Gaming machine
The gaming machine addresses the need for enhanced player engagement by integrating light-emitting effects, sound notifications, and interactive gameplay elements, resulting in a more engaging and rewarding gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-12-18
- Publication Date
- 2026-06-30
AI Technical Summary
Existing gaming machines lack innovative features to enhance player engagement and interest, particularly in pachinko and reel-type gaming machines, with limited mechanisms for dynamic gameplay and reward notifications.
The gaming machine incorporates various interactive elements such as light-emitting effects, sound notifications, operation buttons, special symbol displays, and performance display devices to create dynamic gameplay experiences, including adjustable launch strengths, probability variation, ball entry assistance, and time reduction functions to enhance player interaction and reward anticipation.
The integration of these features significantly enhances player engagement by providing dynamic gameplay experiences, increasing the likelihood of winning, and improving the overall gaming experience through interactive and engaging gameplay mechanics.
Smart Images

Figure 2026106626000001_ABST
Abstract
Description
Technical Field
[0006] ,
[0004] , , , , ,
[0005] , , , , ,
[0003] , , , , , ,
[0001] The present disclosure relates to a gaming machine.
Background Art
[0002] Conventionally, as gaming machines, pachinko machines and reel-type gaming machines (so-called slot machines) are known. In such gaming machines, winning games advantageous to the player are provided (for example, Patent Document 1). Also, among gaming machines, there are those that execute an effect for notifying the number of game media acquired by the player through a predetermined period including winning games at a predetermined timing.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0007] [Figure 1] Figure 1 is a schematic diagram showing a gaming machine as viewed from the front. [Figure 2] Figure 2 shows the electrical configuration of a gaming machine. [Figure 3] Figures 3(a) to 3(d) show examples of specific ways in which characters are displayed. [Figure 4] Figure 4 shows an example of a specific relationship between the execution method of the cut-in animation and the level of expectation. [Figure 5] Figures 5(a) to 5(c) show examples of specific execution methods for cut-in effects. [Figure 6] Figures 6(a) to 6(c) show examples of specific execution methods for obtaining rewards. [Figure 7] This figure shows an example of a specific display method for the second condition information. [Figure 8] Figures 8(a) to 8(c) show examples of specific execution methods for the post-bonus reward sequence. [Figure 9] Figures 9(a) to 9(c) show examples of specific implementation methods for instructional presentations regarding how to play the game balls. [Figure 10] Figure 10 shows an example of the specific relationship between the conditions for executing the reward acquisition animation and the corresponding reward. [Modes for carrying out the invention]
[0008] The following describes a gaming machine relating to one aspect of this disclosure. <Regarding the mechanical configuration of gaming machine 10> As shown in Figure 1, the gaming machine 10 is configured as a pachinko gaming machine that uses game balls as the game medium. The gaming machine 10 comprises a frame W for installing the machine in an island facility and a game board YB having a game area YBa. The gaming machine 10 is a sealed-type pachinko gaming machine that circulates game balls inside the machine. However, it is not limited to this, and the gaming machine 10 may be a non-sealed-type pachinko gaming machine.
[0009] The frame W is composed of multiple frames combined together. For example, the frame W may include an outer frame W1 fixed to the island equipment, an inner frame W2 that holds the game board YB, and a front frame W3 that protects the game board YB. The inner frame W2 and the front frame W3 are supported in a way that allows them to be opened and closed relative to the outer frame W1.
[0010] The gaming machine 10 is equipped with a launch handle HD. The launch handle HD is, for example, located on the front side of the front frame W3. The gaming machine 10 is configured to launch game balls toward the game area YBa with an intensity corresponding to the amount of rotation of the launch handle HD.
[0011] The gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is, for example, installed on the front side of the front frame W3. The decorative lamp LA incorporates a light-emitting element (not shown), such as an LED. The decorative lamp LA can perform light-emitting effects. The decorative lamp LA can perform light-emitting notifications. The light-emitting effects and notifications are realized by illuminating, flashing, and extinguishing the light-emitting element. The decorative lamp LA is an example of a light-emitting means capable of emitting light in a predetermined light-emitting pattern.
[0012] The gaming machine 10 is equipped with a speaker SP. For example, the speaker SP is positioned on the front side of the front frame W3. The speaker SP can perform sound output effects. The speaker SP can also perform sound notifications. Sound output effects and sound notifications are achieved by outputting sounds such as human or animal voices, sound effects, and music. The speaker SP is an example of a sound output means capable of outputting predetermined sounds.
[0013] The gaming machine 10 includes an effect button BT. The effect button BT is an example of an operation means that can be operated by a player. The effect button BT is, for example, a button-type operation device configured to be capable of a pressing operation. However, it is not limited to this, and the operation means may be a lever-type operation device configured to be capable of a pushing operation or a pulling operation, or may be a gun-type or joystick-type operation device. The effect button BT may incorporate a vibration motor. The effect button BT may be configured to execute a vibration effect when the vibration motor generates vibration. The gaming machine 10 may include an operation device that enables an operation for instructing personalization of various effects. This operation device may be a cross-button type, a stick type, or a touch sensor type.
[0014] The gaming machine 10 includes a first special symbol display section 13a. The first special symbol display section 13a displays a first special game in which a predetermined symbol is variably displayed and finally a first special symbol is derived. The gaming machine 10 includes a second special symbol display section 13b. The second special symbol display section 13b displays a second special game in which a predetermined symbol is variably displayed and finally a second special symbol is derived.
[0015] The first special symbol and the second special symbol each have a winning symbol and a losing symbol. For example, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously. In the following description, "variable display" of a symbol means a state in which the type of the displayed symbol changes over time. "Stop display" of a symbol means a state in which the symbol is displayed so as to stop without changing. The stop display may include a temporary stop display and a confirmed stop display.
[0016] The gaming machine 10 includes a first special hold display section 13c. The first special hold display section 13c displays the first special hold count. The first special hold count is the number of times the first special game whose execution is on hold. The gaming machine 10 includes a second special hold display section 13d. The second special hold display section 13d displays the second special hold count. The second special hold count is the number of times the second special game whose execution is on hold. The maximum value of each special hold count is, as an example, 4 respectively.
[0017] The gaming machine 10 includes a normal symbol display section 13e. The normal symbol display section 13e displays a normal game that variably displays a predetermined symbol and finally derives a normal symbol. The normal symbol includes a winning symbol and a losing symbol. The gaming machine 10 includes a normal hold display section 13f. The normal hold display section 13f displays the normal hold count. The normal hold count is the number of times the normal game whose execution is on hold. The maximum value of the normal hold count is, as an example, 4.
[0018] The game area YBa is formed by partitioning the front side of the game board YB into a substantially circular shape by rails or the like. To the left of the game area YBa, a guide passage YBc for guiding a game ball launched by a launching device (not shown) into the game area YBa is formed. The gaming machine 10 includes a center frame CW with various decorations at substantially the center of the game area YBa. The center frame CW includes an opening YBb. The center frame CW has a stage CWa into which a game ball can flow and on which the game ball can roll along the left - right direction. The stage CWa guides the inflowing game ball toward a first start port 15 described later. The stage CWa is configured to assist the entry of the game ball into the first start port 15.
[0019] The gaming machine 10 is equipped with a performance display device EH. The performance display device EH includes an image display unit configured to display various images. The performance display device EH is assembled to the game board YB so that the player can see the image display unit through the opening YBb of the center frame CW. The performance display device EH can perform display performances. The performance display device EH can perform display notifications. Display performances and display notifications are realized by displaying objects that imitate patterns, characters, numbers, symbols, and letters (strings of characters), etc., as images. In the following description, when it is simply said that characters, etc., are "displayed", it means that those objects are displayed as images unless otherwise specified. The performance display device EH is an example of a display means capable of displaying a predetermined image.
[0020] Some display effects involve displaying multiple rows of symbols in a variable manner, ultimately leading to the deriving of a combination of symbols. Hereafter, the combination of symbols may simply be referred to as the "symbol combination." Symbols are characters, numbers, and decorative patterns. For example, a display effect game is performed by displaying the first, second, and third rows of symbols in a variable manner, scrolling in a predetermined direction.
[0021] The performance game starts and ends together with the special game. The symbol combinations displayed in the performance game correspond to the special symbols displayed in the special game. When a winning symbol is displayed in the special game, the performance game will display, for example, a winning symbol combination. When a losing symbol is displayed in the special game, the performance game will display, for example, a losing symbol combination.
[0022] The game may include a "reach" animation. A reach is a state in which the same animation symbol is temporarily stopped and displayed in a specific row of symbols (for example, the 1st and 3rd rows) among several rows of symbols, while the animation symbol in a different row of symbols (for example, the 2nd row) continues to change and display. For example, there may be multiple types of reach animations with different characters appearing, animation symbol movements, and animation durations.
[0023] A first start opening 15 is formed in the game board YB so as to open into the game area YBa. The first start opening 15 is located below the center frame CW in the game area YBa. Game balls can be entered into the first start opening 15 at any time. The game machine 10 is equipped with a first special start sensor SE1 (see Figure 2). The first special start sensor SE1 detects game balls that have entered the first start opening 15. The conditions for holding the first special game and the conditions for awarding prize balls (e.g., 1 ball) are met when the first special start sensor SE1 detects a game ball.
[0024] A second start opening 16 is formed in the game board YB so as to open into the game area YBa. The second start opening 16 is located in the lower right of the center frame CW within the game area YBa. The game machine 10 is equipped with a second special start sensor SE2 (see Figure 2). The second special start sensor SE2 detects game balls that enter the second start opening 16. The conditions for holding a second special game and awarding prize balls (e.g., 1 ball) are met when the second special start sensor SE2 detects a game ball.
[0025] The game board YB is equipped with a standard variable member 17. The standard variable member 17 is configured to operate in an open state (allowing state) and a closed state (restricting state). The open state is a state in which game balls can be entered into the second start opening 16, or are easy to enter. The closed state is a state in which game balls cannot be entered into the second start opening 16, or are difficult to enter. The game machine 10 is equipped with a standard solenoid SL1 that operates the standard variable member 17 (see Figure 2). The standard variable member 17 is operated in the open state during a normal winning game.
[0026] A large prize opening 18 is formed in the game board YB so as to open into the game area YBa. The large prize opening 18 is located in the lower right of the center frame CW within the game area YBa, and to the upper right of the second start opening 16. The game machine 10 is equipped with a special prize sensor SE3 (see Figure 2). The special prize sensor SE3 detects game balls that enter the large prize opening 18. The conditions for awarding prize balls (for example, 15 balls) are met when the special prize sensor SE3 detects game balls.
[0027] The game board YB is equipped with a special variable member 19. The special variable member 19 is configured to operate in an open state (allowing state) and a closed state (restricting state). The open state is a state in which game balls can be entered into the large prize opening 18, or are easy to enter. The closed state is a state in which game balls cannot be entered into the large prize opening 18, or are difficult to enter. The game machine 10 is equipped with a special solenoid SL2 that operates the special variable member 19 (see Figure 2). During a jackpot game, the special variable member 19 is operated in the open state.
[0028] The game board YB is equipped with a gate 25. The gate 25 has an entry opening through which game balls can pass (enter). The gate 25 is equipped with a normal start sensor SE4 (see Figure 2). The normal start sensor SE4 detects game balls passing through or entering the gate 25. The conditions for holding a normal game are met when the normal start sensor SE4 detects a game ball.
[0029] The game board YB has normal prize entry openings 26a and 26b formed so as to open into the game area YBa. The first normal prize entry opening 26a is located in the lower left of the center frame CW. The second normal prize entry opening 26b is located to the right of the center frame CW. The game machine 10 is equipped with normal prize entry sensors SE5a and SE5b. The normal prize entry sensors SE5a and SE5b detect game balls that enter the normal prize entry openings 26a and 26b, respectively. The conditions for awarding prize balls (for example, 6 balls) are met when the normal prize entry sensors SE5a and SE5b detect game balls.
[0030] The first starting opening 15, the second starting opening 16, the big prize opening 18, and the regular prize openings SE5a and SE5b are so-called "prize openings." The game board YB may have prize openings other than these. The game board YB has an out opening 20 that opens into the game area YBa. For example, the out opening 20 opens at the lower end of the game area YBa. Game balls that do not enter any of the prize openings are discharged from the game area YBa through the out opening 20. In addition, obstacles such as nails and windmills are placed in the game area YBa to change the behavior of the game balls flowing down the game area YBa.
[0031] <Regarding the flow path of game balls in the game area YBa> The gaming machine 10 has multiple flow paths for the game balls in the game area YBa. These flow paths include, for example, a left path R1 and a right path R2. The left path R1 is the path through which the game balls flow down the left-side area RA, which is to the left of the center line CL that bisects the game area YBa when viewed from the front. The right path R2 is the path through which the game balls flow down the right-side area RB, which is to the right of the center line CL when viewed from the front. The left path R1 and the right path R2 may partially overlap, but they do not necessarily have to overlap completely.
[0032] In the gaming machine 10, the launch strength of the game ball can be adjusted using the launch handle HD, allowing the game ball to be launched so that it flows down either path R1 or R2. When the launch strength is set to a weaker setting and the game ball is launched (so-called left-handed shooting), the game ball is more likely to flow into the left path R1. When flowing down the left path R1, the game ball has the potential to enter the first starting opening 15 and the first normal prize opening 26a. The entry of the game ball into the first starting opening 15 is assisted by the stage CWa. Obstacles such as nails are placed around the first normal prize opening 26a, making it difficult for the game ball to reach it. The first starting opening 15 and the first normal prize opening 26a are always open. Therefore, whether a jackpot is in play or not, when shooting to the left, the difficulty of the game ball entering the first starting opening 15 < first regular prize opening 26a is the order of increasing difficulty. When the game ball flows down the left path R1, the probability of the game ball not entering the second starting opening 16, the jackpot opening 18, the gate 25, and the second regular prize opening 26b is lower than when the game ball flows down the right path R2.
[0033] When the launching force is set to a high level to launch the game balls (so-called right-handed shooting), the game balls tend to flow into the right path R2. When flowing down the right path R2, the game balls have the potential to enter the second start opening 16, the big prize opening 18, the gate 25, and the second normal prize opening 26b. The normal variable member 17 of the second start opening 16 is operated to the open state only during normal winning games. The special variable member 19 of the big prize opening 18 is operated to the open state only during big winning games. The big prize opening 18 has a larger entry opening than the gate 25 and the second normal prize opening 26b. In the right path R2, the second start opening 16 is located downstream of the big prize opening 18. Therefore, during big winning games, the game balls are very likely to enter the big prize opening 18, making it difficult for them to reach the second start opening 16.
[0034] Around the second regular prize entry point 26b, obstacles such as nails are positioned to make it more difficult for game balls to enter the second regular prize entry point 26b compared to the gate 25. In the right path R2, the gate 25 and the second regular prize entry point 26b are located upstream of the second start opening 16 and the big prize entry point 18, and are always open. Therefore, when shooting to the right during a big win, the difficulty of entering the game ball increases in the order of big prize entry point 18 < gate 25 < first regular prize entry point 26a < second start opening point 16. When flowing down the right path R2, the probability of game balls not entering the first start opening 15 and the first regular prize entry point 26a, or of game balls entering them, is lower than when flowing down the left path R1.
[0035] <Regarding the game status of gaming machine 10> This section explains the game state of gaming machine 10. The gaming machine 10 is equipped with a probability variation function that changes the probability of winning a jackpot in the special lottery described later (hereinafter referred to as the jackpot probability) to a high probability, an entry assistance function that assists in the entry of game balls into the second start port 16, and a time reduction function that shortens the variation time of the special game. The game state of the gaming machine 10 is composed of a combination of the operating states (operated and inoperated) of these functions.
[0036] This section explains the probability variation function (hereinafter referred to as the probability variation function). The gaming machine 10 has multiple probability states, each with a different probability of winning a jackpot. These multiple probability states include a low probability state and a high probability state, where the probability of winning a jackpot is higher than in the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, increasing the likelihood of winning a jackpot. The high probability state is advantageous for the player. The high probability state is what is known as the "probability variation state (probability variation state)".
[0037] Let me explain the ball entry assistance function. The ball entry assistance function is a function that supports the entry of game balls into the second starting port 16, also known as a regular electric mechanism, and is a so-called "electric support function". The gaming machine 10 has multiple ball entry rate states, which are states in which the rate of game balls entering the second starting port 16 differs. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the rate of entry is higher than that of the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to meet the conditions for starting the second special game. The high ball entry rate state is advantageous for the player.
[0038] For example, a high ball-scoring rate state can be achieved by executing one of the three auxiliary controls described below, or by executing a combination of multiple controls. The first auxiliary control is a control that shortens the variation time of a normal game compared to the low ball-scoring rate state. The second auxiliary control is a control that changes the normal winning probability in the normal lottery to a higher probability than in the low ball-scoring rate state. Note that the normal winning probability in the low ball-scoring rate state may be 0 or greater than 0. The low ball-scoring rate state may be a state in which no normal lottery is held, and the high ball-scoring rate state may be a state in which a normal lottery is held.
[0039] The third auxiliary control is a control that makes the total opening time of the normal variable member 17 in one normal winning game longer than when the ball entry rate is low. The third auxiliary control may include at least one of the following: a control that makes the number of times the normal variable member 17 is opened in one normal winning game greater than when the ball entry rate is low, and a control that makes the opening time of the normal variable member 17 in one normal winning game longer than when the ball entry rate is low.
[0040] This section explains the variable time reduction function (hereinafter referred to as the time reduction function). The gaming machine 10 has multiple variation time states, each with a different variation time (average variation time) for the special game. These multiple variation time states include a long variation time state and a short variation time state, in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the variation time state shifts from the long variation time state to the short variation time state, increasing the number of special games that can be played per unit time. In other words, the efficiency of consuming the reserved special games is improved. As an example, the time-saving function operates in conjunction with the ball entry assistance function. That is, the time-saving function operates together with the ball entry assistance function and is deactivated together with the ball entry assistance function.
[0041] As an example, there are three game states: normal state, first advantageous state, and second advantageous state. The normal state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The first advantageous state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The second advantageous state is a game state in which the probability variation function is inactive, but the ball entry assistance function and time reduction function are inactive. The gaming machine 10 is not limited to having three game states, but may have some or all of them as different game states in which the function that is activated among the probability variation function, ball entry assistance function, and time reduction function is changed. There may be one or two game states, or there may be four or more.
[0042] In the first and second advantageous states, the ball entry assist function is activated, making it possible or easy to enter the game ball into the second starting opening 16. Therefore, in the first and second advantageous states, it is more advantageous to enter the game ball into the right path R2 by shooting to the right than by shooting to the left. On the other hand, in the normal state, the ball entry assist function is not activated, making it impossible or difficult to enter the game ball into the second starting opening 16. Therefore, in the normal state, it is more advantageous to enter the game ball into the left path R1 by shooting to the left than by shooting to the right. Thus, in the first and second advantageous states, shooting to the right is recommended, and in the normal state, shooting to the left is recommended.
[0043] <Regarding winning games on gaming machine 10> Let's explain one example of a win: a jackpot. The gaming machine 10 is equipped with multiple types of jackpot symbols as special winning symbols. Each jackpot symbol has a defined type of jackpot. Each jackpot symbol (type of jackpot) has a defined type of jackpot game. In the gaming machine 10, a jackpot game is awarded after a jackpot symbol is displayed in a special game. In the gaming machine 10, a winning game is awarded after a jackpot symbol combination is displayed in a performance game. A jackpot game is an example of an advantageous state for the player.
[0044] In a jackpot game, an opening sequence is performed over an opening period to announce the start of the jackpot game. After the opening period has elapsed, a series of rounds of play are performed, opening the large prize slot 18. The rounds of play are performed up to a maximum number of times. One round of play ends when either the first termination condition, where a maximum number of N (10 for example) game balls enter the large prize slot 18, or the second termination condition, where the maximum time has elapsed, is met. In the rounds of play, the large prize slot 18 is opened in a predetermined opening pattern. Round sequences are performed during the rounds of play. In a jackpot game, once the final round of play is finished, an ending sequence is performed over a predetermined ending period to announce the end of the jackpot game. The jackpot game ends as the ending period elapses. For example, the large prize slot 18 opens into the right-hand area RB. Therefore, in order to get the game balls into the big prize slot 18 during a jackpot, it is necessary to shoot the balls to the right to direct them into the right-hand path R2. In other words, shooting to the right is recommended during a jackpot.
[0045] Let me explain a specific example of a big win. The winning symbols for the first special symbol are classified as follows: 65% are symbol ZA and 35% are symbol ZB. The winning symbols for the second special symbol are classified as follows: 65% are symbol Za and 35% are symbol Zb. Winning combinations based on symbols ZA, ZB, Za, and Zb are referred to as winning ZA, ZB, Za, and Zb, respectively. Winning games based on symbols ZA, ZB, Za, and Zb are referred to as winning games ZA, ZB, Za, and Zb, respectively.
[0046] For jackpot games ZA and Za, the maximum number of rounds is set at 10. For jackpot games ZB and Zb, the maximum number of rounds is set at 4. For each of the jackpot games ZA, ZB, Za, and Zb, the maximum duration of a round is set at 25 seconds. After each of the multiple rounds of gameplay, an interval time (for example, 2 seconds) is set between rounds. Once the interval time has elapsed, the next round of gameplay or the ending time begins. For jackpot games ZA, ZB, Za, and Zb, the same opening time (for example, 8 seconds) and the same ending time (for example, 10 seconds) are set.
[0047] For symbols ZA and Za, the first advantageous state is established as the game state after a jackpot game. After the jackpot game ZA and Za ends, the first advantageous state is maintained until the next jackpot game is granted. For symbols ZB and Zb, the second advantageous state is established as the game state after a jackpot game. The second advantageous state is maintained after the jackpot game ZB and Zb ends, until a predetermined maximum number of special games (for example, 100 times) are completed, or until a jackpot game is granted before the maximum number of special games is completed.
[0048] Big wins ZA and Za are more advantageous than big wins ZB and Zb in terms of the number of prize balls that can be won during the game. Big wins ZA and Za are also more advantageous than big wins ZB and Zb in terms of the possibility of being granted a high-probability state (probability change state) after the game. In the following explanation, big wins ZA and Za may be referred to as "advantageous wins," and big wins ZB and Zb may be referred to as "normal wins."
[0049] The probability of hitting the jackpot is 345 / 65536 in the low probability state and 734 / 65536 in the high probability state. The probability of hitting a regular jackpot is 1 / 65536 in the low ball entry rate state and 65535 / 65536 in the high ball entry rate state. The total opening time of the regular variable member 17 in one regular jackpot game is 396ms in the low ball entry rate state and 5680ms in the high ball entry rate state. The number of prize balls awarded is 1 when detected by the first special start sensor SE1, 1 when detected by the second special start sensor SE2, 15 when detected by the special prize entry sensor SE3, and 6 when detected by the regular prize entry sensors SE5a and SE5b.
[0050] <Regarding the electrical configuration of gaming machine 10> The electrical configuration of the gaming machine 10 will be explained. As shown in Figure 2, the gaming machine 10 is equipped with a main control board 40 on the back (rear) side of the game board YB. The main control board 40 performs various processes and outputs control signals (control commands) according to the results of those processes. The gaming machine 10 is equipped with a sub-control board 50 on the back (rear) side of the game board YB. The control boards 40 and 50 are connected so that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 performs various processes based on the control signals input from the main control board 40.
[0051] The main control board 40 will now be described. The main control board 40 comprises a CPU 41, a ROM 42, and an RWM 43. The CPU 41 performs various processes by executing the main control program. The main control board 40 generates random numbers. The random numbers may be hardware random numbers generated by a random number circuit 44, or software random numbers generated by the CPU 41. The CPU 41, ROM 42, RWM 43, and random number circuit 44 may, for example, constitute a single-chip processor 40A.
[0052] ROM42 stores the main control program, a table used for a predetermined lottery, and judgment values, etc. ROM42 also stores multiple types of variation patterns. RWM43 stores various information that is rewritten during the operation of the gaming machine 10. The information stored in RWM43 includes flags, counters, and timers.
[0053] A variation pattern is information that can identify the variation time from the start of a special game until the end of that special game. A variation pattern is information that can identify the content (performance style) of the performance game that takes place from the start of a special game until the end of that special game. However, as long as the variation pattern is information that can identify the variation time, it does not have to be information that can identify the content of the performance game.
[0054] There are two types of variation patterns: a jackpot variation pattern that can be selected when a jackpot is won, and a losing variation pattern that can be selected when a jackpot is not won (a miss). The jackpot variation pattern is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a winning combination of symbols. The losing variation pattern with a reach sequence is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a losing combination of symbols. The losing variation pattern without a reach sequence is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a losing combination of symbols.
[0055] The CPU 41 is connected to sensors SE1-SE4, SE5a, and SE5b. The CPU 41 receives detection signals output by sensors SE1-SE4, SE5a, and SE5b when they detect a game ball. When the CPU 41 receives detection signals from sensors SE1-SE4, SE5a, and SE5b, it outputs information that allows for the identification of the number of prize balls (hereinafter referred to as the prize ball command) to the sub-control board 50. As an example, the number of prize balls awarded for each ball entry is set as follows: 1 ball for the first start port 15, 1 ball for the second start port 16, 15 balls for the large prize port 18, 0 balls for the gate 25, and 6 balls for the regular prize ports 26a and 26b. Note that the number of prize balls set for each prize port is not limited to these examples and can be changed as appropriate. For example, it is not limited to setting the same 1 ball for both starting openings 15 and 16. Instead, different numbers of prize balls may be set for each opening, such as setting 3 balls for the first starting opening 15 and 1 ball for the second starting opening 16, or setting 1 ball for the first starting opening 15 and 3 balls for the second starting opening 16.
[0056] The CPU 41 awards prize balls to the player based on detection signals input from sensors SE1~SE4, SE5a, and SE5b. For example, the CPU 41 increases the player's ball count by the number of prize balls set for the prize slot where the ball entered. That is, the CPU 41 may add the number of prize balls to the number of balls stored in the RWM 43. However, if the gaming machine 10 is not a sealed type, the CPU 41 may be configured to perform control to dispense actual balls as prize balls. Prize balls are an example of a reward. The CPU 41 that awards prize balls to the player functions, for example, as a reward-granting means capable of granting rewards.
[0057] The CPU 41 is connected to the solenoids SL1 and SL2. The CPU 41 controls the operation of the solenoids SL1 and SL2. In other words, the CPU 41 controls the opening and closing operation of the variable members 17 and 19. The CPU 41 is connected to each of the display units 13a to 13f. The CPU 41 controls the display content of each of the display units 13a to 13f.
[0058] The sub-control board 50 will now be described. The sub-control board 50 includes a CPU 51, a ROM 52, and an RWM 53. The CPU 51 performs various processes by executing a sub-control program. The sub-control board 50 generates random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or software random numbers generated by the CPU 51.
[0059] ROM52 stores sub-control programs, tables used for lottery, and judgment values. ROM52 stores data for executing display effects on the performance display device EH. ROM52 stores data for executing light-emitting effects on the decorative lamp LA. ROM52 stores data for executing sound output effects on the speaker SP. RWM53 stores various information that is rewritten as needed during the operation of the gaming machine 10. For example, the information stored in RWM53 includes flags, counters, and timers.
[0060] The CPU 51 is connected to the performance display device EH. The CPU 51 controls the display mode of the performance display device EH. The CPU 51 is connected to the decorative lamp LA. The CPU 51 controls the light emission mode of the decorative lamp LA. The CPU 51 is connected to the speaker SP. The CPU 51 controls the sound output mode of the speaker SP. The CPU 51 constitutes an example of a performance control means. The performance control means can also be understood as at least one of the display control means, sound control means, and light emission control means. The CPU 51 is connected to the performance button BT. The CPU 51 receives an operation signal to be output when the performance button BT is operated.
[0061] <Basic control of the main control board 40> The various processes performed by the CPU 41 of the main control board 40 will be described below. This section explains the special symbol input process.
[0062] The special symbol input process is one of the timer interrupt processes. In the special symbol input process, the CPU 41 determines whether a game ball has entered the first start opening 15 based on whether or not it has received a detection signal from the first special start sensor SE1. If a game ball has entered the first start opening 15, the CPU 41 determines whether or not the first special reserve count is less than the maximum value. The first special reserve count and the second special reserve count are stored in the RWM 43. If the first special reserve count is less than the maximum value, the CPU 41 updates the first special reserve count by adding 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve count.
[0063] Next, the CPU 41 acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the RWM 43. Examples of random numbers include win determination random numbers, symbol random numbers, and variation pattern random numbers. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be specified. By storing the random number information in the RWM 43, the gaming machine 10 can postpone the execution of the first special game until the execution conditions for the special game are met. The random number information may be the acquired random number value itself, or it may be information obtained by processing the random number using a predetermined method.
[0064] If no game ball has entered the first start port 15, if the number of first special reserves is not less than the maximum value, and if random number information for the first special game has been stored in the RWM 43, the CPU 41 determines whether or not a game ball has entered the second start port 16 based on whether or not a detection signal has been input from the second special start sensor SE2. If no game ball has entered the second start port 16, the CPU 41 terminates the special symbol input process.
[0065] When a game ball enters the second start opening 16, the CPU 41 determines whether the second special reserve count is less than the maximum value. If the second special reserve count is not less than the maximum value, the CPU 41 terminates the special symbol input process. If the second special reserve count is less than the maximum value, the CPU 41 updates the second special reserve count by adding 1. The CPU 41 controls the second special reserve display unit 13d to display the updated second special reserve count.
[0066] Next, the CPU 41 acquires the random numbers generated within the main control board 40 and stores the random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the second special game and that the order in which the random number information is stored can be identified. By storing the random number information in the RWM 43, the gaming machine 10 can postpone the execution of the second special game until the conditions for execution of the second special game are met.
[0067] If the RWM43 stores random number information for the second special game, and if no game balls have entered the second starting port 16, and the second reserve count is not below the upper limit, the CPU41 terminates the special symbol input process.
[0068] This section explains the process for initiating special symbols. The special symbol start process is one of the timer interrupt processes. During the special symbol start process, the CPU 41 determines whether a special game or a winning game is currently in progress. If a special game or a winning game is in progress, the CPU 41 terminates the special symbol start process. The CPU 41 also determines that a special game is in progress when it is within the variation interval time.
[0069] On the other hand, if a special game is not currently running and a winning game is not currently running, CPU 41 determines whether the number of second special reserves is 1 or greater. If the number of second special reserves is 1 or greater, the conditions for running the second special game are met, and CPU 41 performs the second game processing to start the second special game. On the other hand, if the number of second special reserves is not 1 or greater, CPU 41 determines whether the number of first special reserves is 1 or greater. If the number of first special reserves is 1 or greater, the conditions for running the first special game are met, and CPU 41 performs the first game processing to start the first special game. In other words, CPU 41 prioritizes running the second special game over the first special game. After each game processing is completed, CPU 41 terminates the special symbol start processing.
[0070] Let's explain the first game process. In the first game processing, the CPU 41 updates the first special reserve count by deducting 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve count. Next, the CPU 41 reads the first stored random number information from the RWM 43 among the random number information for the first special game. After reading the first stored random number information, the CPU 41 erases that random number information from the RWM 43.
[0071] The CPU 41 determines whether or not a jackpot has been won based on the read random number information (winning random number) and the jackpot determination value stored in the ROM 42. For example, a jackpot is determined by whether or not the value of the random number identified from the random number information matches the jackpot determination value corresponding to the current probability state. However, a jackpot may also be determined by whether or not the sum of the value of the random number identified from the random number information and the jackpot determination value exceeds a predetermined value. The jackpot determination is what is known as a jackpot lottery.
[0072] If a jackpot is won, CPU 41 executes the first jackpot symbol processing and determines the jackpot symbol to be displayed in the first special game. For example, CPU 41 may determine the jackpot symbol to be displayed in the first special game by drawing lots using the read random number information (symbol random number). Next, CPU 41 executes the first jackpot variation processing and determines the variation pattern of the first special game. For example, CPU 41 may determine the variation pattern of the first special game by drawing lots using the read random number information (variation pattern random number). After that, CPU 41 terminates the first game processing.
[0073] On the other hand, if the result is a miss and not a big win, CPU 41 executes the first miss symbol processing to determine the miss symbol to be displayed as the stop in the first special game. For example, CPU 41 may determine the miss symbol to be displayed as the stop in the first special game by drawing lots using the read random number information (symbol random number). Next, CPU 41 executes the first miss variation processing to determine the variation pattern of the first special game. For example, CPU 41 may determine the variation pattern of the first special game by drawing lots using the read random number information. After that, CPU 41 terminates the first game processing.
[0074] I will now explain the second game process. The second game processing is the same as the first game processing described above. In the second game processing, the CPU 41 subtracts the second special reserve count and performs a jackpot determination (special jackpot lottery). If a jackpot is won, the CPU 41 executes the second jackpot symbol processing to determine the jackpot symbol to be displayed as the stop in the second special game. The CPU 41 executes the second jackpot variation processing to determine the variation pattern of the second special game. After that, the CPU 41 terminates the second game processing. On the other hand, if a jackpot is not won (a miss), the CPU 41 executes the second miss symbol processing to determine the miss symbol to be displayed as the stop in the second special game. The CPU 41 executes the second miss variation processing to determine the variation pattern of the second special game. After that, the CPU 41 terminates the second game processing.
[0075] When the special symbol start process is completed, the CPU 41 executes the special game through a process separate from the special symbol start process. The CPU 41 outputs information to the sub-control board 50 that allows the variation pattern determined in the special symbol start process to be identified and instructs the start of the performance game (hereinafter referred to as the variation start command). The CPU 41 also outputs information to the sub-control board 50 that allows the winning symbol or losing symbol determined in the special symbol start process to be identified (hereinafter referred to as the symbol specification command).
[0076] The CPU 41 controls the special symbol display units 13a and 13b to start the special game. The CPU 41 measures the variation time specified for the determined variation pattern. When the variation time specified for the variation pattern has elapsed, the CPU 41 controls the special symbol display units 13a and 13b to stop displaying the special symbols determined in the special symbol start process. When the variation time specified for the variation pattern has elapsed, the CPU 41 instructs the performance symbols to stop changing and outputs information (hereinafter referred to as the variation end command) to the sub-control board 50 to stop displaying the symbol combinations made by the performance symbols.
[0077] Let's explain how the jackpot process works. In the jackpot processing, the CPU 41 performs various processes to grant a jackpot game based on the jackpot symbols (type of jackpot) determined in the special symbol start processing. That is, the CPU 41 grants a jackpot game by executing the jackpot processing.
[0078] When the special game for a jackpot ends, the CPU 41 first outputs information that identifies the start of the opening time (hereinafter referred to as the opening command) to the sub-control board 50. After the opening time has elapsed, the CPU 41 performs processing to execute a round game. For example, the CPU 41 controls the special solenoid SL2 so that the large prize slot 18 is opened based on the opening pattern corresponding to the jackpot symbol (type of jackpot), and starts the round game. After starting the round game, when the first or second termination condition is met, the CPU 41 controls the special solenoid SL2 so that the large prize slot 18 is closed, and ends the round game. The CPU 41 repeats this processing to execute a round game until a predetermined number of round games have been completed. Each time a round game is started, the CPU 41 outputs information that identifies the start of the round game (hereinafter referred to as the round command) to the sub-control board 50.
[0079] When the final round of gameplay ends, CPU 41 outputs information that identifies the start of the ending time (hereinafter referred to as the ending command) to the sub-control board 50. When the ending time has elapsed, CPU 41 terminates the jackpot game. The jackpot game is an example of a reward. CPU 41 of the main control board 40 functions as a reward-granting means that can grant rewards, as an example.
[0080] This section explains the game state processing. When CPU41 has awarded a jackpot game based on the symbols ZA and Za, it sets both the probability flag and the activation flag to ON when the jackpot game ends. The probability flag and activation flag are stored in RWM43. In this case, CPU41 controls the game state so that it remains in a high probability state and a high ball entry rate state until the next jackpot game starts.
[0081] When CPU41 grants a jackpot game based on symbols ZB and Zb, it sets the probability flag to off and the activation flag to on when ending the jackpot game. In this case, since CPU41 grants a high ball entry rate state with a set upper limit, it stores the number of times corresponding to the upper limit (for example, 100 times) in RWM43 as the remaining number of special games granting the high ball entry rate state. CPU41 deducts 1 from the remaining number each time the special game is executed. When the remaining number of times becomes 0, CPU41 sets the activation flag to off when the special game for which the remaining number of times became 0 ends. In other words, when the special game with the upper limit ends, CPU41 ends the high ball entry rate state and transitions to the low ball entry rate state. When CPU41 starts a jackpot game, it sets both the probability flag and the activation flag to off.
[0082] The CPU 41 transitions the game state by updating the on and off states of the probability flag and the operation flag. When transitioning the game state, the CPU 41 outputs information that can identify the game state (hereinafter referred to as a game state command) to the sub-control board 50. The game state command may be output each time a variable game is started.
[0083] <Basic control of the sub-control board 50> The various processes performed by the CPU 51 of the sub-control board 50 will be described below. This section explains the processing of the performance mode.
[0084] The CPU 51 identifies the game state based on the game state command and sets the probability flag and activation flag stored in the RWM 53 to on or off, respectively, to indicate the identified game state. When a game state command that can identify the normal state is entered, the CPU 51 sets both the probability flag and the activation flag to off. When a game state command that can identify the first advantageous state is entered, the CPU 51 sets both the probability flag and the activation flag to on. When a game state command that can identify the second advantageous state is entered, the CPU 51 sets the probability flag to off and the activation flag to on. The CPU 51 can identify the game state by referring to the probability flag and the activation flag.
[0085] The CPU 51 controls the performance mode. When the system is in a normal state, the CPU 51 controls it to the first performance mode. When the system is in a first advantageous state, the CPU 51 controls it to the second performance mode. When the system is in a second advantageous state, the CPU 51 controls it to the third performance mode. Each performance mode has a different background image and music set for it. When no specific performance is being executed, the CPU 51 controls the speaker SP to output the music set for the performance mode as background sound. When no specific performance is being executed, the CPU 51 controls the performance display device EH to display the background image set for the performance mode.
[0086] This section explains the process of creating a jackpot animation. When an opening command is input, the CPU 51 controls the display device EH to execute the opening sequence. When a round command is input, the CPU 51 controls the display device EH to execute the round sequence. When an ending command is input, the CPU 51 controls the display device EH to execute the ending sequence. In this way, during a jackpot game, the CPU 51 executes the opening sequence, round sequence, and ending sequence as jackpot sequences. In addition to or instead of the display device EH, the CPU 51 may also control one or both of the decorative lamp LA and speaker SP to execute various jackpot sequences.
[0087] This section explains the process for displaying the number of balls acquired. The prize ball count display is performed in a manner in which the number of prize balls awarded during a specific period is cumulatively counted to calculate the number of prize balls won, and the calculated number of prize balls won is displayed on the display device EH. The start condition (trigger) of the specific period is when a jackpot game is awarded in the normal state (so-called first win). The end condition (trigger) of the specific period is when the jackpot game ends and the player transitions to the second advantageous state, and then the second advantageous state ends and the player transitions to the normal state. The specific period includes the period when a jackpot game is being played and the period when the player is in an advantageous state but not playing a jackpot game.
[0088] During a specific period, when the CPU 51 receives a prize ball count command corresponding to the large prize slot 18 from the main control board 40, it adds the prize ball count indicated by the prize ball count command to the number of acquired prize balls stored in the RWM 53 and updates it. In other words, during a specific period, the CPU 51 accumulates and counts only the prize balls awarded based on balls entering the large prize slot 18. The CPU 51 controls the display device EH to display acquired prize ball count information G1, which represents the number of acquired prize balls being counted in numbers (for example, Arabic numerals or Chinese numerals). By visually checking the acquired prize ball count information G1 displayed on the display device EH, the player can recognize the number of acquired prize balls during the specific period. For example, if the number of acquired prize balls is "1052 balls", the acquired prize ball count information G1 may include the Arabic numeral "1052" (see Figure 6). When the second advantageous state ends and the system returns to the normal state, the CPU 51 resets the number of acquired prize balls to 0 balls.
[0089] This section explains the game's presentation and processing. The CPU 51 determines the symbol combination to be displayed as a stop in the performance game based on the variation start command and the symbol specification command. For example, if the special symbol that can be identified from the symbol specification command is a winning symbol, the CPU 51 determines the winning symbol combination using the performance symbols. If the special symbol that can be identified from the symbol specification command is a losing symbol, the CPU 51 determines the losing symbol combination using the performance symbols. If the conditions for executing a reach performance are met, the CPU 51 determines the losing symbol combination including a reach. For example, the conditions for executing a reach performance are that a winning variation pattern or a losing variation pattern with a reach is determined. Alternatively, the conditions for executing a reach performance may be that the CPU 51 performs a predetermined reach lottery and wins the reach lottery.
[0090] The CPU 51 controls the performance display device EH so that the performance symbols change and are displayed in each symbol row, triggered by the input of a variation start command. In other words, the CPU 51 starts the performance game. During the execution of the performance game, the CPU 51 provides display effects, sound output effects, and light effects according to the performance content that can be identified from the variation pattern. For example, if the conditions for executing a reach effect are met, the CPU 51 controls the performance display device EH so that the reach effect defined in the variation pattern is executed.
[0091] The CPU 51 can execute a jackpot prediction animation while a variable game is in progress. The prediction animation is performed targeting the variable game currently in progress and is an animation that suggests or notifies the probability of a jackpot in that variable game. For example, the CPU 51 decides whether or not to execute the prediction animation depending on the variable pattern and special symbols. If the CPU 51 decides whether or not to execute the prediction animation, it decides the content of the prediction animation and controls the animation display device EH to execute the prediction animation with the decided content. If the CPU 51 decides whether or not to execute the prediction animation, it does not execute the prediction animation.
[0092] Then, after the performance game has started, the CPU 51 will temporarily stop and display the determined symbol combination when a predetermined timing arrives, and then, triggered by the input of the variation end command, will display the confirmed stop. However, the CPU 51 may also measure the variation time that can be determined from the variation pattern and, triggered by the elapsed time, display the confirmed stop of the symbol combination. In this case, the variation end command may be omitted.
[0093] <Regarding the use of character Cm and Cs for direction and control> As shown in Figures 3(a) to 3(d), various effects in the gaming machine 10 may include the display of characters. In the following description, when it is stated that "a character appears" in relation to a certain effect, it means that the character is displayed on the effect display device EH. The CPU 51 controls the effect display device EH to make the character appear in various effects. As will be explained below, the character can be perceived as a benefit by the player from various perspectives. The CPU 51 functions, for example, as a means of granting benefits that can be granted.
[0094] The characters appearing in the various effects should be characters from the content that serves as the motif for the game machine 10. The characters appearing in the various effects should include main characters Cm and sub-characters Cs. Main characters Cm may be, for example, the protagonist or a main character from among the characters appearing in the content. On the other hand, sub-characters Cs may be characters from among the characters appearing in the content that are antagonists to the protagonist or supporting characters. Therefore, compared to sub-characters Cs, main characters Cm can be a valuable perk for the player, corresponding to their position in the content that served as the motif.
[0095] The main character Cm may include, for example, a default version of the main character Cm1 and a rare version of the main character Cm2. The sub-characters Cs may include, for example, a default version of the sub-character Cs1 and a rare version of the sub-character Cs2. At least one element of the character differs between the default and rare versions. The character elements may be, for example, the character's pose, costume, color scheme, and pattern. The rare version may include a pose or the like that is exclusive to the gaming machine 10. Compared to the default version, the rare version of each character Cm and Cs can be a valuable (premium) bonus for the player from the standpoint of rarity.
[0096] In the gaming machine 10, for example, "White Rabbit" is set as the main character Cm1 in the default form, and "Spotted Rabbit" is set as the main character Cm2 in the rare form. In the gaming machine 10, for example, "White Cat" is set as the sub-character Cs1 in the default form, and "Spotted Cat" is set as the sub-character Cs2 in the rare form. In example, the difference between the default form and the rare form is the presence or absence of one element, namely a pattern. In example, the rare form of sub-character Cs may include a pose or other elements exclusive to the gaming machine 10.
[0097] In the game machine 10, the main character Cm is treated in a way that enhances the player's expectation that a jackpot may be awarded when it appears in various effects, compared to the sub-character Cs. Furthermore, at least for the main character Cm, the rare form is treated in a way that enhances the player's expectation that a jackpot may be awarded when it appears in various effects, compared to the default form. The main character Cm can be a valuable (premium) bonus for the player from the perspective of how easily a jackpot is recalled, compared to the sub-character Cs. The rare form, at least for the main character Cm among the characters Cm and Cs, can be a valuable (premium) bonus for the player from the perspective of how easily a jackpot is recalled, compared to the default form. It should also be noted that the rare form of the sub-character Cs may also be treated in a way that enhances the expectation of a jackpot.
[0098] Characters Cm and Cs may appear in at least one of the following sequences during a jackpot game: the opening sequence, the sequence of one or more rounds, and the ending sequence. The CPU 51 may control the presentation display device EH so that characters Cm and Cs appear during the execution of the jackpot sequence. Characters Cm and Cs may also appear in a demonstration sequence. A demonstration sequence is a so-called "waiting sequence." A demonstration sequence is preferably executed when no special game is being played and when a jackpot game is not in progress. The CPU 51 may control the presentation display device EH so that characters Cm and Cs appear in the demonstration sequence.
[0099] As shown in Figures 4 and 5(a) to 5(c), characters Cm and Cs may appear in a cut-in animation, which is an example of a preview animation. Here, a specific example of how the cut-in animation is performed will be described. The cut-in animation may be performed by displaying a cut-in image, which is large enough to cover part or all of the display area of the animation display device EH, for a predetermined period of time during the execution of the reach animation. The cut-in image includes one or more characters from characters Cm1, Cm2, and Cs1.
[0100] As shown in Figure 4, the CPU 51 of the sub-control board 50 determines whether or not to execute a cut-in animation, and if so, the animation pattern, by drawing a predetermined random number when the animation pattern is either a winning variation pattern or a losing variation pattern with a near-miss. For example, the sub-character Cs1 is set for animation pattern EP1, the main character Cm1 for animation pattern EP2, and the main character Cm2 for animation pattern EP3, as the animation content (appearing characters).
[0101] When executing the cut-in effect, the CPU 51 determines whether to execute the cut-in effect so that the jackpot expectation is higher than when not executing the cut-in effect. When comparing the characters Cm1 and Cs1 in the default mode, the CPU 51 determines each effect pattern so that the jackpot expectation increases in the order of the sub-character Cs < main character Cm. In the main character Cm, the CPU 51 determines each effect pattern so that the jackpot expectation increases in the order of the default mode < rare mode. The jackpot expectation is, for example, high in the order of character Cs1 < Cm1 < Cm2. Also, the CPU 51 may be able to determine the effect pattern EP3 in the rare mode only in the case of a jackpot. The rare mode in this case can be grasped as a premium mode for jackpot confirmation. Not limited to this, the sub-character Cs2 in the rare mode may appear in a preview effect including a cut-in effect. In this case, the jackpot expectation may be high in the order of character Cs2 < Cm2, may be high in the order of character Cm2 < Cs2, or the jackpot expectation may be the same for both characters. Then, when the CPU 51 determines to execute the cut-in effect, it may control the effect display device EH to execute the cut-in effect with the effect content defined in the determined effect pattern during the execution of the reach effect.
[0102] As shown in FIGS. 6(a) to 6(c) and FIG. 7, the characters Cm and Cs may appear in the bonus get effect. The bonus get effect is one of the effects that can be executed during a specific period. Here, an example of a specific execution mode of the bonus get effect will be described. The bonus get effect is an effect for notifying information indicating that the number of acquired bonus balls has reached a specific number. As an example, the specific number may be set to 1000 balls, 3000 balls, and 6000 balls. According to this example, the bonus get effect will be executed every time the number of acquired bonus balls reaches 1000 balls, 3000 balls, and 6000 balls. Not limited to this, the specific number may be changed to a different number of balls such as 10000 balls and 20000 balls.
[0103] This explains the flow of the bonus reward sequence. The trigger for starting the bonus reward sequence is when the number of prize balls won during a specific period reaches a specific number. The trigger for ending the bonus reward sequence is when the execution period of the bonus reward sequence has elapsed. The bonus reward sequence should include an opening part, a middle part, and a closing part.
[0104] As shown in Figure 6(a), the pre-bonus win animation may be executed in a manner in which start notification information G3, which notifies that the bonus win animation is about to begin, is displayed on the animation display device EH. For example, start notification information G3 may be the string "Bonus GET Chance!". Start notification information G3 can also be understood as information that suggests or notifies that the number of game balls being counted has reached a specific number when the bonus win animation is executed. Furthermore, the pre-bonus animation may be executed in a manner in which arrival information G2, which suggests or notifies the specific number that the number of prize balls won has reached, is displayed on the animation display device EH. For example, arrival information G2 may include the Arabic numeral "1000" when the specific number that the number of prize balls won has reached is "1000". In addition to arrival information G2, it may also be possible to display the number of prize balls won information G1 in the pre-bonus animation.
[0105] As shown in Figure 6(b), the middle part of the bonus acquisition sequence is the part in which the player can fulfill the execution conditions (execution triggers) for the later part. The execution conditions for the later part include Type 1 execution conditions that can be easily fulfilled without requiring any special skill, and Type 2 execution conditions whose difficulty to fulfill changes depending on the player's skill. For example, a Type 1 execution condition may be operating the performance button BT during the first valid period. In the following explanation, a Type 1 execution condition that can be fulfilled by operating the performance button BT may be referred to as condition [1].
[0106] One example of a Type 2 execution condition is to get a game ball into one of the prize-winning slots located in each part of the game area YBa during the second valid period. Examples of prize-winning slots that can satisfy the Type 2 execution condition include the large prize-winning slot 18, the second starting slot 16, the first starting slot 15, and the first regular prize-winning slot 26a. In the following explanation, the Type 2 execution conditions that can be satisfied by getting a ball in may be referred to as condition[2] for the large prize-winning slot 18, condition[3] for the second starting slot 16, condition[4] for the first starting slot 15, and condition[5] for the first regular prize-winning slot 26a, respectively.
[0107] The middle part of the bonus acquisition sequence is performed in a manner in which the first condition information G5, which suggests or notifies a method for fulfilling the first execution condition, is displayed on the sequence display device EH. For example, the first condition information G5 may be an image resembling the sequence button BT. In other words, condition [1] is suggested or notified. If the sequence button BT is operated during the first valid period, the first execution condition (condition [1]) is fulfilled.
[0108] As shown in Figures 6(b) and 7, the middle part of the bonus acquisition animation is performed in a manner in which second condition information G7, which suggests or notifies a method for fulfilling the second type execution condition, is displayed on the animation display device EH. The second condition information G7 may, for example, include a board image G7a that mimics the game machine 10, the game board YB, or the game area YBa. The second condition information G7 may, for example, include a position image G7b that suggests or notifies the position of the prize entry point where the second type execution condition can be fulfilled by entering the ball. In other words, conditions [2] to [5] are suggested or notified.
[0109] The middle part is executed in a manner in which first validity period information G6a, which suggests or notifies the remaining period of the first validity period, is displayed on the performance display device EH. The middle part is executed in a manner in which second validity period information G6b, which suggests or notifies the remaining period of the second validity period, is displayed on the performance display device EH. Each validity period information G6a, G6b may, for example, be an image that mimics a gauge, and may be executed in a manner that shows how the gauge decreases as the respective validity period progresses. Each validity period information G6a, G6b may also be a number indicating the remaining period of the respective validity period.
[0110] As shown in Figures 8(a) to 8(c), the execution method of the later part of the reward acquisition sequence differs depending on which of conditions [1] to [5] is met. The later part may be executed in a manner in which reward acquisition information G9, which suggests or notifies the specific number achieved, is displayed on the performance display device EH. Reward acquisition information G9 may include numbers indicating specific numbers, such as "1000GET!", "3000GET!", "6000GET!", etc. Reward acquisition information G9 may also include a string indicating that a specific number has been achieved or a string congratulating it, such as "GET!". Reward acquisition information G9 is a common performance part that is the same regardless of which of conditions [1] to [5] is met. The display of reward acquisition information G9 is one example of a reward.
[0111] The second part may, for example, include at least one of the characters Cm or Cs (see Figure 10). If condition [1] is met, the second part will not include the display of either character Cm or Cs. If condition [2] is met, the second part will include the display of the default main character Cm1 but will not include the display of the sub-character Cs. If condition [3] is met, the second part will include the display of the rare main character Cm2 but will not include the display of the sub-character Cs. If condition [4] is met, the second part will not include the display of the main character Cm but will include the display of the rare sub-character Cs2. If condition [5] is met, the second part will include the display of the default main character Cm1 and the display of the premium sub-character Cs2. Here, the rare sub-character Cs2 may, for example, not appear or have a low appearance rate in various preview effects, including cut-in effects. For a particular character type, "low appearance rate" means that the number of times that character type appears in a unit of variable gameplay or unit of time is lower compared to other types and other characters. In other words, sub-character Cs2 should be a type that is exclusively, or nearly exclusively, used for bonus acquisition sequences.
[0112] The CPU 51 of the sub-control board 50 controls the performance display device EH to execute the pre-bonus acquisition performance when the number of acquired prize balls being counted reaches a specific number. The number of acquired prize balls is, for example, the cumulative number of prize balls awarded based on balls entering the large prize slot 18. The large prize slot 18 is, in principle, only opened during a jackpot game. Therefore, since the bonus acquisition performance is, in principle, executed during a jackpot game, it will start during the execution of various jackpot performances and acquired prize ball count performances.
[0113] Next, the CPU 51 controls the performance display device EH to execute the middle part of the bonus acquisition performance. When the performance button BT is operated during the first valid period and none of conditions [2] to [5] are met, the CPU 51 determines that condition [1] is met. In this case, the CPU 51 terminates the second valid period and determines that conditions [2] to [5] based on winning into each prize slot are not met.
[0114] If the CPU 51 identifies a ball entering a prize slot that can satisfy the second type execution condition during the second valid period and before condition [1] is met, it identifies the fulfillment of the condition among conditions [2] to [5] that corresponds to the prize slot into which the game ball entered. Specifically, the CPU 51 identifies the fulfillment of condition [2] if the game ball entered the large prize slot 18, condition [3] if it entered the second start slot 16, condition [4] if it entered the first start slot 15, and condition [5] if it entered the first normal prize slot 26a. If the CPU 51 fails to identify the fulfillment of any of conditions [1] to [5] and the first and second valid periods have elapsed, it controls the performance display device EH to terminate the middle part and not execute the final part. In other words, the CPU 51 terminates the bonus acquisition performance.
[0115] The CPU 51 then controls the performance display device EH to execute the next part with performance content corresponding to the condition(s) that were identified as being met from among conditions [1] to [5]. After that, the CPU 51 controls the performance display device EH to terminate the next part.
[0116] As shown in Figures 9(a) to 9(c), the characters Cm and Cs may appear in instructional animations regarding how to hit the game ball. For example, the instructional animation may be an animation that suggests or notifies the recommended way to launch the game ball at that time. The instructional animation may also suggest or notify the recommended path for the game ball to flow. The instructional animation may also suggest or notify the recommended launch strength of the game ball. There are right-handed instructional animations that suggest or notify right-handed shooting, and left-handed instructional animations that suggest or notify left-handed shooting.
[0117] The right-handed hitting instruction presentation may, for example, be implemented by displaying right-handed hitting information G10 on the presentation display device EH, which suggests or informs that right-handed hitting is recommended. The right-handed hitting information G10 may, for example, include the string "Please hit to the right" and a right-pointing arrow image. The right-handed hitting instruction presentation may, for example, include either character Cm or Cs.
[0118] The conditions (triggers) for executing the right-handed shooting instruction sequence are that a jackpot is awarded in the normal state. The conditions for executing the right-handed shooting instruction sequence may also be that left-handed shooting is performed during a jackpot game or while in an advantageous state. Left-handed shooting may be detected when a predetermined number of game balls, greater than the number required in conditions [2] to [5], enters either the first start port 15 or the first normal prize port 26a.
[0119] The left-handed hitting instruction presentation may, for example, be implemented by displaying left-handed hitting information G11 on the presentation display device EH, which suggests or informs that left-handed hitting is recommended. The left-handed hitting information G11 may, for example, include the string "Please hit left" or "Please return to left-handed hitting," and a left-pointing arrow image. The right-handed hitting instruction presentation may, for example, include either the character Cm or Cs.
[0120] The conditions for executing the first left-handed hitting instruction sequence are that the second advantageous state ends and the player transitions to the normal state. The conditions for executing the second left-handed hitting instruction sequence may also be that a right-handed hit is performed during the normal state. A right-handed hit may be detected when a predetermined number of game balls enter either the gate 25 or the second normal prize entry opening 26b.
[0121] When the CPU 51 determines that the execution conditions for each instructional performance have been met, it may control the performance display device EH to execute the instructional performance corresponding to the met execution conditions. Each instructional performance is not limited to consisting only of a display performance, but may also include outputting an instructional sound that suggests or notifies how to play the game ball. The instructional sound may be, for example, a person's voice reading out the strings "Please play to the right" and "Please play to the left."
[0122] <Regarding the effect of the bonus item acquisition animation> As shown in Figure 10, the conditions for executing the bonus acquisition animation include conditions classified as Type 1 execution conditions [1] and conditions classified as Type 2 execution conditions [2] to [5]. Condition [1] is to operate the animation button BT during the first valid period, so it can be easily achieved by the player. In contrast, conditions [2] to [5] require shooting the game ball towards the winning slot in the game area YBa, so a certain level of skill is required.
[0123] As mentioned above, each prize slot has a different difficulty level for getting the game ball in. For example, when "shooting left," the difficulty level for getting the ball in increases in the order of 1st starting slot 15 < 1st regular prize slot 26a. For example, when "shooting right" during a jackpot, the difficulty level for getting the ball in increases in the order of jackpot slot 18 < gate 25 < 2nd regular prize slot 26b < 2nd starting slot 16.
[0124] The bonus acquisition sequence is, in principle, performed during a jackpot game. During a jackpot game, shooting to the right allows the game balls to enter the large prize slot 18, resulting in the acquisition of a large number of prize balls. On the other hand, shooting to the left during a jackpot game to avoid losing prize balls requires considering the interval time between rounds, making it more difficult than simply shooting to the right. Considering these circumstances, in the game machine 10, the difficulty of fulfilling the conditions increases in the order of [1] < [2] < [3] < [4] < [5].
[0125] If condition [1] is met, the bonus information G9 will be displayed, but the characters Cm1, Cm2, Cs1, and Cs2 will not be displayed. If condition [2] is met, the bonus information G9 will be displayed, the default form of the main character Cm1 will be displayed, and the characters Cm2, Cs1, and Cs2 will not be displayed. If condition [3] is met, the bonus information G9 will be displayed, the rare form of the main character Cm2 will be displayed, and the characters Cm1, Cs1, and Cs2 will not be displayed.
[0126] If condition [4] is met, the bonus information G9 will be displayed, the rare form of the sub-character Cs2 will be displayed, and the characters Cm1, Cm2, and Cs1 will not be displayed. If condition [5] is met, the bonus information G9 will be displayed, the default form of the main character Cm1 will be displayed, the rare form of the sub-character Cs2 will be displayed, and the characters Cm2 and Cs1 will not be displayed. If none of conditions [1] to [5] are met, the bonus information G9 will not be displayed, and the characters Cm and Cs will not be displayed either.
[0127] Thus, in the gaming machine 10, the objects displayed on the display device EH (bonus acquisition information G9 and characters Cm, Cs) differ for each of the conditions [1] to [5], which have different difficulty levels of achievement. Therefore, it can be said that there are multiple difficulty levels for fulfilling the conditions, and the bonuses awarded differ depending on the difficulty level. Among the conditions [1] to [5], one arbitrary condition can be identified as the first condition, and one of the conditions that is more difficult to fulfill than that condition can be identified as the second condition. In this case, it can be said that the gaming machine 10 is configured such that the first bonus is awarded when the first condition is fulfilled, and the second bonus is awarded when the second condition, which is more difficult to fulfill than the first condition, is fulfilled.
[0128] Condition [1] is met by operating the performance button BT. On the other hand, conditions [2] to [5] require the game ball to flow down the game area YBa and enter the target prize pocket, and the distance from the exit of the guide passage YBc to each prize pocket is different. For example, even for prize pockets in the same right-hand area RB, the time it takes for the game ball to reach the prize pocket after the middle part of the prize-getting performance starts and the game ball is launched tends to be longer in the order of gate 25 and second normal prize pocket 26b < large prize pocket 18 < second starting pocket 16. Therefore, in the process of meeting the conditions, the game machine 10 may have situations where the period from meeting a specific condition to meeting the first condition is different from the period from meeting a specific condition to meeting the second condition. And reaching a specific number of acquired prize balls is one example of a specific condition being met.
[0129] Furthermore, the time it takes for a skilled player to get a ball into the target winning slot differs from the time the number of winning balls reaches a certain number, due to the difference in skill between a skilled player and a novice player. In other words, the length of time from fulfilling a specific condition to fulfilling the first condition can be varied depending on the player's skill. Similarly, the length of time from fulfilling a specific condition to fulfilling the second condition can also be varied depending on the player's skill.
[0130] The value (premium feel) of the bonuses can be said to be highest in the order of conditions [1] < [2] < [4] < [3] < [5]. Bonuses under conditions [2] to [5], in which characters Cm and Cs appear, are likely to be perceived as more valuable to players than bonuses under condition [1], in which characters Cm and Cs do not appear. Bonuses under conditions [2] and [3] both feature the main character Cm, but the bonus under condition [3], in which the character appears in a rare form, is likely to be perceived as more valuable to players than the bonus under condition [2], in which the character appears in a default form. Bonuses under conditions [3] and [4] both feature a rare form of the character, but the bonus under condition [3], in which the main character Cm appears, is likely to be perceived as more valuable to players in terms of the type of character than the bonus under condition [4], in which the sub-character Cs appears. While conditions [3] < [4] indicate increasing difficulty, the rare form of sub-character Cs2 is exclusive or nearly exclusive when the player plays left-handed during the bonus acquisition animation, thus increasing the player's satisfaction with the bonus under condition [4] and balancing the bonus with the difficulty. The bonus under condition [5], in which both characters Cm and Cs appear and which includes a rare form, may be perceived as having higher value by the player in terms of the number of characters than the bonuses under conditions [2] to [4], in which only one of characters Cm or Cs appears.
[0131] Characters Cm and Cs are composed of combinations of multiple elements, including, for example, the character type and the character's pattern. The value of the character type increases in the order of sub-character < main character from the perspective of rarity and expectation as a character. The value of the character's pattern increases in the order of white < spotted from the perspective of whether or not it is a special pattern and the expectation it evokes. Objects displayed with condition [2] as the first condition can be considered the first benefit, and objects displayed with condition [4] which is more difficult to satisfy than the first condition can be considered the second benefit. In that case, the first benefit can be said to have a higher value for its first element (for example, the character type) than for the second benefit, and a lower value for its second element (for example, the character's pattern) than for the second benefit.
[0132] Objects displayed under the condition [4] as the second condition can be identified as the second benefit, and objects displayed under the condition [5] which is more difficult to satisfy than the second condition can be identified as the third benefit. The third benefit has a different value for its first element (for example, the type of character) than the second benefit, and its second element (for example, the pattern of the character) contains an element with a lower value than the second element of the second benefit. For example, when condition [5] is met, both character Cm and Cs are displayed, but when condition [4] is met, only the sub-character Cs is displayed. Also, for example, when condition [5] is met, a combination of the default form and the rare form is displayed, but when condition [4] is met, only the rare form is displayed. Furthermore, the third benefit has a different value for its first element than the first benefit, and its second element contains an element with the same or nearly the same value as the second element of the first benefit. For example, when condition [5] is met, both character Cm and Cs are displayed, but when condition [2] is met, only the main character Cm is displayed. Also, for example, when both condition [5] and condition [2] are met, the main character Cm1 is in its default state.
[0133] Objects that are displayed with condition [5] as the third condition can be identified as the third benefit, and objects that are displayed with condition [3], which is easier to satisfy than the third condition, can be identified as the fourth benefit. The fourth benefit has a different first element value than the third benefit, and its second element contains an element different from the second element of the third benefit. For example, when condition [5] is met, both character Cm and Cs are displayed, but when condition [3] is met, only the main character Cm is displayed. Also, for example, when condition [5] is met, a combination of the default form and the rare form is displayed, but when condition [3] is met, only the rare form is displayed.
[0134] The operation and effects of the embodiment will be described. (1) The first reward can be obtained by fulfilling the first condition, which is relatively easy (for example, condition [2]), and the second reward can be obtained by fulfilling the second condition, which is relatively difficult (for example, condition [4]). Furthermore, the time it takes from the fulfillment of a specific condition to the fulfillment of each condition may differ. Therefore, the process of obtaining the rewards and the results can be varied according to the player's skill level. Thus, the level of interest can be increased.
[0135] (2) In each of the first condition (for example, condition [2]) and the second condition (for example, condition [4]), the time it takes for each condition to be met may vary depending on the player's skill level, thus encouraging players to improve their skills. Therefore, the entertainment value can be increased.
[0136] (3) The characters as rewards include the first element and the second element. In the first reward, the value of the first element is higher than that of the second reward, and the value of the second element is lower than that of the second reward. Therefore, unlike a system where a higher difficulty level simply leads to obtaining a relatively better reward, the composition of each reward can be made attractive.
[0137] (4) Because the third condition (for example, condition [5]) is more difficult to obtain than the second condition (for example, condition [4]), the value of each element of the third reward can be characterized when compared to the second reward. That is, the third reward includes elements of lower value than the second element of the second reward, especially in the second element, so that the player is surprised when they obtain the second reward after all the effort.
[0138] (5) On the other hand, when compared to the first benefit, the second element includes elements equivalent to the second element of the first benefit, thus providing a sense of security to the player. (6) Because the fourth condition (for example, condition [3]) is less difficult than the third condition (for example, condition [5]), the value of each element of the fourth reward, which is relatively easier to obtain, can be characterized when compared to the third reward. That is, the fourth reward can change the first and second elements in comparison to the third reward. Thus, the appeal can be further enhanced.
[0139] (7) While playing with the right hand is recommended during a big win, the condition [5] that can only be met by playing with the left hand grants a reward that includes elements of higher value compared to conditions [1] to [3], such as the presence or absence of the main character Cm and whether or not the sub-character Cs is in a rare form. On the other hand, the reward corresponding to condition [5] includes some penalty elements, such as the main character Cm being in its default form. Thus, the variety of rewards can be enriched to enhance the player's enjoyment.
[0140] (8) During a jackpot game, when the player is to shoot to the left in order to satisfy conditions [4] and [5], there is a possibility that a right-shoot instruction animation will be executed based on the detection of the game ball by sensors SE1 and SE5a. For this reason, in order to satisfy conditions [4] and [5], the player must shoot to the left contrary to the right-shoot instruction animation, which can be said to be psychologically difficult. Thus, the rarity of the rare form of sub-character Cs2 can be increased.
[0141] (9) The rewards of condition [4] are less valuable than those of condition [3] in terms of the type of character, and include a penalty element. However, the rewards of condition [4] include the display of a special character called sub-character Cs2, which is a rare form, so the difficulty and the value of the rewards can be balanced.
[0142] <Example of changes> The embodiments described above can be implemented with the following modifications. Furthermore, the embodiments described above and the following modifications can be combined with each other to the extent that they do not contradict each other technically.
[0143] (Example of change 1) For each of the conditions [1] to [5], a waiting period for the performance may be provided between the fulfillment of each condition and the start of the subsequent part, and the waiting period for the performance may differ for each of the conditions [1] to [5]. For example, the waiting period for the performance may differ when condition [3] is met compared to when condition [4] is met, and a configuration in which a waiting period is provided for one of these conditions and not for the other is also possible.
[0144] (Example of change 2) The system may be configured to store the right to execute a bonus reward animation when the number of prize balls won reaches a specific number, and to consume the right to execute the bonus reward animation when predetermined conditions are met. For example, the CPU 51 stores in the RWM 53 right information that identifies the right to execute a bonus reward animation when the number of prize balls won reaches a specific number. The CPU 51 may control the animation display device EH to execute the bonus reward animation when the right information is stored and predetermined conditions are met. The predetermined conditions may be, for example, when an operation to instruct the execution of the bonus reward animation is performed using the animation button BT. However, the predetermined conditions may also be the arrival of a predetermined execution time.
[0145] In this example of modification, the conditions that can occur simultaneously differ due to the different periods during which each of conditions [1] to [5] can occur. For example, during a jackpot game and within the first validity period, all of conditions [2] to [5] can occur simultaneously in addition to condition [1]. However, even within the first validity period, after the ending sequence has finished, i.e., after the jackpot game has ended, condition [2] is excluded, and conditions [1], [3] to [5] can occur simultaneously. During a jackpot game and after the first validity period has ended, conditions [2] to [5] can occur simultaneously. Also, outside the first validity period and not during a jackpot game, conditions [3] to [5] can occur simultaneously. In this way, the conditions that can occur simultaneously among conditions [1] to [5] change depending on the time, which enhances the player's enjoyment.
[0146] (Example of change 3) The gaming machine 10 may be configured to execute multiple bonus-getting sequences. For convenience of explanation, the bonus-getting sequences in the embodiments and modifications described above will be referred to as "normal bonus-getting sequences." The CPU 51 may count the number of prize balls acquired, as well as the number of special balls, and control the sequence display device EH to execute a special bonus-getting sequence based on the counting result of the number of special balls. For example, the CPU 51 may calculate the number of prize balls acquired by cumulatively counting the number of prize balls given during a specific period, while calculating the number of special balls by cumulatively counting the number of prize balls since the gaming machine 10 was powered on. The CPU 51 may then control the sequence display device EH to execute a special bonus-getting sequence when the number of special balls reaches a predetermined number (for example, 10,000 balls). The special bonus-getting sequence may be a sequence that grants a bonus based on the fulfillment of conditions [1] to [5], similar to the normal bonus-getting sequence. Furthermore, the CPU 51 should be configured to prioritize executing the special bonus acquisition animation when the conditions for starting the special bonus acquisition animation and the conditions for starting the regular bonus acquisition animation are met simultaneously.
[0147] In this example of modification, we consider a scenario where, for example, it is the final round of a jackpot game, the number of balls entering the large prize slot 18 in that round is n=N-1 (for example, the upper limit N=10), the number of prize balls won is 2999, and the number of special balls is 9998. In such a scenario, in the first situation where game balls enter the large prize slot 18, the start conditions for the normal bonus acquisition animation and the special bonus acquisition animation are met simultaneously, so the normal bonus acquisition animation is not executed, and the special bonus acquisition animation is executed. In the first situation, the special bonus acquisition animation may be executed from the time the start conditions are met, during the ending period, or after the ending period has elapsed. In the first situation, the normal bonus acquisition animation is not limited to not being executed at all; it may be partially executed before the ending period begins.
[0148] Furthermore, in the scenario described above, in the second situation where a game ball enters the second starting opening 16, the conditions for starting the normal bonus acquisition sequence are met, while the conditions for starting the special bonus acquisition sequence are not met. Therefore, in the second situation, round play (round sequence) continues, and the normal bonus acquisition sequence may be executed. Subsequently, when a game ball enters the large prize opening 18, the conditions for starting the special bonus acquisition sequence are met, and the special bonus acquisition sequence may be executed. In the second situation, the special bonus acquisition sequence may start when the conditions for starting are met, may be executed during the ending period, or may be executed after the ending period has elapsed. Note that the counting of special balls may be performed by subtracting the number of balls used when a game ball is used in the game, and this subtraction may be performed with 0 as the lower limit.
[0149] (Example of change 4) The first validity period and the second favorable period may be the same length or may be different lengths. When comparing the first validity period and the second favorable period, the first validity period may be longer or shorter than the second validity period.
[0150] (Example of change 5) The first validity period information G6a, which shows the remaining period of the first validity period, and the second validity period information G6b, which shows the remaining period of the second validity period, both had the same display method, such as displaying a gauge, but they may have different display methods. The validity period information G6a and G6b may each be different types of gauges, and one may be a gauge and the other a timer.
[0151] (Example of change 6) The expected value suggested or communicated by the characters Cm and Cs is not limited to the expected value of a big win, but may be any expected value that leads to an event advantageous to the player. An advantageous event may be the expected value of being granted a high probability state, the expected value of being granted a high ball entry rate state, or the expected value of having one or more big win spin games in the pending spin games. In addition, although multiple types of characters have been set as benefits corresponding to conditions [2] to [5], the player is not limited to these and may use a common character. Although multiple forms have been set as benefits corresponding to conditions [2] to [5], the player is not limited to these and may use a common form.
[0152] (Example of change 7) In addition to or instead of condition [1], one or more conditions from conditions [2] to [5] may be arbitrarily selected and set to be conditions that are met by operating the performance button BT. For example, the condition may be to operate the performance button BT in accordance with the timing of the occurrence of a predetermined event during the second valid period, and the difficulty of meeting the condition may differ depending on the frequency and duration of the occurrence of the predetermined event. The predetermined event may be, for example, the execution of a variable game in which a winning lottery has been won, the second start opening 16 being activated, the big prize opening 18 being activated, etc. In the above embodiment, it can also be understood that condition [1] can be made to occur by operating the performance button BT, and conditions [2] to [5] can be made to occur by operating the launch handle HD.
[0153] (Example of change 8) The CPU 41 may control the system to a high-probability state after the end of a jackpot game if a game ball that enters the large prize slot 18 passes through a special passage area during a jackpot game. The CPU 41 may also control the system to a low-probability state after the end of a jackpot game if a game ball that enters the large prize slot 18 does not pass through the special passage area during a jackpot game. In this modified example, there may be a favorable jackpot where the game ball that enters the large prize slot 18 is likely to pass through the special passage area, and a normal jackpot where the game ball that enters the large prize slot 18 is unlikely to pass through the special passage area. For example, a distribution member may be provided to distribute the game balls that enter the large prize slot 18, and the distribution pattern of the distribution member may be determined based on the type of jackpot. The CPU 41 may then control the system so that the probability of the game ball that enters the large prize slot 18 passing through the special passage area differs depending on the distribution pattern of the distribution member.
[0154] (Example of change 9) The second special game may be played in priority to the first special game. The first special game may be played in priority to the second special game. Each special game may be played simultaneously in parallel. Each special game may be played in the order in which the game balls enter the starting openings 15 and 16. Also, for example, there may be only one type of special game, and either the first special game or the second special game may be played.
[0155] (Example of change 10) Some or all of the functions and means implemented by the main control board 40 may be implemented by the sub-control board 50. Some or all of the functions and means implemented by the sub-control board 50 may be implemented by the main control board 40. Furthermore, the functions and means implemented by the sub-control board 50 may be implemented separately by a main control board that comprehensively controls the performance and a display control board that controls the display of images.
[0156] (Example of change 11) The gaming machine 10 may be configured such that a special variable member 19 opens in accordance with a predetermined lottery, and a jackpot game is awarded when a game ball that has entered the jackpot opening 18 passes through a specific passage area. The gaming machine 10 may also be a gaming machine in which a jackpot game is started when a game ball enters a predetermined ball entry opening. The gaming machine 10 does not have to be given a high probability state. The gaming machine 10 may be configured so that a high probability state is given after the jackpot game ends until a predetermined number of special games (for example, 100 times) are played.
[0157] (Example of change 12) The gaming machine may be a revolving-type gaming machine (a so-called slot machine). In this modified example, the gaming machine has multiple reels, a bet button, a start lever, and a stop button. Multiple symbols are arranged on each reel. The gaming machine electronically manages the number of game tokens. The gaming machine allows the player to decrease the number of game tokens and increase the bet amount by operating the bet button. When the bet amount is the specified number, the gaming machine can execute a variable game by operating the start lever. The variable game is executed by rotating the multiple reels. The gaming machine can stop the rotation of each reel by operating the stop button. The gaming machine then awards various benefits (prizes) according to the combination of symbols displayed when each reel stops. The revolving-type gaming machine may be configured to use physical game tokens as game tokens, or it may be a tokenless gaming machine that uses electronic data.
[0158] (Example of change 13) This disclosure is not limited to the examples given above, but is intended to include all modifications within the meaning and scope of the claims as shown, and equivalents thereof.
[0159] The technical concepts that can be understood from the above embodiments and modified examples are described below. [1] A gaming machine equipped with means for granting rewards, wherein there are multiple levels of difficulty in fulfilling the conditions, the rewards granted differ depending on the difficulty level, the first reward is granted upon fulfilling the first condition, the second reward is granted upon fulfilling the second condition which is more difficult to fulfill than the first condition, and in the process of fulfilling the conditions, situations may occur where the period from fulfilling a specific condition to fulfilling the first condition is different from the period from fulfilling the specific condition to fulfilling the second condition.
[0160] [2] The gaming machine described in [1], wherein the length of the period from when the specific condition is met until the first condition is met can be varied depending on the player's skill, and the length of the period from when the specific condition is met until the second condition is met can be varied depending on the player's skill.
[0161] [3] The game machine described in [1] or [2], wherein the bonus includes a first element and a second element, and the first bonus is such that the value of the first element is higher than that of the second bonus and the value of the second element is lower than that of the second bonus.
[0162] [4] A gaming machine as described in any one of [1] to [3], wherein a third benefit is granted by fulfilling a third condition which is more difficult to fulfill than the second condition, and the value of the first element of the third benefit differs from that of the second benefit, and the second element includes an element whose value is lower than that of the second element of the second benefit.
[0163] [5] The third special feature is a gaming machine as described in any one of [1] to [4], wherein the value of the first element is different from that of the first special feature, and the second element has the same or substantially the same value as the second element of the first special feature.
[0164] [6] A gaming machine as described in any one of [1] to [5], wherein a fourth benefit is granted by fulfilling a fourth condition which is easier to satisfy than the third condition, and the value of the first element of the fourth benefit differs from that of the third benefit, and the second element includes an element different from the second element of the third benefit. [Explanation of symbols]
[0165] 10... Gaming machine, 40... Main control board, 41... CPU, 50... Sub-control board, 51... CPU, BT... Performance button, EH... Performance display device, SP... Speaker.
Claims
[Claim 1] In a gaming machine equipped with a means for granting benefits, There are multiple difficulty levels to meet the requirements, and the rewards granted vary depending on the difficulty level. The first benefit is granted upon fulfilling the first condition. The second benefit is granted by fulfilling the second condition, which is more difficult to meet than the first condition. In the process of fulfilling the conditions, it is possible that the period from fulfilling a specific condition to fulfilling the first condition may differ from the period from fulfilling the specific condition to fulfilling the second condition. Gaming machine.