described above, the gaming machine 1 according to this embodiment has a "count-limit type" (ST type) gameplay in the first specific game state, which aims to win a jackpot before a predetermined number of consecutive losses (70 times in this embodiment) occur. In the second specific game state, it has a "loop type" gameplay which aims for the next jackpot, which is virtually guaranteed to be won, to be a second specific jackpot (not a regular jackpot). In other words, it is an innovative invention that allows players to experience both the "count-limit type" (ST type) gameplay and the "loop type" gameplay in the same gaming machine (one model).
[0073] Furthermore, in this embodiment, there is no possibility of transitioning from the normal game state (excluding the remaining reserve chance) to the second specific game state (it is not possible to win the second specific jackpot in the normal game state (excluding the remaining reserve chance)), and the condition for transitioning to the second specific game state is winning the second specific jackpot in the remaining reserve chance after the first specific game state has ended. Therefore, players who start playing from the normal game state (excluding the remaining reserve chance) will first aim to transition to the first specific game state, and if the first specific game state has ended, they will aim to acquire the right to transition to the second specific game state in the remaining reserve chance.
[0074] In particular, in this embodiment, the probability of winning a minor win and obtaining the first specific jackpot before the first specific game state ends due to the number of fluctuations condition (end of time-saving mode) is approximately 78%, while the probability of obtaining the second specific jackpot in the second specific game state is approximately 79%. In other words, the so-called continuation rate is higher in the second specific game state than in the first specific game state. Therefore, it can be said that the second specific game state, which is relatively difficult to transition to, is a more valuable state than the first specific game state, which is relatively easy to transition to. Another way of looking at it is that obtaining a jackpot in the remaining reserve chance after the end of the first specific game state is a condition for transitioning to the more advantageous second specific game state, which makes for an interesting gameplay experience.
[0075] 2-7-2) Special Specific Jackpot (Special Specific Game State) Special Specific Jackpots are jackpots that can be obtained by winning the first win / loss lottery in the normal game state (excluding remaining reserve chances) and by winning the second win / loss lottery in the first specific game state, and all of them are 10 rounds (see Figures 4 and 6). Therefore, in a single Special Specific Jackpot game, if you continuously shoot to the right to a certain extent so that the winning conditions are met before the time conditions are met in each unit game, you will receive a minimum of 15 × 10 × 10 (prize balls × count × number of rounds) = 1500 prize balls. In the following explanation, "minimum prize balls" refers to the case where you continuously shoot to the right to a certain extent so that the winning conditions are met before the time conditions are met in each unit game (when the count number of wins occurs in each unit game).
[0076] The special special game state, which is entered after the end of a special special jackpot game, has 1000 rounds of time-saving features, and is a state in which it is virtually guaranteed that the next jackpot will be won before the high-opening mode ends. In other words, it is the same as the second special game state in that the next jackpot is virtually guaranteed. Because the next jackpot is virtually guaranteed in this way, in the special special game state, losing spins end very quickly until a minor win is achieved. And, as with other game states, a jackpot is won by winning a minor win.
[0077] Here, in the special specific game state (unlike the second specific game state described above), the conditions for a minor win are set to occur twice (see Figure 5). Therefore, the high opening / closing mode (time reduction) does not end (the minor win condition is not met) when the first minor win occurs after the start of the first specific game state. Thus, at the point when a V-entry is achieved in the minor win game executed after the first minor win (when the big win is determined), the state is "time reduction enabled". If no abnormalities occur and the player continues to shoot game balls aiming for the bonus area 10 as instructed, a V-entry will almost certainly occur in the first minor win game (no malfunction will occur). Therefore, the type of big win obtained in the special specific game state will be determined by referring to the "time reduction enabled" table. Therefore, the distribution of jackpots obtained in the special designated game state is basically (unless a malfunction occurs) 95% for the first designated jackpot (10R) and 5% for the special designated jackpot (10R) (see Figure 6(b-1)).
[0078] In short, the second specific game state and the special specific game state are similar in that they are states in which it is virtually guaranteed that the next jackpot will be won before the high opening / closing mode ends. However, the condition for a minor win in the second specific game state is one minor win, while the condition for a minor win in the special specific game state is two minor wins. Therefore, the reference table (jackpot distribution) when a jackpot is won differs, with the former having "no time reduction" (see Figure 6(b-2)) and the latter having "time reduction" (see Figure 6(b-1)). One of the major differences is that the former has the possibility of becoming a normal jackpot, while the latter does not. From the player's perspective, the second specific game state carries the risk of transitioning to the normal game state after the jackpot game ends, but the special specific game state does not transition to the normal game state after the jackpot game ends (it transitions to either the first specific game state or the special specific game state).
[0079] Furthermore, both the First Specific Jackpot and the Special Specific Jackpot, which can be obtained in the Special Specific Game State, are 10 rounds long. In other words, even with a jackpot obtained in the Special Specific Game State, the minimum prize money will be 15 x 10 x 10 (prize balls x count x number of rounds) = 1500.
[0080] 3) Specific production 3-1) Profit figures for the target prize (special jackpot) The gaming machine 1 according to this embodiment is capable of executing specific effects as effects that constitute the effects during reel spinning. The specific effects will be described below. In this embodiment, specific effects may occur during reel spinning effects in the normal game state. However, as will be described in detail later, since specific effects can be executed when a special specific jackpot is won, they may also occur during reel spinning effects in other game states (for example, the first specific game state) as long as it is a game state in which a special specific jackpot can be won.
[0081] There are three types of jackpots that can be won during normal gameplay (jackpots that can be won after the first win / loss lottery): a normal jackpot (2R), a first specific jackpot (10R), and a special specific jackpot (10R) (see Figures 4 and 6(a)). If we consider these jackpots as "rewards" given to the player, then when the first win / loss lottery is successful during normal gameplay, the player will receive one of the three types of rewards. Of these three types of rewards, the special specific jackpot (10R) is designated as the target reward, while the other rewards, namely the normal jackpot (2R) and the first specific jackpot (10R), are designated as non-target rewards. The specific effects described in detail below may occur during winning spins in which the target reward is awarded, but will not occur during winning spins in which the non-target reward is awarded.
[0082] The special designated jackpot (10R), which is the target reward, has a profit value of "3000" set based on the profit that comes from winning the target reward. The basis for this "3000" is as follows: Since the special designated jackpot is a 10-round jackpot, the minimum number of prize balls that can be obtained in that jackpot game is 1500 (15 × 10 × 10 (prize balls × count × number of rounds) = 1500). In other words, the minimum number of prize balls that can be obtained from the special designated jackpot itself (in "one" special designated jackpot game) is 1500.
[0083] After the special designated jackpot game ends, the game transitions to the special designated game state. This special designated game state is a state in which it is virtually guaranteed that the next jackpot will be won without transitioning to the normal game state (a state in which a winning streak is virtually guaranteed). The jackpots won in this special designated game state are either the first designated jackpot (10R) or the special designated jackpot (10R), both of which are 10 rounds. In other words, the special designated game state is a state in which it is virtually guaranteed that a 10-round jackpot will be won. The minimum number of balls awarded for a 10-round jackpot won in the special designated game state is also 1500 (15 × 10 × 10 (number of balls awarded × count × number of rounds) = 1500).
[0084] In light of these facts, the profit (number of prize balls) obtained by acquiring the special designated jackpot (10R), which is the target reward, is 3000 balls, which is the sum of 1500 balls from the special designated jackpot itself and 1500 balls from the jackpot obtained by transitioning to the special designated game state. If we use the start time of the special designated game state as the reference point, and define the reward obtained immediately before the start time as the "earlier reward" (which is the target reward), and the reward obtained immediately after the start time as the "later reward," then the profit brought about by the special designated jackpot, which is the target reward, is determined based on the sum of the profit obtained from the "earlier reward" itself, which is the target reward, and the profit obtained from the "later reward" itself, which is obtained when the win / loss lottery result in the special designated game state is a win.
[0085] If we were to determine profit figures for non-eligible benefits based on the above perspective, then a regular jackpot would be "300" and the first specific jackpot would be "1500". After a regular jackpot ends, the game returns to the regular game state, which is a so-called single jackpot (winning a jackpot in the specific game state is not guaranteed), so the profit figure is "300" (15 x 10 x 2 (prize balls x count x rounds) = 300), which is the minimum number of balls that can be obtained from a regular jackpot itself. After a first specific jackpot ends, the game returns to the first specific game state, which has 70 rounds of time-saving mode, and it is not guaranteed that the second win / loss lottery will be won (a jackpot will be won) before returning to the regular game state. In other words, winning a jackpot in the first specific game state is not guaranteed, so the profit figure is "1500" (15 x 10 x 10 (prize balls x count x rounds) = 1500), which is the minimum number of balls that can be obtained from a first specific jackpot itself.
[0086] Furthermore, the rewards obtained in the special designated game state are either the first designated jackpot or the special designated jackpot. In other words, after obtaining the rewards, the game returns to the designated game state (first designated game state or special designated game state), and does not return to the normal game state (the winning streak does not end). That is, obtaining the special designated jackpot, which is the target reward, means that after obtaining a minimum of 3000 balls, the designated game state continues again (the winning streak continues). This is the difference from the second designated jackpot. That is, the second designated jackpot is similar to the special designated jackpot in that it provides a minimum of 3000 balls, which is the sum of the 1500 balls obtained from the second designated jackpot itself and the 1500 balls obtained from the jackpot that is effectively guaranteed to be obtained in the second designated game state, but it differs from the special designated jackpot in that the jackpot obtained in the second designated game state may be a normal jackpot (see Figures 4 and 6(b-2)). In other words, after receiving the minimum prize of 3000 balls, there is a possibility that the winning streak will end. The special designated jackpot, which is the target reward, is a premium jackpot (the best jackpot) that differs from the second designated jackpot in that it provides "3000 balls + continuation of the high probability state".
[0087] In this embodiment, the name of the special specific jackpot (target prize) (prize name 50) includes the above-mentioned profit value. Specifically, the prize name 50 includes a main name section 51 and a profit section 52 representing the profit value. The main name section 51 represents the de facto name of the target prize (since it is the part other than the numerical value, it can be said that this part is the de facto "title" of the target prize), and in this embodiment, the main name section 51 is "Special Bonus". Note that none of the other jackpots (non-target prizes) include the name "Special Bonus". In other words, the main name section 51 "Special Bonus" alone can distinguish it from the other jackpots (non-target prizes). Adding the profit section 52, which is the profit value "3000", to this, "Special Bonus 3000" is the prize name 50 of the target prize. Therefore, it is highly probable that players who have already experienced a special specific jackpot recognize that the special specific jackpot includes the characters "3000".
[0088] In this embodiment, a display device (hereinafter referred to as a sub-display device 92) is provided in addition to the main display device 91 (a display device on which the decorative pattern 80 is displayed) (see Figure 11(a)). The sub-display device 92 in this embodiment is a transmissive display device provided in front of the display device 91 (display area 911). In this embodiment, an illumination panel (light guide plate) is used as the sub-display device 92. The sub-display device 92 is transparent in the non-display area where no image is displayed, and the image displayed on the display device 91 (display area 911) can be seen through this non-display area. In this embodiment, the image displayed on the sub-display device 92 is also semi-transparent, so the image displayed on the display device 91 (display area 911) can be seen through this image. In addition, instead of a transmissive display device that displays predetermined images (the number of displayable images is fixed and finite), such as an illumination panel, a transmissive display device with an infinite number of displayable images, such as a transmissive liquid crystal display device (see, for example, Japanese Patent Application Publication No. 2022-021711), may be used as the sub-display device 92. Note that the sub-display device 92 is shown with a dotted line only in Figure 11, and is omitted from the other drawings. The image (profit section 52) displayed on the sub-display device 92 is also shown with a dotted line.
[0089] In this embodiment, when a minor win that can lead to a special jackpot is achieved, first an image containing the main name section 51, "Special Bonus," is displayed on the display device 91 (display area 911) (see Figure 11(b-1)). Subsequently, when a game ball enters the bonus area (V-entry) during the minor win game, an image containing the profit section 52, "3000," is displayed on the sub-display device 92 (see Figure 11(b-2)). In other words, a "time difference" is set between the timing of the main name section 51 display and the timing of the profit section 52 display. Note that, unlike this embodiment, a configuration in which a "time difference" is set without executing control triggered by a V-entry is also possible. That is, after the main name section 51 is displayed on the display device 91 (display area 911), the profit section 52 may be displayed on the sub-display device 92 after a certain period of time has elapsed.
[0090] Furthermore, in this embodiment, at least a portion of the main name section 51 (Special Bonus) and the profit section 52 (3000) are displayed so that they overlap in the front-to-back direction (see Figure 11(b-2)). As mentioned above, the sub-display device 92 is a transparent display device, so even if the characters "Special Bonus" and "3000" overlap, it is possible to understand that the characters "Special Bonus" are displayed after the characters "3000". However, unlike this embodiment, the two may be displayed so that they do not overlap at all.
[0091] Thus, in this embodiment, the main name section 51 and the profit section 52 (profit value) that constitute the prize name 50 of the target prize (special specific jackpot) are displayed on different display devices (display device 91 and sub-display device 92). This way, the profit value "3000" of the target prize is emphasized. Alternatively, the main name section 51 may be displayed on the sub-display device 92 and the profit section 52 on the display device 91 (display area 911). However, since the image displayed on the sub-display device 92, which is located in front, appears to "float" to the player, if the profit value is to be emphasized, it is preferable to have the profit section 52 displayed on the sub-display device 92 as in this embodiment.
[0092] Furthermore, in this embodiment, the profit section 52 is displayed after the main name section 51 (there is a "time lag" in the display timing), so the profit section 52 (profit value) displayed later is more emphasized. In particular, in this embodiment, the profit section 52 (profit value) is displayed as a trigger for a V-win. In other words, the profit value of "3000" is displayed only after the acquisition of the target prize is confirmed, so a situation will not occur where the profit value is displayed but the player does not receive the profit corresponding to that profit value (minimum number of prize balls). In addition, it is possible to clearly show that a V-win is the trigger for receiving the profit corresponding to the profit value.
[0093] However, unlike this embodiment, this does not preclude setting the timing at which the main name section 51 is displayed and the timing at which the profit section 52 (profit value) is displayed to coincide.
[0094] As described above, the sub-display device 92 in this embodiment is a transmissive display device that overlaps the main display device 91 in front of it, but the sub-display device 92 can also be configured as follows. As shown in Figure 11(c), the sub-display device 92 may be configured as another display device (which does not have to be a transmissive display device) that is provided so as not to overlap the display device 91 (display area 911) when viewed from the front. Furthermore, the sub-display device 92 only needs to be capable of displaying a predetermined fixed value (in this embodiment, "3000"), so for example, as shown in Figure 11(d), a light-emitting device having a light-transmitting member 95 on which the characters "3000" are drawn (printed, etc.) and a light-emitting element 96 (LED, etc.) positioned behind the member may be used as the sub-display device 92. The state in which the light-emitting element of the light-emitting device is illuminated is considered to be the state in which the profit section 52 is displayed (the state in which the profit section 52 is not displayed is considered to be the state in which the light-emitting element is turned off).
[0095] In this embodiment, the special designated jackpot is the target reward, but other jackpots may also be used as the target reward, and the reward name 50 may be displayed as described above. For example, when displaying the reward name 50 for the first designated jackpot (profit value "1500"), the main name of the first designated jackpot (○○ Bonus) and the profit section 52 (1500) representing the profit value may be displayed on different display devices.
[0096] Furthermore, although this embodiment has explained that the profit section 52 represents a profit value, it may also include, in addition to or instead of, an element representing another benefit brought about by the target benefit. When the target benefit, a special specific jackpot, is won, the minimum number of prize balls obtained from the aforementioned earlier and later benefits combined will be "3000", and after the later benefit (first specific jackpot or special specific jackpot) ends, the player will transition to a specific game state (first specific game state or special specific game state) (they will not transition to the normal game state). The profit section 52 may represent the player's benefit of transitioning to the specific game state after obtaining the minimum number of prize balls. For example, considering that the specific game state is named "○○RUSH" (such a name is used to differentiate it from the normal game state), the words "3000&RUSH" may be represented as the profit section 52 (see Figure 11(e)). Although not shown, the word "RUSH" excluding the profit value may also be represented as the profit section 52.
[0097] 3-2) Content of specific performances using profit figures The specific performance occurs as a type of reach performance that shows the player the result of the first win / loss lottery depending on the ending, and is broadly divided into a first half before the ending is revealed and a second half when the ending is revealed. In the first half, a specific image 20 is displayed. The specific image 20 is an image that includes the profit value "3000" of the special specific jackpot, which is the target benefit. In this embodiment, the specific image 20 that includes the words "○○ Challenge 3000" is displayed (see Figure 12(a)). Note that the specific image 20 is not a decorative symbol 80. Also, the specific image 20 is an image that is not displayed when the specific performance is not being performed. In this embodiment, the specific image 20 is displayed in the opening period, including the start of the specific performance. Therefore, it can be said that "○○ Challenge 3000" is recognized by the player as the title (name) of the performance that is about to begin.
[0098] A specific animation leads to a favorable outcome (see Figure 12(c-1)) if the result of the first win / loss lottery corresponding to the animation during the animation in which the animation is performed is a win (minor win), and to an unfavorable outcome (see Figure 12(c-2)) if it is a loss. In other words, specific animations that lead to a favorable outcome only occur during winning animations, and specific animations that lead to an unfavorable outcome only occur during losing animations. The specific forms of the favorable and unfavorable outcomes may be anything. An animation for a favorable outcome is the display of an image indicating that the player has reached a favorable situation, and an animation for an unfavorable outcome is the display of an image indicating that the player has reached an unfavorable situation. Furthermore, favorable outcomes include so-called reversal patterns where an unfavorable outcome is initially made to appear but then reversed. In this embodiment, the player is prompted to operate the operating means 60 (push button; see Figure 1) during the operation validity period (see Figure 12(b)), and the game transitions to the second half (the ending is revealed) when the operation of the operating means 60 (single operation) is detected (if no operation is performed during the operation validity period, the game transitions to the second half when the operation validity period ends). However, the game may also be configured to transition to the second half automatically (without being caused by the player's actions) rather than being triggered by the operation of the operating means 60.
[0099] If the first draw result is a win, and a winning spin occurs that leads to a favorable outcome in a specific animation, the jackpot obtained by hitting the V in the subsequent minor win game is set to be a special specific jackpot (targeted reward). In other words, the jackpot obtained after a winning spin that leads to a favorable outcome in a specific animation will never be a regular jackpot or a first specific jackpot (non-targeted reward). As mentioned above, the specific animation displays a specific image 20 that includes the profit value "3000" for the special specific jackpot, which is the targeted reward. If it is a win (if it leads to a favorable outcome), the animation suggests to the player even before the outcome is reached that the jackpot obtained will be a special specific jackpot.
[0100] In particular, one of the features of the special specific jackpot in this embodiment is that after the jackpot game ends, the player transitions to a special specific game state, which guarantees the acquisition of the next jackpot. The profit figures included in the specific image 20 are the sum of the minimum number of prize balls obtained from the previous benefit (target benefit), which is the special specific jackpot itself, and the minimum number of prize balls obtained from the subsequent benefit (first specific jackpot (10R) or special specific jackpot (10R)) which is virtually guaranteed to be acquired in the special specific game state. Therefore, it can be a specific presentation that reflects the above-mentioned features of the special specific jackpot.
[0101] Furthermore, in this embodiment, when a winning combination of the "7" decorative symbol 80 (three "7" decorative symbols 80 in a row) is displayed and the result of the win / loss lottery is announced as a win, the jackpot obtained through that winning variation is a special specific jackpot. As described above, the specific effect is a type of so-called reach effect, and in the first half of the specific effect (before the outcome is revealed), it is considered that a reach has been achieved with the "7" decorative symbol 80 (a state in which two of the three decorative symbol groups 80g are selected as "7" decorative symbols 80) (see Figures 12(a) and 12(b)). In this way, players who know the rule that "a winning combination of the "7" decorative symbol 80 = special specific jackpot" can sense that the specific effect is suggesting the acquisition of a special specific jackpot. If a favorable outcome is reached, a winning combination of the "7" decorative symbol 80 (see Figure 12(c-1)) is displayed, and if an unfavorable outcome is reached, a combination that fails to reach (see Figure 12(c-2)) is displayed. However, unlike this embodiment, this does not preclude the possibility of a specific performance being executed when a reach has been established with decorative symbols 80 other than "7". Even if the rule is set that "a winning combination of the "7" decorative symbol 80 = a special specific jackpot", a so-called re-spin performance can be performed after a successful outcome so that a winning combination of the "7" decorative symbol 80 is ultimately displayed. Furthermore, the first half of the specific performance may be set so that a "reach" has not been established (the state in which the three groups of decorative symbols 80g are spinning).
[0102] The following describes specific examples of improvements, modifications, and concretizations of the above-mentioned specific performance elements. Furthermore, to the extent possible, a configuration may be created that applies multiple elements described using each of the following examples.
[0103] ○Specific Example 1-1 As explained above, the profit figures are determined based on the minimum number of prize balls obtained from a jackpot game (bonus). However, if the profit is determined based on the profit generated by a jackpot game (bonus), it may also be determined using other concepts.
[0104] As an example, the profit value could be determined based on the number of rounds. When the target reward, the special specific jackpot, is obtained, the execution of jackpot games for "20" rounds is guaranteed, which is the sum of the 10 rounds of the special specific jackpot (the first reward) itself and the 10 rounds of the first specific jackpot or special specific jackpot (the second reward) that is effectively guaranteed to be obtained in the special specific game state. Therefore, the profit value is set to "20". In other words, the specific image 20 displayed in the specific animation will include the value "20" (see Figure 13(a)).
[0105] Alternatively, the profit value could be defined based on the number of game balls increased (net increase) when one game ball enters the big prize area. If the number of prize balls is 15 as in the above embodiment, then the number of game balls increased (net increase) when one game ball enters the big prize area is 14. Therefore, in a single 10-round big win game (C=10), assuming that no so-called over-winning occurs, the maximum increase in the number of balls held is 14 × 10 × 10 (net increase × count × number of rounds) = 1400 balls. When the special specific big win, which is the target benefit, is obtained, the 1400 balls from the special specific big win (the earlier benefit) itself and the 1400 balls from the first specific big win or special specific big win (the later benefit), which is practically guaranteed to be obtained in the special specific game state, add up to "2800" balls, which is the maximum increase in the number of balls held assuming no over-winning occurs. Therefore, "2800" is set as the profit value. In other words, the specific image 20 displayed in the specific performance includes the value "2800" (see Figure 13(b)).
[0106] ○Specific Examples 1-2 The specific image 20 shall include not only profit figures but also elements representing the game state after the jackpot game has ended. As described above, when the special specific jackpot, which is the target reward, is obtained, the game transitions to the special specific game state after the completion of the special specific jackpot game (the aforementioned reward), and then transitions to the specific game state (the first specific game state or the special specific game state) after the completion of the jackpot game obtained in the special specific game state (the first specific jackpot game or the special specific jackpot game; the subsequent reward). In other words, after obtaining the minimum number of balls, "3000", the game does not transition to the normal game state but instead transitions back to the specific game state, which is the "high probability / high opening / closing mode". Based on this, the specific image 20 shall include not only profit figures but also elements representing the specific game state (game state elements).
[0107] As an element representing a specific game state, it is preferable to use characters that are actually used as the name of the specific game state (for example, the name displayed at the start of the specific game state). For example, if the first specific game state that can be transitioned to after a later bonus is named "○○RUSH" (see Figure 14(a-1)), and the special specific game state is named "SUPER○○RUSH" (see Figure 14(a-2)) (assuming the specific game state that can be transitioned to after a later bonus is named "RUSH"), then the specific image 20 above should include the characters "3000&RUSH" (see Figure 14(b)). In this way, the specific image 20 functions to suggest that the profit represented by the profit value will be obtained and that the subsequent game state will be "RUSH" before the conclusion is reached (before it is determined whether or not a bonus can be obtained).
[0108] ○Specific Examples 1-3 In the above embodiment, the specific performance was explained as targeting a special specific jackpot, but it is also possible to make it possible for other jackpots to be targeted as specific performances. For example, it is also possible to make it possible for a specific performance to be targeted as the first specific jackpot (see Figure 15). As mentioned above, the first specific jackpot is a 10-round jackpot, but the game state after the jackpot game ends is the first specific game state (a state in which it does not transition to the normal game state and the acquisition of the next jackpot is not virtually guaranteed), so the profit value of the first specific jackpot (the minimum number of prize balls that can be obtained from the first specific jackpot itself) is set to "1500". Based on this, a specific performance occurs in which a specific image 20 containing "1500" (see Figure 15(a)) is displayed, and the jackpot acquired through a win variation in which the specific performance has a favorable ending (see Figure 15(c-1)) is set to be the first specific jackpot.
[0109] In the above embodiment, the specific animation displays a specific image 20 that includes a profit value (3000) based on two jackpot games. Alternatively, as in this example, the specific animation may be configured to display a specific image 20 that includes a profit value (1500) based on one jackpot game.
[0110] Furthermore, if a specific animation is designated as a special animation that does not target the most valuable benefit for the player (the one that yields the greatest subsequent profit (number of prize balls)), as in this example, the benefit obtained when the special animation results in a favorable outcome may not be limited to the target benefit, but may be set to be "the target benefit or better." In accordance with the above embodiment, there are three types of jackpots (benefits) that can be obtained through the first win / fail lottery in a normal game state (excluding the remaining reserve chance) where a special animation can occur: a normal jackpot, a first special jackpot, and a special special jackpot. The special special jackpot is the most valuable benefit, and the first special jackpot is the second most valuable of the three. Based on this, it may be set that the jackpot obtained when a special animation displaying a specific image 20 including "1500" results in a favorable outcome, such as in this example, is guaranteed to be the first special jackpot or better, that is, either the first special jackpot or a special special jackpot of higher value than the first special jackpot (there is a possibility of a special special jackpot).
[0111] Furthermore, if the configuration is set up such that the rule is "winning combination with the decorative symbol 80 of "7" = special specific jackpot," then in the case where a reach is achieved in a specific performance where the first specific jackpot (a jackpot that is not a special specific jackpot) is the target benefit, as in this example, it is necessary to ensure that the state is one in which a reach is achieved with a decorative symbol 80 other than "7" (a decorative symbol 80 other than the decorative symbol 80 that indicates that a special specific jackpot is confirmed when a winning combination is formed) (see Figures 15(a) and (b)).
[0112] ○Specific Examples 1-4 As specific performances, a first specific performance and a second specific performance may occur. One of several types of prizes (jackpots) that can be obtained if the draw result is a win will be designated as the first target prize, and a prize different from the first target prize will be designated as the second target prize. For example, the system may be configured such that a specific performance (first specific performance) (see Figure 15) occurs when the first specific jackpot, as explained in the specific example 1-4 above, is designated as the target prize (first target prize), and a specific performance (second specific performance) (see Figure 12) occurs when the special specific jackpot, as explained in the embodiment above, is designated as the target prize (second target prize). The second target prize (special specific jackpot) can be said to bring a greater benefit when obtained than the first target prize (first specific jackpot). In the first specific performance, a specific image 20 (first specific image 21) (see Figure 15(a)) containing "1500", which is the profit value of the first specific jackpot, which is the first target prize, will be displayed before the outcome is revealed. In the second special feature, a specific image 20 (second specific image 22) (see Figure 12(a)) containing the profit value of "3000," which is the second target benefit for the special special jackpot, will be displayed before the ending is revealed.
[0113] In this example, the only difference between the first specified image 21 and the second specified image 22 may be the profit figures, with the other text being the same. For example, the first specified image 21 may contain the text "○○ Challenge 1500" (see Figure 15(a)), and the second specified image 22 may contain the text "○○ Challenge 3000" (see Figure 12(a)) (the "○○ Challenge" part is the same). By doing so, the difference in the profit figures (numbers) becomes more prominent, making the difference between the first and second specified presentations clearer.
[0114] As explained in specific examples 1-3, if the first specific jackpot, which is not the highest value jackpot that can be obtained, results in a favorable outcome for the specific performance (first specific performance) that is designated as the target benefit (first target benefit), the configuration may be set so that a "first specific jackpot" is confirmed, or it may be set so that a "first specific jackpot or better" (there is also a possibility of a special specific jackpot) is confirmed.
[0115] ○Specific Examples 1-5 If a specific event leads to a favorable outcome, a predetermined image (hereinafter referred to as the favorable outcome image 25) will be displayed. The favorable outcome image 25 will include profit figures (see Figure 16). Since reaching a favorable outcome means that the target reward can be obtained, the image including profit figures is displayed again to emphasize that the situation in which the target reward can be obtained has been reached. Naturally, the favorable outcome image 25 will not be displayed if an unfavorable outcome occurs.
[0116] It is preferable that the image 25 for the favorable ending (see Figure 16) be in a different form from the specific image 20 (see Figure 12(a)) (the characters other than "3000" should be different). The specific image 20 is displayed before the ending is revealed and indicates in advance that "if you reach a favorable ending (if you win), you will acquire the target reward (3000 units)," while the image 25 for the favorable ending emphasizes the benefits of the target reward that has been practically determined to be acquired. Therefore, the two images have different purposes for display.
[0117] 4) Text effects 4-1) Decorative devices The gaming machine 1 according to this embodiment includes a tangible decorative device 30 (see Figure 1). The decorative device 30 is fixed in place so as not to move, in a position adjacent to the display area 911 when viewed from the front (in this embodiment, above the display area 911). At least a portion of the gaming board may be made of a light-transmitting material, and the decorative device 30 may be positioned through this light-transmitting portion (configured so that the character decoration section 31, described later, is visible through the light-transmitting portion).
[0118] The decorative device 30 has three or more character decoration sections 31, each representing a single character. In this embodiment, the decorative device 30 has four character decoration sections 31 (see Figure 1). The character decoration sections 31 are arranged in a predetermined direction (in this embodiment, it is a straight line, but it does not have to be a straight line). From left to right, they are designated as the first character decoration section 31a, the second character decoration section 31b, the third character decoration section 31c, and the fourth character decoration section 31d, and are intended to represent a string of characters (words) that are read in this order. In this embodiment, the first character decoration section 31a represents "G", the second character decoration section 31b represents "A", the third character decoration section 31c represents "M", and the fourth character decoration section 31d represents "O". In other words, they constitute the string of characters (words) "GAMO". The string of characters "GAMO" represents the title of the gaming machine 1. Furthermore, the characters represented by each character decoration section 31 are of the same font and size. In addition, the decorative devices 30 shown in drawings other than Figure 1 are depicted in a simplified manner along with the display area 911.
[0119] Each character decoration unit 31 has a part that constitutes a character and a light-emitting element (LED) positioned behind it. A single character decoration unit 31 may have two or more light-emitting elements. By illuminating the light-emitting elements, each character appears to the player as if it is emitting light. However, even when the corresponding light-emitting element is not emitting light, it is still possible to determine which character each character decoration unit 31 represents (G, A, M, O, etc.). In this embodiment, the light-emitting color of the light-emitting elements of each character decoration unit 31 can be changed. Furthermore, the light-emitting elements of each character decoration unit 31 can be controlled separately and independently. Note that the construction of such a light-emitting structure itself is well known, so an explanation will be omitted. In the following description, the emission of light from the light-emitting elements of each character decoration unit 31 (making it appear to the player that each character is emitting light) will be referred to as the emission of light from the character decoration unit 31. Also, in the drawings, for each character decoration unit 31, the characters that are emitting light are represented in white (outlined characters), and the characters that are not emitting light are represented in black (filled characters).
[0120] 4-2) Content of text effects The gaming machine 1 according to this embodiment is capable of executing a text animation (see Figure 17(b)) as an animation that constitutes the animation during reel spinning. In this embodiment, the text animation can occur in the normal game state (low probability, low opening / closing mode), but it may also occur in a specific game state (high probability, high opening / closing mode). The text animation occurs as a type of so-called chance-up animation. That is, the probability (so-called reliability) that the win / loss lottery result corresponding to the reel spinning animation in which the text animation occurs is a win is higher than the probability that the win / loss lottery result corresponding to the reel spinning animation in which the text animation does not occur is a win.
[0121] The text effect is an effect using the decorative device 30 described above. As described above, the decorative device 30 has three or more (four in this embodiment) text decoration sections 31. Two or more of these are designated as target text decoration sections 31T, and the remaining text decoration sections 31 are designated as non-target text decoration sections 31U (see Figure 17(b)). The text effect is to make the target text decoration sections 31T emit light in a manner different from that of the non-target text decoration sections 31U. In this embodiment, in order to make the difference between the target text decoration sections 31T and the non-target text decoration sections 31U in the text effect clearer, the target text decoration sections 31T are set to an illuminated state, and the non-target text decoration sections 31U are set to a non-illuminated state. That is, if the non-target text decoration sections 31U are not illuminated, then the target text decoration sections 31T will inevitably satisfy the requirement of "emitting light in a manner different from that of the non-target text decoration sections 31U."
[0122] In this embodiment, the first character decoration section 31a "G" and the fourth character decoration section 31d "O" are designated as the target character decoration section 31T, while the second character decoration section 31b "A" and the third character decoration section 31c "M" are designated as the non-target character decoration section 31U (see Figure 17(b)). In other words, the first character decoration section 31a and the fourth character decoration section 31d, which are separated (not adjacent) by the second character decoration section 31b and the third character decoration section 31c (meaning that the non-target character decoration section 31U is located between the target character decoration sections 31T along a predetermined direction (string order)), are illuminated. As a result, the first character decoration section 31a and the fourth character decoration section 31d, which are the target character decoration section 31T, become more prominent than the second character decoration section 31b and the third character decoration section 31c, which are the non-target character decoration section 31U, making the first character decoration section 31a and the fourth character decoration section 31d stand out to the player. In this embodiment, the "G" in the first character decoration section 31a and the "O" in the fourth character decoration section 31d stand out, making it appear as if the word (string) "GO" is being constructed.
[0123] In addition, in the character display of this embodiment, a character image representing the same string "GO" as the string composed by the target character decoration unit 31T is displayed in the display area 911 (see Figure 17(b)). That is, the character "G" which is the same as the first character decoration unit 31a and the character "O" which is the same as the fourth character decoration unit 31d are displayed as character images in the display area 911. Note that the characters represented by the non-target character decoration unit 31U ("A" and "M" in this embodiment) are not displayed as images. It is preferable that at least a portion of the period during which the target character decoration unit 31T is emitting light is the same as the period during which the character image is displayed in the display area 911.
[0124] Furthermore, in this embodiment, the character image is displayed as if it is displaced so as to gradually move away from the corresponding character decoration section 31 (see Figure 17(b)). That is, in this embodiment, since the decoration device 30 (first character decoration section 31a, fourth character decoration section 31d) is provided on the upper side of the display area 911, the character image is displayed as if it is displaced from the top to the bottom of the display area 911. Also, since the first character decoration section 31a for "G" is provided to the left of the center of the width direction of the display area 911, and the fourth character decoration section 31d for "O" is provided to the right of the center of the width direction of the display area 911, the character image for "G" is displayed as if it is displaced to the left of the center of the width direction of the display area 911, and the character image for "O" is displayed as if it is displaced to the right of the center of the width direction of the display area 911. In this way, the character image appears to pop out from the target character decoration section 31T.
[0125] Furthermore, in this embodiment, the text animation occurs immediately after the start of the variation (immediately after the start of the variation animation). In other words, from a state where no text animation is performed before the start of the variation (previous variation) (see Figure 17(a)), the text animation occurs triggered by the start of the variation of the decorative symbol 80 (decorative symbol group 80g) (see Figure 17(b)). Therefore, the string of characters "GO" formed by the text animation also emphasizes that the variation has started. As mentioned above, the text animation in this embodiment is a so-called chance-up animation, and can be said to emphasize that a variation has started in which there is an expectation of winning the lottery. However, this does not negate the possibility of executing the text animation at a timing other than the start of such a variation.
[0126] As described above, the character display in this embodiment is novel in that it expresses a different string of characters (GO in this embodiment) from the string of characters (GAMO in this embodiment) represented by the entire decoration device 30 (all the character decoration units 31) by designating a portion of the three or more character decoration units 31 of the decoration device 30 as the target character decoration unit 31T and illuminating it in a different manner from the non-target character decoration unit 31U.
[0127] Furthermore, as in this embodiment, at least one non-target character decoration section 31U is located between one target character decoration section 31T and another target character decoration section 31T. Even if the target character decoration sections 31T are not adjacent but separated, the target character decoration section 31T is made to emit light in a manner different from the non-target character decoration section 31U. As a result, the separated target character decoration section 31T stands out, and it appears as if the target character decoration section 31T constitutes a predetermined string (GO).
[0128] Furthermore, in the character display of this embodiment, a character image representing the same string (GO) as the string composed by the target character decoration unit 31T is displayed in the display area 911, thus emphasizing that the string is composed by the target character decoration unit 31T. Note that a character display without a character image is also possible.
[0129] In this embodiment, the characters represented by each character decoration section 31 (the strings composed of these characters) are alphabetical characters (English), but they may also be composed of hiragana or katakana (Japanese), or other languages. Furthermore, a combination of multiple languages is also acceptable.
[0130] The following describes specific examples of improvements, modifications, and concretizations of the above-mentioned text presentation techniques. Furthermore, whenever possible, the following examples may be used to create a configuration that applies multiple of the points described.
[0131] ○Specific Example 2-1 It is also possible to perform multiple types of character effects that constitute different strings (words) using a single decoration device 30 (the same decoration device 30). For example, using a decoration device 30 having a first character decoration unit 31a "G", a second character decoration unit 31b "A", a third character decoration unit 31c "M", and a fourth character decoration unit 31d "O" as in the above embodiment, it is possible to perform multiple types of character effects, such as a character effect that constitutes the string "GM" (an abbreviation for "Good Morning" or "General Manager") (second character effect) (see Figure 18(a)) and a character effect that constitutes the string "AM" (meaning morning) (third character effect) (see Figure 18(c)), in addition to the character effect that constitutes the string "GO" (first character effect) (see Figure 17(b)) described in the above embodiment. Furthermore, as in the third character effect described above, the target character decoration units 31T can be adjacent to each other (without any non-target character decoration units 31U in between). Also, although not shown in the figures, when using a decoration device 30 having four or more character decoration units 31, it is possible to create a character effect with three or more target character decoration units 31T.
[0132] In this example, the reliability may differ depending on the type of text effect. In this case, since the reliability will differ depending on the string of characters formed by the target text decoration unit 31T, a gameplay experience will be achieved in which the player will pay attention to the string of characters formed (which text decoration unit 31 is designated as the target text decoration unit 31T).
[0133] ○Specific Example 2-2 The target character decoration unit 31T for text display does not necessarily have to construct a string of characters that make up a common word (a word found in a dictionary). For example, the string of characters that the target character decoration unit 31T constructs may represent the name of a character that appears in the original work, such as a manga, that the gaming machine is based on.
[0134] ○Specific Examples 2 and 3 In the above embodiment, the character display was described in which the target character decoration section 31T is in an illuminated state and the non-target character decoration section 31U is in a non-illuminated state. However, it is also possible to configure the system so that both the target character decoration section 31T and the non-target character decoration section 31U are in an illuminated state. Specifically, the illuminated color of the target character decoration section 31T and the illuminated color of the non-target character decoration section 31U are different. Even in this way, it is possible to distinguish between the target character decoration section 31T and the non-target character decoration section 31U.
[0135] In the case shown in this example, it is preferable that the target character decoration section 31T emits a more noticeable light color than the non-target character decoration section 31U in order to make the target character decoration section 31T stand out. For example, (if we consider any color other than "white" as "colored") the non-target character decoration section 31U emits "white" light, while the target character decoration section 31T emits "colored" light such as red, yellow, or green.
[0136] However, rather than the configuration shown in this example, it is preferable to have a configuration as in the above embodiment in which the target character decoration section 31T is in an illuminated state and the non-target character decoration section 31U is in a non-illuminated state, because the difference between the target character decoration section 31T and the non-target character decoration section 31U becomes clearer (the target character decoration section 31T stands out more than the non-target character decoration section 31U due to the difference in brightness).
[0137] ○Specific Example 2-4 Although the decorative device 30 in the above embodiment is described as being fixed in place and not moving, it may also be capable of being displaced within a predetermined range (a movable decorative device 30) (the drive mechanism for the decorative device 30 can be anything, so its description is omitted).
[0138] Although not shown in the figures, even when using a decorative device 30 that is capable of such displacement, the character display described in the above embodiment can be performed while the decorative device 30 is positioned (stationary) in a predetermined location.
[0139] Furthermore, the character display can also be implemented by utilizing the fact that the decorative device 30 can be displaced within a predetermined range. Specifically, the character display can be implemented in which the decorative device 30 is displaced while the target character decoration part 31T of the decorative device 30 lights up (see Figure 19(b)). In this way, the player's attention will be drawn to the displaced decorative device 30, reducing the risk that the player may not notice that a character display is occurring (that the target character decoration part 31T is emitting light). In addition, if the decorative device 30 is displaced toward the display area 911 (see the change from Figure 19(a) to (b)), the effect of giving the impression that the character image displayed in the display area 911 is popping out from the decorative device 30 (target character decoration part 31T) will be even greater.
[0140] ○Specific Examples 2-5 The relationship between the decorative device 30 (character decoration section 31) and the display area 911 is as follows: A line is assumed to divide the display area 911 in the left-right direction (horizontally) and is a vertical virtual line Lv (a line equidistant from the vertical line passing through the leftmost edge and the vertical line passing through the rightmost edge of the display area 911) (see Figure 20), or a horizontal virtual line Lw (a line equidistant from the horizontal line passing through the topmost edge and the horizontal line passing through the bottommost edge of the display area 911) (see Figure 21) that divides the display area 911 in the vertical direction and is a horizontal virtual line Lw (a line equidistant from the horizontal line passing through the topmost edge and the horizontal line passing through the bottommost edge of the display area 911).
[0141] When the decorative device 30 is positioned along the upper or lower edge of the display area 911, it is positioned as follows in relation to the vertical virtual line Lv. If the total number N of character decoration units 31 of the decorative device 30 (where N=3 or more) is even, the number of character decoration units 31 located to the left of the vertical virtual line Lv is equal to the number of character decoration units 31 located to the right, so that the vertical virtual line Lv passes between the N / 2 character decoration unit 31 from the left and the N / 2 character decoration unit 31 from the right (see Figure 20(a)). If the total number N of character decoration units 31 of the decorative device 30 is odd, the vertical virtual line Lv passes through the character decoration unit 31 that is exactly in the middle (the P-th character decoration unit 31 (P=(N+1) / 2) whether counted from the left or the right) (see Figure 20(b)).
[0142] Assuming that the characters are positioned in this manner, and with one or more non-asymmetric character decoration units 31U in between, a character effect is executed where the M-th character decoration unit 31 from the left and the M-th character decoration unit 31 from the right are designated as the symmetric character decoration unit 31T (see Figures 20(a) and 20(b)). In short, a character effect is executed where the character decoration unit 31 located approximately equidistant from the vertical virtual line Lv is designated as the symmetric character decoration unit 31T on both the left and right sides of the vertical virtual line Lv. Alternatively, two or more symmetric character decoration units 31T may be set on both the left and right sides of the vertical virtual line Lv (resulting in four or more symmetric character decoration units 31T). In this way, the symmetric character decoration units 31T, which are in roughly symmetrical positions, will constitute the string, resulting in a balanced and beautiful effect.
[0143] When the decorative device 30 is positioned along the left or right edge of the display area 911, it is positioned as follows in relation to the horizontal dashed line Lw. If the total number N of character decoration units 31 of the decorative device 30 is even, the number of character decoration units 31 located above the horizontal dashed line Lw is equal to the number of character decoration units 31 located below it, so that the horizontal dashed line Lw passes between the N / 2th character decoration unit 31 from the top and the N / 2nd character decoration unit 31 from the bottom (see Figure 21(a)). If the total number N of character decoration units 31 of the decorative device 30 is odd, the horizontal dashed line Lw passes through the character decoration unit 31 that is exactly in the middle (the Pth character decoration unit 31 (P=(N+1) / 2) whether counted from the top or bottom) (see Figure 21(b)).
[0144] Assuming that the characters are positioned in this manner, and with one or more non-asymmetrical character decoration units 31U in between, a character effect is performed where the M-th character decoration unit 31 from the top and the M-th character decoration unit 31 from the bottom are designated as symmetrical character decoration units 31T (see Figures 21(a) and (b)). In short, a character effect is performed where the character decoration units 31 located approximately equidistant from the horizontal virtual line Lw are designated as symmetrical character decoration units 31T on both the upper and lower sides of the horizontal virtual line Lw. Alternatively, two or more symmetrical character decoration units 31T may be set on both the upper and lower sides of the horizontal virtual line Lw (resulting in four or more symmetrical character decoration units 31T). In this way, the symmetrical character decoration units 31T, which are roughly vertically symmetrical in their positional relationship, will constitute the string, resulting in a balanced and beautiful effect.
[0145] 5) Meter image and accompanying image 5-1) Operation direction The gaming machine 1 according to this embodiment is capable of executing an operation sequence (see Figure 22(a)) that prompts the player to operate the operation means 60 (push button in this embodiment) as part of the in-game performance sequence. This operation sequence can also be executed during a jackpot game (during a round), etc.
[0146] In this operation animation, a meter image 40 indicating the remaining time of the operation validity period (operation validity time) during which the operation of the operation means 60 is effective is displayed in the display area 911 (see Figure 22(a)). The size of the meter image 40 changes as actual time passes from the start of the operation validity period, and the size of the meter image 40 at a given point in time allows the player to roughly grasp the remaining time of the operation validity period (how much time is left) and how much time has passed since the start of the operation validity period (serving as a guide for the player). Details of the meter image 40 and the accompanying image 45 that may be displayed together with the meter image 40 will be described later.
[0147] When the operation of the operating means 60 during the operation validity period satisfies predetermined conditions, the operation validity period ends and the result of the operation performance is displayed. The specific form of the operation performance (content of the result, etc.) can be anything, so an explanation is omitted. Various operation forms can be considered for the player in the operation performance. These include a "single operation" where the operating means 60 is operated only once, a "continuous operation" where the operating means 60 is operated repeatedly (or "rapid pressing" if the operating means 60 is a push button, as in this embodiment), and a "maintenance operation" where the operating means 60 is maintained in an operated state (or "long press" if the operating means 60 is a push button, as in this embodiment). The predetermined conditions described above differ depending on the required operation form. For example, if the operation performance requires a single operation, the operation validity period ends when a single operation of the operating means 60 is detected. For continuous operations or maintenance operations, the operation validity period may end when the number of operations or the operation time of the operating means 60 satisfies predetermined conditions. The operation validity period ends (ends prematurely) when an operation that satisfies the predetermined conditions is detected, and at the same time, the meter image 40 is erased. Also, naturally, if the operation of the operating means 60 does not satisfy the predetermined conditions during the operation validity period, the meter image 40 is erased at the end of the operation validity period. The length of the operation validity period (total length) refers to the length when the operation validity period does not end prematurely, that is, the length (time) when the operation of the operating means 60 does not satisfy the predetermined conditions during the operation validity period (when the operation validity period does not end prematurely but "times up").
[0148] 5-2) Details of meter images and accompanying images The meter image 40 (see Figure 22(b)) is displayed within a predetermined frame (inside the frame image F). The size of the meter image 40 changes as the movable end 41 is displaced from one side of the frame image F to the other. In this embodiment, the movable end 41 is displaced from left to right. That is, the time it takes for the movable end 41 to move from the left end to the right end of the frame image F is the total length of the operation valid period.
[0149] When the meter image 40 is displayed, an accompanying image 45 may be displayed. Note that the accompanying image 45 is displayed on the premise that the meter image 40 is displayed, and therefore will not be displayed when the meter image 40 is not displayed. Even if the accompanying image 45 is displayed together with the meter image 40, if the meter image 40 is deleted, the accompanying image 45 will also be deleted. In the following description, the meter image 40 in which the accompanying image 45 is not displayed will be referred to as the normal mode (see Figure 22(b-1)), and the meter image 40 in which the accompanying image 45 is displayed will be referred to as the special mode (see Figure 22(b-2)).
[0150] The accompanying image 45 is displayed in conjunction with the moving end 41 of the meter image 40. In this embodiment, the accompanying image 45 is an image of a character that performs an action to encourage the displacement of the moving end 41 in a predetermined direction (from left to right in this embodiment). For example, an image of a character running in a predetermined direction is displayed as the accompanying image 45 (see Figure 22(b-2)). In other words, this makes it appear as if the character is "pulling" the moving end 41. Note that the character referred to here is not limited to a human (including imaginary characters that resemble humans, etc.). It may be an animal (including imaginary characters that resemble animals, etc.), or a machine such as a car or an airplane.
[0151] Furthermore, in this embodiment, the accompanying image 45 extends beyond the frame image F in some parts (see Figure 22(b-2)). Therefore, it is emphasized that it is a separate element from the meter image 40 (that it is an element "added" to the meter image 40).
[0152] The change rate is set to be higher when the accompanying image 45 is displayed, i.e., when the meter image 40 in its special form (see Figure 22(b-2)), than when the accompanying image 45 is not displayed, i.e., when the meter image 40 in its normal form (see Figure 22(b-1)). Here, the change rate of the meter image 40 is defined as the percentage (%) of the meter image 40 that changes per unit of actual time (T). Specifically, the meter image 40 is 0 (%) at the start of the operation valid period, and the meter image 40 is 100 (%) at the end of the operation valid period (the time-up point if the operation is not terminated prematurely). If the time required for the meter image 40 to go from 0% to 100% (i.e., the length of the operation valid period) is 2 seconds, then the change rate is 100 / 2 = 50 (% / second). Also, if the time required for the meter image 40 to go from 0% to 100% (i.e., the length of the operation valid period) is 4 seconds, then the change rate is 100 / 4 = 25 (% / second). Furthermore, if we compare meter images 40 (frame images F) that have the same size (size at 100%), the rate of change of the meter image 40 will be proportional to the moving speed of the moving end 41 (the faster the moving speed of the moving end 41, the faster the rate of change of the meter image 40).
[0153] The time required for the variation animation (so-called variation time) varies depending on the corresponding win / loss lottery result, the number of pending information at the start of the variation, etc. To accommodate various variation times, multiple types of operation animations with different durations are provided. In other words, multiple types of operation animations with different lengths of operation validity periods are provided. In this embodiment, when an operation animation with an operation validity period of length T1 is executed, the normal meter image 40 (see Figure 22(b-1)) is displayed, and when an operation animation with an operation validity period of length T2 (T1 > T2) is executed, a special meter image 40 (see Figure 22(b-2)) is displayed.
[0154] Thus, in this embodiment, when the operation animation involves a relatively fast change rate of the meter image 40 (i.e., when the operation animation has a relatively short effective period), an accompanying image 45 is displayed to prompt the movement of the moving end 41 of the meter image 40. This allows the player to easily grasp that the meter image 40 is changing at a high rate (because the accompanying image 45 is displayed to appeal to the player's visual sense, the time it takes for the player to grasp that the meter image 40 is changing at a high rate is short).
[0155] In the case of a special type of meter image 40, it is preferable that the accompanying image 45 is displayed before the operation validity period begins (before the change in the size of the meter image 40 begins) (see Figure 23). By doing so, (a player who has encountered the special type of meter image 40 several times) can grasp that the rate of change of the meter image 40 is large even before the operation validity period begins.
[0156] The following describes specific examples of improvements, modifications, and concretizations of the matters related to the meter image 40 and accompanying image 45 described above. Furthermore, whenever possible, configurations may be created that apply multiple of the matters described using the following specific examples.
[0157] ○Specific Example 3-1 The accompanying image 45 is an image of a character that performs an action to suppress the displacement of the moving end 41 in a predetermined direction. For example, the accompanying image 45 is an image of a character that performs an action to stop the moving end 41 in the opposite direction to the predetermined direction (see Figure 24(a-2)).
[0158] When the accompanying image 45 is displayed in the special configuration of the meter image 40 (see Figure 24(a-2)), the rate of change (% / second) of the meter image 40 is set to be smaller than when the accompanying image 45 is not displayed in the normal configuration of the meter image 40 (see Figure 24(a-1)). In this way, by displaying the accompanying image 45 in a way that suppresses the change in the meter image 40 (the displacement of the moving end 41 in a predetermined direction), the player can easily understand that the rate of change of the meter image 40 decreases when the accompanying image 45 is displayed.
[0159] Furthermore, the system may be configured such that the accompanying image 45 (an image of a character that performs an action to promote the displacement of the moving end 41 in a predetermined direction) (see Figure 22(b-2)) is displayed in a special mode (hereinafter referred to as Special Mode A), or it may be configured such that the accompanying image 45 (an image of a character that performs an action to suppress the displacement of the moving end 41 in a predetermined direction) (see Figure 24(a-2)) is displayed in a special mode (hereinafter referred to as Special Mode B). In such a configuration, the relationship between the magnitudes of the change speed of the meter image 40 should be "Special Mode B < Normal Mode < Special Mode A".
[0160] ○Specific Example 3-2 The system is configured to display different types of accompanying images 45. For example, in a first special configuration (see Figure 25(a)), a first accompanying image 451 representing a human may be displayed as an image of a character that performs an action to promote the displacement of the moving end 41 moving in a predetermined direction, or in a second special configuration (see Figure 25(b)), a second accompanying image 452 representing an automobile may be displayed. The rate of change of the meter image 40 is set to be greater when the second accompanying image 452 is displayed (second special configuration) than when the first accompanying image 451 is displayed (first special configuration). In other words, the rate of change of the meter image 40 differs depending on the content of the accompanying image 45.
[0161] Furthermore, as an accompanying image 45 of a character that performs an action to suppress the displacement of the moving end 41 moving in a predetermined direction, as described in the specific example 3-1 above, it is also possible to have a configuration in which multiple types of accompanying images 45 with different change speeds when displayed are provided.
[0162] ○Specific Example 3-3 The setting is such that the display of accompanying image 45 (which is a special type of meter image 40) is considered a so-called "chance-up." In other words, the setting is such that the display of accompanying image 45 during a certain variation sequence is more reliable than the display of accompanying image 45. In this way, a gameplay experience is achieved in which the display of accompanying image 45 is considered a desirable event for the player.
[0163] ○Specific Examples 3-4 While the meter image 40 described in the above embodiment is displayed to indicate the remaining time of the operation validity period in an operation animation, it can also be displayed to indicate other periods (times). For example, it can be used as a meter image 40 to indicate the remaining time (elapsed time) until a player makes a selection decision when choosing their preferred option from several options. It can also be used as a meter image 40 to indicate the time until the end of the previous animation (start of the subsequent animation) in a sequence where one animation (previous animation) progresses to the next animation (later animation). In other words, the meter image 40 described in the above embodiment can be applied in situations where it is desirable to visually indicate the passage of time or remaining time.
[0164] ○Specific Examples 3-5 In the above embodiment, the meter image 40 (frame image F) is described as being in the shape of a long, slender rod (changing in the longitudinal direction). However, if the size changes over time, it may be a different type of change than in the above embodiment. For example, the meter image 40 may be a sector-shaped image that changes so that the central angle increases over time (see Figure 26). That is, the central angle, which is 0 degrees at the start, increases over time and becomes 360 degrees (a circle) at the end of the process.
[0165] In the case of a meter image 40 as in this example, the accompanying image 45 may be, for example, the following. If the accompanying image 45 is to indicate a large rate of change as described in the above embodiment, it should be an image of a character performing an action that encourages the displacement of the moving end 41 (the radius portion of the sector) in the direction of increasing the central angle (see Figure 26(a-2)). The special mode of the meter image 40 in which such an accompanying image 45 is displayed (see Figure 26(a-2)) should have a larger rate of change (a larger amount of change in the central angle per unit time) than the normal mode of the meter image 40 in which the accompanying image 45 is not displayed (see Figure 26(a-1)). Although not shown, if the accompanying image 45 is to indicate a small rate of change as described in the above specific example 3-1, it should be an image of a character performing an action that suppresses the displacement of the moving end 41 (the radius portion of the sector) in the direction of increasing the central angle (an action that pushes the moving end 41 in the direction of decreasing the central angle).
[0166] 6) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.
[0167] Although the gaming machine 1 according to the above embodiment is described as having a so-called "Type 2" gameplay, which allows for the acquisition of a big win via a small win, the configuration described in the above embodiment can also be applied to gaming machines having a "Type 1" gameplay (gaming machines equipped with so-called direct wins, including Type 1 and Type 2 mixed machines), except for configurations that cannot be achieved without this "Type 2" gameplay.
[0168] Furthermore, although the gaming machine 1 according to the above embodiment is a pachinko gaming machine, it can also be applied to other gaming machines such as revolving-type gaming machines, except for configurations that can only be realized with a pachinko gaming machine.
[0169] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0170] ○Means 1-1 A gaming machine comprising: a win / loss lottery means that performs a win / loss lottery in which the condition for winning is that one of several types of benefits can be obtained; and an effect execution means that performs a specific effect in which, if the result of the win / loss lottery by the win / loss lottery means is a win, a favorable ending is reached, and if it is a loss, an unfavorable ending is reached, and if the favorable ending is reached, a target benefit included in the several types of benefits can be obtained, wherein a specific image including a profit value determined based on the profit that will result from obtaining the target benefit is displayed while the specific effect is being executed and the ending is unknown. According to the above-mentioned gaming machine, players can sense the possibility of obtaining the profit represented by a specific image (profit value) even before the outcome is revealed, making the specific animations easy to understand.
[0171] ○Means 1-2 The gaming machine according to means 1-1, characterized in that, as a gaming state in which the aim is to get a win in the draw, there is a normal gaming state and a special gaming state in which it is easier to get a win than in the normal gaming state, and as the special gaming state, there is a state to which the player transitions when the target reward is acquired, in which the player does not transition to the normal gaming state and is effectively guaranteed to get a win in the draw, and the profit value is determined based on the profit obtained from the target reward itself and the profit obtained from the reward itself after it is acquired by getting a win in the draw in the special special gaming state. Thus, in cases where the acquisition of a later benefit is effectively guaranteed after the acquisition of the target benefit (the earlier benefit), the profit (profit figure) resulting from acquiring the target benefit may be defined based on the profit obtained from the earlier benefit itself and the profit obtained from the later benefit itself.
[0172] ○Means 1-3 As the aforementioned target benefits, there is a first target benefit for which a first profit value is set as the aforementioned profit value, and a second target benefit for which the profit generated when acquired is greater than that of the first target benefit, and for which a second profit value is set that is greater than the aforementioned first profit value, The gaming machine according to means 1-1, characterized in that a first specific performance is provided, in which a first specific performance is in which a first specific image, which is the specific image including the first profit value, is displayed, and a second specific performance is in which a second specific image, which is the specific image including the second profit value, is displayed. In this way, since the first specific presentation and the second specific presentation display different specific images (different profit values), it is easy to understand that the resulting benefits will also be different.
[0173] ○Means 2-1 A gaming machine comprising: a decorative device including three or more character decoration units, each representing a single character; and a performance execution means that causes two or more target character decoration units, which are part of the three or more character decoration units included in the decorative device, to emit light in a manner different from the other character decoration units, which are non-target character decoration units, and performs a character performance using a string composed of the two or more target character decoration units. According to the above-mentioned gaming machine, it is possible to perform an interesting effect (text effect) in which a different string of characters is formed from the string of characters formed by the decorative device.
[0174] ○Means 2-2 The gaming machine according to means 2-1, characterized in that at least one non-target character decoration part is located between one target character decoration part and another target character decoration part. Even if the target character decoration part is separated in this way, since the target character decoration part is illuminated in a different manner than the non-target character decoration part, it is easy to understand that the target character decoration part constitutes a string of characters (different from the string of characters formed by the decoration device).
[0175] ○Means 2-3 The gaming machine according to means 2-1 or means 2-2, comprising a display device having a display area, wherein the character effect is characterized in that a character image representing the same string as a string composed of two or more target character decoration parts is displayed in the display area. By doing this, the string of characters that makes up the decorative part of the target text is emphasized by the text image, resulting in a visually clear presentation.
[0176] ○Means 2-4 The gaming machine according to means 2-1, characterized in that it is possible to perform two or more character effects in which the strings composed of the target character decoration section are different from each other. By changing the combination of the text decoration parts designated as the target text decoration parts, it is possible to execute multiple types of text effects with different resulting strings of characters.
[0177] ○Means 3-1 A gaming machine capable of displaying a meter image that visually indicates the remaining time and whose size changes over time, characterized in that the rate of change of the meter image differs depending on whether or not an accompanying image attached to the moving end of the meter image, which is displaced over time in a predetermined direction, is displayed. According to the above-mentioned gaming machine, the speed at which the meter image changes can be clearly indicated by the presence or absence of an accompanying image, creating an easily understandable visual effect.
[0178] ○Means 3-2 The amusement machine according to claim 1, wherein the accompanying image is an image of a character that performs an action to promote the displacement of the moving end toward the predetermined direction, and the rate of change of the meter image is greater when the accompanying image is displayed than when the accompanying image is not displayed. By displaying accompanying images that encourage displacement at the moving end, it becomes easy to grasp when the rate of change in the meter image is large.
[0179] ○Means 3-3 The amusement machine according to claim 1, wherein the accompanying image is an image of a character that performs an action to suppress the displacement of the moving end toward the predetermined direction, and the rate of change of the meter image is smaller when the accompanying image is displayed than when the accompanying image is not displayed. By displaying an accompanying image that suppresses the displacement of the moving end, it becomes easy to understand that the rate of change of the meter image is small.
[0180] ○Means 4-1 A gaming machine in which, when the result of the lottery is a win, the name of the prize representing the target prize may be displayed, wherein the prize name includes a main name section and a profit section representing a profit value determined based on the profit obtained by acquiring the target prize, the main name section is displayed on a first display device and the profit section is displayed on a second display device different from the first display device. According to the above-mentioned gaming machine, the display of the benefits provided by the target rewards can be made easy to understand.
[0181] ○Means 4-2 The gaming machine according to means 4-1, characterized in that the second display device is a transparent display device provided in front of the first display device. This approach makes the profit segment appear to stand out, thus emphasizing the benefits offered by the featured perks.
[0182] ○Means 4-3 The gaming machine according to means 4-1 or means 4-2, characterized in that the main name section is displayed on the first display device, and then the profit section is displayed on the second display device. By delaying the display timing of the profit section from the main name section, the benefits offered by the featured perks are more strongly emphasized.
[0183] ○Means 4-4 The aforementioned target benefit is granted when a game ball enters a benefit area that is opened when the result of the winning or losing lottery is a win, the main name section is displayed on the first display device after notification that the result of the winning or losing lottery is a win, but before the game ball enters the benefit area, and the benefit section is displayed on the second display device when the game ball enters the benefit area, as described in means 4-3 of the gaming machine. This makes it easy to understand that the entry of game balls into the bonus area brings about the profit represented by the profit section. [Explanation of symbols]
[0184] 1. Gaming machine 10. Bonus Area (21. First Specific Image, 22. Second Specific Image) 20 Specific Images 30 Decorative devices 31. Character decoration section (31a~31d First character decoration section~Fourth character decoration section) 30T Target text decoration section 30U Non-asymmetrical character decoration section 35 character images 40 meter image 45. Accompanying images 50. Name of the special offer 51 Main name section 52 Profit Department 60 Operating means 70 Reserved Symbols 80 Decorative patterns 904 Starting Area 906 Grand Prize Area 91 Display device 911 Display area 92 Sub display device
Claims
A gaming machine that executes a specific effect including an ending portion leading to a favorable ending advantageous to the player or an unfavorable ending disadvantageous to the player, and a pre-ending portion before reaching the ending portion, when the specific effect reaches the favorable ending, a target privilege among a plurality of types of privileges becomes obtainable, but when the specific effect reaches the unfavorable ending, the target privilege is not made obtainable, a gaming machine, characterized in that a specific image including a profit numerical value determined based on the profit brought about by obtaining the target privilege is displayed in the pre-ending portion of the specific effect.
2. As a gaming state for playing aiming to obtain a privilege, a normal gaming state and a specific gaming state more advantageous to the player than the normal gaming state are provided, when the target privilege is obtained, after the target privilege game executed as the target privilege ends, it is set to shift to a special specific gaming state which is a type of the specific gaming state, the special specific gaming state is a state in which obtaining the next privilege (hereinafter referred to as an additional privilege) is virtually promised without shifting to the normal gaming state, the gaming machine according to claim 1, characterized in that the profit numerical value is a numerical value determined based on the profit obtained by the target privilege game executed as the target privilege and the profit obtained by the additional privilege game executed as the additional privilege.
3. The gaming machine according to claim 2, characterized in that the specific image includes elements representing the specific gaming state.