Game machine
The gaming machine addresses the lack of convenience in customization by offering individual and batch customization options for effect probabilities, enhancing player interaction and enjoyment.
Patent Information
- Application Number
- JP2023104182
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-26
- Publication Date
- 2025-01-15
AI Technical Summary
Existing gaming machines lack convenience in customization functions for changing the probability of effect occurrences, limiting player engagement and enjoyment.
A gaming machine that allows for individual and batch customization of effect probabilities, including features like fluctuating performances, decorative patterns, and jackpot games, with customizable settings for enhancing player interaction and control.
Enhances player convenience and engagement by providing flexible customization options for effect probabilities, improving the overall gaming experience.
Smart Images

Figure 2025004471000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines equipped with a customization function for changing the probability of effects occurring and the like are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-074102 A Summary of the Invention [Problem to be solved by the invention]
[0004] An object of the present invention is to improve the convenience of the customization function. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is equipped with an effect execution means capable of executing multiple types of target effects as effects that constitute an effect during the change from when the decorative pattern starts to change until it stops in a manner according to the result of a win / lose lottery, and a customization function that can change the probability of occurrence of the multiple types of target effects, and is characterized in that the customization function includes individual customization that can individually change the probability of occurrence of each of the multiple types of target effects, and collective customization that can collectively change the probability of occurrence of two or more of the multiple types of target effects. An amusement machine. Effect of the Invention
[0006] According to the present invention, it is possible to improve the convenience of the customization function. [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] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a large prize game) in which the specific area is in a closed state, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small prize game) in which the specific area is in an open state. [Figure 4] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Diagram 5] FIG. 4 is a diagram showing a schematic view of the upper side of a protruding portion. [Figure 6] 11A and 11B are diagrams for explaining minority status notification (normal mode / special mode). [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 11 is a diagram for explaining specific examples 1-4 and 1-5. [Figure 9] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 10] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 11] FIG. 13 is a diagram for explaining specific example 1-8. [Figure 12] 13 is a diagram for explaining the remaining number effect (effect image). FIG. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 15] FIG. 15 is a diagram for explaining a specific example 2-4 (an example different from FIG. 14). [Figure 16] FIG. 16 is a diagram for explaining a specific example 2-4 (an example different from FIG. 14 and FIG. 15). [Figure 17] FIG. 13 is a diagram for explaining specific example 2-7. [Figure 18]FIG. 1 is a diagram for explaining customization (particularly, batch customization). [Figure 19] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 20] A diagram to explain a specific pre-reading performance. [Figure 21] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 22] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 23] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 24] FIG. 13 is a diagram for explaining specific example 4-4. [Diagram 25] FIG. 25 is a diagram for explaining a specific example 4-4 (an example different from FIG. 24). [Figure 26] FIG. 13 is a diagram for explaining specific example 4-5. [Figure 27] FIG. 13 is a diagram for explaining specific example 4-7. [Figure 28] FIG. 13 is a diagram for explaining a pre-period before a transition to a specific period. [Figure 29] FIG. 13 is a diagram for explaining a specific period (special display). [Diagram 30] FIG. 29 is a diagram for explaining a specific period (special display) (continuation of FIG. 29). [Diagram 31] FIG. 13 is a diagram for explaining specific example 5-4. [Diagram 32] FIG. 13 is a diagram for explaining specific example 5-5. [Diagram 33] FIG. 13 is a diagram for explaining specific example 5-7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, one embodiment of the gaming machine 1 (enclosed gaming machine (enclosed pachinko machine)) according to the present invention will be described. Note that a detailed description of the configuration of the gaming machine 1 that is not related to the present invention will be omitted. For these, a structure similar to that of a known gaming machine can be applied. The same applies to the configuration specific to the enclosed gaming machine (a configuration similar to that of a known enclosed gaming machine (for example, the gaming machine described in JP 2020-073037 A) can be adopted).
[0009] In addition, in the following description, when referring to an image, it includes not only a still image but also a video. Furthermore, unless otherwise specified, the following description is based on the premise that the player plays as instructed (the player plays normally without performing any special play). Furthermore, when it says "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entering gaming ball. Furthermore, it may be configured so that only some of the effects, etc., described below, can be executed.
[0010] 1) Basic configuration of the gaming machine A basic configuration of the gaming machine 1 will be briefly described. Although not shown, in the game arcade, a card unit is provided in association with the gaming machine 1, and by operating a loan button on the card unit, a predetermined number of gaming balls (for example, 125 balls) are loaned out as balls to the player from the prepaid balance of the card inserted into the card unit, ball reserves, etc. The balls owned by the player can also be said to be the remaining number of gaming balls (remaining balls) that the player possesses (can launch). The gaming machine 1 is equipped with a remaining ball number measuring means (not shown) that measures the remaining ball number (remaining ball number) and a remaining ball number display device 11 that displays the remaining ball number measured by the remaining ball number measuring means. The value of the remaining ball number measured by the remaining ball number measuring means coincides with the value displayed on the remaining ball number display device 11.
[0011] The gaming machine 1 (see FIG. 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 gaming balls launched by operating a launching device 908 (launching handle) to a playing area 902 is provided so as to have a substantially arc shape. The gaming balls launched by the launching device 908 flow down the playing area and enter various winning areas and an outlet 907, but return to a position from which they can be launched again by the launching device 908. In other words, the gaming balls enclosed inside the gaming machine 1 are "circulated."
[0012] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.
[0013] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0014] 2) Winning / Reserved Lottery The winning / losing lottery is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of the so-called "special chart 1") and a second starting area 904b (a starting area of the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning numerical value, it is a winning, and if it is different, it is a losing. In this embodiment, the notification of the winning / losing lottery result (a changing performance described later) is started in the order in which the numerical value is acquired, but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed (if a changing performance is being executed), the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-changing reserved information described later) in a storage means provided on a control board (not shown).
[0015] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "relevant reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is the so-called performance during one change. Hereinafter, it may be referred to simply as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before the change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as the reserved information before the change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). A configuration in which the reserved pattern 71 during the change may also be used.
[0016] The timing when the winning / losing lottery is executed internally is the time when the performance during the change starts. Therefore, the pending information during the change is the winning / losing lottery information for which the winning / losing lottery has already been executed, so strictly speaking it is not "reserved". However, since the pending pattern 71 during the change is actually called "the pending in question" (there is an actual situation where the player recognizes it as "reserved"), in this embodiment, the pending information during the change (the pending pattern 71 during the change) is also included in the concept of "reserved". In contrast to this, the pending information during the change (the pending pattern 71 during the change) may not be included in the concept of "reserved". In other words, the configuration may be such that the information including the so-called "pending in question" is treated as the reserved (reserved pattern 70), or the information not including the "pending in question" is treated as the reserved (reserved pattern 70). In any case, the reserved information (reserved pattern 70) can be said to be at least the winning / losing lottery information for which the notification of the corresponding winning / losing lottery result has not been completed.
[0017] The maximum number of pre-change reserved information is limited. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning in the second starting area 904b is four.
[0018] 3) Decorative patterns In this embodiment, the winning / losing lottery result is notified to the player by a combination of decorative patterns 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative pattern group 80g (left decorative pattern group 80gL, middle decorative pattern group 80gC, right decorative pattern group 80gR) including a plurality of types of decorative patterns 80 starts to vary, and finally one decorative pattern 80 is selected from each decorative pattern group 80g and stops. If the winning / losing lottery result is a winning lottery result, the combination of the decorative patterns 80 (left decorative pattern 80L, middle decorative pattern 80C, right decorative pattern 80R arranged from the left) selected and stopped from each decorative pattern group 80g becomes a predetermined combination (in this embodiment, three of the same type of decorative patterns 80). If it is a losing lottery result (including a "small winning lottery" that is not linked to a big winning lottery), the other combination (other than the combination that notifies the winning lottery) will be selected. The decorative patterns 80 may be a combination of numbers and characters, etc.
[0019] Images showing various information (such as "small symbols" or "fourth symbols") may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of these types of images. In other words, the player can basically understand the results of the lottery by looking at the decorative symbols 80.
[0020] 4) Gameplay (specs, etc.) 4-1) Winning games If the player wins a jackpot in the first or second winning / losing lottery, a jackpot game is executed. In order to distinguish a jackpot (game) via a small win, the details of which will be described later, a jackpot is sometimes called a "direct win". In a jackpot game, a unit game (referring to a game for one "round". In the following description, it may be called a "round") in which the jackpot area 906 (which is normally closed) is opened until a predetermined condition is met is repeated one or more times. In this embodiment, the unit game ends (the jackpot area 906 is closed) when either the winning condition that 10 game balls enter the jackpot area 906 or the time condition that a predetermined time has elapsed is met. If game balls are shot toward the jackpot area 906 continuously for a certain period of time, the winning condition is met before the time condition is met, and the unit game ends (at least 10 game balls enter the jackpot area 906 in one unit game). The more unit games (number of rounds) included in a big win game, the greater the player's profit (expected profit value) in the big win game. In this embodiment, the big win area 906 is provided on the right side of the play area 902 (see FIG. 1), and the player plays so that the game ball enters the right side of the play area 902 (so-called "right hit").
[0021] If a small win is won in the second winning / losing lottery, a small win game is executed. In this embodiment, there is a possibility of winning a small win in the first winning / losing lottery, but as described below, even if a small win is won in the first winning / losing lottery, the player cannot enjoy the benefit (since it is essentially a "loss", the combination of decorative patterns 80 is also considered to be a combination that indicates a "loss"). Therefore, in the following explanation, when the word "small win" is used, it refers to a small win won in the second winning / losing lottery.
[0022] In the small prize game, the large prize area 906 is opened, and the specific area 906t (see FIG. 3) provided in the large prize area 906 is also opened. The letter "V" is written near the specific area 906t (see FIG. 1 and FIG. 3), and the "V" is used to indicate the specific area 906t to the player. The specific area 906t is normally closed, but is temporarily opened when a small prize is won. The large prize area 906 has two exit areas, and a game ball that enters the large prize area 906 passes through one of the two exit areas. One of the two exit areas is the specific area 906t (see FIG. 3). A sensor is provided in each of the exit areas, and a game ball that passes through one of the exit areas is treated as having won the large prize area 906. In other words, a gaming ball that enters the specific area 906t also enters the big prize area 906.
[0023] When a game ball enters the specific area 906t, a big win game is executed. In other words, not only can a big win be won by lottery, but a big win can also be won via a small win (to win a big win, it is sufficient for one game ball to enter the specific area 906t). Note that the specific area 906t may be provided outside the big win area 906.
[0024] The small win game can be regarded as a unit game of one round of the big win game acquired through the small win game. For example, a 10-round big win (a big win in which 10 unit games are executed) through the small win game is a game in which the small win game (a game in which the big win area 906 is opened and the specific area 906t is opened) is executed as the first round game, and the opening of the big win area 906 executed as the big win game is executed as the second to tenth round game (if the game ball does not enter the specific area 906t, the second to tenth round games are not executed and the game ends with only the small win game). The small win 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 constituting the big win game. If the game balls are continuously shot, the winning condition will be satisfied first, so in the small win game, the player can obtain the same prize balls as in one unit game. In addition, the number of unit games (number of rounds) included in each type of big win game may be any number, so the explanation will be omitted.
[0025] In this embodiment, when a small prize is won, the specific area 906t is opened together with the big prize area 906, and the time is secured to allow the game ball to enter the specific area 906t. The specific area 906t is provided on the right side of the game area 902, and in order to allow the game ball to enter the specific area 906t, the player hits the right side. If the player continues to hit the right side, the game ball will almost certainly enter the specific area 906t (see FIG. 3(b)). When a small prize is won, an instruction to hit the right side is displayed in the display area 911, so the player only needs to follow the instruction. Even if the player starts hitting the right side 10 or so seconds after the instruction is issued, the game ball is set to almost certainly enter the specific area 906t. In this way, in this embodiment, the setting is substantially "winning a small prize = winning a big prize" (winning a small prize leads to winning a big prize). In this embodiment, in a unit game constituting a big win game other than a small win game, the specific area 906t is in a closed state (see FIG. 3(a)).
[0026] A gaming machine that can win a jackpot not only when a jackpot is won but also when a small jackpot is won, such as the gaming machine 1 according to this embodiment, is called a "one type two type mixed machine" (winning a jackpot via a small jackpot is a "two type" game). In the following explanation, "winning" corresponds to winning a jackpot or a small jackpot that is virtually guaranteed to win a jackpot (a lottery result that can be considered as winning a jackpot). For example, in the case of a small jackpot that is virtually impossible to win, winning the small jackpot does not correspond to winning (it corresponds to losing).
[0027] 4-2) Game status As game states (see FIG. 4) in which the player plays with the aim of winning the winning / losing lottery result, a normal game state and a specific game state that is more advantageous to the player than the normal game state are provided. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, this is a state in which a so-called "left hit" should be performed. The first winning / losing lottery is executed when the game ball enters the first starting area 904a. In this embodiment, the probability of winning the first winning / losing lottery is approximately 1 / 199.
[0028] In addition, even if a small prize is won in the first winning lottery, it is virtually impossible to win a big prize via the small prize (the probability of winning a big prize via a small prize is 0%, so the probability of winning a big prize in a normal game state is about 1 / 199). As described above, the condition for winning a big prize is to make a game ball enter the specific area 906t when a small prize is won, but it is virtually impossible (unless there is fraudulent activity) to make a game ball enter the big prize area 906 or the specific area 906t in a small prize game obtained through the first winning lottery (for example, the opening time of the big prize area 906 or the specific area 906t is extremely short). A configuration in which a "small prize" is not provided as a winning mode of the first winning lottery may be adopted.
[0029] The specific game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, it is a state in which so-called "right hit" should be performed. As the specific game state, a first specific game state and a second specific game state are provided. The first specific game state and the second specific game state have different so-called time-saving times (number of lotteries in which the high base state is maintained). In this embodiment, the first specific game state has one time of time-saving, and the second specific game state has six time-saving times. In the high base state (time-saving state), the probability of winning the normal lottery is higher than when in the low base state. The normal lottery is executed when the game ball enters the normal area 905 (provided at a position where the game ball can enter by right hit). In this embodiment, the probability of winning the normal lottery is set to 100% or close to it.
[0030] The second starting area 904b is opened when the player wins the normal lottery. The second starting area 904b is normally closed (a game ball cannot enter), and is opened when the player wins the normal lottery. If the second starting area 904b is open, the game ball can easily enter the second starting area 904b. As described above, the winning probability of the normal lottery is set to 100% or close to it, so that if the player is in a high base state (time-saving state), the game ball can easily enter the second starting area 904b as long as the player continuously shoots the game ball aiming at the second starting area 904b. Note that the normal game state is a low base state (non-time-saving state), and the winning probability of the normal lottery is extremely low (or the winning probability is set to 0%). Therefore, hitting the right hand in the normal game state is disadvantageous to the player.
[0031] When the game ball enters the second starting area 904b, a second winning / losing lottery is executed. The probability of winning the jackpot in the second winning / losing lottery is the same as the probability of winning the jackpot in the first winning / losing lottery (approximately 1 / 199). Furthermore, the probability of winning a small jackpot in the second winning / losing lottery is approximately 1 / 7. If a small jackpot is won in the second winning / losing lottery, a small jackpot game is executed. As described above, winning a small jackpot leads to winning a jackpot, so winning a small jackpot is essentially the same as winning a jackpot. Therefore, the effective probability of winning the jackpot in the second winning / losing lottery is approximately 1 / 199 + approximately 1 / 7. From another perspective, the second winning / losing lottery can be said to be a lottery with a higher probability of winning the jackpot via a small jackpot, approximately 1 / 7.
[0032] As described above, the maximum number of memories for the second pre-variation reserved information (special chart 2 reserved) is four. Since the first specific game state has one time of time reduction (however, the number of times of the first winning / losing lottery is not included in the number of time reductions. The same applies below when referring to the number of time reductions), once the first specific game state is started, a maximum of five second winning / losing lotteries (one time reduction + four remaining reserved) can be received. After the second winning / losing lottery for one time of time reduction is completed, the high base state (time reduction state) has already ended and the state has moved to the low base state (non-time reduction state) (after the second winning / losing lottery for one time of time reduction is completed, it can be seen as strictly a transition to the normal game state). However, even if the state moves to the low base state (non-time reduction state), the player can receive the second winning / losing lottery for the four remaining reserved times (effectively a high probability lottery). Therefore, in this embodiment, the first specific game state is assumed to be in (the player is made to appear to be in a game state more advantageous than the normal game state) until the second winning / losing lottery for the four remaining reserved times is completed.
[0033] On the other hand, since the second specific game state has six time-saving times, once the first specific game state is started, a maximum of 10 second winning / losing lotteries (six time-saving times + four remaining reserved times) can be taken. After the second winning / losing lotteries for the six time-saving times are completed, the high base state (time-saving state) has already ended and the state has transitioned to a low base state (non-time-saving state) (after the second winning / losing lotteries for the six time-saving times are completed, strictly speaking, it can be considered that the state has transitioned to a normal game state). However, even if the state transitions to a low base state (non-time-saving state), the player can take the second winning / losing lotteries for the four remaining reserved times (effectively a high probability lottery). Therefore, in this embodiment, the player is in the second specific game state until the second winning / losing lotteries for the four remaining reserved times are completed (the player is made to appear to be in a game state that is more advantageous than the normal game state).
[0034] If a jackpot (so-called first win) is won through the first win / lose lottery in the normal game state, the game will transition to a first specific game state after the jackpot game ends. The first specific game state is a game state in which the player aims to win (jackpot (direct win) or small win) before the five consecutive second win / lose lotteries (one time shortening + four remaining reserves) end in a loss. If a jackpot is won through the second win / lose lottery in the first specific game state (if a jackpot (direct win) or small win is won), the game will transition to a second specific game state after the jackpot game ends. If all five second win / lose lotteries end in a loss, the game will return to the normal game state. In other words, the first specific game state can be said to be a game state that is advantageous to a player with a so-called ST count of five times.
[0035] The second specific game state is a game state in which the player aims to win (a big win (direct win) or a small win) before the second winning / losing lotteries of 10 times (6 times of time reduction + 4 times of remaining reserve) are consecutively unsuccessful. If a big win is obtained through the second winning / losing lottery in the second specific game state (if a big win (direct win) or a small win is won), the player will transition to the second specific game state after the big win game ends. If all 10 second winning / losing lotteries are unsuccessful, the player will return to the normal game state. In other words, the second specific game state can be said to be a game state that is advantageous to a player who has 10 ST times. In addition, the number of times that the player can receive the second winning / losing lottery (ST times) is greater in the second specific game state than in the first specific game state, so the second specific game state is more advantageous to the player than the first specific game state. Furthermore, if a jackpot is won in the second gaming state, the game state will transition back to the second gaming state, so the player aims to win consecutive jackpots (so-called consecutive wins) by looping the second gaming state.
[0036] Note that these specifications are merely examples. The various technical matters described below can also be used in cases other than the above specifications, except for those that are based on the above specifications.
[0037] 5) Minority status notification As described above, the gaming machine 1 includes a ball remaining number measuring means (not shown) for measuring the number of remaining balls (number of balls held), which is the number of game balls remaining in the player's possession, and a ball remaining number display device 11 for displaying the number of remaining balls measured by the ball remaining number measuring means. In this embodiment, the ball remaining number display device 11 is provided on the upper side of a protruding portion 10 protruding toward the player side (forward). On the upper side of the protruding portion 10, there are provided a push button 12 used for operation performance, a cross key 14 operated when changing the volume or light intensity or performing other selection operations, a payout button 16 operated when paying out the number of remaining balls (balls held) to a card in a card unit (settlement of balls) when quitting a game, and the ball remaining number display device 11 (see FIG. 5).
[0038] A state in which the number of remaining balls measured by the remaining ball counting means (= the number of remaining balls displayed on the remaining ball count display device 11) is equal to or less than a predetermined number L is recognized as a low number state. The value of L can be set as appropriate, but it is preferable to set it to a value that indicates that the balls in hand are about to run out. Since the typical number of balls lent out at one time (the number of balls lent out (added to the remaining balls) when the ball lent button is operated once) is 125 balls, it is preferable to set it to 1 / 3 of that number or less (a state in which 2 / 3 or more of the number of lent balls in one time have been consumed is considered to indicate that the balls in hand are about to run out). In this embodiment, L is set to 30 (see FIG. 6).
[0039] The state of the numerical value of the ball remaining number display device 11, which indicates the current number of remaining balls, differs between a state where there is no small number of balls (hereinafter referred to as a non-small number of balls state. The non-small number of balls state can be said to be a "normal state" so to speak) and a small number of balls state. Hereinafter, the state in the non-small number of balls state is referred to as a normal state (see Fig. 6 (a) (b)), and the state in the small number of balls state is referred to as a special state (see Fig. 6 (c) (d)). Note that the difference in state does not include a difference in the numerical value (number) itself (same below). In other words, even if the same numerical value (number) is represented, the normal state and the special state are different. It is conceivable that at least one of the color, font, size, thickness, etc. of the "characters" representing the numerical value (number) is made different between the normal state and the special state. It is also conceivable that the numerical value (characters) is "lit" in one of the normal state and the special state, while the other is "blinking". It is also conceivable that the difference between the normal state and the special state is the difference in the image displayed around the numerical value (characters). In this embodiment, the normal mode and the special mode have different character colors for the values (digits) displayed on the remaining ball count display device 11 (the special mode is shown as "white" in the drawings).
[0040] If the number of game balls lent out by operating the ball lending button is a normal value (for example, 125 balls), even if the number displayed on the remaining ball number display device 11 is in a special mode due to a low number of game balls, the low number will be removed by operating the ball lending button. In other words, the number changes from the special mode to the normal mode when the ball lending button is operated.
[0041] In this way, the number displayed on the remaining balls display device 11 is in a special mode when the number of remaining balls is low (different from the normal mode when the number of remaining balls is not low), which functions as a notification means for notifying the player that the number of remaining balls is low (functions as a notification of a low-number state). When the number of remaining balls reaches 0 (hereinafter, the state of having 0 remaining balls (number of remaining balls) may be referred to as "running out of balls"), the game balls will not be launched even if the launch handle (launch device 908) is operated. Therefore, in order to continuously launch game balls, it is necessary to increase the number of remaining balls in advance, but in the case of an enclosed game machine, the game balls are enclosed inside (the remaining balls are not visible), so a situation where "running out of balls" occurs is likely to occur. By doing as in this embodiment, the player is notified in advance that the number of remaining balls is about to run out (a situation where "running out of balls" is about to occur), which contributes to smooth gameplay (launching game balls).
[0042] In this embodiment, when the number of remaining balls reaches 0, no low ball status notification is made (the number displayed on the remaining ball number display device 11 is in the normal mode). The player will notice that the number of remaining balls is 0 because no game balls are fired despite the player operating the firing device 908, so there is no need to notify the player. In other words, in this embodiment, when the number of remaining balls is between 1 and L, this is considered to be a low ball status notification and a low ball status notification is made. However, this does not deny the possibility of making a configuration in which a low ball status notification is made even when the number of remaining balls is 0 (the number displayed on the remaining ball number display device 11 is in the special mode).
[0043] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the matters related to the minority state notification will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0044] 〇Specific example 1-1 In the above embodiment, the notification of a low ball count has been described as a special mode of the numerical value displayed on the remaining ball count display device 11, but other notification methods are also conceivable. For example, in a low ball count state, a predetermined warning image (an image that is not displayed in a non-low ball count state) is displayed in the display area 911 of the main display device 91. The warning image may be of any mode that suggests that there are only a few balls in the player's possession. For example, the warning image may include the text "You are running low on game balls."
[0045] 〇Specific example 1-2 The above embodiment and specific example 1-1 are notifications that appeal to the player's "sight", but it is conceivable to use notifications that appeal to a sense other than "sight". For example, notifications that appeal to the "hearing" sense (alerts by sound) are also conceivable. That is, a configuration is adopted in which a predetermined low-number-of-balls notification sound is output from speaker 65 (see FIG. 1) when a low-number-of-balls state is reached. The low-number-of-balls notification sound may be in a form that suggests that the player has few balls. For example, the sound may be "You are running low on game balls".
[0046] If the speaker 65 is configured to output a firing sound every time a game ball is fired, it is possible to use the firing sound to notify the player of the low number state. In other words, the manner of the firing sound output every time a game ball is fired is different depending on whether the game is in a non-low number state or a low number state. In this way, the player may notice that the game is in a low number state due to the change in the firing sound.
[0047] As an example of appealing to a different sense, a notification that appeals to the "sense of touch" is conceivable. A known example is one that has a vibrating structure and is configured so that the vibrations of the structure are transmitted to the player (one that is equipped with a vibration device). When a game enters a low-number state, the vibration device generates a vibration of a predetermined type, so that the player is made aware that the game is in a low-number state.
[0048] Such notifications that appeal to the senses of hearing or touch have the advantage that there is a low possibility that the player will not notice that the notification has been made (the occurrence of sound or vibration is less likely to be overlooked than the display of an image). Note that notifications that appeal to the senses of hearing or touch may be combined with notifications that appeal to the senses of sight.
[0049] 〇Specific example 1-3 In a situation where the launching device 908 (launching handle) for launching game balls is not being operated (non-operation situation), the low-number state notification is not executed even in a low-number state (see FIG. 7(b)). In other words, in a low-number state, if the launching device 908 is being operated, the number displayed on the remaining ball number display device 11 is in a special mode (see FIG. 7(a)), but if the launching device 908 is not being operated, the number displayed on the remaining ball number display device 11 is in a normal mode (see FIG. 7(b)).
[0050] There are various methods for determining whether or not the machine is in a non-operation state. For example, the launch handle is provided with a known touch sensor (if the touch sensor is not ON, the game ball will not be launched), and it is considered that the machine is in a non-operation state when the touch sensor is OFF. Also, it is considered that the machine is in a non-operation state when the launch handle remains in the original position (is not rotated).
[0051] When the launching device 908 (launching handle) is not being operated, the game balls are not being launched, there is no decrease in the number of balls held, and there is also a possibility that the player has stopped playing, so the low number state notification is not executed. In other words, the number displayed on the remaining ball count display device 11 is in the normal mode.
[0052] 〇Specific example 1-4 The player can freely select whether or not a low ball state notification is issued. In other words, the low ball state notification is provided as a kind of so-called customization function. If the low ball state notification function is turned OFF, the low ball state notification will not occur even if the balls are low (in the above embodiment, the number displayed on the remaining ball count display device 11 will not be in a special state). Any method may be used to switch the low ball state notification function ON / OFF. It is sufficient that the player can switch the function by operating an operating means such as a push button or a cross key 14 (see FIG. 8(a); the low ball state notification function is named "out of ball warning").
[0053] There is a risk that players will become irritated if a minority status notification is issued every time a minority status occurs (this is especially true for players who understand that they are in a minority status), and there are likely to be players who do not need to be notified that they are in a minority status, so it is a good idea to allow players to choose whether to turn the minority status notification on or off at their own discretion.
[0054] 〇Specific example 1-5 The value of the predetermined number L can be changed by the player. Since the state of "few balls remaining" can be said to differ depending on the player, the player can freely choose the timing (number of remaining balls) at which he or she would like to be notified that he or she has few balls. Any operation can be used to change (determine) the value of L. It is sufficient that the player be able to change (determine) the value of L by operating an operating means such as a push button or cross key 14 (see FIG. 8(b)).
[0055] There may be a limit to the range of values that can be set for L. As mentioned above, the number of balls lent out at one time (the number of balls lent out (added to the remaining number of balls) when the ball lent button is operated once) is 125 balls, so it is possible to configure the value of L to be able to be changed within a range of 125 balls or less.
[0056] The numerical value that can be set as the value of L does not have to be in increments of "1." For example, the value of L may be configured to be changeable in increments of "5."
[0057] 〇Specific example 1-6 A state in which the number of remaining balls measured by the remaining ball counting means (= the number of remaining balls displayed on the remaining ball count display device 11) is 0 (none) is defined as a no remaining ball state. In this no remaining ball state, a different notification is made than when there are only a few balls remaining to inform the player that he or she has run out of balls. Therefore, when moving from a few balls remaining state to a no remaining state, the notification is made in a different manner.
[0058] As a notification mode for the no remaining balls state, it is conceivable to make the display of the remaining balls display device 11 (the number "0" because there are no remaining balls or a display indicating that there are no balls (for example, a display of "-")) different from both the normal mode and the special mode. Although not shown, for example, it is conceivable to make the color of the text displayed on the remaining balls display device 11 different from both the normal mode and the special mode.
[0059] It is more preferable that the notification mode in the no ball remaining state is "unique" to the no ball remaining state. For example, if the launcher 908 is operated (if the touch sensor is ON) in the no ball remaining state, a sound effect indicating that the game ball is being "blank-hit" (a sound indicating that only the hammer for hitting the game ball is in motion) is output (this sound effect is not output in the non-few ball remaining state or the few ball remaining state) (see FIG. 9). By using a notification mode in which such a sound effect is output, the player can easily understand that he or she has run out of balls.
[0060] 〇Specific example 1-7 The display means for displaying the number of remaining balls may be the main display device 91 (display area 911) on which the decorative pattern 80 is displayed. In other words, instead of providing a dedicated display means for displaying the number of remaining balls, the number of remaining balls is displayed in a part of the display area 911, and the low ball state is notified by using a numerical value indicating the number of remaining balls displayed in the display area 911.
[0061] Also, like the remaining ball number display device 11 of the above embodiment, a dedicated display means for displaying the remaining ball number may be provided, and the remaining ball number may be displayed on the main display device 91 (display area 911). In other words, the remaining ball number is displayed on both the remaining ball number display device 11 (dedicated display means) and the main display device 91 (display area 911) (see FIG. 10).
[0062] In this case, the low number state notification is made using the numerical value displayed on the main display device 91 (display area 911) (see Figures 10(a-1) and (b-1)), and may not be made using the numerical value displayed on the remaining ball number display device 11 (even when a non-low number state is transitioned to a low number state, there is no change in the manner of the numerical value displayed on the remaining ball number display device 11 (see Figures 10(a-1) and (b-1))). Since the main display device 91 (display area 911) is what the player pays the most attention to and where various effects are executed, the transition to the low number state is notified using the numerical value displayed on said display device 91. Since the remaining ball number display device 11 is a dedicated display means for indicating the number of remaining balls, there is no change in the manner of the numerical value displayed on said device.
[0063] 〇Specific example 1-8 The configuration is such that a low-number state notification is not necessarily performed even in a low-number state. Specifically, a low-number state notification is performed when an event occurs in which a non-low-number state transitions to a low-number state as a result of a decrease in the number of remaining balls, and a low-number state notification is not performed when the low-number state is reached without such an event occurring. In other words, a change in the number of remaining balls from L+1 to L (a change from 31 to 30 if L=30 as in the above embodiment) (see FIG. 11(a)) is considered as a trigger for performing a low-number state notification, and if such a change does not occur, a low-number state notification is not performed even in a low-number state.
[0064] For example, there are known ball dispensing devices that can lend any number of balls to a player (that can accept a small number of loaned balls), and assume that the number of remaining balls goes from 0 to 20 after 20 balls are loaned (see FIG. 11(b)). Although this state is a small number of balls state, no small number state notification is made because there has not been a "transition from a non-small number of balls state to a small number of balls state as a result of a decrease in the number of remaining balls" (see FIG. 11(b-2)).
[0065] 〇Specific example 1-9 In the normal game state, even if the number of balls is small, the small number state is not notified, but in the specific game state, the small number state is notified when the number of balls is small. When a small win is won in the specific game state, the condition for winning the big win is to make the game ball enter the specific area 906t (if the game ball does not enter the specific area 906t, it will be called a "puncture" and the big win cannot be won). If there are no or few game balls (causing "ball run-out") at the time of the small win, there is a risk that the game ball will not enter the specific area 906t (there is a risk that new balls will not be provided in time). To prevent this, in the specific game state, the small number state is not notified when the number of balls is small. On the other hand, in the normal game state, although the game may be delayed, the small number state is not notified because it is assumed that there will be no major disadvantage such as missing the big win.
[0066] 6) Remaining number production In an enclosed game machine such as this embodiment, actual game balls are not stored outside the game machine. In other words, in a game machine that is not an enclosed game machine, the balls won in a jackpot game come out of the game machine, but in an enclosed game machine, the balls are displayed as "numerical values" by the remaining ball number display device 11 (remaining number measuring means). Therefore, in an enclosed game machine, even if a large number of balls are won in a jackpot, it is not possible to directly visually grasp this (there is a lack of "feeling of balls being won"). To compensate for this, the game machine 1 according to this embodiment executes a remaining number presentation.
[0067] The remaining number effect is an effect that expresses a situation in which game balls corresponding to the remaining number of balls are stored outside the game balls. In this embodiment, a remaining number image 20 that expresses a situation in which game balls are stored in a so-called money box is displayed. A plurality of types of images are prepared as the remaining number image 20, and any one of them is displayed as the remaining number effect.
[0068] In this embodiment, a first remaining number image 21, a second remaining number image 22, a third remaining number image 23, and a fourth remaining number image 24 may be displayed as the remaining number image 20 (see FIG. 12). The second remaining number image 22 represents a situation in which more game balls are present than the first remaining number image 21, the third remaining number image 23 represents a situation in which more game balls are present than the second remaining number image 22, and the fourth remaining number image 24 represents a situation in which more game balls are present than the third remaining number image 23. The specific aspects of the various remaining number images 20 can be set as appropriate. The storage status of game balls may be realistically represented or may be diagrammatically represented. Note that the remaining number images 20 are omitted from illustrations other than those explaining the remaining number performance.
[0069] The number of remaining balls is divided into a plurality of states. The number of states corresponds to the number of types of remaining number images 20. In this embodiment, the state where the number of remaining balls is 0 to 999 is the first state, the state where the number of remaining balls is 1000 to 4999 is the second state, the state where the number of remaining balls is 5000 to 9999 is the third state, and the state where the number of remaining balls is 10000 or more is the fourth state. In the first state, the first remaining number image 21 is displayed, in the second state, the second remaining number image 22 is displayed, in the third state, the third remaining number image 23 is displayed, and in the fourth state, the fourth remaining number image 24 is displayed (see FIG. 12). The number of types of remaining number images 20 can be increased or decreased.
[0070] Furthermore, in this embodiment, the remaining number image 20 is displayed while the during-variation performance is being executed regardless of the game state (the remaining number performance is executed while the during-variation performance is being executed). The remaining number image 20 may be displayed anywhere. In this embodiment, it is displayed near a corner of the main display device 91 (display area 911). A device other than the main display device 91 may be provided, and the remaining number image 20 may be displayed on that device.
[0071] In this way, in the gaming machine 1 of this embodiment, a remaining number presentation is executed that makes it appear as if the player actually has gaming balls corresponding to the number of remaining balls, thereby suppressing the problem of a lack of "feeling of balls being dispensed," which is unique to sealed gaming machines.
[0072] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned remaining number presentation will be described. 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.
[0073] 〇Specific example 2-1 When the number of remaining balls is less than a specified reference number (hereinafter referred to as the "less than" state), the remaining number effect is not executed. In other words, in the "less than" state, none of the multiple types of remaining number images 20 are displayed (see FIG. 13(a)). Considering that a player may not be happy (the player may become annoyed) if an image is displayed when there are no remaining balls (balls in hand) or a relatively small number of remaining balls, the remaining number effect is not executed if the number is less than the reference number. If the number is equal to or greater than the reference number, the remaining number image 20 according to the number of remaining balls is displayed (see FIG. 13(b)).
[0074] The reference number can be set from various viewpoints. For example, it can be set based on the expected value of the balls obtained by a jackpot. The reference number is set based on the jackpot (max bonus) with the largest expected value of balls obtained by one jackpot among multiple types of jackpots that can be won. If a 10-round jackpot and a 4-round jackpot are provided as jackpots that can be won, the 10-round jackpot is the "largest jackpot". It is conceivable to set the number of prize balls obtained by this largest jackpot (the number of prize balls that would be obtained if the player played as instructed) as the reference number. For example, if one round (unit game) is 10 counts (ending with the winning of 10 game balls) and the jackpot area 906 has 15 prize balls, the number of prize balls obtained by the 10-round jackpot (the number of prize balls when so-called over-winning is not included) is 10 x 15 x 10 = 1500 balls. This value is also the value displayed when a jackpot is obtained (displayed as "XX bonus 1500"). If the reference number is set to "1500", the remaining number effect will not be executed when the maximum number of balls that can be won in one big win has not been reached.
[0075] It is also possible to set the base number based on the jackpot with the lowest expected value of balls that can be won in one jackpot. If a 10-round jackpot and a 4-round jackpot are set as possible jackpots, the 4-round jackpot would be the "lowest jackpot." The number of prize balls that can be won in a 4-round jackpot (the number of prize balls if so-called over prizes are not included) is 10 x 15 x 4 = 600. If the base number is set at "600," the remaining number effect will not be executed in a situation where the number of balls that can be won does not even reach the number of balls that can be won in one "lowest jackpot."
[0076] It is also possible to set the reference number based on factors other than the number of balls obtained in a jackpot. It is also possible to set the reference number based on the number of balls (N) newly lent when the ball loan button is operated once.
[0077] For example, the reference number is set to a value of "N x 2" or more. As mentioned above, the value of N is generally 125. In that case, the reference number is set to a value of "250" or more. When a jackpot has not been won, the player plays by operating the ball loan button every time the player is about to run out of balls. It is difficult to imagine operating the ball loan button twice in a row (i.e., the number of remaining balls becomes "N x 2" or more). Therefore, by setting the reference number to a value of "N x 2" or more, it is possible to prevent the remaining number effect from being executed even when a jackpot has not been won (not a so-called ball-loan game, but a situation in which the player is playing while receiving new loaned balls).
[0078] 〇Specific example 2-2 The remaining number effect is not executed in the normal game state (during the changing effect), but in the specific game state (during the changing effect) which is more advantageous (easier to win a jackpot) than the normal game state. The normal game state is a state in which the number of remaining balls (balls held) decreases the more the player plays, so executing an effect showing the number of remaining balls in this state would only upset the player, and so the remaining number effect is not executed. On the other hand, the specific game state is a state in which it is easier to win a jackpot and the number of remaining balls (balls held) is expected to increase the more the player plays, so the increase in the number of remaining balls (balls held) is reflected in the remaining number effect.
[0079] 〇Specific example 2-3 In the above embodiment, it has been explained that the remaining number performance is executed during the variation performance, but the remaining number performance may be executed during the jackpot. During the jackpot game, the remaining number of balls (balls held) is actually increasing, so this is reflected as the performance. The remaining number performance may be configured not to be executed during the variation performance, but to be executed during the jackpot game.
[0080] 〇Specific example 2-4 The remaining number effect may function as an effect suggesting the probability (reliability) that the winning / losing lottery result will be a winning one. As described above, since the remaining number effect is an effect in which the remaining number image 20 is displayed, an effect suggesting the reliability of the winning / losing lottery result from the remaining number image 20 (reliability suggestion effect) is executed. For example, the following reliability suggestion effect may occur. The winning / losing lottery result for the target suggested by the reliability suggestion effect is the target winning / losing lottery result. The reliability suggestion effect is a so-called chance-up effect (an effect in which the reliability of the target winning / losing lottery result is higher when it occurs than when it does not occur) that occurs as an effect constituting the target variation effect (target variation), which is a variation effect regarding the target winning / losing lottery result.
[0081] As described above, the remaining number effect displays the remaining number image 20 (first remaining number image 21 to fourth remaining number image 24) according to the current remaining number of balls (first state to fourth state). For example, assume that the current remaining number of balls is in the range of the second state, so the second remaining number image 22 is displayed. Then, in the target change effect, the second remaining number image 22 is changed to the third remaining number image 23 (see FIG. 14(a)). In other words, since the remaining number of balls is in the range of the second state, the second remaining number image 22 should be left displayed as it is, but the second remaining number image 22 is changed to the third remaining number image 23 (see FIG. 14(b)), suggesting that the reliability of the target winning / losing lottery result has increased. Note that, when the target change effect ends, the remaining number image 20 returns to the second remaining number image 22 (returns to the remaining number image 20 that should be displayed). In this way, the reliability suggestion effect causes a change in the remaining number image 20 even though the number of balls held is not actually increasing. In other words, by creating a performance that makes it appear as if the number of balls held has increased (a performance-based change in the number of balls held), it is intended to suggest that the situation is one in which it is possible to expect the result of the lottery to be a winning one.
[0082] The degree of chance improvement may be different according to the degree (stage) of change of the remaining number image 20. For example, in a state where the second remaining number image 22 is displayed because it is within the range of the second state (see FIG. 15(a)), a reliability suggestion effect may occur in which the second remaining number image 22 changes to the third remaining number image 23 (see FIG. 15(b-1)), or a reliability suggestion effect may occur in which the second remaining number image 22 changes to the fourth remaining number image 24 (see FIG. 15(b-2)). The reliability of the target winning / losing lottery result may be higher when the second remaining number image 22 changes to the fourth remaining number image 24 than when the second remaining number image 22 changes to the third remaining number image 23. In this way, the remaining number image 20 may change by one stage or by two stages, and the more the degree (stage) of change (the greater the change in the ball in the performance), the higher the probability that the target winning / losing lottery result will be a winning one.
[0083] In the above examples (examples shown in Figs. 14 and 15), the type of the remaining number image 20 changes, but the configuration may be such that the state of the remaining number image 20 changes while maintaining the type of the remaining number image 20, suggesting that the chances are up. For example, in a state in which the second remaining number image 22 is displayed because it is within the range of the second state, the state (e.g., color) of the second remaining number image 22 changes (see Fig. 16. In Fig. 16, the difference in color is expressed by the presence or absence of hatching), so that the target winning / losing lottery result can be expected to be a winning result. In this way, there is an advantage that the reliability of the target winning / losing lottery result can be suggested while maintaining the type of remaining number image 20 according to the number of remaining balls.
[0084] 〇Specific example 2-5 During the execution of one or more specific effects constituting the variable effect, the remaining number effect is not executed (none of the remaining number images 20 are displayed). The effect to be emphasized to the player is set as a specific effect, and the remaining number image 20 is not displayed while the specific effect is being executed so that the effect is not obstructed by the remaining number image 20.
[0085] The specific effects can be set as appropriate, but it is preferable to configure the specific effects to include so-called reach effects (which refer to an ending that is favorable to the player if the winning / losing lottery result is a win, and an ending that is unfavorable if the winning / losing lottery result is a loss. Note that a favorable ending includes a pattern in which an unfavorable ending appears to have been reached but is then overturned.) The reach effect is an effect that gives players hope that the winning / losing lottery result will be a win, and is likely to attract the player's attention, so the remaining number image 20 is not displayed while the reach effect is being executed.
[0086] 〇Specific example 2-6 The player can freely select whether or not the remaining number effect is executed. In other words, the remaining number effect is provided as a type of effect that the player can decide whether or not to execute using a so-called customization function. Since there are likely to be a certain number of players who find the current remaining number of balls visually displayed as an effect annoying, the remaining number effect can also be selected not to be executed. Any method may be used to switch whether or not the remaining number effect is executed (ON / OFF). It is sufficient that the player can switch by operating an operating means such as a push button or the cross key 14.
[0087] 〇Specific example 2-7 In the above embodiment, the remaining number presentation is explained as a presentation in which a remaining number image 20 is displayed, which indicates the situation in which game balls corresponding to the remaining number of balls are stored outside the gaming machine, but the situation may be presented using something other than an image.
[0088] For example, the gaming machine 1 is provided with a presentation device 25 (gimmick) that indicates the number of remaining balls. There are various possible methods for indicating the number of remaining balls. The presentation device 25 has a portion representing a money box and a portion representing game balls stored in the money box (game ball section), and the game ball section is divided into a number of parts, for example, from the bottom, a first part 251, a second part 252, a third part 253, and a fourth part 254 (see FIG. 17(a)). An illuminator is provided inside each part, and each part can be switched on and off.
[0089] In the first state, the first part 251 is lit, in the second state, the first part 251 and the second part 252 are lit, in the third state, the first part 251, the second part 252 and the third part 253 are lit, and in the fourth state, all parts are lit (parts other than the lit parts are turned off). In other words, the more balls there are remaining, the more parts are lit (see FIG. 17(b)). Note that it is preferable to make the light color of each part different so that the number of lit parts can be easily seen. In this way, the performance device 25 (gimmick) can visually show the number of remaining balls.
[0090] 7) Bulk customization The gaming machine 1 according to the present embodiment has a so-called customization function. The customization function includes individual customization and collective customization. The customization function (particularly collective customization) will be described below. Note that the customization function in the normal game state will be described, but a similar function (customization function including collective customization) may be provided in a specific game state. In addition, in the present embodiment, individual customization and collective customization can be performed during a standby state in which a performance during change is not being performed, but they may be performed during a performance during change.
[0091] The target performance is a performance that is the target of the customization function (a performance that can occur as part of a performance during change). There are multiple types of performances that can be set as target performances. It is assumed that the target of a certain individual customization is a type of target performance. For example, a "pre-reading performance" is a type of target performance that is a pre-reading performance that is the target of pre-reading customization. The following are at least a part of the target performance (individual customization) ("target performance name / individual customization name"). In addition, the target success / failure lottery result refers to the success / failure lottery result of the target whose success / failure lottery result is suggested by the target performance, the target change performance (target change) refers to the change performance (change) that corresponds to the target success / failure lottery result, and the previous change performance (previous change) refers to the change performance (so-called pre-reading change) that is executed before the target change performance.
[0092] <Target performance / individual customization> (1) Premiere production / premium customization An effect in which images including rainbow colors and premium characters are displayed. If it occurs during a target change, the result of the target lottery is confirmed as a win (it occurs suddenly before the hit is announced by the reach effect). It does not necessarily occur during a win change. The customization options are "Normal" and "Increased Occurrence Rate". When "Increased Occurrence Rate" is selected, the probability of occurrence is higher when the winning variation occurs than when "Normal" (default) is selected. (2) Confirmation lamp effect / confirmation lamp customization This effect lights up the confirmation lamp 68 (see FIG. 1) provided on the gaming machine 1. When this occurs during a target change, it is confirmed that the target hit / miss lottery result is a hit (this occurs spontaneously before the hit is announced by the reach effect). This does not necessarily occur during a hit change. The customization options are "Normal" and "Increased Occurrence Rate". When "Increased Occurrence Rate" is selected, the probability of occurrence is higher when the winning variation occurs than when "Normal" (default) is selected. (3) Confirmation sound effects / confirmation sound customization An effect in which a predetermined confirmation sound is output from the speaker 65. When this occurs during a target change, it is confirmed that the target hit / miss lottery result is a hit (this occurs suddenly before the hit is announced by the reach effect). It does not necessarily occur during a hit change. The customization options are "Normal" and "Increased Occurrence Rate". When "Increased Occurrence Rate" is selected, the probability of occurrence is higher when the winning variation occurs than when "Normal" (default) is selected. (4) Hold change effects / hold change customization An effect that suggests reliability by the state of the reserved pattern 70. In this embodiment, the reliability is suggested by the "color" of the reserved pattern 70. If the suggestion is based on the state of the reserved pattern 72 before the change, it is said to be a pre-reading effect because it is made before the target change starts. The customization options are "Normal" and "Reliability UP". When "Reliability UP" is selected, the reliability of the occurrence is higher than when "Normal" (default) is selected (if the same "color" is reserved, the reliability is higher when "Reliability UP" is selected than when "Normal" is selected). In other words, the occurrence probability is lower when "Reliability UP" is selected than when "Normal" is selected. (5) Look-ahead effects / look-ahead customization This effect suggests that the reliability of the target winning / losing lottery result has increased by occurring with one or more future changes (however, the hold change effect for the hold pattern 72 before the change is not included in the pre-change pre-reading effect). The customization options are "Normal" and "Reliability UP". When "Reliability UP" is selected, the reliability of the event is higher than when "Normal" (default) is selected (for the same type of effect, the reliability is higher when "Reliability UP" is selected than when "Normal" is selected). In other words, the occurrence probability is lower when "Reliability UP" is selected than when "Normal" is selected. (6) Winning performance / Winning performance customization When the game ball enters the starting area 904 and new pre-variation reserved information (win / lose lottery information corresponding to the target win / lose lottery result) is acquired, this effect suggests that the reliability of the target win / lose lottery result has increased (the player feels that this effect has occurred almost simultaneously with the game ball entering the starting area 904). In this embodiment, the special winning sound is output from the speaker 65. The customization options are "Normal" and "Reliability UP". When "Reliability UP" is selected, the reliability of the event is higher than when "Normal" (default) is selected. In other words, the occurrence probability is lower when "Reliability UP" is selected than when "Normal" is selected. (7) Color Production / Color Production Customization By making the color of the displayed presentation image different from the reference color (default color), it is suggested that the reliability of the lottery results has been increased. The customization options are "Normal" and "Reliability UP". When "Reliability UP" is selected, the reliability of the occurrence is higher than when "Normal" (default) is selected (if a certain effect image is displayed and the effect image is the same "color", the reliability is higher when "Reliability UP" is selected than when "Normal" is selected). In other words, the occurrence probability is lower when "Reliability UP" is selected than when "Normal" is selected.
[0093] Any method may be used for individual customization. In this embodiment, by selecting individual customization on the individual customization / bulk customization selection screen (see FIG. 18(a)) displayed in the standby state, the state transitions to an individual customization execution screen (see FIG. 18(b-1)). The player operates the push button 12 or the cross key 14 to perform customization.
[0094] Bulk customization is a customization in which two or more target effects are provided as the target of customization. In other words, it is possible to change the customization of two or more target effects all at once using bulk customization. In this embodiment, three patterns of bulk customization are provided: "Confirm all at once," "Preview all at once," and "Color all at once" (see FIG. 18(c)). Each bulk customization includes elements (common elements) that are common to the two or more target effects that are the target of the bulk customization. In other words, it is possible to customize two or more target effects that include common elements all at once as a group.
[0095] "Confirmed all at once" targets three effects: premium effects, confirmed lamp effects, and confirmed sound effects. Premier effects, confirmed lamp effects, and confirmed sound effects are all effects that, if they occur, will confirm that the target winning / losing lottery result will be a winning result (they all have one thing in common: being "confirmed effects"); therefore, "Confirmed all at once" customization allows these to be customized as a whole. It can also be said that this is the three individual customizations of premier customization, confirmed lamp customization, and confirmed sound customization all bundled together. When "Normal" is selected in the "Confirmed all at once" customization, the premium effects, confirmed lamp effects, and confirmed sound effects are all set to "Normal," and when "Occurrence rate UP" is selected, the premium effects, confirmed lamp effects, and confirmed sound effects are all set to "Occurrence rate UP."
[0096] "Look Ahead All at Once" targets three effects: look-ahead performance, winning performance, and reserved change performance. Since look-ahead performance, winning performance, and reserved change performance can all occur before the start of the performance during the target change (they all have one thing in common: "look-ahead"), "look-ahead all at once" customization allows these to be customized as a whole. It can also be said that it is a combination of three individual customizations: look-ahead customization, winning performance customization, and reserved change customization. When "Normal" is selected in the "look-ahead all at once" customization, the look-ahead performance, winning performance, and reserved change performance are all set to "Normal," and when "Reliability UP" is selected, the look-ahead performance, winning performance, and reserved change performance are all set to "Reliability UP."
[0097] "Color All at Once" targets two effects: color effects and hold change effects. Both color effects and hold change effects use "color" to indicate the reliability of the target winning / losing lottery results (they have one thing in common: they indicate reliability through "color"), so "Color All at Once" customization allows these to be customized as a whole. It can also be said to be a combination of two individual customizations: color effect customization and hold change customization. When "Normal" is selected in the "Color All at Once" customization, both the color effects and hold change effects will be set to "Normal", and when "Reliability UP" is selected, both the color effects and hold change effects will be set to "Reliability UP".
[0098] Here, the reserved change effect (reserved change customization) is included in both "preview all at once" and "color-based all at once." "Preview all at once" and "color-based all at once" have different combinations of two or more target effects that are the subject of the all at once customization ("preview all at once" has three types of target effects: preview effect, winning effect, and reserved change effect, while "color-based all at once" has two types of target effects: color-based effect and reserved change effect), but they have in common that one of the two or more target effects is a reserved change effect. In this way, a certain type of target effect (target effect X) can be the subject of a certain all at once customization (all at once customization A) and also the subject of another all at once customization (all at once customization B).
[0099] On the other hand, the three types of premium effects, confirmation lamp effects, and confirmation sound effects that are the targets of the "confirmed batch" are not included in other batch customizations ("preview batch", "color batch"). In this way, it is possible to configure a batch customization that includes only two or more target effects that are not the target of other batch customizations.
[0100] Any method may be used for performing the bulk customization. In this embodiment, by selecting the bulk customization on the individual customization / bulk customization selection screen (see FIG. 18(a)) displayed in the standby state, the state transitions to a state in which the bulk customization execution screen is displayed (see FIG. 18(b-2)). The player performs the bulk customization by operating the push button 12 or the cross key 14. Although not shown, it is preferable that two or more target effects that are the subject of each bulk customization are displayed. That is, it is preferable that an explanation is displayed on the bulk customization execution screen so that the player can understand that the "confirmed bulk" customization is a customization of the three, the premium effect, the confirmed lamp effect, and the confirmed sound effect, the "preview bulk" customization is a customization of the three, the preview effect, the winning effect, and the reserved change effect, and the "color-based bulk" customization is a customization of the two, the color-based effect and the reserved change effect, in a lump.
[0101] In this embodiment, a "default operation" that returns all target effects to the default (normal) is also possible (the "default operation" itself is publicly known). However, the "default operation" (the operation of setting "all" of multiple types of target effects to the "default") is not included in bulk customization.
[0102] In this way, the gaming machine 1 according to the present embodiment can change the settings of two or more types of target effects (settings that can be changed by individual customization) that are part of the multiple types of target effects at once, which contributes to improving the convenience of the player. Another way of using the system is to use the system to perform "rough customization" using the collective customization, and then to perform "fine customization" using the individual customization.
[0103] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned bulk customization-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.
[0104] 〇Specific example 3-1 If customization is possible during the changing performance, it is possible to configure it so that whether or not bulk customization is possible differs between during the changing performance and during the standby state.
[0105] For example, it is possible to configure it so that bulk customization is possible during the variable performance, but bulk customization is not possible during the standby state (only individual customization is possible). Since attention is usually paid to the performance (win / lose lottery results) during the variable performance, rough customization is possible rather than fine customization, and fine customization is done slowly during the standby state.
[0106] 〇Specific example 3-2 The configuration is such that a player can arbitrarily create a combination of two or more target effects that are the subject of collective customization (see FIG. 19(a)). In other words, the configuration is such that an "original" collective customization can be created. Any method of creation is acceptable. The created "original" collective customization can be switched between "Normal" and "Increased Occurrence Rate / Reliability" in the same manner as other collective customization (see FIG. 19(b)). Since the two or more target effects that a player wishes to switch the customization of collectively depending on the game situation may differ from player to player, the present example allows the player to arbitrarily determine a "group of two or more target effects" that are the subject of collective customization. It can also be said that two or more target effects that do not have common elements can be the subject of the same collective customization.
[0107] When an original bulk customization is created, the original bulk customization (default bulk customization; in the above embodiment, the "confirmed bulk", "preview bulk", and "color system bulk" customizations) may not be presented as an option (see FIG. 19(c)). When an original bulk customization is created, it is highly likely that the original bulk customization was not to the player's liking, so it is possible to switch between only the original bulk customization, making customization operations easier. It may also be possible to create two or more original bulk customizations with different combinations of two or more target effects (see FIG. 19(c-2)).
[0108] 〇Specific example 3-3 In the above embodiment, the individual customization is described as being a selection from either "Normal" or "Increased Occurrence (Reliability)", but there may be three or more options. Bulk customization allows items with the same number and content of options to be customized as a group. For example, assume that three options are provided for individual customization of the premium effect, the confirmed lamp effect, and the confirmed sound effect: "Normal", "Increased Occurrence", and "Very High Occurrence" (the probability of an effect occurring increases in the order of "Normal" < "Increased Occurrence" < "Very High Occurrence"). In this case, a "confirmed bulk" bulk customization can be provided that provides the three options: "Normal", "Increased Occurrence", and "Very High Occurrence".
[0109] 8) Specific pre-reading performance The gaming machine 1 according to this embodiment is capable of executing a specific look-ahead performance as a type of look-ahead performance. In this embodiment, the specific look-ahead performance may occur in a normal game state. However, it may be configured to occur in a specific game state. In the following description of the specific look-ahead performance, the target hit / miss lottery result refers to the hit / miss lottery result of the target whose reliability is suggested by the specific look-ahead performance, the target change performance (target change) refers to the change performance (change) regarding the target hit / miss lottery result, and the previous change performance (previous change) refers to the change performance (change) executed before the target change performance, which is the change performance (change) in which the specific look-ahead performance is executed.
[0110] The specific look-ahead performance is a performance in which a specific look-ahead image 30, the appearance of which varies depending on the length of the change time from the start to the end of the performance during the target change (hereinafter referred to as the target change time). Specifically, the specific look-ahead image 30 is displayed when reserved information (target reserved information) corresponding to the target winning / losing lottery result is acquired (start winning) (see Fig. 20(a)(b)). In other words, the specific look-ahead performance is a type of so-called start winning performance. The reserved pattern 70 corresponding to the target reserved information (reserved pattern 70 corresponding to the winning / losing lottery result that is the subject of the specific look-ahead performance) is referred to as the specific reserved pattern 70T.
[0111] The specific pre-reading image 30 in this embodiment includes a numerical value that indicates the length of time from the start of the target change performance to the specified time point in the target change performance. In this embodiment, the "specified time point = the end time of the target change performance". Therefore, the time from the start of the target change performance to the specified time point in the target change performance is the target change time itself, which is the length of the target change. For example, when the specific pre-reading image 30 including the numerical value (character) of 120 seconds is displayed, the length of the target change (target change time) is 120 seconds. In this embodiment, the longer the target change time, the higher the probability (reliability) of the target winning / losing lottery result being a winning one. Therefore, the larger the numerical value included in the specific pre-reading image 30, the higher the reliability of the target winning / losing lottery result.
[0112] The specific pre-reading image 30 continues to be displayed without changing its appearance until the target change is started (during the future change) (see FIG. 20(c)). In this embodiment, the start of the target change triggers the change in the numerical value contained in the specific pre-reading image 30 (see FIG. 20(d)(e)). In other words, the numerical value contained in the specific pre-reading image 30 is maintained while one or more future changes are being executed, and the start of the target change triggers the decrease (countdown) of the numerical value. In this embodiment, the numerical value is the target change time itself, so the target change ends when the numerical value becomes 0 regardless of whether the result of the target win / lose lottery is a win or a loss (see FIG. 20(f)).
[0113] In this way, the specific pre-reading performance in this embodiment is interesting in that the length of the target change time is suggested by the pre-reading (the reliability is suggested by the length of the target change time).
[0114] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific look-ahead performance will be described. 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.
[0115] 〇Specific example 4-1 Although it has been explained that the starting point of the numerical value (time) represented by the specific pre-reading image 30 in the above embodiment is the start time of the target change, it may be the current configuration. That is, the numerical value represented by the specific pre-reading image 30 represents the time from the current time to the specified time of the target change (see FIG. 21). If the "specified time = the end time of the performance during the target change" as in the above embodiment, the numerical value represented by the specific pre-reading image 30 is the time from the current time (see FIG. 21(b)) to the end time of the target change (see FIG. 21(f)). Note that since the time from the current time to the end time of the target change includes the target change time, it can be said that the aspect of the specific pre-reading image 30 can be different depending on the length of the target change time.
[0116] When doing as in this example, the numerical value represented by the specific look-ahead image 30 will change (decrease) from moment to moment even during the future change. In other words, since the time until the specified time point will decrease in real time even during the future change, a countdown of the numerical value represented by the specific look-ahead image 30 will be executed (see Figs. 21(b)(c)). The countdown will be executed across the future change immediately before the target change and the target change (see Figs. 21(c)(d)). Also, if the specific look-ahead performance includes two or more future changes, the countdown will be executed continuously across two or more future changes.
[0117] By doing as in this example, it is possible to make an interesting specific pre-reading performance in which the result of the target winning / losing lottery is suggested by the length of time from the current time to the specified time of the target change. Unlike the above embodiment, the time displayed by the specific pre-reading image 30 includes the time required for one or more future changes, so it is a performance form in which it is difficult to predict the length of the target change time while the future change is being executed (for example, even if the displayed time is long, it is possible that the target change is short, simply because the time required for the future change is long).
[0118] 〇Specific example 4-2 In the above embodiment, it has been described that the "prescribed time point = the end time point of the target changing performance", but it is conceivable that other time points are set as the prescribed time point. For example, it is conceivable that the so-called winning / losing branch point (which does not need to be a strict "point (time point)" and may have some margin (about a few seconds)) is set as the prescribed time point. The winning / losing branch point is the time point immediately before the winning / losing (target winning / losing lottery result) is determined. In other words, the target winning / losing lottery result will be determined after passing the winning / losing branch point. If the winning / losing is determined through one or more types of reach performance (super reach performance), the winning / losing branch point will be present in the middle of the reach performance. For example, if the reach performance is a so-called battle performance in which the player's character (ally character) fights against the enemy character, the time point immediately before the result of the battle is determined will be the winning / losing branch point (see FIG. 22(c)). If the player is prompted to operate an operating means (such as a push button), and the operation of that operating means determines whether or not the player has won, then the start of the effective operation period during which the operation of that operating means is valid becomes the branching point between winning and losing (see Figure 22(c)). In other words, the branching point between winning and losing is set based on the earliest timing at which the winning or losing outcome can be determined, and this becomes the specified time point. Note that the occurrence of a so-called confirmation effect (premium effect) does not constitute the determination of whether or not the player has won. In other words, the point immediately before the occurrence of a confirmation effect is not considered to be the branching point between winning and losing.
[0119] In this way, the specific pre-reading image 30 shows the time from the start of the target fluctuation (see FIG. 22(a)) to the winning / losing branch point (see FIG. 22(c)). Since the longer the total target fluctuation time, the longer the time from the start of the target fluctuation to the winning / losing branch point is likely to be, even in this example, the longer the time shown by the specific pre-reading image 30, the higher the reliability of the target winning / losing lottery result. Furthermore, if the winning / losing branch point is set in the reach performance, the occurrence of the specific pre-reading performance determines that a reach (the patterns selected and displayed from two of the three decorative pattern groups 80g are the same type) will be established in the target fluctuation (the occurrence of a reach performance with a winning / losing branch point is determined).
[0120] By following this example, not only is the reliability indicated by the length of time shown by the specific pre-reading image 30 given, but it also provides an interesting presentation format in which the target fluctuations can be seen while anticipating in advance the point at which the result will become clear (the point at which the winning or losing branch will occur).
[0121] If this example is configured by combining the above specific example 4-1, the time indicated by the specific look-ahead image 30 will be the length from the current time to the winning / losing turning point of the target fluctuation.
[0122] In addition, the specified time may be a time different from the end time of the target variation or the winning / losing turning point. For example, the time when the target variation indicates that a reach has been reached may be set as the specified time.
[0123] Specific example 4-3 The time indicated by the specific look-ahead image 30 is always set to a predetermined time (a predetermined threshold value) or more. For example, assume that there are 15 patterns of candidate times that can be set as the target change time, T1, T2, T3, ... T15, from the shortest. The time indicated by the specific look-ahead image 30 is any one of T10 to T15, and does not represent any one of T1 to T9 (see FIG. 23). In this way, the specific look-ahead performance is executed only when the target change time is any one of T10 to T15, which is relatively long, and does not occur when the target change time is any one of T1 to T9, which is relatively short.
[0124] In this way, a specific pre-reading effect occurs in a situation where the target change time is relatively long and there is a certain degree of expectation that the target winning / losing lottery result will be a winning one (when the target change becomes a so-called "long change").
[0125] 〇Specific example 4-4 The specific pre-reading image 30 is configured as a reserved pattern 70. In short, a numerical value representing the target change time is displayed on the reserved pattern 70 (specific reserved pattern 70T) corresponding to the target winning / losing lottery result (see FIG. 24). By doing so, it is easy to understand which reserved the specific pre-reading performance corresponds to (it is easy to understand the start timing of the target change).
[0126] It is also possible to configure the reliability of the target winning / losing lottery result to be suggested by combining with reliability suggesting elements other than the numerical value representing the target change time. For example, in the case of a configuration in which the reliability is suggested by the color of the reserved pattern 70 (the color element contained in the reserved pattern 70), the reliability is suggested by the color of the specific reserved pattern 70T and the numerical value representing the target change time (see FIG. 25. In the drawing, "color" is represented by letters). If the reliability is set to be higher as the target change time is longer as in the above embodiment, the color of the reserved pattern 70 is more reliable, and the larger the numerical value (the longer the target change time), the more likely it is that the target winning / losing lottery result will be a winning one. If reserved patterns 70 with the same numerical value but different colors are compared, the reserved pattern 70 with a highly reliable color is expected to be the winning pattern (see Figure 25(a)), and if reserved patterns 70 with the same color but different numerical values are compared, the reserved pattern 70 with the larger numerical value (longer target fluctuation) is expected to be the winning pattern (see Figure 25(b)).
[0127] 〇Specific example 4-5 Although the specific pre-read image 30 in the above embodiment includes a numerical value that indicates the length of the target change time, the length of time may be expressed by an element other than a numerical value. For example, the larger the size of the specific pre-read image 30 (see FIG. 26(b)) in the initial state, the longer the target change time.
[0128] In the case of this example, the size of the specific pre-read image 30 may be gradually reduced after the target change has started. The size of the image is reduced over time after the target change has started (see Figs. 26(d) and (e)), and the image is minimized or disappears at the end of the target change, which is the specified time point (see Fig. 26(f)). The size of the specific pre-read image 30 is maintained during the change prior to the start of the target change (see Figs. 26(b) and (c)).
[0129] 〇Specific example 4-6 The specific pre-reading performance is started (the specific pre-reading image 30 is displayed) when the reserved information corresponding to the target winning / losing lottery result is acquired (start winning), which is a so-called start winning performance, but it does not have to be such a start winning performance. In other words, the specific pre-reading image 30 may not be displayed at the time when the reserved information corresponding to the target winning / losing lottery result is acquired, and the specific pre-reading image 30 may be displayed after a while. However, the start winning performance as in the above embodiment has the advantage that it is easy to understand which reservation is the target of the specific pre-reading performance. On the other hand, if it is done as in this example, it will be a performance form that makes it difficult to understand which reservation is the target of the specific pre-reading performance (the player is entertained by having him guess which reservation is the target of the pre-reading).
[0130] 〇Specific example 4-7 In the above embodiment, it has been explained that the countdown starts when the target change starts, but in this embodiment, such a countdown does not occur. That is, the target change time is indicated during the future change by the specific look-ahead image 30 (see Figs. 27(b) and (c)), but the countdown does not occur during the target change (see Figs. 27(d) to (f)). The specific look-ahead image 30 may be erased when the target change starts.
[0131] If a countdown were to occur during the target change, the progress of the presentation would be predictable, which could cause the player to lose interest. To prevent this situation, it is preferable to prevent a countdown from occurring during the target change (preventing the presentation using the specific look-ahead image 30 from being executed).
[0132] 9)Special display In the gaming machine 1 according to the present embodiment, the display mode of the reserved symbols 70 may be a special display, which will be described in detail below. The period during which the special display is executed is called a specific period. The specific period is a period during the first specific gaming state. As described above, the first specific gaming state is a state in which a maximum of five second winning / losing lotteries (one time of time reduction + four remaining reserved times) can be received, and the reserved symbols 70 for the five second winning / losing lotteries (five reserved symbols 70; in the explanation of the special display, the reserved symbols 70 are called the target reserved symbols 70S) are made into a special display (see FIG. 29(a) and the like). The second winning / losing lottery is a lottery that is favorable to players who are more likely to win a jackpot (higher actual probability of winning a jackpot) than the first winning / losing lottery, and the reserved symbols 70 indicating the number of rights to the second winning / losing lottery are made into the target of the special display.
[0133] In this embodiment, a preliminary period is provided before the specific period that is to be a special display. The preliminary period is a period in which a plurality of target reserved patterns 70S are displayed in the order in which the corresponding winning / losing lottery information was acquired (in the order of acquisition). The order in which the winning / losing lottery information was acquired is also the order in which the corresponding winning / losing lottery results are notified, that is, the so-called "order of consumption". Therefore, the preliminary period can be said to be a period in which the target reserved patterns 70S are displayed in the order of consumption. Since there are five target reserved patterns 70S in this embodiment, positions (hereinafter referred to as acquisition order positions 40) according to the order of acquisition (order of consumption) of the five patterns are determined. The target reserved patterns 70S are displayed in the order of acquisition (order of consumption) from the earliest to the earliest at the first acquisition order position 41, the second acquisition order position 42, the third acquisition order position 43, the fourth acquisition order position 44, and the fifth acquisition order position 45 (see FIG. 28(f) and the like). In this embodiment, when new winning / losing lottery information is acquired (when a game ball newly enters the second starting area 904b), the target reserved pattern 70S is immediately displayed in the corresponding acquisition order position 40. By repeating this five times, five target reserved patterns 70S are displayed in each acquisition order position 40.
[0134] Here, the state of the target reserved pattern 70S is assumed to suggest the reliability (probability of winning a small win or a big win (direct win)) of the corresponding winning / losing lottery result (hereinafter, also referred to as the target winning / losing lottery result). In this embodiment, the "color" of the target reserved pattern 70S is assumed to suggest the reliability, and five types of candidate "colors" are provided, in order of lowest reliability, namely, "white", "blue", "green", "red", and "rainbow" (see Figs. 28 to 30 (however, "rainbow" is not shown). In the drawings, the colors are represented by characters). In this embodiment, different types of characters are associated with each of the "colors" (characters A, B, C, D, and E are associated with "white", "blue", "green", "red", and "rainbow", respectively), and the target reserved pattern 70S is assumed to represent the characters. In the case of "rainbow", the target winning / losing lottery result is determined to be a winning (reliability is 100%). Note that such a winning determination mode may not be provided. In the preliminary period, each target reserved symbol 70S is displayed in the acquisition order position 40 regardless of its state (reliability).
[0135] After the preliminary period, the specific period is entered. In the specific period, the reserved symbols are displayed in a special manner according to the order of reliability, not the order of acquisition (see FIG. 29(a) and the like). In the preliminary period, the reserved symbols are displayed in the order of acquisition (order of consumption), but are rearranged in the order of reliability, which can be said to be a special display (a transition to the specific period). In this embodiment, the reserved symbols are displayed in the order of lowest reliability, that is, the first reliability position 51, the second reliability position 52, the third reliability position 53, the fourth reliability position 54, and the fifth reliability position 55. For symbols with the same reliability (color), the symbols with the earliest order of acquisition are displayed in the earlier reliability position (the first reliability position 51 is the "earliest reliability position", and the fifth reliability position 55 is the "last reliability position").
[0136] Although some of the repetition will be repeated, we will use an example (a case where all five second win / lose lotteries performed in the first specific game state are losses) to explain the flow of presentation in the preliminary period (display in order of acquisition) and the specific period (special display).
[0137] When the first specific game state is started, an instruction image is displayed to prompt the player to launch the game ball aiming at the second starting area 904b (a "hit right" instruction is issued) (see FIG. 28(a)). By launching the game ball in accordance with this, the game ball enters the normal area 905 and a normal lottery is executed, and if the normal lottery is won, the second starting area 904b is opened and the game ball enters the second starting area 904b. The first specific game state is a one-time time reduction, but the fluctuation time for one time reduction is set to be sufficiently long, so that four pieces of second reserved information can be obtained (the special chart 2 reserve can be filled up) before the fluctuation for one time reduction ends. Although not shown, when four pieces of second reserved information are obtained (the special chart 2 reserve is filled up), it is preferable to display an indication of this.
[0138] In this way, the period during which the game ball enters the second starting area 904b and the second winning / losing lottery information is acquired is the preliminary period. Each time new second winning / losing lottery information is acquired, the corresponding reserved pattern is displayed in the acquisition order position 40. For example, the target reserved patterns 70S are assumed to be in the order of "blue", "red", "white", "green", and "blue" from the earliest acquisition order (see FIG. 28(b) to (f)). In the preliminary period, a plurality of target reserved patterns 70S are displayed so as to be lined up in this order along the acquisition order position 40. That is, in the preliminary period, the target reserved patterns 70S are finally displayed as "blue" in the first acquisition order position 41, "red" in the second acquisition order position 42, "white" in the third acquisition order position 43, "green" in the fourth acquisition order position 44, and "blue" in the fifth acquisition order position 45 (see FIG. 28(f)).
[0139] Then, it moves to a specific period. The target reserved pattern 70S is displayed in the reliability position 50 in order of reliability. In this example, the first reliability position 51 displays "white", the second reliability position 52 displays "blue", the third reliability position 53 displays "blue", the fourth reliability position 54 displays "green", and the fifth reliability position 55 displays "red" (see FIG. 29(a)). As described above, for patterns with the same reliability (color), the pattern with the earlier acquisition order is displayed in the earlier reliability position 50. Therefore, the "blue" target reserved pattern 70S displayed in the second reliability position 52 is the first one acquired, and the "blue" target reserved pattern 70S displayed in the third reliability position 53 is the fifth one acquired.
[0140] Thereafter, the winning / losing lottery result corresponding to each of the target reserved symbols 70S is announced. In this embodiment, the winning / losing lottery result is announced by a battle in which the character represented by the target reserved symbol 70S is the "enemy" (if it is a winning result, the player's character will win against the enemy character, and if it is a losing result, the player will lose). Note that the manner in which the winning / losing lottery result is announced is merely an example. It may also be announced by a presentation in a manner unrelated to the target reserved symbol 70S.
[0141] The order in which the winning / losing lottery results are announced is the order of acquisition (order of consumption). First, the winning / losing lottery result corresponding to the "blue" target reserved pattern 70S (the target reserved pattern 70S that is the first in the acquisition order) displayed in the second reliability position 52 is announced (see FIG. 29(b)). If this is a loss (see FIG. 29(c)), the display position is "advanced." That is, the display position of the target reserved pattern 70S that was displayed in the reliability position 50 after the consumed target reserved pattern 70S is advanced. In this example, the target reserved pattern 70S of "blue" in the third reliability position 53, "green" in the fourth reliability position 54, and "red" in the fifth reliability position 55 are displayed in the second reliability position 52, the third reliability position 53, and the fourth reliability position 54, respectively (see FIG. 29(d)).
[0142] Next, the winning / losing lottery result corresponding to the "red" target reserved pattern 70S (the target reserved pattern 70S that is the second in the order of acquisition) displayed in the fourth reliability position 54 is announced (see FIG. 29(e)). Even if this is a loss (see FIG. 29(f)), since there is no target reserved pattern 70S that was displayed in the reliability position 50 after the consumed target reserved pattern 70S, the display position is not moved up. Then, the winning / losing lottery result corresponding to the "white" target reserved pattern 70S (the target reserved pattern 70S that is the third in the order of acquisition) displayed in the first reliability position 51 is announced (see FIG. 29(g)). If this is a loss (see FIG. 29(h)), the "blue" target reserved pattern 70S in the second reliability position 52 and the "green" target reserved pattern 70S in the third reliability position 53 are displayed in the first reliability position 51 and the second reliability position 52, respectively (see FIG. 30(a)). Then, the winning / losing lottery result corresponding to the "green" target reserved pattern 70S (the target reserved pattern 70S that is the fourth in the order of acquisition) displayed in the second reliability position 52 is announced (see FIG. 30(b)). Even if this is a loss (see FIG. 30(c)), since there is no target reserved pattern 70S that was displayed in the reliability position 50 after the consumed target reserved pattern 70S, the display position is not moved up. Finally, the winning / losing lottery result corresponding to the "blue" target reserved pattern 70S (the target reserved pattern 70S that is the fifth in the order of acquisition) displayed in the first reliability position 51 is announced (see FIG. 30(d)(e)).
[0143] In addition, although not shown in the figure, if a winning combination occurs during the game (if any of the maximum five second winning / losing lotteries results in a winning combination), a winning game will start and the first specific game state (specific period) will end. After the winning game ends, the game will enter the second specific game state.
[0144] If the winning / losing lottery results corresponding to all target reserved patterns 70S are losses (if the winning / losing lottery result corresponding to the target reserved pattern 70S that is the fifth to be acquired is a loss (see Figure 30(e))), the first specific game state (specific period) ends (see Figure 30(f)), and the game transitions to the normal game state (a state in which the game ball should be fired aiming at the first starting area 904a).
[0145] As explained above, during a specific period, a special display is provided in which each currently existing reserved pattern 70 (target reserved pattern 70S) is displayed in order of reliability, making it easy to see how many promising reserved patterns exist.
[0146] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned special display items will be described. 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.
[0147] Specific example 5-1 In the above embodiment, it has been described that a preliminary period is set before the specific period, but the preliminary period may not be set. Each time the second winning / losing lottery information is acquired, the target reserved pattern 70S may be displayed in order according to the reliability.
[0148] Specific example 5-2 In the above embodiment, it has been explained that the special displays are displayed in order of decreasing reliability (displayed in order of decreasing reliability at the first reliability position 51, the second reliability position 52, the third reliability position 53, the fourth reliability position 54, and the fifth reliability position 55), but the displays may also be configured to be displayed in order of increasing reliability.
[0149] Specific example 5-3 The special display (specific period) may be executed in a game state other than the first specific game state. For example, when a predetermined condition is established during a normal game state, a specific period starts, and during the specific period, the reserved symbols 70 are displayed in a special manner (displayed in order of reliability).
[0150] 〇Specific example 5-4 In the above embodiment, it has been explained that during the specific period, the display position of the remaining target reserved pattern 70S may be "advanced" each time the winning / losing lottery result corresponding to the target reserved pattern 70S is notified, but such "advancement" may not occur. That is, at the beginning of the specific period, each target reserved pattern 70S is displayed at a position (reliability position 50) according to the reliability (see FIG. 31(a)), and even if the winning / losing lottery result (losing) is notified (reservation is "consumed") and the number of target reserved patterns 70S decreases, the display position of the remaining target reserved pattern 70S does not change (see FIG. 31(b) to (g)).
[0151] By doing this, it becomes easy to grasp the approximate degree of reliability (number of reliability) of the target reserved patterns 70S that existed initially (at the beginning of the specific period) that have already been consumed (that have already been notified as losers) as an interim process (it becomes easy to grasp whether those with a relatively low reliability have already been consumed or those with a relatively high reliability have already been consumed).
[0152] 〇Specific example 5-5 After the specific period has started, the state of the target reserved pattern 70S may change (so-called reserved change may occur) (see Fig. 32(a)(b)). When a reserved change occurs and the order of reliability changes, the display position (reliability position 50) is switched (see Fig. 32(b)(c)). The reserved change may be triggered by any event. For example, after the target reserved pattern 70S, the special pattern 2 reserved, becomes full, an image acting on the target reserved pattern 70S (action image 55) is displayed in response to a game ball entering the second starting area 904b, and as a result, the state of any of the five target reserved patterns 70S may change (see Fig. 32(b)).
[0153] In this way, if a change in reservation occurs during a specific period, the order is changed accordingly, making it easy to see that the order of reliability has been raised as a result of the reservation change.
[0154] 〇Specific example 5-6 In the above embodiment, the pre-change reserved pattern 72 and the changing reserved pattern 71 are the targets of special display (target reserved pattern 70S), but the changing reserved pattern 71 may not be the target of special display. In other words, during a specific period, only the pre-change reserved pattern 72 may be displayed in a position according to the order of reliability.
[0155] 〇Specific example 5-7 The special display includes an element that indicates the order of acquisition (order of consumption). For example, while maintaining the configuration in which each target reserved pattern 70S is displayed at each reliability position 50 according to the order of reliability, a numerical value that indicates the order of acquisition (order of consumption) is displayed in association with each target reserved pattern 70S (each reliability position 50) (see FIG. 33). In this way, while the special display makes it easy to grasp the reliability situation, the order in which the corresponding winning / losing lottery notifications are completed (order of consumption) can also be grasped.
[0156] Although the embodiment of the present invention has been described in detail above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the gist of the present invention.
[0157] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0158] It has been explained that the gaming machine in the above embodiment is a so-called type 1 / type 2 mixed machine (having "two types" of playability), but except for configurations that can only be realized with these specifications, it is also applicable to gaming machines that do not have these specifications (for example, type 1 gaming machines).
[0159] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0160] ·Means 1-1 A gaming machine in which a player can play a game without touching actual gaming balls, comprising: a remaining ball count measuring means for measuring the number of remaining gaming balls held by a player; and a notification means for making a minority state notification when the number of remaining balls measured by the remaining ball count measuring means is a predetermined number or less, which is not executed in a non-minority state that is not the minority state. According to the above gaming machine, the player is notified in advance that there are only a few balls remaining, making it difficult for the balls to run out, and thus making it possible to play smoothly.
[0161] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that it is equipped with a remaining ball number display means for displaying a numerical value representing the remaining number of balls, and the low number state notification is made by making the state of the numerical value of the remaining ball number display means in the low number state different from the state of the numerical value of the remaining ball number display means in the non-low number state. In this way, it is possible to consider a configuration in which the number of remaining balls is changed to notify the player that there are only a few remaining balls.
[0162] ·Means 1-3 A gaming machine as described in means 1-1 or 1-2, characterized in that when a launching device for launching gaming balls is not operated, the minority state notification is not executed even when the minority state is present. When the launching device is not being operated, the game balls are not being launched and the number of remaining balls is not decreasing, and it is also possible that the player has stopped playing, so the low number status notification may not be executed.
[0163] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that a player can freely choose whether to execute the minority state notification when the minority state is reached, or whether to not execute the minority state notification even when the minority state is reached. It is likely that there will be a certain number of players who find it annoying to be notified of the minority state every time a minority state occurs, so it is a good idea to allow players to choose whether or not to be notified of the minority state.
[0164] ·Means 2-1 This gaming machine allows a player to play without touching actual gaming balls, and is characterized by comprising: a remaining ball counting means for counting the number of remaining gaming balls held by the player; and an effect execution means for executing an effect corresponding to the number of remaining balls counted by the remaining ball counting means, the effect representing a situation in which gaming balls corresponding to the remaining number are stored outside the gaming machine. According to the gaming machine, the number of game balls acquired can be visually indicated.
[0165] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that when the number of remaining balls is less than a reference number, the remaining number presentation is not executed. When the number of remaining balls is low, it is preferable that the number of remaining balls is not emphasized by the remaining number presentation.
[0166] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2 is characterized in that a normal gaming state and a specific gaming state in which a jackpot is easier to win than in the normal gaming state are provided as gaming states in which the player aims to win a jackpot, and the remaining number presentation is not executed in the normal gaming state, but is executed in the specific gaming state. In this way, the remaining number effect may be executed in a specific game state in which an increase in the number of balls held (number of remaining balls) can be expected, and the remaining number effect may not be executed in a normal game state in which an increase in the number of balls held (number of remaining balls) cannot be expected.
[0167] ·Means 2-4 The gaming machine described in any one of means 2-1 to 2-3 is characterized in that the remaining number effect displays a remaining number image showing the state in which gaming balls are stored outside the gaming machine, and a reliability indication effect can be generated using the remaining number image to suggest the probability that the result of the win / lose lottery will be a win. If a remaining number image is displayed as a remaining number effect, the remaining number image can be used to suggest reliability.
[0168] ·Means 3-1 A gaming machine comprising: an effect execution means capable of executing a plurality of types of target effects as effects constituting an effect during a change from when the decorative pattern starts to change until it stops in a manner according to the result of a win / lose lottery; and a customization function capable of changing the probability of occurrence of the plurality of types of target effects, the customization function being provided with individual customization capable of individually changing the probability of occurrence of each of the plurality of types of target effects, and collective customization capable of collectively changing the probability of occurrence of two or more of the plurality of types of target effects. According to the gaming machine, the convenience of customization can be improved.
[0169] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that, as the collective customization, collective customization A in which one of the two or more target effects to be customized is a target effect X, and collective customization B in which a combination of two or more target effects to be customized is different from collective customization A and one of them is the target effect X, are provided. In this way, a certain type of target effect (target effect X) can be made the target of different collective customizations (collective customizations A and B).
[0170] ·Means 3-3 The gaming machine described in means 3-1 or 3-2 is characterized in that, as the multiple types of target effects, two or more types of confirmed effects are provided which confirm a win if they occur during a variable effect, and the collective customization is provided with a confirmed collective customization in which all of the two or more types of target effects that are the subject of customization are the confirmed effects. In this way, it would be good to be able to customize the same type of confirmation effects as a whole.
[0171] ·Means 4-1 A gaming machine comprising: a during-change performance execution means for executing a during-change performance from the start of the change of the decorative pattern until the decorative pattern stops in a manner according to a win / lose lottery result; and a look-ahead performance execution means for executing a specific look-ahead performance which suggests that the probability of the target win / lose lottery result being a win has increased, the specific look-ahead performance being a performance which is started while a previous during-change performance, which is a during-change performance prior to the start of the target during-change performance, which is the during-change performance for the target win / lose lottery result, is being executed, the specific look-ahead performance being a performance which is started while a previous during-change performance, which is a during-change performance prior to the start of the target ..., is being executed, the specific look-ahead performance being a performance which is started while a specific look-ahead image, the manner of which may vary depending on the length of the target change time required for the target during-change performance, is displayed. According to the gaming machine, it is possible to execute an interesting foresight performance in which the length of the target change time is suggested in advance.
[0172] ·Means 4-2 The gaming machine described in means 4-1, characterized in that the specific pre-reading image includes an element representing the time from the start of the target change performance to a specified point in the target change performance. By doing so, the length of the target change time can be easily predicted.
[0173] ·Means 4-3 The gaming machine described in means 4-1, wherein the specific pre-reading image includes an element representing the time from the present time to a specified time point of the target change performance. By doing this, the element representing time contained in the specific pre-reading image also includes the time before the target change performance starts (the time required for the previous change performance), resulting in a performance form in which the length of the target change time is difficult to predict.
[0174] ·Means 5-1 A gaming machine comprising: a win / lose lottery means for executing a win / lose lottery based on win / lose lottery information obtained when a gaming ball enters a starting area; a memory means for storing up to a predetermined number of the win / lose lottery information for which the corresponding win / lose lottery result has not been notified; and a display means for displaying reserved patterns indicating the presence of win / lose lottery information stored in the memory means, wherein the reserved patterns are displayed in a manner corresponding to the reliability, which is the probability that the corresponding win / lose lottery result will be a win, and during a specific period, target reserved patterns which are multiple of the reserved patterns are displayed in a special manner according to the order of the reliability, rather than in the order in which they were obtained as the win / lose lottery information. The special display of the gaming machine above displays each currently existing reserved symbol (target reserved symbol) in order of reliability, making it easy to see how many promising reserved symbols exist.
[0175] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that a preliminary period is provided prior to the specific period in which the multiple target reserved patterns are displayed in the order in which they were obtained as the winning / losing lottery information. By doing this, the target reserved patterns are first displayed in the order in which they were obtained, and then rearranged in order of reliability, making it easier to understand that the target reserved patterns are displayed in order of reliability during the specific period (reducing the risk of the player misunderstanding that the target reserved patterns are displayed in order of acquisition during the specific period).
[0176] ·Means 5-3 The gaming machine described in means 5-1 or 5-2 is characterized in that the starting areas include a first starting area into which first win / lose lottery information is obtained when a gaming ball enters, and a second starting area into which second win / lose lottery information is obtained, the second win / lose lottery based on the second win / lose lottery information is a more advantageous lottery for the player than the first win / lose lottery based on the first win / lose lottery information, the multiple target reserved patterns that are specially displayed are obtained as the second win / lose lottery information, and the specific period ends when notification is completed that all of the win / lose lottery results corresponding to the multiple target reserved patterns are loses, and the situation transitions to a situation in which the gaming ball should be launched toward the first starting area. In this way, in order to emphasize the second win / lose lottery, which is more advantageous than the first win / lose lottery, it is possible to consider displaying the reserved pattern corresponding to the second win / lose lottery in a special way. [Explanation of symbols]
[0177] 1. Gaming machines 11 Remaining ball count display device 20 Remaining Images (21~24 First Remaining Images~Fourth Remaining Images) 30 Specific look-ahead images 40 Acquisition order position (41~45 1st acquisition order position ~ 5th acquisition order position) 50 Reliability position (51~55 1st reliability position~5th reliability position) 65 Speaker 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 70T Specific reserved design 70S Target reserved design 80 Decorative Designs 904 starting area (904a first starting area 904b second starting area) 91 Display device 911 Display area
Claims
1. A performance execution means capable of executing a plurality of types of target performances as performances constituting a performance during a change from when the decorative pattern starts to change to when the decorative pattern stops in a manner according to a winning or losing lottery result; A customization function that allows you to change the probability of multiple target effects occurring, Equipped with The customization function includes: Individual customization that allows the occurrence probability of each of the plurality of target effects to be individually changed; A bulk customization that can change the occurrence probability of two or more of the plurality of target effects at once; A gaming machine comprising:
2. As the bulk customization, A batch customization A in which one of the two or more target effects to be customized is a target effect X; A combination of two or more target effects to be customized is different from the collective customization A, and one of the combinations is the target effect X; and 2. The gaming machine according to claim 1, further comprising:
3. As the multiple types of target effects, two or more types of confirmed effects are provided that will confirm a win if they occur during a variable effect, 3. The gaming machine according to claim 1, wherein the collective customization includes a final collective customization in which all of the two or more target effects to be customized are the final effects.
Citation Information
Patent Citations
Game machine
JP2023074102A