Game machine

JP2024022050A5Pending Publication Date: 2025-08-13SANSEI R&D KK
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Patent Information

Application Number
JP2022125367
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-08-05
Publication Date
2025-08-13

AI Technical Summary

Technical Problem

The challenge is to maintain player interest and desire to play in gaming machines by preventing a decrease in enjoyment due to the acquisition of benefits with low expected profit values.

Method used

A gaming machine design that offers multiple types of benefits with varying expected profit values, allowing progression through acquiring a specific benefit with the lowest expected value while executing a specific performance, which continues even when this benefit is obtained, distinguishing it from non-specific benefits.

Benefits of technology

This approach maintains player engagement by ensuring a rewarding experience even when the lowest profit benefit is acquired, reducing the likelihood of decreased desire to play.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suppressing decrease in a desire to play a game caused by acquisition of a privilege with a low expectation value of benefit.SOLUTION: A game machine is provided with multiple kinds of privileges having each different expectation value of benefit acquired by a player, as privileges acquired when a prescribed condition is satisfied. The game machine can execute a specific performance which can be progressed in the case of acquiring a specific privilege having the lowest expectation value of benefit acquired by the player, among the multiple kinds of privileges, and which cannot be progressed in the case of acquiring a non-specific privilege other than the specific privileges.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] For example, as described in Patent Document 1 below, a gaming machine that executes an effect that progresses through consecutive wins is known. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-010291 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of suppressing a decrease in motivation to play caused by the acquisition of a privilege with a low expected profit value. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, is a gaming machine that is provided with multiple types of bonuses with different expected values ​​of profit that the player can obtain when specified conditions are met, and is characterized in that it is possible to execute a specific presentation that can progress if a specific bonus that has the lowest expected value of profit that the player can obtain is obtained among the multiple types of bonuses, but will not progress if a non-specific bonus other than the specific bonus is obtained. Effect of the Invention

[0006] According to the present invention, it is possible to prevent a decrease in motivation to play caused by the acquisition of a privilege with a low expected profit value. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] 13 is a diagram for explaining a bonus area provided within a large prize area. FIG. [Diagram 3] A diagram showing decorative patterns and reserved patterns, etc. displayed in the display area. [Figure 4] 13A is a diagram for explaining the transition of game states, FIG. 13B is a diagram for explaining the allocation of big wins (bonuses), and FIG. 13C is a diagram for explaining specific bonuses and non-specific bonuses. [Diagram 5] A diagram for explaining the special effects. The images displayed at the times (b-1) to (b-5) shown in (a) correspond to (b-1) to (b-5) in (b). Also, (c) is a diagram showing the special effects when the special bonus is won 20 times since the start of the special period. [Figure 6] 13 is a diagram for explaining a performance image (performance character). FIG. [Figure 7] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 11] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 12] This is a diagram for explaining a preview image (preview period) and a launch instruction image (launch period). Note that the images displayed at the times (b-1) to (b-6) shown in (a) correspond to (b-1) to (b-6) in (b). [Figure 13] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of the gaming machine An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, unless otherwise specified, the term "image" includes not only still images but also moving images. In addition, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.

[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, and the like. A display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.

[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning hole such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.

[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.

[0013] 2) Specifications The player aims to win a jackpot (a prize) through a winning / losing lottery that is executed when the game ball enters the starting area 904. If the player does not win the winning / losing lottery, the player cannot win the jackpot. In this embodiment, a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) are provided as the starting area 904 (see FIG. 1). Hereinafter, the winning / losing lottery that is executed when the game ball enters the first starting area 904a may be referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery that is executed when the game ball enters the second starting area 904b may be referred to as the second winning / losing lottery (special chart 2 lottery).

[0014] The winning patterns of the winning lottery include a "big win" and a "small win". If neither the big win nor the small win is won, it is a "loss". Regardless of the game state described below, whether the first winning lottery or the second winning lottery is executed, the probability of winning a big win is approximately 1 / 319. Furthermore, regardless of the game state described below (normal game state and special game state), when the second winning lottery is executed, the probability of winning a small win is approximately 1 / 2.08. Note that in this embodiment, even if the first winning lottery is executed, the small win is not won.

[0015] When a jackpot is obtained, a jackpot game is executed. In the jackpot game, a unit game (referring to a game for one "round"; in the following description, it may be referred to as a "round") in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met is repeated one or more times. One unit game ends (the jackpot area 906 is closed) when either the winning condition that C game balls enter the jackpot area 906 or the time condition that a predetermined time has elapsed is met. In this embodiment, C=10 (the value of C is generally referred to as a "count"). In each unit game, if game balls are continuously shot toward the jackpot area 906, the winning condition is almost certainly met before the time condition is met. In other words, if the game is played as instructed, at least 10 game balls will enter in one unit game. In this embodiment, when one game ball enters the big prize area 906, the payout (number of prize balls) is 15, so at least 150 prize balls can be obtained in one unit game (the number of prize balls can increase if a 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 profit) in that big win game. In this embodiment, the big prize area 906 is located on the right side of the game area 902 (see FIG. 1), and the player plays so that the game ball enters the right side of the game area 902 (so-called "right hit").

[0016] In this embodiment, a big win can be obtained via a small win. When a small win is won, a small win game is executed. In the small win game, the big win area 906 is opened, and the bonus area 20 (see FIG. 2) provided in the big win area 906 is also opened. The letter "V" is written near the bonus area 20 (see FIGS. 1 and 2), and the "V" is used to indicate the bonus area 20 to the player. The bonus area 20 is normally closed (see FIG. 2(a)), but is temporarily opened when a small win is won (see FIG. 2(b)). The big win area 906 has two exit areas, and a game ball that enters the big win area 906 passes through one of the two exit areas. One of the two exit areas is the bonus area 20 (see FIG. 2). A sensor is provided in each of the exit areas, and a gaming ball that passes through any of the exit areas is treated as having won the big prize area 906. In other words, a gaming ball that enters the bonus area 20 also wins in the big prize area 906.

[0017] The condition for winning the jackpot is that the game ball enters the bonus area 20 during the small prize game (to win the jackpot, it is sufficient for one game ball to enter the bonus area 20). In the following description, the game ball entering the bonus area 20 is also referred to as a "V prize" ("V prize = winning the jackpot (guaranteed jackpot)"). The bonus area 20 may be provided outside the big prize area 906. The small prize game is considered to be a unit game equivalent to one round of the jackpot game won through the small prize game. For example, a 10-round jackpot (a jackpot in which a unit game is executed 10 times) via a small jackpot is a jackpot game (a game in which the large prize area 906 is opened and the bonus area 20 is opened) as the first round of the game, and the opening of the large prize area 906, which is executed as the subsequent jackpot game, is executed as the 2nd to 10th rounds of the game (if the game ball does not enter the bonus area 20, it becomes a so-called "break" and the 2nd to 10th rounds of the game are not executed, and the game ends with only the small jackpot game). The small jackpot game ends when at least one of the time condition and the winning condition (10 balls are won in this embodiment) is satisfied, as in the unit games that constitute the jackpot game. If the game balls are continuously shot, the winning condition will be satisfied first, so in the small jackpot game, the same prize balls as in one unit game can be obtained.

[0018] In this embodiment, in a small win game, the bonus area 20 is opened together with the big prize area 906, and the time is ensured to be long enough to allow the game ball to enter the bonus area 20. The bonus area 20 is provided on the right side of the game area 902, and in order to allow the game ball to enter the bonus area 20, the player hits the ball to the right. If the player continues to hit the ball to the right, the game ball will almost certainly enter the bonus area 20 (see FIG. 2(b)). When a small win is won, an instruction to hit the ball to the right is displayed in the display area 911, so the player only needs to follow the instruction. It is set so that the game ball will almost certainly enter the bonus area 20 even if the player starts hitting the ball to the right several seconds after the instruction is issued. In this way, when a small prize game is executed due to a small prize win, the game ball will enter the bonus area 20 as long as the player plays as instructed (barring any unexpected abnormality (power outage or malfunction)), so essentially, "small prize win = big prize win" (a small prize win leads to a big prize). In this embodiment, in unit games (2nd round and onwards) constituting a big prize game other than a small prize game, the bonus area 20 is in a closed state (see FIG. 2(a)).

[0019] In this way, there are two routes to winning a jackpot (jackpot game): a direct jackpot route, which wins a jackpot, and a small jackpot route, which wins a small jackpot and then allows the game ball to enter the bonus area 20. A pachinko game machine with these two jackpot winning routes is generally called a type 1 / type 2 mixed machine.

[0020] The result of the winning / losing lottery is basically notified to the player by a combination of decorative symbols 80 (see FIG. 3) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 start to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If the result of the winning / losing lottery is a winning (in this embodiment, a big win or a small win), the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined winning combination (for example, three of the same type of decorative symbols 80). If it is a losing combination, the combination will be something other than that (a combination other than a winning combination). Hereinafter, the performance from when the decorative patterns 80 (decorative pattern group 80g) start to change until they completely stop in the combination that indicates the result of the winning / losing lottery is referred to as the performance during change (sometimes simply referred to as "change". Unless otherwise specified, "change (during)" means that at least one of the three decorative patterns 80 (decorative pattern group 80g) is changing (not all are stopped).) The number of decorative pattern groups 80g (the number of decorative patterns 80 that make up the combination that notifies the result of the winning / losing lottery) may be two or more, and the number can be changed as appropriate.

[0021] In this embodiment, together with the decorative pattern 80, a pattern different from the decorative pattern 80 (hereinafter referred to as a "small pattern"; not shown in each drawing for ease of understanding) is displayed small near the outer edge of the display area 911, and the small pattern is used to notify the exact result of the winning / losing lottery. Gaming machines that display this type of pattern are well known to those skilled in the art, so detailed explanations will be omitted, but the pattern is in a state of change while the during-change performance is being executed, and the change stops in a manner that indicates the result of the winning / losing lottery at the end of the during-change performance. The small pattern can also be seen as an auxiliary pattern (substitute pattern) when the decorative pattern 80 is not displayed. Even when the decorative pattern 80 is not displayed, the start of the during-change performance (start of change) and the end of the during-change performance (end of change) can be grasped by the start and stop of the change of the small pattern, and the result of the winning / losing lottery can also be grasped. However, as described above, in reality, "small win = big win", and whether a small win or a big win is won, the decorative patterns 80 are displayed as a winning combination, so the player can play without being aware of the small patterns.

[0022] As game states in which a player aims to win a jackpot (award), a normal game state and a special game state that is more advantageous to the player than the normal game state are set (see FIG. 4(a)). The normal game state is a state in which the game ball should be shot so that it flows down the left side of the game area (the left side of the display device 91) (a state in which the player should "hit from the left"). When a left hit is performed, there is a possibility that the game ball will enter the first starting area 904a. In other words, the normal game state is a state in which the player aims to win a jackpot through a first winning / losing lottery. In addition, when a left hit is performed, there is no possibility that the game ball will enter the second starting area 904b. As described above, in this embodiment, since a small winning is not won through the first winning / losing lottery, it is considered impossible to win a jackpot via a small winning in the normal game state. Although it is possible to win a small prize by the first win / lose lottery, the opening time of the bonus area 20 at that time is extremely short, and it is virtually impossible to allow a game ball to enter the bonus area 20, so that it is possible to set it so that it is impossible to win a big prize via a small prize under normal game conditions.

[0023] In this way, in the normal game state, the player plays the game aiming to win the jackpot in the first winning / losing lottery (in this embodiment, the winning rate is about 1 / 319). When the game ball enters the first starting area 904a, a numerical value (hereinafter, sometimes referred to as the first winning / losing lottery information) is acquired from the random number source, and if the numerical value is the same as the predetermined numerical value of the jackpot, the jackpot is won, and if it is different, the jackpot is lost. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the first winning / losing lottery information is acquired (the variation of the decorative pattern 80 (decorative pattern group 80g) is started). In addition, the first winning / losing lottery information for which the notification of the corresponding winning / losing lottery result has not yet been completed is stored in a storage means (not shown). The first winning / losing lottery information is divided into first changing information for which the corresponding changing performance has started, and first pending information for which the corresponding changing performance has not started. In this embodiment, the number of first reservation information that can be stored by the storage means is "4" (the upper limit of special chart 1 reservation is "4").

[0024] The fact that the first pending information is stored in the storage means is indicated by displaying the pending pattern 11 (so-called "relevant pending (pattern)") in the display area 911. The fact that the first pending information is stored in the storage means is indicated by displaying the reserved pattern 12 in the display area 911. The reserved patterns 12 are displayed the number of times equal to the first pending information. In this embodiment, the pending pattern 11 and the reserved pattern 12 have the same basic shape but different sizes (see FIG. 3). The pending pattern 11 and the reserved pattern 12 may have completely different basic shapes. Also, the configuration may be such that the pending pattern 11 is not displayed. The reserved patterns 12 are displayed in an order in which the notification of the corresponding winning / losing lottery results is completed (so-called "consumption order").

[0025] The special game state is a state in which the game ball should be shot so that it flows down the right side of the game area (the right side of the display device 91) (a state in which it should be "hit to the right"). When a right hit is performed, there is a possibility that the game ball will enter the second starting area 904b. In other words, it is a state in which the aim is to win a jackpot through a second winning / losing lottery. In addition, when a right hit is performed, there is no possibility that the game ball will enter the first starting area 904a. As described above, in this embodiment, when the second winning / losing lottery is executed, there is a possibility that not only the jackpot will be won, but also the small jackpot will be won. Therefore, the special game state is a state in which there is a possibility of winning a jackpot (benefit) by winning a jackpot (direct win), and there is also a possibility of winning a jackpot (benefit) via a small jackpot. Since the probability of winning a small jackpot (about 1 / 2.08) is significantly higher than the probability of winning a jackpot (about 1 / 319), it can be said that it is a state in which the aim is to win a small jackpot (win a jackpot via a small jackpot). In this way, since it is possible to win a big win via a small win, the special gaming state can be said to be a more advantageous state for the player than the normal gaming state (where it is not possible to win a big win via a small win).

[0026] Unlike the first starting area 904a, which is an area that is always open, the second starting area 904b (see FIG. 1) is an area that is normally closed. The second starting area 904b is opened when the normal lottery is won. The normal lottery is executed when a game ball enters the normal starting area 905 (see FIG. 1). The normal starting area 905 is an area that is always open and into which a game ball hit from the right can enter (a game ball hit from the left has no possibility of entering). In the special game state, the probability of winning the normal lottery is extremely high (compared to the normal game state), and the opening time of the second starting area 904b when the normal lottery is won is also relatively long. Therefore, if the game ball is hit to the right continuously to a certain extent, it is relatively easy for the game ball to enter the second starting area 904b (the second winning / losing lottery can be taken). In the normal game state, the probability of winning the normal lottery is set to be extremely low. Even if a player wins, the opening time of the second starting area 904b is extremely short. Therefore, it is practically impossible to take the second winning / losing lottery in the normal game state (hitting to the right in the normal game state is set to be more disadvantageous to the player than hitting to the left).

[0027] When the game ball enters the second starting area 904b, a number (hereinafter, sometimes referred to as second winning / losing lottery information) is acquired from a random number source, and if the number is the same as the predetermined number of a big win, it is a big win, if the number is the same as the predetermined number of a small win (different from the number of a big win), it is a small win, and if it is different from either of them, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the second winning / losing lottery information is acquired (the change of the decorative pattern 80 (decorative pattern group 80g) is started). In addition, the second winning / losing lottery information for which the notification of the corresponding winning / losing lottery result has not yet been completed is divided into the second changing information for which the corresponding changing performance has started, and the second reserved information for which the corresponding changing performance has not started. In this embodiment, the number of second reserved information that can be stored by the storage means is "1" (the upper limit of the special pattern 2 reserved is 1).

[0028] In this embodiment, a pattern (a pattern corresponding to the above-mentioned changing pattern 11 or reserved pattern 12) indicating that the second changing information or second reserved information is stored in the storage means is not displayed. Instead, the existence of the second changing information or second reserved information is indicated by small characters (numbers, etc.) (not shown) displayed near the outer edge of the display area 911. However, this does not deny the possibility of displaying a pattern corresponding to the above-mentioned changing pattern 11 or reserved pattern 12 for the second winning / losing lottery information as well.

[0029] When both the first winning / losing lottery information and the second winning / losing lottery information are stored in the storage means, the notification of the winning / losing lottery result based on the second winning / losing lottery information is prioritized. That is, in this embodiment, it is "special drawing 2 priority consumption". However, it is not denied that it is "special drawing 1 priority consumption".

[0030] Jackpots (including those that occur via small jackpots) are roughly divided into normal jackpots and special jackpots. A normal jackpot is one in which the game state after the jackpot game ends is the normal game state. A special jackpot is one in which the game state after the jackpot game ends is the special jackpot. In terms of the game state after the jackpot game ends, it can be said that a special jackpot is more advantageous for the player than a normal jackpot.

[0031] Since it is rare for a machine to be vacant in a special game state that is advantageous to the player, normally the player will start playing from the normal game state. In other words, the player plays (hits left) with the aim of winning a jackpot through the first winning / losing lottery. 50% of the jackpots won through the first winning / losing lottery are normal jackpots, and the remaining 50% are special jackpots (see FIG. 4(b-1)). In this embodiment, 50% are 3-round normal jackpots (3R normal), and 50% are 3-round special jackpots (3R special). When a normal jackpot is won, the machine transitions to the normal game state again after the jackpot game ends, and the player plays in the normal game state with the aim of winning a jackpot. When a special jackpot is won, the machine transitions to the special game state after the jackpot game ends (see FIG. 4(a)). Hereinafter, the jackpot won through the first winning / losing lottery may be referred to as the "first win."

[0032] In the special game state, the player plays (hits right) with the aim of winning a jackpot through the second winning / losing lottery. The jackpot won through the second winning / losing lottery (the jackpot won through a direct win or a small win) is 100% a special jackpot (see FIG. 4(b-2)). Therefore, when a jackpot is won through the second winning / losing lottery, the game transitions to the special game state again after the jackpot game ends (see FIG. 4(a)). In this embodiment, the jackpot won through the second winning / losing lottery is 65% a 3-round special jackpot (3R special), 20% a 7-round special jackpot (7R special), and 15% a 10-round special jackpot (10R special). The 3-round special jackpot corresponds to a specific privilege described later, and the allocation of the 3-round special jackpot is more than 50%. Therefore, the jackpot won through the second winning / losing lottery has the highest probability of being a 3-round special jackpot.

[0033] The special game state ends when the number of consecutive losses in the second winning / losing lottery executed after the transition to the special game state reaches a predetermined number, and the game state transitions to the normal game state. In this embodiment, the predetermined number (so-called time-saving number) is set to 3. In other words, the game state transitions to the normal game state when the second winning / losing lottery is lost three times after the transition to the special game state. The number of time-saving times does not include the first winning / losing lottery being a loss. When the special game state is transitioned to after the end of the special big win, which is the first winning, and the first reserved information is stored in the storage means, the change time of the variable performance regarding the winning / losing lottery result (loss) based on the first reserved information is set to an extremely short time (for example, 0.5 seconds). In other words, the remaining reserved of the special chart 1 is "high-speed consumed". Although it is rare, there is also a possibility that the first reserved information already acquired before the first winning acquisition will be a big win (about 1 / 319 to win the big win). In this case, the jackpot will be obtained through the first winning / losing lottery, and the jackpot distribution will be as shown in Figure 4(b-1) (50% will be regular jackpots, and the remaining 50% will be special jackpots).

[0034] In this embodiment, the storage means can store one second reserved information ("upper limit of special figure 2 reserved = 1"). Therefore, even if the special game state ends and transitions to the normal game state, if the second reserved information is stored in the storage means (if the special figure 2 reserved is full), one second winning or losing lottery is executed (hereinafter, the second reserved information stored in the storage means when the special game state ends and transitions to the normal game state is sometimes referred to as "remaining reserved (information)" and the lottery based on the remaining reserved information is sometimes referred to as "remaining reserved lottery" (remaining reserved chance)). In this embodiment, after transitioning to the special game state, the time (variation time) of the first variable performance (which is also the last variable performance in the special game state) is secured to be long enough to obtain the second reserved information. Therefore, if the right hit is continuously performed after transitioning to the special game state, the second reserved information will almost certainly be obtained by the time the first variable performance ends (the special figure 2 reserved becomes full). In this embodiment, an instruction to prompt the acquisition of the second reserved information is given in the first variable performance. In addition, if it is detected during the first variable performance that the second pending information is not being acquired, a warning is issued to prompt the player to shoot the game ball (hit to the right) aiming at the second starting area 904b.

[0035] Because of this configuration, when the special game state is entered, a maximum of four second winning / losing lotteries can be taken (hereinafter, the maximum number of times that the second winning / losing lotteries can be taken when the special game state is entered is referred to as the number of chances). In other words, there are four chances to win a special big win after winning a small win of about 1 / 2.08. If either a small win of about 1 / 2.08 or a big win of about 1 / 319 is won in the four chances, the special big win is won, and after the big win game ends, the game enters the special game state again and four second winning / losing lotteries can be taken. In other words, if either a small win of about 1 / 2.08 or a big win of about 1 / 319 is won in the four second winning / losing lotteries, it becomes a "consecutive win", and if all of the four second winning / losing lotteries end, it becomes a "consecutive win end" (see FIG. 4(a)), which is a so-called ST type gameplay (ST number (number of high probability lotteries) = 4 times gameplay). If the player wins either a small win or a big win in the fourth second draw after the special game state has started, then strictly speaking, the player wins the big win in the normal game state, but since the big win is won without playing (left hit) according to the normal game state, it actually looks (to the player) like the "special game state is continuing". If the name of the special game state is "XX RUSH", for example, if the player wins the big win in the first to third second draws after the transition to the special game state (if the big win is won in the special game state) or if the player wins the big win in the fourth second draw (if the big win is won in the normal game state), then the "XX RUSH" will be displayed as continuing. When the "consecutive win ends", the player will play again in the normal game state (first draw) to win the big win.

[0036] The number of times (above-mentioned predetermined number) that the second winning / losing lottery, which is the condition for ending the special game state, is lost is merely an example. Also, the number of second reserved information that the storage means can store is one (the upper limit of the special game chart 2 reserved is 1) is merely an example. If these numbers are different, the above-mentioned number of chances will change. For example, if the setting is such that the special game state ends when the second winning / losing lottery is lost six times in a row after the transition to the special game state, and the upper limit of the special game chart 2 reserved is 4, the above-mentioned number of chances will be 10 times (the gameplay in which the condition for "consecutive wins" is to win a big win or a small win between the transition to the special game state and the execution of 10 second winning / losing lotteries is achieved).

[0037] Such specifications are just an example, and the various effects and controls described below can be applied to gaming machines with different specifications, except for those that are only possible with the above specifications. For example, it is possible to use a specification that does not plan to win a big win via a small win (a "type one" gaming machine).

[0038] 3) Specific production 3-1) Specific period In the gaming machine according to this embodiment, a specific performance is executed during a specific period. The specific period is a period during which a player is on a so-called "consecutive winning streak." In this embodiment, the specific period is the period from when the first special jackpot (3R special) is won to when the remaining reserve lottery (remaining reserve chance) is unsuccessful (see FIG. 5(a)). In other words, the jackpots acquired during the specific period include the first special jackpot. However, the specific period may be the period from when the first special jackpot ends (the start of the special game state after the first special jackpot game ends) to when the remaining reserve lottery is unsuccessful, that is, the jackpots acquired during the specific period may not include the first jackpot.

[0039] As described later, the special effects can progress when a special bonus is acquired, but are reset (returned to the initial state) when the special period ends. In other words, the end of the special period is the reset condition for resetting the special effects.

[0040] 3-2) Specific benefits and non-specific benefits The jackpots (benefits) that can be acquired by winning or losing during the specific period as a result of the lottery are classified into specific benefits and non-specific benefits. However, the fact that the benefits are classified into specific benefits and non-specific benefits is not clearly indicated to the player. In this embodiment, the multiple types of benefits ("candidate" benefits) that can be acquired during the specific period are three types: a 3-round special jackpot (3R special), a 7-round special jackpot (7R special), and a 10-round special jackpot (10R special). The 3-round special jackpot, which has the lowest expected value of the profit that the player can obtain, is considered to be a specific benefit, and the other 7-round special jackpot and 10-round special jackpot are considered to be non-specific benefits (see FIG. 4(c)). In other words, all jackpots have in common the fact that they transition to a special game state after the jackpot game ends, but the number of unit games (number of rounds) that constitute the jackpot game is different, so the expected value of the prize balls obtained in the jackpot game is different. The 3-round special jackpot, which has the lowest expected value of the prize balls, is considered to be a specific benefit. Therefore, it can be said that the acquisition of a non-specific benefit during a specific period is a more pleasing event for a player than the acquisition of a specific benefit.

[0041] As shown in the special drawing jackpot allocation in FIG. 4(b-2), the jackpot won by winning the second winning / losing lottery executed in the special game state has a higher probability of being a 3-round special jackpot than any other jackpot. In other words, the probability that a special award won during a specific period will be a specific award is higher than the probability that it will be any of the non-specific awards. In other words, among the multiple types of awards that can be won during a specific period, a specific award is the award with the highest probability of being won.

[0042] 3-3) Specific aspects of specific performances The specific performance is a performance that is executed during a 3-round special jackpot game (unit game), which is a specific benefit, and is not executed during a 7-round special jackpot game or a 10-round special jackpot game, which are non-specific benefits. In other words, the specific performance can progress when a specific benefit is acquired, but cannot progress when a non-specific benefit is acquired.

[0043] In this embodiment, the 3-round special jackpot, which is a specific benefit, is named "combo bonus", and in the 3-round special jackpot game, the name is displayed to indicate that the jackpot game is being played (see Figs. 5(b-1), (b-2), and (b-4)). In addition, in this embodiment, the number of times the "combo bonus" has been acquired since the start of the specific period is displayed (in this embodiment, "x○" (○ is the number of times the combo bonus has been acquired since the start of the specific period) is displayed). However, displaying the number of times the combo bonus has been acquired is not the specific performance. In other words, a performance that shows the number of times the specific benefit has been acquired in numbers is not considered to be a specific performance. In addition, a performance that shows the profit (number of winning balls, etc.) obtained in the specific benefit in numbers is not considered to be a specific performance. In this embodiment, the 7-round special jackpot, which is a non-specific benefit, is named "big bonus" (see Fig. 5(b-3)), and the 10-round special jackpot is named "MAX bonus" (see Fig. 5(b-5)). In each jackpot game, the name is displayed to indicate that the jackpot is being played.

[0044] In the present embodiment, the special effects are displayed by displaying a special effect image 30 representing a character (hereinafter referred to as a special effect character) each time a special benefit is acquired during the special period. In the present embodiment, a total of 20 different characters (as long as the player can recognize them as different characters) are prepared as characters that can be displayed as special effect characters (see FIG. 6). In the following explanation, the 20 types of characters are referred to as characters A to T. A predetermined order (prescribed order) is set for the 20 types of characters (in the following explanation, the prescribed order is assumed to be alphabetical order). Each time a new special benefit is acquired after the start of the special period, a new type of character is displayed in accordance with the prescribed order.

[0045] As described above, in this embodiment, the first 3-round special jackpot is included in the special prizes acquired during the specific period, so the initial state of the special prize is a state in which character A is displayed. That is, character A is displayed in the 3-round special jackpot game, which is the first special prize after the specific period has started (see FIG. 5(b-1)). As special prizes are acquired (continuously) without the specific period ending, a new special prize character (special prize image 30) is displayed. Character B is displayed in the second special prize after the specific period has started (see FIG. 5(b-2)), and character C is displayed in the third special prize (see FIG. 5(b-4)). Although different from the example shown in FIG. 5(a), if the 20th special prize is won after the specific period has started without the specific period ending, character T is displayed in the 20th special prize (the state in which character T is displayed means that at least 20 consecutive prizes have been won, including the first prize) (see FIG. 5(c)). In this embodiment, the special prize character (special prize image 30) that has already been displayed is also displayed when a new special prize is acquired. In other words, the number of effect characters displayed increases each time a new specific period is acquired within a specific period (see the changes in Figure 5 (b-1) → (b-2) → (b-4)). The number of effect characters will match the number of specific benefits acquired since the start of the specific period. However, the configuration may be such that the character displayed when the previous specific benefit is acquired is not displayed when the next specific benefit is acquired. In other words, the progress of the specific benefit may be indicated by changing the type of effect character displayed when a specific benefit is acquired.

[0046] The progress of the specific effects may be stopped after 20 specific benefits have been acquired since the start of the specific period and character T (the last effect character in the specified order) is displayed (all types of effect characters have been displayed). Alternatively, after the last effect character in the specified order is displayed, the first effect character in the specified order may be displayed again. In other words, the effect characters may be displayed in a cyclical manner in the specified order.

[0047] This display of a new type of presentation character (change in presentation character) does not occur when a non-specific bonus is acquired. In other words, if a 7-round special jackpot (big bonus) or a 10-round special jackpot (MAX bonus) is acquired, a new presentation character will not be displayed and the specific presentation will not proceed (see Fig. 5 (b-3) and (b-4)). For example, if after the first 3-round special jackpot is acquired, no 3-round special jackpots are acquired, and only 7-round special jackpots and 10-round special jackpots are acquired, the specific presentation will not proceed at all (the last presentation character displayed will remain as character A, and the specific presentation will stop).

[0048] As described above, the gaming machine according to this embodiment executes a specific performance that proceeds when a specific performance with the lowest expected value of the profit obtained is acquired among a plurality of types of rewards that can be acquired during a specific period, but does not proceed when a non-specific reward (a reward with a value that is not the lowest) that is not a specific reward is acquired. When a specific reward is acquired, the player may imagine that he or she would have gained a larger profit if the non-specific reward had been acquired, and may feel disappointed that the specific reward was acquired, which may reduce the player's motivation to play. However, when the specific reward is acquired (when a non-specific reward is acquired, the specific performance does not proceed), so the decrease in the player's motivation to play can be suppressed. In other words, the specific performance proceeds even when the specific reward with the lowest profit is acquired, so the player can feel a sense of fulfillment.

[0049] In particular, as in this embodiment, when the probability that the benefit that can be obtained during the specific period will be a specific benefit (3-round special jackpot) is set to be higher than the probability that it will be either of the non-specific benefits (7-round special jackpot, 10-round special jackpot) (see Figure 4(b-2)), i.e., when the specific benefit is the "best benefit to win," the specific benefit will be obtained frequently, so it can be said that there is great significance in preventing a decrease in motivation to play due to the acquisition of the specific benefit by having the specific presentation proceed when the specific benefit is obtained.

[0050] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0051] ○Specific example 1-1 As a part of the specific effects, there may be an effect (hereinafter, a "count condition effect") that will not occur unless the number of times a specific benefit has been acquired since the start of a new specific period reaches a predetermined number of times (the number of times a non-specific benefit has been acquired is not included). In other words, the only way to encounter the count condition effect is if the number of times a specific benefit has been acquired since the start of the specific period reaches the specified number of times. During the specific period, it is advisable to display an image showing the number of times a specific benefit has been acquired since the start of the specific period or an image showing the specified number of times. For example, by displaying an image that says "Number of times specific benefit has been acquired / specified number of times" (see the upper right of FIG. 7(a)), it is easy to know how many more times a specific benefit needs to be acquired to reach the specified number of times.

[0052] Since the number of times a specific benefit is acquired is proportional to the total number of rounds consumed by acquiring the specific benefit (if the specific benefit is 3 rounds as in the above embodiment, then "number of times a specific benefit is acquired x 3 = total number of rounds consumed by acquiring the specific benefit"), the configuration of this example can also be seen as one in which a number-of-times condition presentation occurs when the total number of rounds consumed by acquiring a specific benefit reaches a specified number. The total number of rounds consumed by acquiring a specific benefit may actually be displayed, and the number-of-times condition presentation may occur when the number of rounds reaches a specified number.

[0053] The specific form of the number of times condition effect may be any (however, the number of times condition effect does not itself indicate that the number of times the specific benefit has been obtained has reached a specified number of times). For example, it is conceivable that the number of times condition effect occurs when an image of a special character congratulating the player (referred to as a number of times reached image 35) is displayed (see FIG. 7(c)). In this way, the player's goal (the goal for generating the number of times condition effect) becomes the number of times the specific benefit has been obtained to reach the specified number of times, so that a decrease in motivation to play due to the acquisition of a specific benefit can be further suppressed.

[0054] In this example, the number of types of performance images 30 (performance characters) displayed each time a specific benefit is acquired (20 types in the above embodiment) may be the same as the specified number of times. In other words, the number of times condition performance is executed (see FIG. 7(c)) when all types of performance images 30 prepared in advance are displayed (see FIG. 7(b)). In this way, a performance form is created in which the goal is to display all types of performance images 30.

[0055] In this embodiment, the effect image 30 (effect character) as described in the above embodiment may not be displayed. In other words, the specific effect is generated when the number of times the specific benefit is acquired reaches a specified number of times, and the specific effect is not generated until the specified number of times is reached.

[0056] ○Example 1-2 As a performance constituting the special performance, a performance (hereinafter, the profit condition performance) (see FIG. 8(b)) that does not occur unless the profit obtained by acquiring the special benefit after the start of the new special period reaches the specified value of 40m may occur (profit obtained by acquiring a non-specified benefit is not included). In other words, in order to encounter the profit condition performance, the profit obtained by acquiring the special benefit after the start of the special period must reach the specified value of 40m. The profit is considered to be the "number of prize balls." In other words, the configuration is such that the profit condition performance is triggered when the number of prize balls paid out in one or more special benefits after the start of the special period reaches the specified value of 40m. If the special benefit is "3 rounds" as in the above embodiment, a minimum of 450 prize balls will be obtained in the special benefit.

[0057] The number of winning balls mentioned here may include not only those paid out by winning the big winning area 906 opened in the unit game, but also those paid out by winning other areas (general winning areas). In other words, other benefits arising from shooting game balls aiming at the areas opened in the unit game may be included. Also, a configuration may be adopted in which the benefit is the "net increase in number" rather than the "number of winning balls."

[0058] In this example, the total number of prize balls (total number of prize balls 40t) obtained from all prizes, regardless of whether they are specific or non-specific prizes (in the drawings, this is indicated by "TOTAL") and the number of specific prize balls 40s (in the drawings, this is indicated by "COMBO") representing the number of prize balls obtained from specific prizes, not including the number of prize balls obtained from non-specific prizes, should be displayed together. In addition, the above-mentioned specified value 40m (target value) should be displayed in association with the number of specific prize balls 40s (for example, if the specified value 40m=5000, the character 5000 is displayed in association with the number of specific prize balls 40s) (see FIG. 8(a)). When the number of specific prize balls 40s reaches the specified value 40m, a profit condition performance will occur. However, the specified value 40m may not be displayed.

[0059] The specific form of the profit condition presentation may be any (however, the profit condition presentation does not itself indicate that the specific number of prize balls 40s has reached the specified value of 40m). For example, it is conceivable that the profit condition presentation will occur when an image of a special character congratulating the player (hereinafter referred to as profit achievement image 36) is displayed (see FIG. 8(b)). In this way, the player's goal (the goal for generating the profit condition presentation) is for the profit (number of prize balls) obtained through the specific benefit to reach the specified value of 40m, which further prevents the player's motivation to play from decreasing due to the acquisition of the specific benefit.

[0060] In addition, when performing as in this example, the effect image 30 (effect character) as described in the above embodiment may not be displayed. In other words, the special effect is triggered by the profit (number of winning balls) obtained by the special benefit reaching the specified value of 40m, and the special effect is not generated until the specified value of 40m is reached.

[0061] ○Example 1-3 The progress of the specific effect can be grasped even during the 7-round special jackpot game or the 10-round special jackpot game, which are non-specific benefits. In other words, a new effect image 30 (effect character) is not displayed when a non-specific benefit is acquired, but the effect image 30 (effect character) displayed by the acquisition of the specific benefit up to now is displayed during the jackpot game of the non-specific benefit (see FIG. 9(b)), so that it is possible to grasp how far the specific effect has progressed. In other words, one or more types of effect images 30 displayed during the jackpot game of the non-specific benefit (see FIG. 9(b)) match one or more types of effect images 30 displayed during the jackpot game of the most recent specific benefit (see FIG. 9(a)).

[0062] In this way, the player can be made aware of the presence of the specific effect even when a non-specific benefit is acquired. In addition, since a new effect image 30 (effect character) is not displayed when a non-specific benefit is acquired, the player can know that the specific effect does not proceed when a non-specific benefit is acquired.

[0063] ○Example 1-4 In the above embodiment, it has been explained that the one privilege (3-round special jackpot) that the player can obtain the lowest profit from among the multiple types of privileges that can be obtained in the specific period is the specific privilege, but the configuration may be such that two or more privileges counted from the lowest profit that the player can obtain are the specific privilege, and the remaining one or more privileges are the non-specific privilege. As in the above embodiment, if the multiple types of privileges that can be obtained in the specific period are three types, the 3-round special jackpot, the 7-round special jackpot, and the 10-round special jackpot, the 3-round special jackpot and the 7-round special jackpot are the specific privilege, and the 10-round special jackpot is the non-specific privilege. The specific performance is assumed to proceed not only when the 3-round special jackpot is obtained, but also when the 7-round special jackpot is obtained.

[0064] ○Example 1-5 In the above embodiment, the probability that the special privilege (3-round special jackpot) that can be acquired during the specific period is higher than the probability that it is either of the non-specific privileges (7-round special jackpot, 10-round special jackpot), that is, the special privilege is the "most likely to be acquired". However, the probability that the special privilege is acquired may be lower than the probability that it is either of the non-specific privileges. In other words, the special privilege may be the "most difficult to acquire". For example, the allocation of the jackpot when acquired through the second winning / losing lottery is set as shown in FIG. 10.

[0065] In this case, when the special bonus is acquired, the player is likely to feel disappointed because the bonus that is the least profitable despite being the hardest to win (the "rare" bonus) has been acquired. Therefore, it is preferable to make the special performance proceed when such a special bonus is acquired, so that the fact that the special bonus has been acquired is not lost. Note that bonuses other than the special bonus and the non-specified bonus may be provided as bonuses that can be acquired during the special period.

[0066] ○Example 1-6 When the game state is shifted to the special game state, the game state may be a so-called loop type game state in which the next big win is practically guaranteed (promised as long as the player does not stop playing). The special game state, in which it is easier to win a big win (benefit) than the normal game state, is set to continue until the next big win is won (time-saving times = ∞), or to end without the next big win (time-saving times are set so that it is practically impossible to get a miss for the number of times of time-saving times in a row (probability of winning consecutively with 99.9% or more) based on the actual probability of winning a big win, taking into account the winning via small wins) (see FIG. 11(a)). Then, a part of the big wins won through the second winning / losing lottery is a special big win, and the other part is a normal big win (see FIG. 11(b-2)). When a special big win is won, the game state shifts again to the special game state after the big win game ends (the special game state loops). When a normal big win is won, the game state shifts to the normal game state after the big win game ends, and the game state ends (see FIG. 11(a)).

[0067] Based on this premise, among the special jackpots (jackpots excluding the normal jackpots that end a consecutive win) that can be obtained in the special game state, the one with the lowest expected profit value is set as the specific bonus, and the other special jackpots are set as non-specific bonuses. For example, it is set that there are three types of special jackpots that can be obtained: a 3-round special jackpot, a 7-round special jackpot, and a 10-round special jackpot, and the 3-round special jackpot is set as the specific bonus, and the 7-round special jackpot and the 10-round special jackpot are set as non-specific bonuses (see FIG. 11(c)).

[0068] In the ST type gameplay as in the above embodiment, the acquisition of the next bonus (jackpot) is not guaranteed, and the condition for the continuation of the streak is to acquire the bonus by the end of the game, so even if the acquired bonus is a specific bonus, the player often feels relieved that the streak has continued. On the other hand, in the case of a loop type gameplay as in this example, the acquisition of the next bonus (jackpot) is essentially guaranteed, so the player expects the type of bonus to be more advantageous, and if the bonus is a specific bonus, the player is more likely to become depressed. Therefore, it can be said that it is important (more important than in the case of an ST type gameplay) to make it easy to understand that a specific bonus has been acquired by making a specific performance progress when a specific bonus is acquired.

[0069] 4) Preview image 4-1) Launch instruction image (launch period) As described above, the gaming machine according to this embodiment allows a player to win a big win via a small win. The condition for a big win is to make the game ball enter the bonus area 20 (to enter the V) in a small win game. Therefore, in a situation where the game ball should be shot aiming at the bonus area 20, an instruction (launch instruction) is issued to aim the game ball at the bonus area 20. In this embodiment, the bonus area 20 is located at a position where the game ball can be reached by hitting it to the right, so a launch instruction is issued to aim at the bonus area 20 (V) and hit it to the right. Hereinafter, the period during which the launch instruction is issued is referred to as the launch period (see FIG. 12(a)).

[0070] During the launch period, the launch instruction image 50F is displayed in the display area 911 (see FIG. 12(b-5)). The launch instruction image 50F in this embodiment includes an instruction image section 51 indicating that the bonus area 20 should be aimed at, an area image section 52 representing the bonus area 20, and a remaining time image section 53 representing the approximate time (time limit) until the bonus area 20 closes. The instruction image section 51 in this embodiment includes characters indicating that the bonus area 20 should be aimed at (for example, the characters "Aim at V"). The area image section 52 is for showing the location of the bonus area 20 to the player, and is an image showing the bonus area 20 and its surrounding area by cutting it out. By displaying such an image, the player can easily grasp the area (bonus area 20) to be aimed at. The area image section 52 may include an arrow pointing to the bonus area 20. In this way, the player can visually grasp that the game ball should be launched toward the bonus area 20. The remaining time image section 53 is a meter that changes as the firing period progresses and indicates the remaining time of the firing period. As described later, if a V win is made, the firing period ends there, and the remaining time is the time until the end of the firing period assuming that a V win is not made. If the firing period ends without a V win, the bonus area 20 is closed and a V win cannot be made (a so-called "breakout" occurs and a jackpot cannot be obtained). In other words, the remaining time image section 53 indicates the remaining time in which a V win is possible. Instead of a meter, the remaining time may be indicated by a countdown number (a decreasing number).

[0071] After the end of the variation performance (hereinafter referred to as winning variation) that notifies the small prize winning, the firing period starts after a predetermined time has elapsed. In this embodiment, the bonus area 20 is opened together with the opening of the large prize area 906, and the firing period starts together with the opening of the bonus area 20. However, the firing period may start before the bonus area 20 is opened. Also, the firing period may start after the bonus area 20 is opened. It is sufficient that the setting is such that the V winning is in time if the game ball is fired by looking at the firing instruction image 50F. The firing instruction (firing period) ends when the V winning is detected, and the firing instruction image 50F is erased (see FIG. 12(b-6)). However, the firing instruction ends here means that the instruction that the bonus area 20 should be aimed at ends (the instruction by the firing instruction image 50F ends), and the instruction to hit the right to get the prize ball continues.

[0072] In this embodiment, the firing period is set even if the winning / losing lottery result is a jackpot. Although there is no need to enter the bonus area 20 when a jackpot is won, the situation is still such that the game ball should be fired aiming at the big prize area 906, so the firing instruction image 50F is displayed to aim at the bonus area 20 even when a jackpot is won. This has the advantage that it is not necessary to control the firing period based on whether the winning type is a small win or a jackpot (controlling whether the firing instruction image 50F is displayed or not).

[0073] 4-2) Preview image (preview period) The period before the launch period is the notice period (see FIG. 12(a)). During the notice period, a notice image 50P (see FIG. 12(b-2) to (b-4)) is displayed. The notice image 50P notifies the player that the launch period in which the game ball should be launched toward the bonus area 20 will begin. In this embodiment, the notice image 50P includes an instruction image section 51, an area image section 52, a remaining time image section 53, and a signal image section 54. The instruction image section 51 and the area image section 52 included in the notice image 50P are the same as the instruction image section 51 and the area image section 52 included in the launch instruction image 50F. That is, the instruction image section 51 and the area image section 52 are continuously displayed from the notice period to the launch period. The remaining time image section 53 represents the meter before the change starts. As described above, at the start of the firing period, the remaining time image section 53 (meter) is in the initial state (the "full" state), and as the firing period begins, the remaining time image section 53 starts to change (the meter decreases over time), and the preview image 50P includes the remaining time image section 53 in the initial state (the remaining time image section 53 before the change). If the remaining time image section 53 is a number (representing the remaining firing period as a number that counts down), the preview image 50P includes the number in the initial state (initial value).

[0074] The signal image section 54 indicates the start time of the launch period in advance. In this embodiment, the signal image section 54 represents a so-called "start signal." Specifically, the lamps are lit in the order of "red," "red," and "green (blue)," and the time when the green lamp is lit is the start time (the colors of the lamps are expressed by letters in the drawings). When each lamp is lit, a sound effect is output from the speaker 70 (see FIG. 1) (for example, the sound effect "pu" is output when it is red, and "pawn" is output when it is green, and the overall sound effect "pu-pu-pawn" is output at approximately 1-second intervals). The start time announced by such a start signal (the time when the "green" lamp is lit) is the start time of the launch period (see FIG. 12(b-4)). In other words, the signal image section 54 counts down to the start time of the launch period. By displaying the notice image 50P having such a signal image section 54 in advance, the player can easily grasp the timing at which to launch the game ball aiming at the bonus area 20.

[0075] The preview image 50P includes the remaining time image section 53 (a meter that does not change) and the signal image section 54 in their initial state, so even though it includes the instruction image section 51 and the area image section 52, the player can sense that it is in the "preview" stage before reaching the situation where the bonus area 20 must be aimed for.

[0076] 4-3) Timing of advance notice and launch period The above-mentioned notice period and launch period are set at the following times (timings). In the winning fluctuation resulting from the winning of a small win, the decorative pattern 80 is regarded as the winning combination. Specifically, after the winning combination is formed and the balls are in a pseudo-stop state (it appears to the player to be stopped, but is not completely stopped (e.g., slightly shaking)) (see FIG. 12(b-1)), the winning fluctuation ends when the balls completely stop at the winning combination (see FIG. 12(b-3)). The notice period (display of notice image 50P) starts (see FIG. 12(a)) between the time when the balls pseudo-stop at the winning combination (hereinafter sometimes referred to as the pseudo-stop time) and the time when the balls completely stop (hereinafter sometimes referred to as the fluctuation end time) (hereinafter sometimes referred to as the end part (of the winning fluctuation)) (see FIG. 12(a), (b-2)). Although the pseudo stop time is before the end of the variation (not the end of the winning variation), the result of the winning / losing lottery is determined to be a winning (small or big win), so a preview image 50P is displayed after the pseudo stop time and before the end of the variation to inform the player that a situation will come in the future where he or she should shoot the game ball aiming at the bonus area 20.

[0077] After the winning change, the small winning game starts. The small winning game includes an initial part before the big winning area 906 (bonus area 20) is actually opened, and an open part from when the big winning area 906 is actually opened until the small winning game ends (when one of the winning condition and the time condition is met) (see FIG. 12(a)). In this embodiment, the winning combination of the decorative patterns 80 is also displayed in the small winning game, but the winning combination may not be displayed in the small winning game. Also, the winning combination may be displayed in the initial part, but may be hidden when the game moves to the open part.

[0078] The notice period that starts during the winning fluctuation is the period until the end of the beginning part (see FIG. 12(a)). In other words, the notice period is set across the end point of the winning fluctuation (see FIG. 12(a), (b-3)). As described above, the notice image 50P includes the signal image section 54, and the notice of the start point by the signal image section 54 starts during the winning fluctuation. That is, the first red lamp starts to light up during the winning fluctuation (see FIG. 12(b-2)), and the time when the green lamp lights up is set to approximately coincide with the end point of the beginning part (see FIG. 12(b-4)). In this way, the notice of the start of the launch period by the notice image 50P is executed using the end part of the winning fluctuation and the beginning part of the small winning game.

[0079] The launch period begins at approximately the same time as the opening portion that follows ends after the opening portion ends (see FIG. 12(a)). In other words, the launch period begins approximately at the same time that the big prize area 906 (bonus area 20) is actually opened, and the launch instruction image 50F is displayed (see FIG. 12(b-5)). The display of the launch instruction image 50F means that the remaining time image section 53 begins to decrease (the remaining time of the launch period decreases). As described above, the launch period (display of the launch instruction image 50F) ends when the game ball enters the bonus area 20 (a V win is made), and an image indicating that a V win has been made (an image indicating that a big win has been won) is displayed (see FIG. 12(b-6)).

[0080] In this way, in the gaming machine according to this embodiment, the notice image 50P is displayed during the winning variation, and it is indicated from the winning variation that the situation in which the game ball should be launched toward the bonus area 20 will soon come, so that the possibility of the occurrence of an event in which the game ball does not enter the bonus area 20 (so-called blowout) can be reduced. In addition, if such a notice image 50P is displayed after the winning variation ends, the player will likely prepare to launch the game ball toward the bonus area 20 after the winning variation ends, so it can be said that the time from the end of the winning variation to the realization of the V winning is likely to be long (the timing of the V winning is likely to be delayed), but by displaying the notice image 50P from the winning variation as in this embodiment, the player will likely prepare to launch the game ball toward the bonus area 20 from the winning variation, so there is also the advantage that the time from the end of the winning variation to the realization of the V winning is likely to be short.

[0081] In addition, by including a signal image portion 54 as in the preview image 50P of this embodiment, the start time of the firing period can be predicted more specifically while the winning variation is being executed. In addition, by including a remaining time image portion 53 in the initial state as in the preview image 50P of this embodiment, it is possible to know in advance that the firing period is finite (there is a time limit).

[0082] In addition, the signal image section 54 included in the preview image 50P and the remaining time image section 53 (the meter before the change) in the initial state function as indications that the situation in which a shot should be fired aiming at the bonus area 20 has not yet arrived, and that the present is still in the preparation stage. In other words, the preview image 50P merely indicates that the shot is in the preparation stage for firing aiming at the bonus area 20, and does not indicate that the present situation is one in which the shot should be fired aiming at the bonus area 20, and therefore can be said to be capable of being displayed in the middle of a win fluctuation (a state in which the announcement of a small win has not yet been completely completed).

[0083] The following describes specific examples in which the matters related to the preview image 50P are improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0084] ○Example 2-1 The preview image 50P does not include the instruction image portion 51. In accordance with the above embodiment, the launch instruction image 50F includes the characters "Aim at V" (see FIG. 13(b)), but the preview image 50P does not include them (see FIG. 13(a)). In other words, the instruction image portion 51 is displayed at the end of the preview period (i.e., the start of the launch period). The preview image 50P is an image indicating that the game ball should be launched by aiming at the bonus area 20 (it is merely a "preview" of the launch period), and therefore does not include the instruction image portion 51 indicating that the game ball should be launched by aiming at the bonus area 20. In this way, it becomes clearer that the preview image 50P is a "preview" of the launch period. In addition, the new display of the instruction image portion 51 indicates the transition from the preview period to the launch period, and therefore the "division" between before and after the transition to the situation in which the game ball should be launched by aiming at the bonus area 20 becomes clearer.

[0085] ○Example 2-2 The preview image 50P does not include the area image portion 52. In accordance with the above embodiment, the launch instruction image 50F includes an image that represents the bonus area 20 and its surrounding area (see FIG. 14(b)), but the preview image 50P does not include it (see FIG. 14(a)). In other words, the area image portion 52 is displayed at the end of the preview period (i.e., the start of the launch period). Depending on the player, the display of the area image portion 52 may make the player feel that he or she should launch a game ball toward the bonus area 20 represented by the area image portion 52, so such an area image portion 52 is not displayed during the preview period, which is the preparation stage. The new display of the area image portion 52 indicates the transition from the preview period to the launch period, so the "division" between before and after the transition to the situation in which the game ball should be launched toward the bonus area 20 becomes clearer.

[0086] ○Example 2-3 The preview image 50P may not include the signal image portion 54. The signal image portion 54 is intended to make it easier to predict the start timing of the firing period, and even if the signal image portion 54 is not displayed, it is possible to grasp during the winning fluctuation that the firing period will soon start. However, by making the preview image 50P include the signal image portion 54 as in the above embodiment, there is an advantage that the signal image portion 54 allows the player to easily sense that the firing period has not yet arrived.

[0087] ○Example 2-4 The preview image 50P may not include the remaining time image portion 53 in the initial state. Since the basic function of the remaining time image portion 53 is to indicate the remaining firing period, such remaining time image portion 53 may not be displayed during the preview period (preparation stage). However, by making the preview image 50P include the remaining time image portion 53 in the initial state (the remaining time image portion 53 that has not started to change) as in the above embodiment, there is an advantage in that the player can easily sense that the firing period has not yet started.

[0088] ○Example 2-5 In a state where the preview image 50P is displayed during a winning variation, an image (changing image 60) that suggests that the number is changing is displayed in association with the preview image 50P (as if it were a part of the preview image 50P). The changing image 60 may be one that directly or indirectly suggests (emphasizes) that the number is still changing. For example, the text "After the variation ends" is displayed in association with the instruction image portion 51 included in the preview image 50P (see FIG. 15(a)). In this way, during the preview period during the winning variation, the text (character string) "After the variation ends, aim for V" is displayed, and the player can sense that a situation will come in which he or she will play by aiming for V after the variation ends (in other words, the number is currently changing). As an alternative example, the number may be one that directly indicates that the number is changing. For example, the text "still changing" is displayed as the changing image 60.

[0089] The changing image 60 is erased when the winning variation ends (reaching the variation end point). Therefore, the changing image 60 is not displayed together with the firing instruction image 50F during the subsequent firing period (see FIG. 15(b)). By erasing the changing image 60, the player can easily understand that the variation (winning variation) has ended. Naturally, the changing image 60 is not displayed while the firing instruction image 50F is being displayed.

[0090] ○Example 2-6 The game is a so-called loop type (an example of the game is shown in FIG. 11). In this case, the next big win is practically guaranteed, which is different from the ST type game. In other words, when the special game state starts after the special big win game ends, it is practically guaranteed that a win will occur in the special game state, that is, that a win variation will occur, so the player does not pay much attention to the fact that a win variation has occurred (in the case of the ST type, it is important to win before the "ST run-out" occurs, so the player pays attention to whether a win variation will occur). Therefore, in this loop type game, the notice image 50P is displayed during a win variation that the player does not pay much attention to, so there is a low risk of the entertainment value being reduced by the notice image 50P being displayed (the player will lose interest because the notice image 50P is displayed during a great win variation).

[0091] ○Example 2-7 In the above embodiment, it has been described that the notice period starts after the decorative pattern 80 pseudo-stops with a winning combination, but it is sufficient that the notice period starts after the winning / losing lottery result is determined to be a winning combination, and the notice period may start before the decorative pattern 80 pseudo-stops with a winning combination. For example, in a configuration in which a reach effect is executed that leads to a favorable ending (see FIG. 16(b-1)) indicating that the situation is favorable to the player when the winning / losing lottery result is a winning result, and leads to an unfavorable ending (see FIG. 16(b-2)) indicating that the situation is unfavorable to the player when the winning / losing lottery result is a losing result, the notice period may start (the notice image 50P is displayed) (see FIG. 16(b-1)) before the end of the variation (see FIG. 16(c-1)) after the reach effect reaches a favorable ending. In other words, since it is determined that the winning combination is a winning combination when the reach effect reaches a favorable ending, the notice period may start even if the winning combination is not pseudo-stopped.

[0092] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0093] The gaming machine according to the above embodiment has a "two-type" gaming feature in which a big win (bonus) can be won via a small win. However, except for the use of the configuration specific to this "two-type" feature, the technical matters described in the above embodiment can also be applied to a gaming machine having a "one-type" gaming feature (one-type gaming machine).

[0094] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0095] ·Means 1-1 This gaming machine is provided with a plurality of types of bonuses, each with a different expected value of the profit that the player can obtain, as bonuses that can be obtained when a predetermined condition is satisfied, and is characterized in that a specific performance can be executed which can progress if a specific bonus with the lowest expected value of the profit that the player can obtain is obtained among the plurality of bonuses, but which does not progress if a non-specific bonus other than the specific bonus is obtained. According to the gaming machine, the special presentation continues even when the special bonus with the lowest expected profit value is acquired, so that the player's motivation to play can be prevented from decreasing.

[0096] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that, as an effect constituting the specific effect, a number-of-times-conditional effect is provided which does not occur unless the number of times the specific benefit is obtained reaches a specified number of times. In this way, since the number of times the special benefit is acquired reaches the specified number of times, a decrease in motivation to play the game when the special benefit is acquired is further suppressed.

[0097] ·Means 1-3 The gaming machine described in means 1-1 is characterized in that, as a part of the special performance, a profit condition performance is provided which does not occur unless the profit obtained by the special bonus reaches a specified value. In this way, the profit obtained by the special benefit becomes a target to reach a specified value, so that the decrease in motivation to play when the special benefit is obtained is further suppressed.

[0098] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the probability that the benefit obtained when the predetermined condition is met will be the specific benefit is higher than the probability that the benefit will be any of the non-specific benefits. With such a configuration, since special bonuses will be acquired frequently, it is of great significance to have the special presentation proceed when the special bonus is acquired, thereby preventing a decrease in motivation to play due to the acquisition of the special bonus.

[0099] ·Means 2-1 A gaming machine comprising: a display means having a display area; and a bonus area which is opened after the winning variation from when the decorative pattern displayed in the display area starts to vary until the winning / losing lottery result stops in a manner indicating a winning result, and in which the entry of a gaming ball is a condition for granting a bonus, and which is characterized in that a warning image which warns of the start of a launch period in which a gaming ball should be launched toward the opened bonus area is displayed in the display area during the winning variation. According to the above gaming machine, the arrival of a situation in which the gaming ball should be launched aiming at the bonus area is indicated during the winning fluctuation, so that the risk of an event in which the gaming ball does not enter the bonus area (a so-called blowout) can be reduced.

[0100] ·Means 2-2 The gaming machine described in means 2-1, wherein the preview image includes a signal image portion that indicates in advance the start time of the launch period. In this way, the start point of the firing period can be predicted more specifically while the hit variation is being executed.

[0101] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2 is characterized in that the launch instruction image displayed during the launch period is in an initial state at the start of the launch period and includes a remaining time image section that changes as the launch period progresses to indicate the remaining time of the launch period, and the preview image includes the remaining time display section in the initial state. This way, it is possible to know in advance that the launch period is limited. [Explanation of symbols]

[0102] 1. Gaming machines 20 Special Offers Area 30 Production images 35 Number of times reached image 36 Profit attainment image 40t total number of winning balls 40s Specific prize balls 40m Standard value 50F Launch instruction image 50P Preview 51 Indication image section 52 Area Image Section 53 Remaining time image section 54 Signal Image Division 91 Display device 911 Display area

Claims

1. A winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when a gaming ball enters a starting area; A performance execution means for executing a variation performance from when the symbols for informing the result of the winning / losing lottery by the winning / losing lottery means start to vary to when the symbol combination corresponding to the result of the winning / losing lottery is stopped and displayed; Equipped with A bonus area is provided which is opened in a small win game which is executed when the result of the win / loss lottery by the win / loss lottery means is a small win, and a big win game is executed when a game ball enters the bonus area; In the small win game, a launch period is set in which a launch instruction image indicating that the game ball should be launched toward the bonus area is displayed, During the small win variable performance, which is the variable performance in which the win / loss lottery result by the win / loss lottery means is a small win, a notice image notifying that the firing period will be set is displayed. A gaming machine characterized by:

2. The gaming machine described in Claim 1, characterized in that the preview image includes a signal image portion that indicates in advance the start point of the launch period.

3. The small winning variation performance is such that the pattern combination is a winning combination, 3. The gaming machine according to claim 1, wherein the preview image is displayed before the winning combination is displayed in the small winning variation presentation.