Gaming machine

The gaming machine addresses the need for engaging gameplay by incorporating lottery mechanisms and state settings based on winning patterns, enhancing player engagement and enjoyment through dynamic advantageous states.

JP2026014530APending Publication Date: 2026-01-29SANSEI R&D KK
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Patent Information

Application Number
JP2024115668
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-19
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging gameplay features that maintain player interest and provide a sense of advantage beyond predetermined time limits or loss thresholds.

Method used

A gaming machine design that includes specific lottery execution mechanisms and state setting features, where the duration of advantageous states is determined by winning patterns, allowing for varied and prolonged player engagement through multiple winning conditions.

Benefits of technology

Enhances gameplay interest by providing dynamic and prolonged advantageous states based on winning patterns, ensuring player engagement and enjoyment through varied outcomes.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026014530000001_ABST
    Figure 2026014530000001_ABST
Patent Text Reader

Abstract

To provide a game machine having an interesting game property.SOLUTION: A game machine comprising: a lottery execution means for executing a specific lottery triggered by satisfaction of a predetermined condition; and a specific state setting means for setting a specific state in which a player plays a game so that the specific lottery is executed, wherein two or more types of winning modes of the specific lottery are set with a number of times of satisfaction of a termination condition, and the advantageous state is terminated triggered by a number of times of reaching the number of times of satisfaction of the termination condition set to a certain type of the winning mode.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

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

[0002] A state advantageous to the player, such as a so-called time-saving state, is set to end when a predetermined number of lottery draws have been performed (when a predetermined number of consecutive losses have occurred) (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-076037 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine that is entertaining to play. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a lottery execution means for executing a specific lottery when a predetermined condition is met, and a specific state setting means for setting a specific state in which the player plays so that the specific lottery is executed, and is characterized in that the number of times an ending condition is met is set for two or more of the winning patterns of the specific lottery, and the advantageous state ends when the number of times a certain winning pattern has occurred reaches the number of times the ending condition set for that winning pattern has been met. [Effects of the Invention]

[0006] According to the gaming machine of the present invention, it is possible to realize an interesting game feature in which the duration of an advantageous state is determined depending on the winning pattern. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a large prize game) in which the V area is closed, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small prize game) in which the V area is open. [Figure 4] 10 is a diagram for explaining the gameplay (transition of game states) of the gaming machine according to this embodiment. FIG. [Figure 5] (a) is a diagram showing the probability of the special lottery and the regular lottery, (b-1) is a diagram showing the distribution of jackpots when the first special lottery is won, and (b-2) is a diagram showing the distribution of jackpots when the second special lottery is won. [Figure 6] (a) is a diagram showing the contents of various winning patterns in a regular lottery, and (b) is a diagram showing the occurrence probability (occurrence probability of various patterns) for each number of long openings in an advantageous state (judgment). [Figure 7] This is a diagram showing an example of a performance in an advantageous state (judgment). [Figure 8] This is a diagram (continuation of Figure 7) showing an example of a performance in an advantageous state (judgment). [Figure 9] This is a diagram (continuation of Figure 8) showing an example of a performance in an advantageous state (judgment). [Figure 10] FIG. 10 is a diagram showing an example of a presentation in a triple rush state. [Figure 11] FIG. 10 is a diagram showing an example of a presentation in a double rush state. [Figure 12] FIG. 10 is a diagram showing an example of a presentation in a single rush state. [Figure 13] A diagram to explain the increase and decrease in the number of second special lottery information during a rush. [Figure 14]FIG. 10 is a diagram for explaining specific example 1-1. [Figure 15] 10A and 10B are diagrams for explaining specific examples 1-2 and 1-3. [Figure 16] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 17] FIG. 10 is a diagram for explaining specific example 1-7. [Figure 18] FIG. 10 is a diagram for explaining specific example 1-8. [Figure 19] FIG. 10 is a diagram for explaining specific example 1-10. [Figure 20] FIG. 11 is a diagram for explaining specific example 1-11. [Figure 21] FIG. 1 is a diagram for explaining the basic aspects (rough flow) of creating a sense of incongruity. [Figure 22] (a) is a diagram showing the types of specific events, (b) is a diagram showing the state in which one type of specific event (specific event D) occurred, and (c) is a diagram showing the number of times a specific event occurred in a specific period and its effect. [Figure 23] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 24] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 25] FIG. 10 is a diagram for explaining specific example 2-6. [Figure 26] FIG. 10 is a diagram for explaining specific example 2-7. [Figure 27] FIG. 10 is a diagram for explaining specific example 2-8. [Figure 28] (a) is a schematic diagram of the game ball storage space viewed from above ((a-1) is the outlet closed state, (a-2) is the outlet open state), and (b) is a diagram showing how, when the outlet is open, fewer game balls are stored in the game ball storage space (they are limited to the downstream space). [Figure 29] 10A is a diagram showing a warning image, FIG. 10B is a diagram showing an outline of the unpaid prize ball counter, and FIG. 10C is a diagram showing a flow for controlling the timing of displaying the warning image. [Figure 30]This figure shows the state of the game ball storage space before and after the warning image is displayed (the state of the game ball storage space when the removal port is closed after seeing the warning image). [Figure 31] 10A and 10B are diagrams for explaining specific examples 3-1 and 3-2. DETAILED DESCRIPTION OF THE INVENTION

[0008] 1) Basic configuration of gaming machines An embodiment of a pachinko gaming machine 1 (hereinafter simply referred to as a gaming machine) according to the present invention will be described in detail below with reference to the drawings. Unless otherwise specified, the various images in the following description include not only still images but also moving images. Furthermore, when a phrase such as "a gaming ball enters (wins) XX" is used, strictly speaking, it means that a sensor installed in the XX has detected the gaming ball entering. Furthermore, various values ​​(probabilities, etc.) described below can be increased or decreased. Furthermore, in the following description, a "closed" state of various areas means that a gaming ball cannot enter, while an "open" state means that a gaming ball can enter. Any method for achieving the "enterable" or "inaccessible" state is acceptable. Furthermore, the following description is based on the assumption that no abnormalities occur and the player plays as instructed (the player plays normally without performing any special gameplay).

[0009] First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1 etc. The gaming machine 1 is equipped with a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 in a substantially arc shape that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902. The gaming area 902 is provided with a starting area 904, a big winning area 906, an outlet 907, etc.

[0010] A display area 911 of the display device 91 is visible through an opening 901 formed in the game board 90. In some of the drawings, the shape of the display area 911 that is exposed and not covered by the game board 90 is shown in a simplified form (shown as a square), but the size and shape of this part can be changed as appropriate.

[0011] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various ways depending on the conditions when it collides with the game pegs.

[0012] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.

[0013] 2) Gameplay (Specifications) 2-1) Special lottery, jackpot When the gaming ball enters the starting area 904, a numerical value (hereinafter sometimes referred to as special lottery information) is obtained from a random number source. A special lottery (special drawing lottery) is executed using this numerical value. In this embodiment, the special lottery may result in a big win, a small win, or a loss. If the numerical value as the special lottery information is the same as the number for a big win, it is a big win; if it is the same as the number for a small win, it is a small win; and if it is the same as the number for a loss, it is a loss.

[0014] In this embodiment, the starting area 904 includes a first starting area 904a and a second starting area 904b that is located at a different position from the first starting area 904a. When a gaming ball enters the first starting area 904a, first special lottery information is acquired, and a first special lottery (a lottery for special symbol (special pattern) 1) is executed based on the acquired first special lottery information. When a gaming ball enters the second starting area 904b, second special lottery information is acquired, and a second special lottery (a lottery for special symbol (special pattern) 2) is executed based on the acquired second special lottery information. The first starting area 904a is an area into which a gaming ball enters by shooting the gaming ball so that it flows down the left side of the gaming area 902 (the left side of the display area 911) (performing a so-called "left hit"). The second start area 904b is an area into which a game ball enters when the game ball is shot (a so-called "right hit") so as to flow down the right side of the game area 902 (the right side of the display area 911). In this embodiment, the game ball is set so that a "right hit" will not cause the game ball to enter the first start area 904a, and a "left hit" will not cause the game ball to enter the second start area 904b.

[0015] When a jackpot is won, a jackpot game is executed. To distinguish a jackpot from a jackpot that occurs after a minor jackpot, which will be described in detail later, a jackpot is sometimes referred to as a "direct win." A jackpot game involves one or more unit games (referring to one "round" of play; also referred to as a "round" in the following explanation) in which the jackpot area 906 (normally closed) is opened until a predetermined closing condition is met. In this embodiment, a unit game ends (the jackpot area 906 is closed) when either the winning condition of 10 game balls entering the jackpot area 906 or the time condition of a predetermined time elapses is met. In this embodiment, 15 prize balls are paid out when one game ball enters the jackpot area 906. The greater the number of unit games (number of rounds) included in a jackpot game, the greater the player's profit (expected profit) from that jackpot game. In this embodiment, the big prize area 906 is located to the right of the play area 902, and the player plays the game so that the game ball enters the right side of the play area 902 (so-called "right shot"). If the game ball is continuously shot toward the big prize area 906, the winning condition is met before the time condition is met, and the unit game ends.

[0016] When a small prize is won, a small prize game is executed. In the small prize game, the large prize area 906 is opened, and the V area 906x within the large prize area 906 is also opened (see FIG. 3(b)). The letter "V" is marked near the V area 906x, and this "V" is used to indicate the V area 906x to the player. The V area 906x is normally closed (see FIG. 3(a)), but is opened when a small prize is won (see FIG. 3(b)). The large prize area 906 has two exit areas, and a gaming ball that enters the large prize area 906 must pass through one of the two exit areas. One of the two exit areas is designated as the V area 906x. A sensor is provided in each of the exit areas, and a gaming ball that passes through one of the exit areas is treated as having entered the large prize area 906. In other words, the gaming ball that has entered the V area 906x has also entered the big prize area 906.

[0017] When a gaming ball enters the V area 906x (V entry) (see FIG. 3(b)), a jackpot game is executed. In other words, not only can a jackpot be won by lottery, but a jackpot can also be won via a small win (to win a jackpot, it is sufficient for one gaming ball to enter the V area 906x). Note that the V area 906x may be configured to be always open within the big prize area 906. Alternatively, the V area 906x may be provided outside the big prize area 906.

[0018] A small win game is considered to be one unit game of the jackpot game obtained through the small win game. For example, a 10-round jackpot (a jackpot in which 10 unit games are executed) that has been won through a small win game is such that the small win game (a game in which the large prize area 906 is opened and the V area 906x is opened) is the first round of play, and the opening of the large prize area 906, which is executed as the subsequent jackpot game, is executed as the second to tenth rounds of play (if the game ball does not enter the V area 906x, the second to tenth rounds of play are not executed, and only the small win game ends). Note that a 10-round jackpot, which is a direct win, is executed for 10 rounds, excluding the small win game. The small win game ends when at least one of the time condition and the winning condition (10 winnings in this embodiment) is met, just like the unit games that make up the jackpot game. If the game balls are continuously shot, the winning condition will be met first, so in a small win game, the player can get the same number of prize balls as in a single unit game.

[0019] In this embodiment, when a small prize is won, the V area 906x is opened along with the big prize area 906 (see FIG. 3(b)), and the time is ensured to be long enough for the gaming ball to enter the V area 906x. The V area 906x is located on the right side of the gaming area 902, and in order to make the gaming ball enter the V area 906x, the player hits the ball to the right. If the player continues to hit the ball to the right, the gaming ball will almost certainly enter the V area 906x. When a small prize is won, an instruction to hit the ball to the right is displayed in the display area 911, so the player need only follow that instruction. Even if the player starts hitting the ball to the right about 10 seconds after the instruction is displayed, the gaming ball is almost certainly set to enter the V area 906x. In this way, in this embodiment, the setting is such that "winning a small prize = winning a big prize" (winning a small prize leads to winning a big prize). In this embodiment, in a unit game that constitutes a big win game, the V region 906x is in a closed state (see FIG. 3(a)).

[0020] In addition, gaming machines such as the gaming machine 1 of this embodiment, which have the possibility of winning a jackpot not only when a jackpot is won but also when a small jackpot is won, are called "type 1 / type 2 mixed machines" (winning a jackpot via a small jackpot is a "type 2" gameplay).

[0021] The types of jackpots (including those that occur via small jackpots) are broadly divided into normal jackpots and special jackpots. Details of each game state will be described later, but a normal jackpot is a jackpot that transitions to a normal game state after the jackpot game ends, and a special jackpot is a jackpot that transitions to a special game state after the jackpot game ends.

[0022] In this embodiment, special jackpots include special jackpot J and special jackpot N. Special jackpot J is a jackpot that transitions to an advantageous state (which will be described in detail later, and in this embodiment, this is a state called judgment). Special jackpot N is a jackpot that transitions to an additional state (which will be described in detail later, and is a special game state with one time reduction) (see FIG. 4). In this embodiment, the special jackpot J is set to have a possibility of being won via a first special lottery, but not via a second special lottery. Also, the special jackpot N is set to have a possibility of being won via a second special lottery, but not via a first special lottery (see FIG. 5(b)).

[0023] The number of rounds of the jackpot game can be set as appropriate. In this embodiment, the normal jackpot is a 2-round jackpot, and the special jackpot is a 10-round jackpot.

[0024] 2-2) Decorative designs The special lottery result is announced by the decorative symbols 80 (see FIG. 2) displayed in the display area 911. In this embodiment, three decorative symbol groups 80g are set, each containing multiple types of decorative symbols 80. Specifically, the three decorative symbol groups are a left decorative symbol group 80gL displayed on the left side of the display area 911, a right decorative symbol group 80gR displayed on the right side, and a center decorative symbol group 80gC displayed between the left decorative symbol group 80gL and the right decorative symbol group 80gR. The lottery result is announced by a combination of three decorative symbols 80 (left decorative symbol 80L, right decorative symbol 80R, center decorative symbol 80C) selected and displayed from each decorative symbol group 80g. The effect during the change period from when the three decorative symbol groups 80g start to change until the change stops and the combination indicating the lottery result is displayed is the change period effect (hereinafter, when the terms "change" or "rotation" are used without any specific specification, this refers to the change period effect). Note that the decorative symbols 80 are omitted from illustration in some drawings. In this embodiment, when a big win or a small win (a small win that can result in a big win) occurs, a "winning combination" of three of the same type of decorative symbols 80 is displayed. When a loss occurs, a "losing combination" is displayed. The losing combination is different from the winning combination.

[0025] It should be noted that a design other than the decorative design 80 (another design; not shown) may be displayed. For example, in this embodiment, when a small win and a big win are both won, a set of three of the same type of decorative design 80 is displayed, but when a big win is won and when a small win is won, the appearance of the other design may be different (it is possible to distinguish whether a big win or a small win has been won by the other design). The other design may be displayed in the display area 911, or may be displayed outside the display area 911 (a lighting pattern of a lamp or the like displayed outside the display area 911).

[0026] 2-3) Game status, regular lottery The game state in which a player plays with the aim of winning a jackpot can be roughly divided into a normal game state and a special game state (see Figure 4). The normal game state is a game state in which the player should aim the game ball at the first starting area 904a (should perform a so-called "left hit"). If the player performs a "right hit" in the normal game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to a "left hit"), so if a "right hit" is detected, the player is warned to perform a "left hit". On the other hand, the special game state is a game state in which the game ball should be aimed at the second starting area 904b (should perform a so-called "right hit"). If the player performs a "left hit" in the special game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to a "right hit"), so if a "left hit" is detected, the player is warned to perform a "right hit".

[0027] A normal lottery is executed when a gaming ball enters the normal area 905 (see FIG. 1). Specifically, normal lottery information is acquired when a gaming ball enters the normal area 905, and a normal lottery is executed based on the normal lottery information. When the normal lottery is won, the second starting area 904b (see FIG. 1) is opened. The second starting area 904b is normally closed, and gaming balls cannot enter it. In other words, the second starting area 904b will not be in a state where gaming balls can enter it unless a normal lottery is executed. Specific aspects of the normal lottery (winning aspects, etc.) will be described later.

[0028] The normal game state and the special game state have different probabilities of winning the normal lottery. The special game state is a state in which the probability of winning the normal lottery is higher than in the normal game state. In this embodiment, the normal game state is set so that the normal lottery cannot be won (0% probability of winning). Also, in this embodiment, the special game state is set so that the probability of winning the normal lottery is 1 / 1 (100% probability of winning) (see FIG. 5(a)). Note that the normal area 905 is located in a position where the game ball enters when hit with the right (it is located in a position where the game ball does not enter when hit with the left), so the normal lottery is not basically executed as long as the player is hitting with the left in the normal game state. Since a state in which the probability of winning the normal lottery is relatively high (a state in which the second start area 904b is likely to open) is generally referred to as a "time-saving (state)," it can be said that the normal game state is a non-time-saving state (a state in which there is no time-saving) and the special game state is a time-saving state (a state in which there is time-saving) If the second special lottery information cannot be acquired in the normal gaming state, the configuration may be such that the normal lottery can be won in the normal gaming state. For example, if the second starting area 904b is opened only for an extremely short time (so that only short opening occurs) so that the gaming ball does not enter the second starting area 904b, the configuration may be such that the normal lottery can be won in the normal gaming state.

[0029] The result of the regular lottery is represented by a regular symbol. In this embodiment, a device (regular display device 92) that displays regular symbols is provided separately from the main display device 91 (see Figure 1). After the regular symbol is displayed in a variable manner on the regular display device 92, it stops in a manner that corresponds to the result of the regular lottery. Hereinafter, the state in which the regular symbol is variable may be referred to as a regular symbol variable (state). The regular symbol is like an encrypted symbol, and it is not possible to clearly determine whether or not the winner has won. The player can enjoy playing the game without seeing the regular symbol. The result of the regular lottery may be represented by a symbol displayed on the main display device 91.

[0030] 2-4) On hold The gaming machine 1 according to this embodiment is equipped with a storage means (not shown) that stores the new special lottery information as pre-change special reserved information when a gaming ball enters the start area 904 and new special lottery information is acquired, if a variation effect corresponding to the previously acquired special lottery information is being executed (if the decorative pattern 80 is currently varying). An upper limit is set for the maximum number of pre-change special reserved information that can be stored. In this embodiment, a maximum of four first pre-change special reserved information (special pattern 1 reserved) obtained by winning in the first start area 904a is stored. Meanwhile, a maximum of two second pre-change special reserved information (special pattern 2 reserved) obtained by winning in the second start area 904b is stored.

[0031] Special lottery information in which the in-change performance for the corresponding special lottery result has begun but the in-change performance for the corresponding special lottery result has not yet finished is called in-change special hold information. The information corresponding to the first special lottery (the relevant in-change special hold of special chart 1) is called first in-change special hold information, and the information corresponding to the second special lottery (the relevant in-change special hold of special chart 2) is called second in-change special hold information. Note that in-change special hold information (the relevant in-change special hold) is not strictly a "hold" as the notification of the corresponding special lottery result has not yet been completed, but the special lottery is being executed internally (the special lottery is executed when the decorative pattern 80 starts to change), and therefore is not strictly a "hold". However, it is generally referred to as "the relevant in-change hold" and is recognized by players as a type of hold, so it is included in the concept of "hold".

[0032] The special reserve information stored in the storage means may be displayed as a special reserve symbol 70. In this embodiment, the special reserve symbol 70 is displayed in the normal game mode (see FIG. 2). That is, the special reserve symbol 70 indicating the state of the first special lottery information is displayed. The special reserve symbol 70 is divided into a changing special reserve symbol 71 and a pre-change special reserve symbol 72. The changing special reserve symbol 71 indicates the presence of first changing special reserve information. The pre-change special reserve symbol 72 indicates the presence of first pre-change special reserve information. Since a maximum of four pieces of first pre-change reserve information are stored, the maximum number of pre-change special reserve symbols 72 displayed in the normal game mode is four. In addition, the order in which the notification of the special lottery results corresponding to the pre-change special reserve symbol 72 is completed (the so-called reservation "consumption order") is earlier the closer it is to the changing special reserve symbol 71. In this embodiment, the special reserved pattern 70 indicating the presence of second special lottery information is not displayed in the special game state, but the special reserved pattern 70 indicating the presence of second special lottery information may be displayed in the special game state.

[0033] In addition, when a gaming ball enters the normal area 905 and new normal lottery information is acquired, if the normal lottery result corresponding to the previously acquired normal lottery information is in the process of changing, a storage means (not shown) is provided for storing the new normal lottery information as pre-change normal reserved information (normal reserved). An upper limit is set for the maximum number of pre-change normal reserved information that can be stored. In this embodiment, a maximum of two pre-change normal reserved information are stored.

[0034] Regular lottery information in which the regular pattern change for the result of the corresponding regular lottery has begun but the regular pattern change for the result of the corresponding regular lottery has not yet been completed is called regular pending information in the midst of change. Note that regular pending information in the midst of change is not strictly a "hold" as the notification of the result of the corresponding regular lottery has not yet been completed, and the regular lottery is being carried out internally (the regular lottery is carried out when the regular pattern change begins), so it is not strictly a "hold". However, it is generally referred to as "the relevant holding of change" and is recognized by players as a type of hold, so it is included in the concept of "hold".

[0035] Although not shown, a pattern (normal hold pattern) indicating the presence of normal hold information during change or normal hold information before change may be displayed.

[0036] 2-5) Game Flow In the reset state (initial state) after a predetermined reset operation (which can be performed by the gaming parlor (gaming parlor staff) who have access to the gaming machine's interior, but not by the player) has been performed, the gaming machine is in the normal gaming state. Furthermore, since it is extremely rare for players to stop playing in the special gaming state that is advantageous to the player, it is the machines in the normal gaming state that become vacant. Therefore, the player first plays in the normal gaming state, which is the normal state, with the aim of winning a jackpot. The normal gaming state is a state in which the player shoots a gaming ball aiming at the first starting area 904a (in this embodiment, a "left hit") and plays with the aim of winning a jackpot after passing through the first special lottery (see Figure 4).

[0037] In this embodiment, the first special lottery is a lottery in which the odds of winning a jackpot are approximately 1 in 199, and any other odds are a loss (see FIG. 5(a)). In other words, it is a lottery in which you will not win a small jackpot. Therefore, in normal gaming mode, it is not possible to win a jackpot via a small jackpot. However, this does not mean that it is impossible to win a jackpot via a small jackpot. If this is done, the effective probability of winning a jackpot will be the sum of the probability of winning a small jackpot that leads to a jackpot and the probability of winning a jackpot (probability of a direct hit).

[0038] Of the jackpots obtained through the first special lottery, some are normal jackpots and some are special jackpots J. In this embodiment, approximately 63% are normal jackpots, and the rest (approximately 37%) are special jackpots J (see Figure 5(b-1)). Given that the jackpot probability is approximately 1 / 199, the probability of becoming a special jackpot J is approximately 1 / 539 (see Figure 5(a)). It is also possible to set up so that all (100%) of the jackpots obtained through the first special lottery are special jackpots J. If the jackpot won is a normal jackpot, the game will return to the normal game state after the jackpot game ends. If the jackpot won is a special jackpot J, the game will transition to an advantageous state called "judgment" after the jackpot game ends (see Figure 4).

[0039] The advantageous state is a state that falls within the category of a special game state (time-saving state). The advantageous state is a state in which there is a possibility of acquiring multiple pieces of second special lottery information (lottery information X) (a maximum of N pieces (N is 2 or greater) may be acquired), and the number of pieces of second special lottery information that can be acquired may change each time. Because acquiring second special lottery information is advantageous for a player, the player will play with the aim of acquiring as much second special lottery information as possible. If second special lottery information (lottery information X) is acquired, a second special lottery (lottery X) using that information will be executed. Therefore, the advantageous state can also be said to be a state in which the player plays with the aim of acquiring the "right to execute a second special lottery." In this embodiment, the advantageous state is a state in which the maximum number of pieces of second special lottery information that can be acquired is three (N=3). Furthermore, the advantageous state in this embodiment may end with only two or one pieces of second special lottery information acquired. Furthermore, the advantageous state in this embodiment may end without acquiring any second special lottery information. Therefore, it can be said that the advantageous state in this embodiment is one in which the number of second special lottery information that can be finally acquired varies from 0 to 3. The mechanism of the advantageous state is as follows.

[0040] After the jackpot game of the special jackpot J ends, the game moves to an advantageous state (judgment) (see Figures 4 and 7(a)). When the game moves to an advantageous state, the player is prompted to aim the game ball at the normal area 905 and fire it. In this embodiment, the normal area 905 is located to the right of the game area 902, so a display is displayed encouraging the player to hit to the right (see Figure 7(b)). Here, it is required to obtain at least three pieces of normal lottery information within a specified period. In other words, it is required to enter at least three game balls into the normal area 905. As a result, in this embodiment, a maximum of two pieces of pre-variation normal reserve information are stored, so that one in-variation normal reserve information and two pre-variation normal reserve information are stored in the storage means (a state in which the normal game is in variation and two pieces of pre-variation reserve information are stored). When three pieces of normal lottery information have been acquired, it is advisable to display a message (for example, a message including the words "Ready") indicating that sufficient pieces of normal lottery information have been acquired (that a sufficient number of pieces of normal lottery information have been acquired to enjoy the benefits of moving to an advantageous state) (see Figure 7(c)). The above-mentioned predetermined period is set to be long enough that three pieces of normal lottery information will almost certainly be acquired if the player hits the right button as instructed.

[0041] In an advantageous state, three pieces of normal lottery information are acquired, so a maximum of three normal lotteries (specific lotteries) are executed. A plurality of types of winning modes for the normal lottery are provided. In this embodiment, four types are provided, normal win A to normal win D (see FIG. 6(a)). The normal display device 92 (see FIG. 1) displays a normal pattern according to the type of normal win (normal pattern A for normal win A, normal pattern B for normal win B, normal pattern C for normal win C, and normal pattern D for normal win D). The various normal pattern modes may be any, so explanations will be omitted.

[0042] If the regular lottery is won, the second starting area 904b (specific area) is opened. The second starting area 904b can be opened in two modes: long opening and short opening. A long opening is an opening mode in which it is extremely easy for a gaming ball to enter. When a long opening occurs, unless an abnormality occurs, the gaming ball will certainly enter the second starting area 904b as long as the gaming ball is continuously shot (hit to the right) toward the second starting area 904b. In other words, the system is set up so that "winning a long opening = obtaining second special lottery information." Since the player is required to continuously hit to the right throughout the advantageous state, the gaming ball will enter the second starting area 904b as long as the player complies with this requirement. A short opening is an opening mode in which it is virtually impossible for a gaming ball to enter. Even if a short opening occurs, the gaming ball will not enter the second starting area 904b unless fraudulent activity is committed. In other words, a short opening is essentially a loss. In this embodiment, the normal lottery (specific lottery) executed in an advantageous state is a winning pattern in which normal hits A to C result in a long opening, and normal hit D results in a short opening (see Figure 6(a)).

[0043] In this embodiment, two or more gaming balls are prevented from entering the second starting area 904b in a single opening (long opening) of the second starting area 904b. Specifically, the condition for closing the second starting area 904b is that one gaming ball enters the second starting area 904b after the second starting area 904b is opened. Even if two or more gaming balls reach the open second starting area 904b consecutively, the second starting area 904b is closed the moment the first gaming ball enters, preventing any further gaming balls from entering the second starting area 904b. The specific structure and control mode of the starting area that allows only one gaming ball to enter per opening are publicly known, and any method may be adopted, so detailed description will be omitted. Because of this configuration, the "number of long openings = number of second special lottery information obtained" is true. In one advantageous state, a maximum of three normal lotteries are executed, so the maximum number of game balls that can enter the second starting area 904b in that advantageous state is three (if all three normal lottery results result in long opening). In other words, the maximum number of second special lottery information (lottery information X) that can be acquired in one advantageous state is three.

[0044] In this embodiment, when a normal lottery is executed, the normal win will be one of A to D, and there is no pure "loss" (as mentioned above, normal win D (short opening) is the actual "loss"). In this embodiment, when a normal lottery is executed in an advantageous state, the probability of normal win A is about 15%, the probability of normal win B is about 15%, and the probability of normal win C is about 30%. Therefore, the probability of long opening when a normal lottery is executed is about 60%. On the other hand, the probability of normal win D (short opening) is about 40% (see Figure 6(a)).

[0045] In this embodiment, the advantageous state ends when a certain winning pattern occurs a specified number of times after the transition to the advantageous state. Since the specified number of times is the condition for ending the advantageous state, it will be referred to as the "number of times the ending condition is met" below. The number of times the ending condition is met is set for each winning pattern (a unique number of times the ending condition is met is set for each winning pattern). In this embodiment, the number of times the ending condition is met for normal win A is "2 times," the number of times the ending condition is met for normal win B is "1 time," the number of times the ending condition is met for normal win C is "2 times," and the number of times the ending condition is met for normal win D is "1 time" (see FIG. 6(a)). In this way, the number of times the ending condition is met can differ for each winning pattern (the same number of times the ending condition is met is not set for all winning patterns). Both normal wins A and C and normal win B are winning patterns that result in a "long opening," but considering that the end conditions for normal wins A and C are met "twice" and the end conditions for normal win B are met "once," it can be said that the latter winning pattern has a greater influence on the end of the advantageous state than the former winning pattern. As will be explained in detail later, it is pleasing for players when an advantageous state continues without ending, so if both result in a "long opening," normal wins A and C are relatively more preferable to players than normal win B.

[0046] The occurrence pattern of long releases that occur in one advantageous state (from the end of the specific jackpot J until the first termination condition is met) is as shown in Figure 6(b). If the first normal lottery draw after the transition to the advantageous state results in a normal win D (number of times the termination condition is met = 1), the termination condition is met and the advantageous state ends. Since a normal win D is a short release and is a win (effectively a miss) in which the game ball cannot enter the second starting area 904b, the advantageous state ends without acquiring any of the second special lottery information ("P0" in Figure 6(b)). In other words, there is no transition to a rush (no transition to any of the triple rush, double rush, or single rush). As such, the number of times the termination condition is met is set even for a winning mode that results in a short release (the advantageous state may end when a winning mode for a short release is reached), the advantageous state may end without acquiring any of the second special lottery information. On the other hand, if the first normal drawing after the transition to the advantageous state results in one of the normal wins A to C, the second start area 904b will be long opened, and one second special drawing information can be obtained by the long opening. However, if the normal win B is won, the end condition for that normal win B is met only once, so the advantageous state ends with that normal win B (the advantageous state ends when one second special drawing information is obtained) ("P1-3" in Figure 6(b)).

[0047] If the first normal drawing after the advantageous state begins results in a normal win A or a normal win C, the number of times the termination condition has been met is two, so the termination condition is not met, the advantageous state continues, and a second normal drawing (after the advantageous state begins) is executed. If the second normal drawing results in a normal win D, new second special drawing information cannot be acquired because the normal win D is a short opening, and the number of times the termination condition has been met for the normal win D is one, so the advantageous state ends there. In other words, one second special drawing information is acquired and the advantageous state ends ("P1-1" and "P1-2" in FIG. 6(b)). On the other hand, if the second normal drawing after the advantageous state begins results in a normal win A to C, the second start area 904b becomes a long opening, so a new second special drawing information can be acquired in the long opening, and at this point, two pieces of second special drawing information have been acquired. However, if a normal win B is won, the number of times the termination condition for said normal win B is met is one, and so the advantageous state ends with said normal win B (the advantageous state ends when two pieces of second special lottery information are acquired) ("P2-4" and "P2-5" in Figure 6(b)). Also, if the first normal lottery draw is a normal win A and the second normal lottery draw is also a normal win A, the number of times the termination condition for normal win A is met is two, and so the advantageous state ends with the second normal lottery draw (the advantageous state ends when two pieces of second special lottery information are acquired) ("P2-3" in Figure 6(b)). Similarly, if the first normal lottery draw is a normal win C and the second normal lottery draw is also a normal win C, the number of times the termination condition for normal win C is met is two, and so the advantageous state ends with the second normal lottery draw (the advantageous state ends when two pieces of second special lottery information are acquired) ("P2-6" in Figure 6(b)).

[0048] If the termination condition is not met in the second regular drawing, the advantageous state continues, and a third regular drawing is executed (after the advantageous state begins). If the third regular drawing results in a regular win D, the regular win D is a short opening, so new second special drawing information cannot be acquired. Since the termination condition for the regular win D has been met only once, the advantageous state ends there. In other words, the advantageous state ends when two second special drawing information is acquired ("P2-1" and "P2-2" in FIG. 6(b)). On the other hand, if the third regular drawing after the advantageous state begins results in one of the regular wins A to C, the second start area 904b opens long, so a new second special drawing information can be acquired in the long opening, resulting in three pieces of second special drawing information being acquired. If a regular win B is won, the termination condition for the regular win B has been met only once, so the advantageous state ends with the regular win B (three second special drawing information is acquired and the advantageous state ends) ("P3-2" and "P3-5" in FIG. 6(b)). Furthermore, the fact that the third regular lottery is being held means that the player has already won regular win A and regular win C once each, so whether the third regular lottery is regular win A or regular win C, the end condition will be met and the advantageous state will end (the advantageous state will end when three pieces of second special lottery information are obtained) ("P3-1", "P3-3", "P3-4", and "P3-6" in Figure 6(b)).

[0049] If the advantageous state ends with two or fewer regular lottery runs, the regular lottery information remains. However, since the regular lottery run based on the remaining regular lottery information is a regular game run, the second special lottery information cannot be obtained through the regular lottery run.

[0050] The probability that three long openings occur and three pieces of second special lottery information can be obtained (the probability of being any of "P3-1" to "P3-6" in Figure 6(b)) is approximately 5.4%, the probability that two long openings occur and two pieces of second special lottery information can be obtained (the probability of being any of "P2-1" to "P2-6" in Figure 6(b)) is approximately 21.6%, the probability that one long opening occurs and one piece of second special lottery information can be obtained (the probability of being any of "P1-1" to "P1-3" in Figure 6(b)) is approximately 33.0%, and the probability that no long opening occurs and the game ends without obtaining any second special lottery information (the probability of being "P0" in Figure 6(b)) is approximately 40.0%. When three pieces of second special lottery information are acquired (when any of "P3-1" to "P3-6" in FIG. 6(b) is acquired), the state transitions to "Triple Rush" (in this embodiment, this state is called "XX Rush Triple"); when two pieces of second special lottery information are acquired (when any of "P2-1" to "P2-6" in FIG. 6(b) is acquired), the state transitions to "Double Rush" (in this embodiment, this state is called "XX Rush Double"); and when one piece of first special lottery information is acquired (when any of "P1-1" to "P1-3" in FIG. 6(b) is acquired), the state transitions to "Single Rush" (in this embodiment, this state is called "XX Rush Single") (see FIG. 4). Details of each state will be described later, but the more second special lottery information is acquired, the higher the expected value of future ball payouts. Therefore, the states that are most advantageous to the player are "Triple Rush" > "Double Rush" > "Single Rush" in this order. If the second special lottery information cannot be obtained (if P0 is reached), the game returns to normal game mode.

[0051] The advantageous state (Judgment) is a state in which there is a possibility that the termination condition will be met when the normal lottery is executed, and it is preferable that the state continue without the termination condition being met. Therefore, in this advantageous state, an effect is executed in which the game progresses if the termination condition is not met and ends if the termination condition is met. In this embodiment, an effect that can progress in stages (the more the effect progresses, the more advantageous it is for the player) is executed as follows. After the final round of the special jackpot J ends, an effect indicating that the game has transitioned to Judgment is executed (see FIG. 7(a)). After that, a display is displayed indicating that the game ball should be fired toward the normal area 905 (in this embodiment, encouraging a right hit) (see FIG. 7(b)). At this time, a display indicating that there is a time limit (for example, a meter that decreases over time) may be displayed. When three pieces of normal lottery information are acquired by hitting the right, a "Ready" display is displayed (see FIG. 7(c)). This allows the player to sense that the game ball has been sufficiently passed through the normal area 905 (right gate).

[0052] Then, first, a branch occurs according to the result of the first normal lottery. This branch (first branch) determines whether or not to transition to a rush (in this embodiment, single rush, double rush, and triple rush are collectively referred to as "XX rush"). If the result of the first normal lottery is any of normal wins A to C, the game will transition to a rush (one of single rush, double rush, or triple rush), but if the result is normal win D, the game will not transition to a rush, and so a branch notifying the player of whether or not to transition to a rush occurs (see FIG. 8(d)). If the first normal lottery is normal win D (if "P0"), the game will conclude with a conclusion notifying the player that they will not transition to a rush (see FIG. 8(e-1)), ending the judgment (advantageous state), and the game will return to the normal gaming state. If the first normal lottery results in any of the normal wins A to C (if the pattern is other than "P0"), the second starting area 904b will be long opened, and when the game ball enters the second starting area 904b and second special lottery information is acquired, it will be announced that a rush will occur (a single rush or more) (see Figure 8 (e-2)). Since the probability of a normal win D in the normal lottery is 40%, the first branch will result in a 60% outcome in which a rush will occur and a 40% outcome in which a rush will not occur.

[0053] Next, if the first regular lottery result is not a regular win D (not "P0"), a branch (second branch) will occur according to the results of the first and second regular lotteries. Specifically, a branch will occur that notifies you whether or not to transition to a Single Rush (see Figure 8(f)). If the first regular lottery result is a regular win B ("P1-3"), the first regular lottery result is a regular win A and the second regular lottery result is a regular win D ("P1-1"), or the first regular lottery result is a regular win C and the second regular lottery result is a regular win D ("P1-2"), the end condition will be met, the advantageous state will end, and you will be notified that you will transition to a Single Rush (see Figure 9(g-1)). If any other pattern occurs, the second starting area 904b will be long opened, and when the game ball enters the second starting area 904b and the second special lottery information is obtained (the second piece of second special lottery information is obtained after the advantageous state has started), it will be announced that a transition to a double rush will occur (at least a double rush or more has been confirmed) (see Figure 9 (g-2)).

[0054] Next, if none of P1-1 to P1-3 occurs, a branch (third branch) occurs according to the results of the first to third regular lotteries (see Figure 9(h)). Details are omitted, but if any of the patterns "P2-1" to "P2-6" occurs, the end condition is met and the advantageous state ends, so it is announced that a transition to a double rush will occur (see Figure 9(i-1)). If any other pattern occurs, the second starting area 904b will be long opened, and the game ball will enter the second starting area 904b and second special lottery information will be obtained (the third piece of second special lottery information will be obtained since the advantageous state began), which will trigger a transition to a triple rush (see Figure 9(i-2)).

[0055] Although not shown, when the result of the normal lottery is one of normal wins A to C in an advantageous state and the second starting area 904b is long opened, it is preferable to display a message emphasizing that the game ball should be allowed to enter the second starting area 904b (a message emphasizing that the right hit should be continued) so that the second special lottery information is obtained without fail.

[0056] In this way, in this embodiment, the result of the advantageous state (judgment) is announced by a series of effects in which the effect does not end at each branch (step) and moving to the next branch (step) is an event that is advantageous to the player. In other words, the more the effect progresses (develops), the more advantageous the state becomes for the player.

[0057] When second special lottery information is acquired in an advantageous state (Judgment), the game transitions to a special prize acquisition state called an "XX Rush" ("XX Rush Single" (Single Rush), "XX Rush Double" (Double Rush), or "XX Rush Triple" (Triple Rush)) (see Figure 4). The special prize acquisition state can also be considered a so-called consecutive win state in which a "prize" jackpot game can be easily acquired. The special prize acquisition state is a state in which consecutive wins (meaning winning the special jackpot N) occur with a predetermined probability P for the number (T) of second special lottery information acquired in the advantageous state. In this embodiment, the predetermined probability P is set to 75%. Therefore, a single rush is a state in which a "75% loop consecutive win" occurs once (75% loop x 1), a double rush is a state in which a "75% loop consecutive win" occurs twice (75% loop x 2), and a triple rush is a state in which a "75% loop consecutive win" occurs three times (75% loop x 3). Specifically, it is as follows.

[0058] In this embodiment, the exact probability of winning a jackpot in the second special lottery is approximately 1 / 199, the same as in the first special lottery. Furthermore, the second special lottery does not have any "misses," and anything other than a jackpot (approximately 198 / 199) will result in a small win. As described above, in this embodiment, the system is set up so that "winning a small win = winning a jackpot" (winning a small win leads to winning a jackpot), so the effective probability of winning a jackpot in the second special lottery, in which the lottery result is either a jackpot (direct win) or a small win, is 1 / 1 (100%) (see FIG. 5(a)). Therefore, in a bonus winning state, it is possible to win at least the number of jackpots (bonuses) equal to the number of second special lottery information acquired in the immediately preceding advantageous state (judgment).

[0059] The allocation of jackpots won through the second special lottery is 75% for special jackpot N and 25% for regular jackpots (see Figure 5(b-2)). The allocation rate for special jackpot N (jackpot that transitions to an additional state (described below) after a jackpot game) is the above-mentioned predetermined probability P. If a jackpot that transitions to an additional state after a jackpot game is considered a specific bonus, the rate of specific bonus is P% (if bonuses other than specific bonuses are considered non-specific bonuses, the rate of non-specific bonuses is "100-P"%). Therefore, if the rate of special jackpot N is set to 90%, each rush will be in a "90% loop x T" state (single rush T=1, double rush T=2, triple rush T=3).

[0060] In the bonus acquisition state (rush), an effect is executed to notify whether the jackpot acquired through the second special lottery is the special jackpot N. Since winning the special jackpot N is an event that is more advantageous to the player than winning a normal jackpot, an effect is executed to lead to a favorable ending that is advantageous to the player when the special jackpot N is won, and an effect to lead to an unfavorable ending that is disadvantageous to the player when the normal jackpot is won (advantageous endings include the occurrence of so-called reversal pattern effects in which an unfavorable ending appears to have been reached but is then reversed). In this embodiment, a so-called battle presentation is executed in which a player's character (ally character) fights against an enemy character (see FIGS. 10(a), 11(e), and 12(i)), and a victory for the ally character results in a favorable outcome (see FIGS. 10(b-1), 11(f-1), and 12(j-1)), while a defeat for the ally character results in an unfavorable outcome (see FIGS. 10(b-2), 11(f-2), and 12(j-2)). Characters that appear in the triple rush state, double rush state, and single rush state are either ally characters or enemy characters, but at least one of them is different (see FIGS. 10(a), 11(e), and 12(i). These figures show examples in which the types of ally characters are different (different flavors are flavor X, flavor Y, and flavor Z)). In other words, different types of "battles" are played out in each of the triple rush, double rush, and single rush states, making it easy to grasp the current state (the number of pieces of second special lottery information). One variation (the variation effect announcing the result of one second special lottery) ends when a favorable or unfavorable outcome is reached.

[0061] In this embodiment, if a special jackpot N is won (a favorable outcome) during the bonus acquisition state (rush), a set of three odd-numbered decorative symbols 80 is displayed, and if a normal jackpot is won (an unfavorable outcome), a set of three even-numbered decorative symbols 80 is displayed. In other words, the type of jackpot obtained can be determined by the combination of decorative symbols 80 that indicate a win. Since winning a normal jackpot without winning the special jackpot N is disappointing for a player, a set of three identical decorative symbols 80 may not be displayed (not displaying a set of three identical decorative symbols 80 makes it clear that an unfortunate event has occurred). For example, a specific combination of decorative symbols 80 other than a set of three identical symbols, such as "2, 4, 6," may be configured to indicate that a normal jackpot has been obtained during the bonus acquisition state (rush).

[0062] If a special jackpot N (75%) is won through the second special lottery, after the jackpot game of the special jackpot N (see Figures 10(c-1), 11(g-1), and 12(k-1)) ends, the player will enter a special game state with one time reduction (hereinafter, this state may be referred to as the "additional state") (see Figures 4, 10(d), 11(h), and 12(l)). This additional state ends when the player wins the regular lottery once. If the player wins the regular lottery in the additional state, all winning patterns will result in long opening. As mentioned above, in this embodiment, there are four winning patterns for the regular lottery, normal wins A to D, and if the regular lottery is executed in the additional state, all winning patterns will result in long opening (see Figure 6(a) *3). In other words, the winning mode of the normal lottery (specific lottery) executed in the advantageous state is provided with a short opening (effectively a loss), but the winning mode of the normal lottery executed in the additional state is not provided with a short opening. Therefore, if you hit the right side continuously in the additional state, the long opening of the second starting area 904b occurs as a result of the normal lottery, so you can enter one game ball into the second starting area 904b.

[0063] The additional state ends when the player wins a regular lottery once. Therefore, regardless of whether the player wins any of the regular wins A to D, the additional state ends with that win (in the case of the additional state, it can be said that the number of times that the termination conditions for the regular wins A to D are all met is one). As described above, two or more game balls are prevented from entering the second start area 904b in one long release, and the additional state ends when the player wins a regular lottery once (one long release occurs), so only one second special lottery information (lottery information X) can be newly acquired in the additional state. In other words, in this embodiment, after the player wins the special jackpot N in the second special lottery using one second special lottery information, one new piece of second special lottery information (lottery information X) can be acquired in the additional state. In short, when special jackpot N is won, one piece of second special lottery information (lottery information X) that was "consumed" to win that special jackpot N is "added" (compensated) in the subsequent additional state, so the number of second special lottery information (T) does not change before and after special jackpot N. In this way, when special jackpot N is won, it is possible to win a profit equivalent to special jackpot N while maintaining the number of second special lottery information (lottery information X).

[0064] In this embodiment, the additional state also ends when the second special lottery variation effect (special drawing 2 variation) is executed once. That is, the additional state ends when either a regular lottery is won once or the first second special lottery variation (hereinafter referred to as the "first variation") since the start of the additional state ends. Therefore, unless a regular lottery is won (a long release) before the "first variation" ends, new second special lottery information cannot be acquired. In this embodiment, the variation time of the first variation is relatively long (10 seconds or more), while the variation time of the regular lottery variation is extremely short (1 second or less). Therefore, if right-hand hits are continued, the regular lottery variation will end and a long release will occur before the first variation ends, allowing one game ball to enter the second starting area 904b (a display indicating that right-hand hits should be continued during the first variation will be displayed, and if the player follows this instruction, the long release will be won). It is not necessary to set an end condition that the additional state ends when the second special lottery variation effect (special drawing 2 variation) is executed once. In other words, the added state may continue until the player wins the regular lottery once.

[0065] On the other hand, if a normal jackpot (25%) is won through the second special lottery, the game will transition to normal play mode after the jackpot game for that normal jackpot (see Figures 10(c-2), 11(g-2), and 12(k-2)) has ended. In other words, unlike the special jackpot N, the game will not transition to an additional state (one time reduction will not be granted). Therefore, when a normal jackpot is won, the number of second special lottery information (lottery information X) will be reduced by one. If second special lottery information still remains after the normal jackpot game has ended, a second special lottery will be executed. In other words, if a normal jackpot is won in a triple rush state, the number of second special lottery information (lottery information X) will be reduced by one, making the number of second special lottery information two. Therefore, after the jackpot game (see Figure 10(c-2)) has ended, the game will transition to a double rush state (see Figure 11(e)). Also, if a normal jackpot is won in the double rush state, the number of second special lottery information (lottery information X) decreases by one and the number of second special lottery information becomes 1, so after the jackpot game (see Figure 11 (g-2)) ends, the state transitions to the single rush state (see Figure 12 (i)). Also, if a normal jackpot is won in the single rush state, the number of second special lottery information (lottery information X) decreases by one and the number of second special lottery information becomes 0, so the rush ends when the jackpot game (see Figure 12 (k-2)) ends (returns to the normal game state (left-hand hit state)).

[0066] In summary, the reward acquisition state is: (a) When the special jackpot N (75%) is won in the second special lottery, the game will transition to the additional state (one time reduction) after the jackpot game ends. One second special lottery information is consumed to win the special jackpot N, but one second special lottery information is added (replenished) in the additional state, so the number of second special lottery information does not change (is maintained) before and after the special jackpot N is won. (b) When a regular jackpot (25%) is won in the second special lottery, the game will not transition to the additional state (one time reduction) after the jackpot game ends. In other words, the one second special lottery information consumed to win the regular jackpot will not be replenished. Therefore, the number of second special lottery information decreases by one before and after the regular jackpot is won. This is the situation. In this embodiment, since the effective probability of winning the second special lottery is 1 / 1, it can be said that "the number of second special lottery information (T) = the number of jackpot rights." In this embodiment, the bonus acquisition state (rush) has a different initial value for the "number of jackpot rights" (it is either 1 to 3), and if a special jackpot N is won, the "number of jackpot rights" is maintained, and if a normal jackpot is won, the "number of jackpot rights" decreases, and it can be said that this state continues until the "number of jackpot rights" becomes 0.

[0067] Therefore, as shown in Figure 13, (a) In the triple rush state, the number of second special lottery information pieces is maintained at three as long as the special jackpot N (75%) is won in the second special lottery (the states of Figures 13(a) to 13(a-1) are cycled). When a regular jackpot is won in the second special lottery, the number of second special lottery information pieces decreases by one (see Figure 13(a-2)), resulting in a double rush state (number of second special lottery information pieces = 2) (see Figure 13(b)). (b) In the double rush state, the number of second special lottery information pieces is maintained at two as long as the special jackpot N (75%) is won in the second special lottery (the states of Figures 13(b) to 13(b-1) are cycled). When a regular jackpot is won in the second special lottery, the number of second special lottery information pieces decreases by one (see Figure 13(b-2)), and the state becomes a single rush state (number of second special lottery information pieces = 1) (see Figure 13(c)). (c) In the single rush state, as long as the special jackpot N (75%) is won in the second special lottery, the number of second special lottery information pieces is maintained at one (the states of Figures 13(c) to 13(c-1) are cycled). When a normal jackpot is won in the second special lottery, the number of second special lottery information pieces decreases by one (see Figure 13(c-2)), and the second special lottery information disappears (the state returns to normal game mode (left-handed hit) in order to win the jackpot). Therefore, if you transition to a Triple Rush after the end of an advantageous state, the winning streak will continue until you miss three times, which is a 75% probability (probability of special jackpot N) (75% loop x 3). Similarly, if you transition to a Double Rush after the end of an advantageous state, the winning streak will continue until you miss two times, which is a 75% probability (probability of special jackpot N) (75% loop x 2). If you transition to a Single Rush after the end of an advantageous state, the winning streak will continue until you miss one time, which is a 75% probability (probability of special jackpot N) (75% loop x 1).

[0068] In this way, the gaming machine 1 of this embodiment is interesting in that it is provided with a bonus acquisition state (a state in which a bonus can be acquired with "P% loop x T") that occurs when consecutive wins occur with a predetermined probability (P) equal to the number (T) of second special lottery information (lottery information X) acquired in an advantageous state.

[0069] In addition, in this embodiment, the advantageous state ends when the number of times a certain winning pattern occurs reaches the number of times the ending condition is met, which results in a novel gameplay in which the number of second special lottery information (number of jackpot winning rights) obtained in the advantageous state changes each time.

[0070] Below, we will explain specific examples of improvements, modifications, and specific implementations of the above-mentioned gameplay features (especially advantageous states and bonus acquisition states). Note that, to the extent possible, multiple items described using the following specific examples may be applied to the configuration.

[0071] ○Specific example 1-1 The control of the advantageous state in the above embodiment (the control that ends the advantageous state when the number of times a certain winning pattern occurs reaches the number of times the ending condition is met) can be used for various purposes (it can also be used for purposes other than configuring the number of jackpot winning rights to change each time as in the above embodiment).

[0072] For example, when creating a time-saving state in which the timing of its termination is uncertain (how long it will continue is unknown), control similar to that of the advantageous state in the above embodiment can be used. As an example, as shown in FIG. 14(a), a configuration is provided in which normal wins A, B, and C (all of which are long-open) are provided, and the number of times that the termination condition is met is set to 25 for normal win A, 50 for normal win B, and 75 for normal win C. In this case, the time-saving state will continue until one of the following is met: "25 wins for normal win A," "50 wins for normal win B," or "75 wins for normal win C." Because the timing at which this condition is met (the number of normal lotteries since the time-saving state began) changes each time, a gameplay feature in which it is unknown how long the time-saving state will continue can be realized.

[0073] Also, the number of times the termination condition is met is set for some (two or more) of the multiple winning modes, and a configuration may be provided in which a winning mode in which the number of times the termination condition is met is not set is provided. For example, as shown in Figure 14(b), a configuration is made in which the number of times the termination condition is met is set for normal win A and normal win B, but the number of times the termination condition is met is not set for normal win C. In this case, a favorable state can be created in which normal win A and normal win B trigger an end, but normal win C does not trigger an end (it does not end no matter how many times normal win C is won).

[0074] ○Specific example 1-2 A configuration may be adopted in which a winning mode resulting in a "short release" is not provided as a winning mode for the normal lottery in an advantageous state. For example, as shown in FIG. 15(a), three types of normal wins A to C are provided as winning modes, and all of these are long releases. By doing so, there are no "substantial misses" (short releases) in the normal lottery, so that at least one long release will be won when the game transitions to an advantageous state. In other words, a game can be created in which the game transitions to an advantageous state but ends without being able to obtain the second special lottery information (lottery information X) (the game transitions to a normal game state) (a game can be created in which the game transitions to an advantageous state without fail to transition to a rush (a bonus acquisition state)).

[0075] ○Example 1-3 For example, as shown in Figure 15(b), a configuration may be adopted in which a "loss" (meaning a "pure loss" rather than a "short release" (effective loss)) can occur as a result of a regular lottery in an advantageous state. Even if the result of the regular lottery is a "loss," the termination condition is not met, so the advantageous state does not end when the result of the regular lottery is a "loss."

[0076] ○Example 1-4 In the advantageous state (judgment) in the above embodiment, it has been explained that the more the presentation progresses (develops), the more advantageous the player becomes (the degree of progress is determined depending on whether or not to transition to a rush and the type of rush to which it transitions), but it is also possible to configure the final result to be announced all at once (the final result becomes clear when a certain timing is reached).As in the above embodiment, if storage means for storing pre-variation normal reserve information is provided and the number of normal lottery information that should be acquired in an advantageous state can be acquired all at once, it is possible to comprehensively judge (predict) the results of one or more normal lotteries and announce the final result of the advantageous state all at once.

[0077] In accordance with the above embodiment, the number of normal lottery information to be acquired in an advantageous state is three (normal lotteries are executed a maximum of three times in an advantageous state), but since a storage means capable of storing at least two pieces of pre-variation normal reserved information is provided, three pieces of normal lottery information can be acquired at once (a state can be created in which one during-variation normal reserved information and two pieces of pre-variation normal reserved information exist). Therefore, it is possible to determine which of the patterns shown in Figure 6(b) the results of one to three normal lotteries in an advantageous state will be, and to notify the final result of the advantageous state at a predetermined timing. For example, after three pieces of regular lottery information are obtained (see Figure 16(a)), the player is prompted to operate the operating means (push button 60, etc.) (see Figure 16(b)), and this operation triggers one of the following effects: an indication that "rush not entered" (see Figure 16(c-1)), an indication that "single rush (XX rush single) entered" (see Figure 16(c-2)), an indication that "double rush (XX rush double) entered" (see Figure 16(c-3)), or an indication that "triple rush (XX rush triple) entered" (see Figure 16(c-4)).

[0078] ○Example 1-5 It is not necessary to provide a means for storing pre-variation normal reserve information (normal reserve). In the advantageous state, "entering one game ball into the normal area 905 to prompt acquisition of normal lottery information" and "executing a normal map variation corresponding to the acquired normal lottery information (announcement of the result of the normal lottery)" are repeatedly executed until the termination condition is met. If a winning mode for the normal lottery as in the above embodiment is provided, the number of normal lotteries executed in the advantageous state is a maximum of three, so "entering one game ball into the normal area 905 to prompt acquisition of normal lottery information" and "executing a normal map variation corresponding to the acquired normal lottery information" will be repeated a maximum of three times.

[0079] However, if this example is done, it will not be possible to obtain the amount of normal lottery information that should be obtained in an advantageous state all at once, so it is not possible to use the configuration described in Example 1-4 above.

[0080] ○Example 1-6 In the above embodiment, it was explained that the maximum number of second pre-variation special reserved information (special chart 2 reserved) that can be stored in the storage means is two, but by increasing this number, it is possible to configure a configuration in which a bonus acquisition state that does not occur in the above embodiment occurs. For example, if the maximum number of second pre-variation special reserved information that can be stored in the storage means is four, it is possible to configure a configuration in which a "P% loop x 4" state or a "P% loop x 5" state can occur. Note that, when doing as in this example, it is necessary to design so that a pattern in which four second special lottery information can be acquired in an advantageous state (a pattern in which the number of long releases = 4 times) or a pattern in which five second special lottery information can be acquired (a pattern in which the number of long releases = 5 times) occurs.

[0081] ○Example 1-7 In the above embodiment, the actual jackpot probability of the second special lottery (lottery X) is 100% (1 / 1), but it may be less than 100%, i.e., the second special lottery may have a "miss" effect. For example, as shown in Figure 17(a), if the actual jackpot probability of the second special lottery is 80% (4 / 5) and the probability (jackpot allocation) that the jackpot acquired through the second special lottery is special jackpot N (a special bonus that transitions to an additional state after the jackpot game ends) is 75%, the probability of acquiring special jackpot N (a special bonus) when the second special lottery is executed (the probability of acquiring special jackpot N per second special lottery) is "0.80 (80%) x 0.75 (75%) = 0.60 (60%)," and therefore, a bonus acquisition state (rush) in which special jackpot N is consecutively acquired is achieved with "60% loop x T" (T = the number of second special lottery information acquired in the advantageous state).

[0082] It is also possible to allocate jackpots acquired through the second special lottery differently from the above embodiment (allocating special jackpot N differently from 75%). However, if the effective jackpot probability of the second special lottery is 100%, as in the above embodiment, then allocation should not be such that all (100%) of jackpots acquired through the second special lottery will be special jackpot N. In other words, the probability of awarding special jackpot N (specific bonus) when the second special lottery is executed (the probability of acquiring special jackpot N per second special lottery) should not be 100%. This is because, if this were to occur, the number of second special lottery information would not decrease, and the bonus acquisition state (consecutive wins) would continue indefinitely. Conversely, if the effective jackpot probability of the second special lottery is less than 100%, then it would be acceptable to set all jackpots acquired through the second special lottery to be special jackpot N. For example, as shown in Figure 17(b), if the effective probability of winning a jackpot in the second special lottery is 80% (4 / 5), and all (100%) of the jackpots won through the second special lottery are special jackpot N (special bonus), then the probability of winning special jackpot N (special bonus) when the second special lottery is executed (probability of winning special jackpot N per second special lottery) is "0.80 (80%) x 1.00 (100%) = 0.80 (60%)", so "80% loop x T" will result in a bonus winning state (rush) where special jackpot N is won consecutively.

[0083] In addition, in the case of this example (where the actual jackpot probability of the second special lottery is less than 100%), even if the second special lottery information is acquired, it may not lead to a jackpot, and therefore even if the game transitions to the special acquisition state (rush), it is not guaranteed that a jackpot will be won. For example, even if three second special lottery information pieces are acquired in an advantageous state and the game transitions to the triple rush, there is a possibility that all three second special lotteries will be misses and the rush will end without a jackpot being acquired. The difference is that in the above embodiment (where the actual jackpot probability of the second special lottery is 100%), "the number of acquired second special lottery information pieces = the number of acquired jackpots," whereas in this example (where the actual jackpot probability of the second special lottery is less than 100%), "the number of acquired second special lottery information pieces ≧ the number of acquired jackpots."

[0084] ○Example 1-8 The additional state may be configured such that there is a possibility that two or more pieces of second special lottery information can be acquired. For example, a first additional state in which one piece of second special lottery information can be acquired and a second additional state in which two pieces of second special lottery information can be acquired are provided as additional states. The first additional state is a state that ends with a win in one regular lottery (long opening) (one time reduction). The second additional state is a state that ends with a win in two regular lotteries (long opening) (two time reductions). A first special jackpot N and a second special jackpot N are provided as special jackpots N that can be acquired through the second special lottery, and after the first special jackpot N ends, the state transitions to the first additional state, and after the second special jackpot N ends, the state transitions to the second additional state.

[0085] In this case, when a second special jackpot N is won, the number of second special lottery information items increases before and after the jackpot. As an example, as shown in FIG. 18 , when a second special jackpot N is won in a double rush state, one second special lottery information item is "consumed" to acquire the second special jackpot N. However, two second special lottery information items are "added" in the subsequent second addition state. Therefore, the number of second special lottery information items increases from "2" to "3" before and after the second special jackpot N (when a first special jackpot N is won, the number of second special jackpot N items remains at "2"). Although not shown, when a second special jackpot N is won in a single rush state, the number of second special lottery information items increases from "1" to "2" before and after the second special jackpot N. If the rush state (single rush, double rush, triple rush) is determined according to the number of second special lottery information items, as in the above embodiment, it can be said that the gameplay allows for "upgrading" of the rush state.

[0086] In addition, since there is an upper limit to the number of second pre-variation special reserved information (special chart 2 reserved) that can be stored in the storage means, even if the transition to the second additional state is made when the upper limit of second pre-variation special reserved information is stored, the number of second special lottery information does not increase. For example, if the maximum number of second pre-variation special reserved information (special chart 2 reserved) that can be stored in the storage means is set to two, as in the above embodiment, the number of second special lottery information does not increase even if the transition to the second additional state is made in the "triple rush" state (no upgrade from "triple rush" occurs). If the maximum number of second pre-variation special reserved information (special chart 2 reserved) that can be stored in the storage means is set to three or more, an upgrade from "triple rush" can occur.

[0087] ○Example 1-9 In the above embodiment, it has been explained that the rush state is "ranked down" by one level each time a normal jackpot is won, such as when a normal jackpot is won in the "Triple Rush" state, the state transitions to "Double Rush," and when a normal jackpot is won in the "Double Rush" state, the state transitions to "Single Rush," but this is not a necessary configuration. A configuration in which a dedicated effect is prepared according to the number of second special lottery information acquired in an advantageous state may also be used.

[0088] For example, when three pieces of second special lottery information are acquired in an advantageous state (when the advantageous state becomes the most advantageous result for the player), a special effect is executed. In other words, even if a normal jackpot is won, it is not indicated that the state has shifted to "Double Rush" or "Single Rush" (the same effect as in these states is executed), but the special effect is executed continuously until the second special lottery information runs out (until the state shifts to the normal game state).

[0089] ○Example 1-10 The number of times the termination condition is met, set for the winning mode that results in short release, is set to "2" or more. For example, in a configuration in which normal win D is set as the winning mode for short release, the number of times the termination condition for said normal win D is met is set to "2" (see Figure 19(a)). By doing so, the advantageous state will not end unless normal win D is won twice. The setting is such that the advantageous state will end without acquiring any second special lottery information (rush will not begin) only when normal win D is won two times in a row after the advantageous state has started.

[0090] It is also conceivable to provide two or more winning modes that result in a short release, some of which have the termination condition met count of "1", while others have the termination condition met count of "2" or more. For example, a configuration may be provided in which a normal win D, in which the termination condition is met count of "1", and a normal win E, in which the termination condition is met count of "2", are provided as winning modes that result in a short release (see Figure 19(b)). In this way, it is possible to provide a game in which it is not clear whether the advantageous state will end even if a short release occurs (the advantageous state may end or may continue).

[0091] However, as in the above embodiment, if the configuration is such that the only winning mode (effectively a miss) that results in a short release is one in which the ending condition is met the number of times "1" is set, then if that winning mode is won, the second special lottery information cannot be obtained and the advantageous state will immediately end, which has the advantage that the playability of the advantageous state is easy to understand.

[0092] ○Example 1-11 The number of times that a termination condition is met may be set for the winning mode of the special lottery (the special lottery may be a specific lottery). For example, suppose that small win A, small win B, small win C, and big win are set as winning modes of the second special lottery in a game state advantageous to the player (e.g., a time-saving state or a probability-varying state (these states are well known and therefore will not be described here)). Small wins A to C are assumed to provide no or very little benefit (ball payout) to the player, and are essentially losses (the opening time of the prize area is short, and V prizes are impossible). The number of times that a termination condition is met is set for each of small wins A, B, and C, and the game state advantageous to the player ends when the number of times that the termination condition is met is reached (see Figure 20). This makes the number of second special lotteries until the termination condition is met indefinite, resulting in a gameplay in which the player aims to win the big win before the game state, which may end at an uncertain time, ends.

[0093] 3) Creating a sense of incongruity The gaming machine 1 according to this embodiment is capable of executing a sense of incongruity effect (specific effect), which is an effect in which a specific event (sense of incongruity) may occur midway, as an effect constituting the during-variation effect (see FIG. 21). In this embodiment, the sense of incongruity effect occurs in the normal gaming state. That is, the sense of incongruity effect occurs as part of the during-variation effect corresponding to the first special lottery. However, this does not deny the sense of incongruity effect as described below occurring in the special gaming state (as part of the during-variation effect corresponding to the second special lottery). Hereinafter, the result of the first special lottery (win / lose lottery result) corresponding to the during-variation effect including the sense of incongruity effect will be referred to as the target win / lose lottery result, and the during-variation effect including the sense of incongruity effect will also be referred to as the target variation (the win / lose lottery result corresponding to the target variation is the target win / lose lottery result).

[0094] In this embodiment, the sense of incongruity effect is executed as a type of reach effect. In other words, the sense of incongruity effect may be executed after a reach is achieved by a target variation. The sense of incongruity effect (the period during which it is executed) includes a specific period (see the upper time chart in Figure 21). The specific period has a predetermined length. In this embodiment, the specific period is 8 seconds. During the specific period, a display (time display 18) showing the passage of time may be displayed. In this embodiment, a countdown from 7 to 0 (a countdown that decreases by 1 every second) is displayed (see Figures 21(b) and (c)).

[0095] In this embodiment, the strange feeling effect (the period during which it is executed) includes an introduction period and a result period (see the upper time chart in Figure 21). The introduction period is the period before the specific period. The result period is the period after the specific period. In other words, the strange feeling effect progresses as follows: introduction period → specific period → result period. The introduction period can be said to be the period before the above-mentioned time display 18 (countdown in this embodiment) is displayed. During at least a part of the period before the end of the specific period, a display is displayed to the player indicating that a strange feeling (specific event) may occur. In this embodiment, at the beginning of the specific period, the message "Find the strange feeling!" is displayed (see Figure 21(b)).

[0096] The result period is a period that indicates the result of the strange feeling effect. The strange feeling effect will result in either a favorable result (see FIG. 21(d-1)) indicating that the situation is favorable to the player, or an unfavorable result (see FIG. 21(d-2)) indicating that the situation is unfavorable to the player (the advantageous result includes a so-called reversal pattern in which an unfavorable result appears to have been reached but is then overturned), and which result has been reached will be revealed during the result period. In other words, during the result period, a performance for a favorable result or a performance for an unfavorable result is executed. In this embodiment, the strange feeling effect is executed as an effect that notifies the result of the target win / loss lottery, so that if the result of the target win / loss lottery is a jackpot, the result will be a favorable result, and if it is a loss, the result will be an unfavorable result. After the advantageous result or unfavorable result has been reached, the target variation ends.

[0097] The basic form of the sense of incongruity effect (the concept of the effect, etc.) may be any. In this embodiment, a battle effect is used in which character F, the player's character, fights against character E, the enemy character facing him. During the introductory period, an image of characters F and E attacking each other is displayed (see FIG. 21(a)). During the specific period, an image of characters F and E appearing still (an image showing a situation in which it is unclear which attack has landed) is displayed along with the countdown (time display 18) described above (see FIGS. 21(b) and 21(c)). During the result period, an image showing that character F has won (a favorable result) (see FIG. 21(d-1)) or an image showing that character F has lost (an unfavorable result) (see FIG. 21(d-2)) is displayed.

[0098] In an effect having such a basic configuration, multiple types of specific events may occur during the specific period. It is possible that none of the multiple types of specific events may occur throughout the specific period (uncomfortable feeling effect). (The occurrence of none of the multiple types of specific events is a non-specific mode (described later) of uncomfortable feeling effect.) Since the absence of a specific event is considered a natural mode of the effect (images during the specific period) during the specific period, if a specific event occurs, a player who notices its occurrence is likely to feel uncomfortably. The uncomfort feeling effect is a performance whose main feature is whether or not a player notices the occurrence of such a specific event (an event that causes uncomfort). In this embodiment, 20 types of specific events may occur (see FIG. 22(a)). Note that in this embodiment, the multiple types of specific events are dedicated events (effects) for the uncomfort feeling effect, and will not occur when the uncomfort feeling effect is not being executed. Furthermore, in this embodiment, no specific events (uncomfort) occur during the introduction period or the result period.

[0099] The specific aspects of the various specific events may be any. In this embodiment, for at least some of the specific events, a specific image 10 (a unique specific image 10 corresponding to each event) representing the occurrence of the event is displayed in the display area 911 (one example (specific event B) is shown in FIG. 22(b)). A configuration may be adopted in which specific events other than those displayed as images (specific images 10) in the display area 911 are provided. For example, a specific light-emitting device may suddenly go out (shown as specific event T in FIG. 22(a)), a specific light-emitting device may emit light in a special manner, a movable prop may move slightly, or the like may be configured to occur as specific events.

[0100] Because the strange feeling effect is intended to make the player feel a sense of strangeness when a specific event occurs, it is considered a subtle aspect in which the player may or may not notice the occurrence of the strange feeling effect. Therefore, when various specific events occur, it is preferable not to output a special sound indicating (emphasizing) the occurrence of the specific event (because the sound would easily make the player aware of the occurrence of the specific event). For specific events in which a specific image 10 is displayed in the display area 911 (such as the specific event shown in FIG. 22(b)), no special sound is output along with the display of the specific image 10. In this embodiment, predetermined background music is output during a specific period. Even when various specific events occur, the background music is output continuously without change, and no special sound is output over the background music. However, the occurrence of a change or cessation of the output sound (for example, a sudden change in the type of background music being output, or a sudden cessation of the output background music, etc.) may itself be set as a specific event. In other words, while it is preferable not to output a sound indicating (emphasizing) the occurrence of a visually perceptible specific event, this does not preclude the occurrence of a change or cessation of sound (an element that can be perceived audibly) itself as a specific event.

[0101] If any of a plurality of specific events occurs during the specific period, the strange feeling effect will result in a favorable outcome (it will not result in a failure). In other words, a specific event will only occur if the result of the target win / loss lottery is a jackpot. In this embodiment, it is possible to achieve a favorable outcome (jackpot) even if no specific event occurs during the specific period. Even if any of a plurality of specific events occurs during the specific period, there is a possibility that the player will not notice the occurrence. Even if the player does not notice the occurrence of a specific event, the specific event has occurred, so the strange feeling effect will result in a favorable outcome.

[0102] A non-specific mode is a mode of incongruity effect in which no specific event occurs during a specific period (the number of specific event occurrences = 0), and a specific mode is a mode of incongruity effect in which a specific event occurs during a specific period (see Figure 22(c)). In this embodiment, the specific modes include a normal specific mode and a combined specific mode. The normal specific mode is a mode in which one specific event occurs between the start and end of a specific period (the number of specific event occurrences = 1). The combined specific mode is a mode in which two specific events occur between the start and end of a specific period (the number of specific event occurrences = 2). The normal specific mode is a mode in which one of the 20 specific events occurs (the other specific events (the remaining 19 specific events) do not occur). When the incongruity effect becomes a specific mode, most (80% or more) of them become the normal specific mode. In other words, the normal specific mode is the "default" specific mode. The combined specific mode is a mode in which two of the 20 specific events occur (the other specific events (the remaining 18 specific events) do not occur). In this embodiment, each of the multiple (20) types of specific events may occur as one type of specific event when a normal specific aspect occurs, or as one type of two types of specific events when a composite specific aspect occurs.

[0103] As shown in FIG. 22(c), in this embodiment, when a strange feeling effect of a composite specific mode occurs, the result of the target winning / losing lottery is determined to be a special jackpot J (there is no possibility of a normal jackpot). On the other hand, when a strange feeling effect of a normal specific mode occurs, the result of the target winning / losing lottery may be either a normal jackpot or a special jackpot J. Because a special jackpot J is a jackpot that transitions to an advantageous state after the jackpot game ends (a jackpot that is more advantageous to the player than a normal jackpot), the expected value of the profit (balls) obtained by the player when the special jackpot J is won is greater than when the normal jackpot is won. Therefore, it can be said that the expected value of the profit obtained by the player after the strange feeling effect (specific period) ends is greater when the strange feeling effect becomes a composite specific mode than when the strange feeling effect becomes a normal specific mode. Note that, unlike this embodiment, the probability of a special jackpot J (a jackpot advantageous to the player) is only higher when the strange feeling effect becomes a composite specific mode than when the strange feeling effect becomes a normal specific mode, and the winning of the special jackpot J may not be determined when the composite specific mode is won.

[0104] It should be noted that even when a composite specific mode occurs and two specific events occur, there is a possibility that the player will only notice one of them occurring. For example, in a composite specific mode in which specific event A occurs and then specific event B occurs, the player may not notice the occurrence of specific event A first, but may notice the occurrence of specific event B afterwards. In such a case, it appears to the player that only one specific event has occurred. In other words, even in a case in which the player only notices the occurrence of one specific event, it may actually be a strange effect of the composite specific mode.

[0105] Furthermore, as described above, in this embodiment, even when a non-specific mode is selected, the result of the target winning / losing lottery may be a jackpot. The jackpot is set to have the possibility of either a normal jackpot or a special jackpot J. If the result of the target winning / losing lottery is a loss, the non-specific mode is always selected, so it can be said that the expected value of the profit that the player can obtain after the end of the strange feeling effect (specific period) is the lowest when the non-specific mode is selected.

[0106] In this way, the strange feeling presentation in this embodiment is such that if a specific event (strange feeling) occurs within a specific period, a jackpot (a bonus) is confirmed, and since there is a possibility that after one type of specific event occurs, a different type of specific event may occur (the occurrence of a different type of specific event is considered to be advantageous to the player), this can be an interesting presentation format that will keep the player paying attention to whether another specific event occurs after a certain type of specific event occurs.

[0107] Hereinafter, specific examples of improvements, modifications, and specific embodiments of the above-described features related to the sense of incongruity will be described. Note that, to the extent possible, a configuration may be made in which multiple features described using the following specific examples are applied.

[0108] ○Specific example 2-1 When the strange feeling effect becomes a normal specific pattern, there is no possibility that the target winning / losing lottery result will be a special jackpot J (a jackpot that is relatively advantageous to the player), and it is set to be a normal jackpot (a jackpot that is relatively disadvantageous to the player) (see Figure 23). At the same time, when the strange feeling effect becomes a non-specific pattern, there is no possibility that the target winning / losing lottery result will be a special jackpot J (a jackpot that is relatively advantageous to the player). By doing this, when a special jackpot J is obtained, the strange feeling effect becomes a composite specific pattern (if it does not become a composite specific pattern, there is no possibility that it will be a special jackpot J).

[0109] From the player's perspective, there is a possibility that one of the two specific events will be overlooked, so even if the player fails to discover the two specific events, there is still a possibility of winning a special jackpot J (a jackpot that is relatively advantageous to the player).

[0110] ○Specific example 2-2 In the strange feeling effect of the specific mode, the type of specific event that has occurred is notified after the end of a specific period. Considering that this is an effect in which the player searches for something strange, the notification of the type of specific event can be said to be a kind of "answer check" effect. In the strange feeling effect of the normal specific mode, one type of specific event that has occurred is notified (notification image 12 indicating one type of specific event is displayed) (see Figure 24(a)). In the strange feeling effect of the combined specific mode, two types of specific events that have occurred are notified (notification image 12 indicating two types of specific events is displayed) (see Figure 24(b)). Because an advantageous result is certain in either the normal specific mode or the combined specific mode, the type of specific event is notified after it is determined that an advantageous result has been achieved.

[0111] When a composite specific pattern occurs, an image (special image 15) emphasizing that a composite specific pattern has occurred should be displayed together with a notification of the two specific events that have occurred. The special image 15 is an image that is not displayed when a normal specific pattern occurs. Various specific patterns of the special image 15 are conceivable, but it is preferable that the image be one that suggests that the player will gain a large profit. For example, an image of "V" could be displayed as the special image 15 (see FIG. 24(b)). In this way, the player (even a player who does not know the significance of a composite specific pattern) can sense that the occurrence of two or more specific events (uncomfortable feelings) is advantageous.

[0112] In the case of a strange feeling effect in a non-specific mode, since no specific event occurs, the notification as described above is not made. Since a strange feeling effect in a non-specific mode can still result in an advantageous outcome, there is a possibility that a specific event notification (display of notification image 12) is not made even if an advantageous outcome is achieved. In the case of a strange feeling effect in a non-specific mode, a display indicating that no specific event (unusual feeling) occurred (for example, a display of "no strange feeling") may be made (see FIG. 24(c)). In other words, rather than displaying nothing, a display indicating that no strange feeling occurred may be made, making the presentation easier for the player to understand. When a strange feeling effect results in an unfavorable outcome, it is determined that the mode is a non-specific mode (no strange feeling), so a display indicating that no specific event (unusual feeling) occurred may be made only if an advantageous outcome is achieved despite the non-specific mode.

[0113] ○Example 2-3 The combined specific pattern may suggest anything related to the benefits enjoyed by the player and is not limited to the type of jackpot (benefit). For example, it may suggest the acquisition of multiple jackpots (benefits). In the case where the target lottery result is a jackpot and the pre-variation reserved information already acquired at that time includes a jackpot, a so-called "reserved consecutive win" (also referred to as a reserved consecutive win, etc.; since the reserved consecutive win itself is well known, a detailed explanation will be omitted), the strange effect generated by the target variation may be a combined specific pattern. In other words, when the strange effect becomes a combined specific pattern, the acquisition of multiple jackpots (benefits) is confirmed (although when the normal specific pattern is selected, the acquisition of multiple jackpots (benefits) is not confirmed). Alternatively, when the strange effect becomes a combined specific pattern, the probability of the reserved consecutive win occurring (the acquisition of multiple benefits) is increased compared to when the normal specific pattern is selected, but the occurrence of the reserved consecutive wins may not be confirmed.

[0114] Even with the configuration of this example, the expected value of the profit that the player will obtain after the strange feeling effect (specific period) ends is larger when the strange feeling effect becomes a composite specific mode than when the strange feeling effect becomes a normal specific mode. Therefore, it is possible to create a mode of effect that will make the player pay attention to whether another specific mode will occur even after a certain specific mode has occurred.

[0115] ○Example 2-4 A specific event can occur three or more times during a specific period (three specific events can occur), and the number of specific events (S) occurring during the specific period indicates the number of benefits a player can receive. In other words, if a specific event occurs S times during a specific period, at least S benefits will be awarded. For example, if a target variation generates a strange effect in which two specific events (two specific events) occur during a specific period, the result of the target lottery is determined to be a jackpot, and it is determined that the pre-variation reserved information already acquired at that time contains at least one jackpot (at least two jackpots (benefits)). Furthermore, if a target variation generates a strange effect in which three specific events (three specific events) occur during a specific period, it is determined that the result of the target lottery is a jackpot, and it is determined that the pre-variation reserved information already acquired at that time contains at least two jackpots (benefits) (at least three jackpots (benefits)).

[0116] This provides an easy-to-understand presentation in which the more times a specific event occurs, the more jackpots (benefits) can be obtained.

[0117] ○Example 2-5 In the above embodiment, it has been explained that the expected value of the profit that the player will obtain after a specific period of time is higher when multiple specific events occur than when only one specific event occurs, but the opposite setting may also be used. In other words, the expected value of the profit that the player will obtain after a specific period of time is higher when multiple specific events occur than when only one specific event occurs. In this case, a novel presentation is achieved in which the player hopes that a specific event will occur (that a beneficial result will be determined by the occurrence of a specific event), but also hopes that another type of specific event will not occur after the specific event has occurred.

[0118] ○Example 2-6 In the composite specific mode, two specific events occur (one is referred to as a first event and the other as a second event). It is conceivable that the combination of the specific events referred to as the first event and the second event is controlled as follows.

[0119] Example 2-6-1 The period during which the first event occurs and the period during which the second event occurs are prevented from overlapping (i.e., there is no period during which the specific event designated as the first event and the specific event designated as the second event occur together throughout the specific period) (see FIG. 25(a-1)). In other words, when selecting events to occur as the first and second events from among multiple specific events, two specific events whose occurrence periods do not overlap are selected. For example, if specific event A and specific event B overlap at least partially during their occurrence periods, specific event A and specific event B are prevented from being selected as a combination of the first and second events. On the other hand, if specific event A and specific event C do not overlap at all during their occurrence periods, specific event A and specific event C can be selected as two specific events that occur in a composite specific configuration. Note that, in a configuration in which three or more specific events can occur as described in Specific Example 2-4, it is preferable that the occurrence periods of all of these specific events do not overlap. In this example, multiple types of specific events may be classified according to their occurrence timing, and then, in the case of a composite specific pattern, the specific event occurring as the first event and the specific event occurring as the second event may be selected from different categories. For example, two or more types of specific events that can occur in the first half of a specific period are classified as specific events belonging to the first category, and two or more types of specific events that can occur in the second half of a specific period are classified as specific events belonging to the second category (see FIG. 25(a-2)). Then, the specific event to be the first event is selected from those belonging to the first category, and the specific event to be the second event is selected from those belonging to the second category. In this way, regardless of which specific event is selected, the period in which the first event occurs and the period in which the second event occurs do not overlap. In this example, when a composite specific pattern occurs, the occurrence timing of the two specific events (uncomfortable feeling) is different, so it is possible to more clearly indicate that the two specific events have occurred (reducing the possibility that the player will confuse the two specific events as one specific event). However, because the two specific events occur separately, it can also be said that there is a high probability that the player will overlook one of the specific events and not realize that two specific events have occurred.

[0120] Example 2-6-2 The period during which the first event occurs and the period during which the second event occurs are made to at least partially overlap (a period is created during which a specific event designated as the first event and a specific event designated as the second event occur together) (see FIG. 25(b-1)). In other words, when selecting events to occur as the first and second events from among multiple specific events, two specific events whose occurrence periods overlap are selected. For example, if the periods during which specific events A and C occur do not overlap at all, specific events A and C are not selected as a combination of the first and second events. On the other hand, if the periods during which specific events A and B occur overlap partially, specific events A and B can be selected as two specific events that occur in a composite specific mode. In this example, it is advisable to prepare specific combinations of two specific events that occur during overlapping periods (see Figure 25(b-2)). When a composite specific mode is used, one of the specific combinations is selected. In this example, when a composite specific pattern occurs, a situation occurs in which two types of specific events (unusual sensations) are both occurring, making it difficult for a player to miss the occurrence of a specific event. However, because a situation occurs in which two types of specific events occur together, there is a greater risk that a player will confuse the two types of specific events as a single specific event.

[0121] ○Example 2-7 Suggestions are made based on the combination of two specific events that occur when a composite specific pattern is formed. For example, when two specific events that occur during a specific period have a predetermined relationship (satisfy a predetermined rule), it is called a first composite specific pattern, and when they do not have this relationship, it is called a second composite specific pattern. Furthermore, it is assumed that the expected value of the profit (balls) that the player will subsequently obtain is greater when the first composite specific pattern occurs than when the second composite specific pattern occurs. Comparing the specific patterns, the expected value of the profit increases in the order: normal specific pattern < second composite specific pattern < first composite specific pattern. In this way, when two specific events occur, the combination of the events is also noteworthy.

[0122] The above-mentioned predetermined relationship (rule) may be any. For example, two or more specific events represented by an image (specific image 10) displayed in the display area 911 are considered to be included in event group X, and two or more specific events represented by an image other than the image displayed in the display area 911 are considered to be included in event group Y (see FIG. 26(a)). When two specific events occurring in a specific period belong to the same event group (when both of the two specific events belong to event group X or both of the two specific events belong to event group Y), this is considered to be a first composite specific aspect that satisfies the predetermined relationship. When two specific events occurring in a specific period belong to different event groups (when one of the two specific events belongs to event group X and the other belongs to event group Y), this is considered to be a second composite specific aspect that does not satisfy the predetermined relationship (see FIG. 26(b)).

[0123] ○Example 2-8 Before the result of the strange feeling effect is revealed (before the effect for a favorable result or the effect for an unfavorable result is executed), the specific event will not occur more than once. In other words, before the result is revealed, the specific event will not occur, or if it occurs, it will occur only once (one type). If a specific event occurs (when a specific pattern is reached) (see FIG. 27(a)) before the result is revealed, an advantageous result will be reached (see FIG. 27(b)), but after the advantageous result is reached, a specific event may occur (see FIG. 27(c)). In other words, a specific event (hereinafter sometimes referred to as a post-result specific event) that can occur after the advantageous result is revealed is provided, and when the post-result specific event occurs, the expected value of the profit that the player will subsequently obtain is set to be higher than if the post-result specific event did not occur.

[0124] In this configuration, before the result is known, if one specific event occurs, it is certain that a favorable result will be obtained, which is a typical "search for something strange" presentation; however, if one more specific event (post-result specific event) occurs after a favorable result is obtained, the expected value of the profit that the player will obtain will increase compared to if no such event occurs, so it will be an interesting presentation format in which the player will be paying attention to whether any further strangeness will occur after a favorable result is obtained.

[0125] 4) Display of warning images In the gaming machine 1 according to this embodiment, gaming balls are launched by a launching device 908 (operation of a launching handle). The gaming balls that are launched by the launching device 908 are those stored in the gaming ball storage space 21. Specifically, the gaming machine 1 according to this embodiment has a so-called upper tray 20 and a lower tray 25 (see FIG. 1), and the upper tray 20 constitutes the gaming ball storage space 21. A space capable of storing gaming balls is also formed in the lower tray 25 (hereinafter, this space will be referred to as the auxiliary storage space). Note that the configurations of the launching device 908, upper tray 20 (gaming ball storage space 21), and lower tray 25 (auxiliary storage space) themselves are publicly known (the same configuration as that of a publicly known gaming machine can be adopted).

[0126] The bottom surface of the game ball storage space 21 is inclined to the right when viewed from the front (player side), so the game balls in the game ball storage space 21 are naturally guided to the right. If the launching device 908 is operated, the game balls coming out from the right side of the game ball storage space 21 will be launched one by one by the launching device 908.

[0127] An extraction port 22 through which game balls stored in the game ball storage space 21 can be extracted is formed in the upper tray 20 (the bottom surface of the game ball storage space 21) (see FIG. 28(a)). The extraction port 22 is opened and closed (set to an open state or a closed state) by an opening / closing member 23. The upper tray 20 is provided with an opening / closing operation unit 231, which is a button for operating the opening / closing member 23. By operating the opening / closing operation unit 231, the opening / closing member 23 is displaced from one of an open position (a position in which the extraction port 22 is open) and a closed position (a position in which the extraction port 22 is closed) to the other. In other words, the operation of the opening / closing operation unit 231 and the operation of the opening / closing member 23 are considered to be substantially the same. In this embodiment, when the opening / closing operation unit 231 is in the original position (normal state), the opening / closing member 23 is in the closed position (the extraction port 22 is closed), and when the opening / closing operation unit 231 is in a position pressed downward, the opening / closing member 23 is in the open position (the extraction port 22 is open).

[0128] When the outlet 22 is in an open state (see Figure 28(a-2)), game balls that fall from the outlet 22 are guided to the auxiliary storage space. When the outlet 22 is in a closed state (see Figure 28(a-1)), game balls will not fall from the outlet 22. The structure for opening and closing the outlet 22 with the opening / closing member 23 (the structure for operating the opening / closing member 23 with the opening / closing operation unit 231) can be the same as that of known gaming machines, so a description thereof will be omitted.

[0129] Although not shown, the lower tray 25 (the bottom surface of the auxiliary storage space) is formed with a discharge port for discharging the game balls stored in the auxiliary storage space to the outside (to a so-called dollar box or an automatic game ball counting device). The discharge port can be switched between an open state and a closed state. By setting the discharge port to the open state, the game balls in the auxiliary storage space are discharged to the outside.

[0130] When a prize ball payout or ball lending operation is performed, game balls flow into the game ball storage space 21 through an entrance 24 provided on the left side of the space. If the extraction opening 22 is closed, game balls are stored in the game ball storage space 21. Game balls that overflow from the game ball storage space 21 (overflow game balls) are guided to the auxiliary storage space. That is, a guide path is formed inside the gaming machine 1 to guide overflow game balls to the auxiliary storage space (this guide path is well known, so a description of this guide path is omitted). On the other hand, if the extraction opening 22 is open, game balls that have entered the game ball storage space 21 reach the extraction opening 22 and exit through the extraction opening 22. Therefore, when the outlet 22 is in an open state, even if game balls are continuously flowing into the game ball storage space 21, the game balls will exit through the outlet 22, so that game balls are stored in the space to the right of the outlet 22 in the game ball storage space 21 (hereinafter referred to as the downstream space 21a), but no game balls are stored in the space to the left of the outlet 22 (hereinafter referred to as the upstream space 21b) (see FIG. 28(b)). In other words, when the outlet 22 is in an open state, game balls are stored only in the downstream space 21a, which is part of the game ball storage space 21 (but not in the upstream space 21b), so the number of game balls that can be stored in the game ball storage space 21 is smaller than when the outlet 22 is in a closed state.

[0131] In a jackpot game, a large number of game balls (prize balls) are paid out when a game ball enters the big prize area 906, so the player normally opens the outlet 22 of the game ball storage space 21 (positions the opening / closing member 23 in the open position). If the outlet 22 is not opened and the discharge port of the auxiliary storage space is not also opened, game balls that cannot be paid out as prize balls (unpaid prize balls) will accumulate inside. When the number of unpaid prize balls reaches a certain amount, a ball removal instruction (for example, an announcement saying "Please remove the balls") is made to encourage the player to remove the game balls to the outside.

[0132] After the jackpot game ends (meaning the end of the last unit game (final round) of the jackpot game), a warning image 30 is displayed in the display area 911 when a display condition is met (see FIGS. 29(a) and 30(c)). The warning image 30 is an image that alerts the player not to forget to close the open dispensing opening 22 (positioning the opening / closing member 23 in the closed position). The warning image 30 may be in any form that allows the player to understand that the dispensing opening 22 should be closed. In this embodiment, the warning image 30 includes the text "Be careful not to forget to return the ball removal button" (the ball removal button refers to the opening / closing operation unit 231) (and may also include an element representing the actual ball removal button). This informs the player that they should return the opening / closing operation unit 231 to its original position to close the dispensing opening 22.

[0133] In this embodiment, the time from the end of the jackpot game until the warning image 30 is displayed is not constant, but varies depending on the game situation. In this embodiment, the display timing of the warning image 30 (the timing at which the display starts) is determined as follows.

[0134] The gaming machine 1 is equipped with an unpaid prize ball counter (see FIG. 29(b)). When a gaming ball enters each winning area (when a winning sensor provided in each winning area detects a gaming ball), the unpaid prize ball counter increments the number of prize balls (new number of prize balls) corresponding to that winning area. For example, in this embodiment, the number of prize balls paid out when one gaming ball enters the big prize area 906 is "15," so when one gaming ball enters the big prize area 906, the value C of the unpaid prize ball counter is incremented by "+15." The same applies when a gaming ball enters a winning area other than the big prize area 906. For example, when one gaming ball enters a winning area from which three prize balls are paid out, the value of the unpaid prize ball counter C is incremented by "+3."

[0135] In this embodiment, the gaming machine is equipped with a sensor (hereinafter referred to as a payout sensor) that measures the number of prize balls actually paid out to the player. Gaming balls that pass through the detection range of the payout sensor reach the gaming ball storage space 21 in about a few seconds (about 2 seconds in this embodiment). The value of the unpaid prize ball counter C is set to "-1" each time a gaming ball is detected by the payout sensor. In other words, the number of game balls paid out (the number of payouts) is subtracted from the unpaid prize ball counter.

[0136] Because of this, the unpaid prize ball counter measures the number of game balls that have been decided to be paid out as prize balls to the player but have not yet been paid out (the value of C is the actual measured value of the number of unpaid prize balls). In a jackpot game, a large number of game balls enter the big prize area 906 and many prize balls are won, so the payout of game balls as prize balls cannot keep up, and the value C of the unpaid prize ball counter swings significantly to the positive side.

[0137] In this embodiment, when the value C of the unpaid prize ball counter exceeds a predetermined number R (meaning that a considerable number of unpaid prize balls have been received) (S1 "Y" in FIG. 29(c)), the notification flag is turned ON (S2 in FIG. 29(c)). In this embodiment, R=200. The value of R can be set as appropriate, but is set to a value that will not be reached unless a jackpot game occurs. When the special prize area 906 is not open, it is practically impossible for a game ball to enter a prize area other than the special prize area 906, causing the number of unpaid prize balls to exceed 200 (this would not occur unless there is fraudulent activity). Therefore, the notification flag is turned ON only during a jackpot game. The notification flag being turned ON (hereinafter referred to as the "notification flag ON state") indicates that a considerable number of prize balls have been obtained (a considerable number of unpaid prize balls exist). In this embodiment, when the notification flag is ON and a display condition, described below, is met, the warning image 30 is displayed. In other words, the warning image 30 will not be displayed unless the notification flag is in the ON state.

[0138] During a big win game, a large number of game balls win in the big winning area 906, so the value C of the unpaid prize ball counter increases. However, when the big win game ends, the big winning area 906 is closed, so the value C of the unpaid prize ball counter decreases. That is, after the value C of the unpaid prize ball counter exceeds 200 and the notification flag becomes ON during the big win game, the value C of the unpaid prize ball counter decreases due to the end of the big win game. When the value C of the unpaid prize ball counter reaches a specified number T (T < R) in the ON state of the notification flag (S3 "Y" in FIG. 29(c)), it is regarded as the establishment of the display condition. Triggered by the establishment of the display condition, the caution image 30 is displayed (S4 in FIG. 29(c)). In this embodiment, T = 100. That is, by obtaining a large number of prize balls in the big win game, after the number of unpaid prize balls increases until it exceeds a predetermined number R (200 in this embodiment), the caution image 30 is displayed when the number of unpaid prize balls decreases and reaches the specified number T (100 in this embodiment). Although not shown, the caution image 30 is erased after a predetermined time (5 seconds in this embodiment) has elapsed since it was displayed. When the caution image 30 is erased, the notification flag is set to OFF.

[0139] The specified number T is set to 100 for the following reasons. Since a large number of game balls are paid out during a jackpot game, the outlet 22 is opened (see FIG. 30(a)). If there are still many unpaid prize balls immediately after the jackpot game ends, the outlet 22 remains open (see FIG. 30(b)). After that, a warning image 30 is displayed when a display condition is met (the value C of the unpaid prize ball counter reaches 100). Upon seeing the warning image 30, the player attempts to close the outlet 22 by operating the opening / closing operation unit 231 (see FIG. 30(c)). Because there is a time lag between seeing the warning image 30 and actually operating the opening / closing operation unit 231, the number of unpaid prize balls at the time of operation is likely to be around 70 to 90. In this embodiment, the number of game balls stored in the upstream space 21b is approximately 80. Therefore, after the outlet 22 is closed and the upstream space 21b is ready to store game balls, game balls will be dispensed in approximately the same number as the game balls stored in the upstream space 21b. Therefore, after prize balls acquired mainly in jackpot games are dispensed, a "moderate number" of game balls will be stored in the game ball storage space 21 (see Figure 30(d)). Therefore, the specified number T = 100 is merely an example. It may be set appropriately depending on the size of the game ball storage space 21 (upstream space 21b), etc.

[0140] During a jackpot game, a large number of game balls (prize balls) are paid out, so the player opens the outlet 22. The player then closes the outlet 22. Closing the outlet 22 too late results in too few game balls remaining in the game ball storage space 21, while closing the outlet 22 too early results in too many unpaid prize balls accumulating inside (and, in some cases, a ball removal command being issued). In this embodiment, the actual number of unpaid prize balls (the value of the unpaid prize ball counter C) is used as a judgment value. When the judgment value reaches a predetermined value (predetermined number T), the warning image 30 is displayed (i.e., the warning image 30 is displayed at the "just right time"). Therefore, by closing the outlet 22 after seeing the warning image 30, a "moderate amount" (neither too many nor too few) of game balls are stored in the game ball storage space 21. In other words, this embodiment can facilitate smoother gameplay after a jackpot game ends.

[0141] In this embodiment, no device (sensor, etc.) is provided to detect whether the outlet 22 is in a closed state or an open / closed state (whether the open / close operation unit 231 is in its original position or not). Therefore, even if the outlet 22 is in a closed state when the display condition is met, the warning image 30 is displayed. Also, the layer of the warning image 30 is set to be in front of all other image layers. The effect being executed when the display condition is met is undefined, but the warning image 30 is displayed in front no matter what effect is being executed (the warning image 30 is not covered by the image of the effect).

[0142] The following describes specific examples in which the matters relating to the display of the warning image 30 are improved, modified, or embodied. Note that, to the extent possible, a configuration may be made in which multiple matters described using the following specific examples are applied.

[0143] ○Specific example 3-1 In the above embodiment, the unpaid prize ball counter was explained as measuring the number of unpaid prize balls (the number of game balls that have been decided to be paid out as prize balls but have not yet been paid out), but it may also be a counter that predicts the number of unpaid prize balls. In other words, the predicted value of the number of unpaid prize balls (the value of the unpaid prize ball counter C) is used as a judgment value, and when the judgment value reaches a specified value (specified number T), the warning image 30 is displayed.

[0144] For example, as shown in FIG. 31(a), instead of actually counting the number of prize balls to be paid out, it is conceivable to predict the number of prize balls to be paid out based on the payout speed. When a game ball enters a prize area, the value C of the unpaid prize ball counter is incremented by the number of prize balls (new prize balls) corresponding to that prize area (this is the same as the unpaid prize ball counter in the above embodiment). Meanwhile, assuming that prize balls are paid out at a rate of X balls per second, the value C of the unpaid prize ball counter is decremented at that rate (X balls are decremented every second). The value X is determined based on the approximate payout speed of game balls during a jackpot game. For example, X = 15. In this case, the value C of the unpaid prize ball counter is set to "-15" per second. Similarly to the above embodiment, the warning image 30 is displayed when the value C of the unpaid prize ball counter reaches a predetermined number T (e.g., T = 100).

[0145] The timing at which the warning image 30 is displayed is controlled in order to ensure that a "moderate number" of game balls are stored in the game ball storage space 21 when the player closes the withdrawal opening 22 after seeing the warning image 30. Basically, it is sufficient to avoid a situation in which a large number of unpaid prize balls accumulate inside (a ball removal command is issued), so some variation in the number of game balls that enter the game ball storage space 21 after the withdrawal opening 22 is closed is acceptable. Therefore, as in this example, an unpaid prize ball counter may be configured to predict the number of unpaid prize balls, and the timing at which the warning image 30 is displayed may be controlled using the unpaid prize ball counter.

[0146] ○Specific example 3-2 In a configuration in which two or more types of jackpot games with different unit play numbers (number of rounds) are provided, the timing at which the warning image 30 is displayed is determined according to the type of jackpot game. The greater the unit play number of a jackpot game, the greater the expected value of the profit (ball payout) obtained from that jackpot game (basically, the expected value of ball payout increases in proportion to the number of unit plays). Therefore, the greater the number of unit plays included in a jackpot game, the longer the time from the end of that jackpot game until the warning image 30 is displayed is set. For example, as shown in Figure 31(b), assume that 5-round jackpot, 7-round jackpot, and 10-round jackpot are provided as jackpots. In the case of a 5-round jackpot, the warning image 30 is displayed T1 seconds after the end of the jackpot game, in the case of a 7-round jackpot, the warning image 30 is displayed T2 seconds after the end of the jackpot game, and in the case of a 10-round jackpot, the warning image 30 is displayed T3 seconds after the end of the jackpot game (T1 <T2<T3である)。

[0147] The larger the number of unit games, the more balls will be paid out in a jackpot game and the more unpaid prize balls will be after the jackpot game ends, so the larger the number of unit games, the longer the time until the warning image 30 is displayed. This prevents the number of unpaid prize balls at the time the warning image 30 is displayed from differing greatly depending on the type of jackpot (number of unit games), and therefore reduces the frequency of occurrence of a situation where a large number of unpaid prize balls accumulate inside.

[0148] ○Specific example 3-3 The gaming machine may be configured so that the lower tray 25 (auxiliary storage space) is not provided, and the gaming balls extracted from the upper tray 20 (extraction opening 22) are sent directly to the outside of the gaming machine (a so-called lower-tray-less gaming machine). In such a lower-tray-less gaming machine, the only space provided in the gaming machine for storing gaming balls is the gaming ball storage space 21 (upper tray 20), and it can be said that it is easy for a large number of unpaid winning balls to accumulate inside, so it can be said that there is great significance in controlling the timing of displaying the warning image 30 as in the above embodiment.

[0149] ○Example 3-4 In the above embodiment, it was explained that the display condition is met when the value C of the unpaid prize ball counter reaches a specified number T (T=100 in the above embodiment) while the notification flag is in the ON state, but the notification flag may not be in the ON state for the display condition to be met. Simply, it may be determined that the display condition is met when the value C of the unpaid prize ball counter reaches the specified value T after the end of a jackpot game (when the jackpot game is not in progress).

[0150] The value of the specified value T is a value that will not be reached unless a jackpot game occurs. For example, as in the above embodiment, the specified value T = 100 (when the jackpot area 906 is not open, game balls will not enter prize areas other than the jackpot area 906 and the number of unpaid prize balls will not exceed 100). Once the jackpot game ends, since many new prize balls will not be obtained, the value C of the unpaid prize ball counter should begin to decrease. Therefore, when the value C of the unpaid prize ball counter reaches the specified value T after the jackpot game ends, this means that the value C of the unpaid prize ball counter, which was greater than the specified value T, has decreased to reach the specified value T, and this is considered to be the establishment of the display condition. In other words, the notification flag is set to ON to prevent the display condition from being met when the value C of the unpaid prize ball counter increases and reaches the specified value T. However, it is assumed that the value C of the unpaid prize ball counter normally decreases after the end of a jackpot game (when the jackpot game is not in progress), and the display condition is met when the value C of the unpaid prize ball counter reaches the specified value T after the end of a jackpot game.

[0151] ○Example 3-5 During the opening period after the winning fluctuation ends and before the first unit game starts, or during the unit game (round), the warning image 30 is not displayed even if the display conditions are met. An example of a case where the display conditions are met during the opening period or during the unit game (round) is when, after a certain jackpot game ends, the next jackpot game starts before the value C of the unpaid prize ball counter reaches the specified number T (if the next jackpot is won relatively quickly), and the value C of the unpaid prize ball counter reaches the specified number T during the opening period or during the unit game (round) of the next jackpot game.

[0152] During a unit game (round), the big prize area 906 is open and a large number of prize balls can be obtained, and during the opening period, the unit game is about to start and a large number of prize balls are expected to be obtained, so there is no need to close the outlet 22 and the warning image 30 is not displayed.

[0153] ○Example 3-6 A sound (warning sound) may be output instead of the warning image 30 so as to remind the player not to forget to close the ejection port 22 that has been set to the open state (to place the opening / closing member 23 in the closed position). For example, a warning sound saying "Please be careful not to forget to return the ejection button" may be output from a speaker.

[0154] In the above embodiment, the timing when the display condition is met (when the value C of the unpaid prize ball counter reaches the specified number T) is indefinite, and the display of the warning image 30 may cover part of the effect image being executed at that time, making it difficult to understand the effect. To avoid this situation, a warning sound may be output instead of the warning image 30 when the value C of the unpaid prize ball counter reaches the specified number T while the notification flag is ON.

[0155] ○Example 3-7 A device (sensor, etc.) is provided to detect whether the outlet 22 is in a closed state (whether the opening / closing operation unit 231 is in its original position). When it is determined that the outlet 22 is in a closed state (not in an open state), the display condition is not met. In other words, even when the notification flag is ON and the value C of the unpaid prize ball counter reaches the specified number T, the warning image 30 is not displayed if the outlet 22 is in a closed state (the warning image 30 is displayed if the outlet 22 is in an open state). Since a player may become annoyed when the warning image 30 is displayed even when the outlet 22 is in a closed state (reminding the player not to forget to close the outlet 22), the warning image 30 may not be displayed if the outlet 22 is not in an open state, as in this example.

[0156] Furthermore, if it is possible to detect whether the extraction opening 22 is in the closed state (whether the opening / closing operation unit 231 is in the original position) as in this example, it is preferable to erase the warning image 30 when the extraction opening 22 is placed in the closed state (the opening / closing operation unit 231 is placed in the original position) after the warning image 30 is displayed. In other words, once the extraction opening 22 is placed in the closed state, it is deemed that there is no need to display the warning image 30 any longer, and the warning image 30 is erased.

[0157] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.

[0158] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0159] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0160] ○Means 1-1 A gaming machine comprising: lottery means for executing lottery X based on lottery information X; and advantageous state setting means for setting an advantageous state in which a maximum of N pieces of lottery information X (N is 2 or more) can be acquired; when lottery X is executed, a specific benefit is awarded at P% (P ≠ 100); when lottery X is executed and the specific benefit is awarded, the gaming machine transitions to an additional state in which new lottery information X can be acquired; and when lottery X is executed and the specific benefit is not awarded, the gaming machine does not transition to the additional state. The gaming machine is interesting in that it allows a player to win a special prize by "P% loop x T" (where "T = the number of lottery information X acquired in an advantageous state").

[0161] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that the additional state is a state in which one new piece of lottery information X can be acquired. By doing this, if P% of the lottery X is won, the number of lottery information X is maintained and a specific benefit can be obtained.

[0162] ○Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that the advantageous state may end without the lottery information X being acquired. By doing so, the acquisition of the lottery information X in an advantageous state (the advantageous state not ending due to failure to acquire the lottery information X) becomes a gameplay that becomes a major turning point for the player.

[0163] ○Means 2-1 A gaming machine comprising: a lottery execution means for executing a specific lottery when a predetermined condition is met; and an advantageous state setting means for setting an advantageous state in which the player plays so that the specific lottery is executed; wherein the number of times an end condition is met is set for two or more of the winning patterns of the specific lottery, and the advantageous state ends when the number of times a certain winning pattern occurs reaches the number of times the end condition is met set for that winning pattern. According to the gaming machine, it is possible to realize an interesting game feature in which the duration of the advantageous state is determined according to the winning patterns of various winning modes.

[0164] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that it has a specific area that is normally closed and opens when the specific lottery is won, and the opening modes of the specific area include a long opening that allows game balls to enter easily and a short opening that makes it virtually impossible for game balls to enter, and the number of times the termination condition must be met is set for at least one of the winning modes that results in the long opening, and the number of times the termination condition must be met is set for at least one of the winning modes that results in the short opening. By doing this, it is possible to create an advantageous state that may end not only when a long opening occurs, but also when a short opening occurs (effectively a miss).

[0165] ○Means 2-3 A gaming machine described in means 2-2, characterized in that the number of times the termination condition is met, set for at least one of the winning modes resulting in the short release, is one. By doing this, it is possible to make the game easier to understand, as the advantageous state may immediately end when a short is released (effectively a miss).

[0166] ○Means 2-4 A gaming machine described in means 2-2 or 2-3, characterized in that two or more winning modes resulting in the long opening are provided with different numbers of times the termination condition is met. By doing this, a configuration is provided in which a "long opening" that has a relatively small effect on the end of an advantageous state and a "long opening" that has a relatively small effect on the end of an advantageous state.

[0167] ○Means 3-1 A gaming machine capable of executing a specific effect that leads to a favorable result advantageous to the player or an unfavorable result that is the result if the favorable result is not reached, wherein the specific effect is configured so that a plurality of types of specific events can occur and the advantageous result is reached when the specific events occur, and the expected value of the profit enjoyed by the player after the specific effect is set to be greater if two or more types of specific events occur than if only one type of specific event occurs during the specific effect. The gaming machine can execute an interesting special effect that will keep the player watching to see if another special event occurs even after a certain special event has occurred.

[0168] ○Means 3-2 The gaming machine described in means 3-1 is configured so that a bonus is given to the player when the result of the lottery is a win, and if S types of specific events occur during the specific performance, at least S bonuses are given after the specific performance. In this way, the more specific events occur, the more benefits can be obtained.

[0169] ○Means 3-3 The gaming machine described in means 3-1 is characterized in that when any of the multiple types of specific events occurs as a first event and a second event in the specific presentation, the occurrence period of the first event and the occurrence period of the second event do not overlap. By staggering the occurrence periods of the two types of specific events in this way, it is possible to more clearly indicate to the player that the two types of specific events are occurring.

[0170] ○Means 4-1 A gaming machine comprising: a gaming ball storage space in which gaming balls launched by a launching device are stored and from which gaming balls are paid out as prize balls; an opening / closing member that opens and closes an outlet for extracting gaming balls from the gaming ball storage space; a winning game execution means that executes a winning game in which a predetermined winning area that is normally closed is opened; and a display means that displays a warning image that warns the player about operating the opening / closing member to close the outlet after the winning game has ended, wherein the time from the end of the winning game to the display of the warning image changes depending on the game situation. According to the gaming machine, the situation where the timing of closing the outlet is too early or too late is unlikely to occur, so that the game after the big win game can be played more smoothly.

[0171] ○Means 4-2 The gaming machine described in means 4-1 is characterized in that the warning image is displayed when a judgment value based on the actual or predicted value of the number of gaming balls that have been decided to be paid out as prize balls but have not yet been paid out reaches a predetermined specified value. By doing this, if the player looks at the warning image and closes the outlet, a moderate number of game balls can be stored in the game ball storage space.

[0172] ○Means 4-3 The winning game is a repeat of a unit game in which the winning area is opened until a predetermined closing condition is met, and the gaming machine described in means 4-1 is characterized in that the more unit games included in the winning game, the longer the time from the end of the winning game until the warning image is displayed. By doing this, the number of unpaid prize balls at the time the warning image is displayed is prevented from differing greatly depending on the type of jackpot (unit number of plays), thereby reducing the frequency of occurrence of a situation in which a large number of unpaid prize balls accumulate inside. [Explanation of symbols]

[0173] 1. Gaming machines 10 Specific Images 12 Notification image 15 Special Images 18-hour display 20 Upper plate 21 Game ball storage space (21a downstream space 21b upstream space) 22 Exit 23 Opening and closing member 231 Opening and closing operation section 24 Entrance 30 Caution Images 70 Special reserved pattern (71 Special reserved pattern during change 72 Special reserved pattern before change) 80 decorative designs 904 starting area (904a first starting area 904b second starting area) 905 Normal area 906 Big Winners Area 906x V area 91 Display device 911 Display area 92 Normal display device

Claims

[Claim 1] a lottery execution means for executing a specific lottery when a predetermined condition is met; a specific state setting means for setting a specific state in which a player plays so that the specific lottery is executed; Equipped with The number of times a termination condition is met is set for two or more of the winning modes of the specific lottery, The advantageous state ends when the number of times a certain winning pattern occurs reaches the number of times the ending condition set for that winning pattern is met. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pinball game machine

    JP2022076037A