Gaming Machines
Patent Information
- Application Number
- JP2022086538
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-05-27
- Publication Date
- 2025-03-03
- Estimated Expiration
- 2042-05-27
Smart Images

Figure 0007637991000001 
Figure 0007637991000002 
Figure 0007637991000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines that execute a lottery to transition to a so-called time-saving state (high opening / closing mode) are known. [Prior art documents] [Patent documents]
[0003] [Non-Patent Document 1] Prediction News: Suddenly, a pachinko machine with a time-saving function is predicted with explanation! Will a usable machine actually appear? (https: / / sakiyomi-tsushin.jp / featured_topics / change-with-over-games / helpful-machine / ) Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can improve the entertainment value of the game by utilizing the high opening / closing mode. [Means for solving the problem]
[0005] The gaming machine according to the present invention, which has been made to solve the above problems, includes a winning / losing lottery means for executing a first winning / losing lottery based on first lottery information acquired when a gaming ball enters a first starting area, and a second winning / losing lottery based on second lottery information acquired when a gaming ball enters a second starting area, and an opening / closing mode setting means for switching between a low opening / closing mode and a high opening / closing mode in which the second starting area is more likely to be opened than the low opening / closing mode, and includes a normal first gaming state in which the low opening / closing mode is set as a first gaming state in which a gaming ball should be launched aiming at the first starting area, and a high opening / closing mode setting means for setting the high opening / closing mode as a first gaming state in which the gaming ball should be launched aiming at the first starting area. a special first game state is set in which the game ball should be launched aiming at the second starting area, the high opening / closing mode is set, and the opening time of the second starting area is longer than when the special first game state is set; and a second game state is set in which the game ball should be launched aiming at the second starting area, the high opening / closing mode is set, and the opening time of the second starting area is longer than when the special first game state is set; and when the first win / loss lottery is not a win, there is a possibility of transitioning to the second game state in the normal first game state, but there is no possibility of transitioning to the second game state in the special first game state. Effect of the Invention
[0006] According to the present invention, it is possible to improve the entertainment value of the game by utilizing the high opening / closing mode. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a big win game) in which the bonus area is closed, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small win game) in which the bonus area is open. [Diagram 3] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 4]1 is a diagram for explaining the gameplay (transition of game states) of the gaming machine according to the present embodiment. FIG. [Diagram 5] 13 is a diagram for explaining a special effect executed in the normal first gaming state (first spin chance). FIG. [Figure 6] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 8] FIG. 8 is a diagram for explaining a specific example 1-2 (an example different from FIG. 7). [Figure 9] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 10] (a) is a schematic diagram of the launch storage space viewed from above ((a-1) is the outlet closed state, and (a-2) is the outlet open state), and (b) is a diagram showing how, when the outlet is in the open state, fewer game balls are stored in the launch storage space (they are limited to the downstream space). [Figure 11] FIG. 13 is a diagram illustrating a warning image that is not displayed when the extraction port is in a closed state (a) but may be displayed when the extraction port is in an open state (b). [Figure 12] FIG. 13 is a diagram for explaining specific example 2-1-1 (pulled out state). [Figure 13] FIG. 13 is a diagram for explaining specific example 2-6. [Figure 14] FIG. 13 is a diagram for explaining a specific effect. [Figure 15] FIG. 13 is a diagram for explaining volume adjustment (volume image). [Figure 16] FIG. 13 is a diagram for explaining specific example 3-1-1. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-1-2. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-3. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of gaming machines Hereinafter, an embodiment of a pachinko game machine 1 (hereinafter simply referred to as a game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the various images in the following description include not only still images but also moving images. Furthermore, when it is said that "a game ball enters XX (wins)", strictly speaking, it means that a sensor installed in the XX has detected the game ball that has entered.
[0009] The overall configuration of the gaming machine 1 (see FIG. 1) will be briefly described. The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square piece of plywood, and is provided with a guide rail 903 that is substantially arc-shaped and that constitutes a passage for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902. The gaming area 902 includes a starting area 904, a big winning area 906, an outlet 907, and the like.
[0010] A display area 911 of the display device 91 is visible through an opening 901 formed in the game board 90. In some drawings, the shape of the display area 911 that is exposed and not covered by the game board 90 is shown in a simplified form (shown as a square), but the size and shape of this part can be changed as appropriate.
[0011] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the flowing behavior of the game balls when the game balls collide with the game pegs. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.
[0012] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0013] 2) Gameplay (specs, etc.) 2-1) Win / lose lottery (special design lottery) When the gaming ball enters the starting area 904, a numerical value (hereinafter, sometimes referred to as lottery information) is obtained from a random number source. The numerical value is used to execute a win / lose lottery (generally referred to as a special symbol (special symbol) lottery, etc.). Basically, as with well-known gaming machines, the numerical value is compared with a predetermined judgment value (win / lose lottery table) to derive the win / lose lottery result. The numerical value is also used when determining what kind of performance is executed as a variable performance (described later).
[0014] In this embodiment, a first starting area 904a and a second starting area 904b at a position different from the first starting area 904a are provided as the starting area 904. When a game ball enters the first starting area 904a, first lottery information is acquired, and a first winning / losing lottery (special drawing 1 lottery) is executed based on the first lottery information. When a game ball enters the second starting area 904b, second lottery information is acquired, and a second winning / losing lottery (special drawing 2 lottery) is executed based on the second lottery information. The first starting area 904a is an area into which a game ball enters by launching the game ball so that it flows down the left side of the game area 902 (the left side of the display area 911) (so-called "left hit" is performed). The second starting area 904b is an area into which a game ball enters by launching the game ball so that it flows down the right side of the game area 902 (the right side of the display area 911) (so-called "right hit" is performed). In this embodiment, the game ball is set so that when a "right hit" is performed, the game ball will not enter the first starting area 904a, and when a "left hit" is performed, the game ball will not enter the second starting area 904b.
[0015] In this embodiment, a "win" may occur as a result of the first win / lose lottery. Here, in this embodiment, all "wins" that occur as a result of the first win / lose lottery are considered to be "big wins", and no "small wins" occur. However, although a "small win" may occur as a result (part of a win) of the first win / lose lottery, it may be configured such that it is virtually impossible to obtain a "big win via a small win" (details described later) after the first win / lose lottery. In other words, in the case of a small win after the first win / lose lottery, the opening time of the bonus area 10 is extremely short, and it may be configured such that it is virtually impossible to enter the game ball into the bonus area 10. The probability of a big win in the first win / lose lottery in this embodiment is approximately 1 / 319.
[0016] In addition, if the result of the first winning / losing lottery is not a "win" (in this embodiment, a big win), the player may win at the "thrust time" ("thrust time" is an abbreviation for "sudden time reduction"). The winning of the "thrust time" is not included in the concept of winning a "win" in which a small win game or a big win game (described later) in which the big prize area 906 is opened is executed (the winning of the "thrust time" is a result mode of the winning / losing lottery different from the winning of the "win"). The winning of the "thrust time" corresponds to the acquisition of a state transition right. The state transition right is a right to cause a transition of the game state (transition to the high opening / closing mode) without going through a small win game or a big win game. Note that, if the configuration is such that the winning of the thrust time (the acquisition of the state transition right) is not performed at the same time as the big win, the lottery for the thrust time and the lottery for the thrust time may be performed separately. For example, the lottery for the thrust time may be performed based on the first lottery information, and if the lottery is not a big win, the lottery for the thrust time may be performed by another lottery based on the first lottery information. Also, although the lottery for the big win and the time of the thrust are performed together, if the big win and the time of the thrust are won at the same time, the big win may be given priority. In any case, from the player's point of view, the situation of "time of the thrust" (winning) is set as the result situation of the lottery triggered by the game ball entering the starting area (first starting area 904a) (whatever lottery method is adopted, it is sufficient to make it possible to win the "time of the thrust" with a predetermined probability).
[0017] In this embodiment, "crash time A" and "crash time B" are provided as winning modes (modes of state transition right) at the time of a hit. Winning "crash time A" is to obtain state transition right A to transition to a special first gaming state (described in detail below). Winning "crash time B" is to obtain state transition right B to transition to a second gaming state (described in detail below).
[0018] In this embodiment, a "win" may occur as a result of the second win / loss lottery. Here, in this embodiment, the "win" occurring as a result of the second win / loss lottery is a "big win" or a "small win". In this embodiment, the probability of a big win in the second win / loss lottery is about 1 / 319 (the same as the probability of a big win in the first win / loss lottery), the probability of a small win in the second win / loss lottery is about 316 / 319, and the rest are considered to be losses. Note that the second win / loss lottery may be configured to have no losses (all big wins or small wins). Note that in this embodiment, a "thrust" does not occur as a result of the second win / loss lottery. In other words, the game state does not transition without winning a "win".
[0019] 2-2) Winning games If a jackpot is won, a jackpot game is executed. In order to distinguish a jackpot (game) via a small jackpot, the details of which will be described later, a jackpot is sometimes called a "direct win". In a jackpot game, a unit game (referring to a game for one "round". In the following description, it may be called a "round") in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met is repeated one or more times. In this embodiment, the unit game ends (the jackpot area 906 is closed) when either the winning condition that 10 game balls enter the jackpot area 906 or the time condition that a predetermined time has passed is met. If game balls are continuously shot toward the jackpot area 906, the winning condition is met before the time condition is met. The more unit games (number of rounds) included in a jackpot game, the greater the player's profit (expected profit value) in the jackpot game. In this embodiment, the big prize area 906 is provided on the right side of the play area 902 (see FIG. 1), and the player plays the game so that the game ball enters the right side of the play area 902 (so-called "right hit").
[0020] When a small prize is won, a small prize game is executed. In the small prize game, the big prize area 906 is opened, and the bonus area 10 (see FIG. 2) provided in the big prize area 906 is also opened. The letter "V" is written near the bonus area 10 (see FIG. 1 and FIG. 2), and the "V" is used to indicate the bonus area 10 to the player. The bonus area 10 is normally closed, but is temporarily opened when a small prize is won. The big prize area 906 has two exit areas, and a game ball that enters the big prize area 906 passes through one of the two exit areas. One of the two exit areas is the bonus area 10 (see FIG. 2). A sensor is provided in each of the exit areas, and a game ball that passes through one of the exit areas is treated as having won the big prize area 906. In other words, a gaming ball that enters the bonus area 10 also enters the big prize area 906.
[0021] When a gaming ball enters the bonus area 10, a big win game is executed. In other words, not only can a big win be won by lottery, but also a big win can be won via a small win (it is enough for one gaming ball to enter the bonus area 10 to win a big win). Note that the bonus area 10 may be provided outside the big prize area 906.
[0022] The small prize game can be regarded as a unit game of one round of the big prize game acquired through the small prize game. For example, a 10-round big prize game (a big prize in which the unit game is executed 10 times) via a small prize game is a game in which the small prize game (a game in which the big prize area 906 is opened and the bonus area 10 is opened) is executed as the first round game, and the opening of the big prize area 906 executed as the big prize game is executed as the second to ninth round game (if the game ball does not enter the bonus area 10, the second to ninth round games are not executed and the game ends with only the small prize game). The small prize game ends when at least one of the time condition and the winning condition (10 balls are won in this embodiment) is satisfied, as in the unit games constituting the big prize game. If the game balls are continuously shot, the winning condition will be satisfied first, so in the small prize game, the player can obtain the same prize balls as in one unit game. In addition, the number of unit games (number of rounds) included in each type of big win game may be any number, so the explanation will be omitted.
[0023] In this embodiment, when a small prize is won, the bonus area 10 is opened together with the big prize area 906, but the time is long enough to allow the game ball to enter the bonus area 10. The bonus area 10 is provided on the right side of the game area 902, and the player hits the right side to allow the game ball to enter the bonus area 10. If the player continues to hit the right side, the game ball will almost certainly enter the bonus area 10 (see FIG. 2(b)). When a small prize is won, an instruction to hit the right side is displayed in the display area 911, so the player only needs to follow the instruction. Even if the player starts hitting the right side 10 or so seconds after the instruction is issued, the game ball is set to almost certainly enter the bonus area 10. In this way, in this embodiment, the setting is such that "winning a small prize = winning a big prize" (winning a small prize leads to winning a big prize). In this embodiment, the bonus area 10 is closed (see FIG. 2(a)) in unit games that constitute big prize games other than the small prize game.
[0024] A gaming machine in which it is possible to win a jackpot not only when a jackpot is won but also when a small jackpot is won, such as the gaming machine 1 of this embodiment, is called a "type one / type two mixed machine" (winning a jackpot via a small jackpot is a "type two" game).
[0025] 2-3) Decorative designs The winning / losing lottery result is notified by the decorative pattern 80 (see FIG. 3) displayed in the display area 911. In this embodiment, three decorative pattern groups 80g, each of which includes a plurality of types of decorative pattern 80, are set. Specifically, there are three decorative pattern groups: a left decorative pattern group 80gL displayed on the left side of the display area 911, a right decorative pattern group 80gR displayed on the right side, and a middle decorative pattern group 80gC displayed between the left decorative pattern group 80gL and the right decorative pattern group 80gR. The lottery result is notified by a combination of three decorative patterns 80 selected and displayed from each decorative pattern group 80g. The performance from when the three decorative pattern groups 80g start to change until the change stops and a combination indicating the lottery result is displayed is the during-change performance (hereinafter, sometimes simply referred to as "change", "rotation", etc.). Note that in some drawings, the illustration of the decorative pattern 80 is omitted. In this embodiment, those that include the same number are considered to be the same type of decorative pattern 80 (those that include different types of numbers are different types).
[0026] In this embodiment, when a big win or a small win is won, a set of three of the same kind of decorative patterns 80 is displayed. As described above, in this embodiment, since the setting is such that "a small win = a big win" in effect, whether a big win or a small win is won, a set of three of the same kind of decorative patterns 80, which is a "winning combination," is displayed.
[0027] In addition, a pattern (another pattern) other than the decorative pattern 80 may be displayed, and the winning of a big win or a small win may be indicated by the other pattern. The other pattern may be displayed small near the outer edge of the display area 911, or may be displayed outside the display area 911 (lighting pattern of a lamp or the like displayed outside the display area 911). However, since the state of the other pattern when a big win or a small win is won is not patterned so that the winning state can be easily determined, it is difficult to determine the specific content of the win or loss from the other pattern. Therefore, a normal player (meaning a player who plays by looking at the decorative pattern 80 without looking at the other pattern, etc.) can enjoy the game by looking at the decorative pattern 80 and various effects executed in the display area 911 without being conscious of the state of the other pattern.
[0028] On the other hand, in the case of a loss, a combination of the decorative symbols 80 other than the above-mentioned "winning combination" (a losing combination) is displayed. Also, when the "thrust" is won, a combination of the decorative symbols 80 other than the above-mentioned "winning combination" is displayed. In other words, the winning of the "thrust" (acquisition of the state transition right) is not indicated by the combination of the decorative symbols 80. However, in this embodiment, whether or not the "thrust B" is won (whether or not the state transition right B is acquired) in the "first spin chance" described later is notified by a special effect (an image other than the decorative symbols 80 displayed in the display area 911) executed in the display area 911. It should be noted that whether or not the "thrust B" is won may be indicated by the above-mentioned separate symbols. Also, as such separate symbols, separate symbols for big wins and small wins (big win symbol, small win symbol) and separate symbols for the "thrust" that are different from them (time-saving symbol) may be prepared. However, as described above, a normal player can tell whether or not he has won a big win or a small win, and whether or not he has won a win at the time of a hit, from the decorative pattern 80 and other images displayed in the display area 911.
[0029] 2-4) On hold When a game ball enters the first starting area 904a and new first lottery information is acquired, if a performance during a change corresponding to the first lottery information acquired earlier is being executed (if the decorative pattern 80 is changing), the new first lottery information is stored in a storage means (not shown) as reserved information (reserved). In this embodiment, the maximum number of first reserved information (special pattern 1 reserved) acquired as the first lottery information is four.
[0030] In a first game state (described later) in which a game ball should be launched aiming at the first starting area 904a, the first reserved information stored in the storage means may be displayed as a reserved pattern 70 (see FIG. 3). In this embodiment, the reserved pattern 70 is divided into a changing reserved pattern 71 and a pre-changing reserved pattern 72. The changing reserved pattern 71 indicates the presence of lottery information in which the change-in-progress performance for the corresponding winning / losing lottery result has not started, but the notification of the winning / losing lottery result has not been completed (the change-in-progress performance has not ended). Note that the lottery information does not strictly correspond to the reserved information, but is generally referred to as the "change-in-progress reserved" or the like, so the pattern indicating the presence of the lottery information is referred to as the changing reserved pattern 71. The pre-changing reserved pattern 72 indicates the presence of lottery information (reserved information) in which the change-in-progress performance for the corresponding winning / losing lottery result has not started.
[0031] In this embodiment, the second lottery information is not stored as reserved information (special pattern 2 reserved = 0). However, this does not deny the configuration in which the second lottery information is also stored as reserved information (such specifications). When the second lottery information is stored as reserved information, the reserved information may be displayed as the reserved pattern 70.
[0032] When the performance during change based on the second lottery information is being executed, the performance during change based on the first lottery information is not executed (the first lottery information is stored in the storage means as the first reserved information). In other words, the gaming machine 1 according to this embodiment is a so-called special chart 2 priority consumption (the result of the second win / lose lottery is notified preferentially).
[0033] 2-5) Game status The game state in which the player plays to win a jackpot (shooting the game ball aiming at the starting area 904) is roughly divided into a first game state and a second game state (see FIG. 4). The first game state is a game state in which the game ball should be shot aiming at the first starting area 904a (so-called "left shot" should be performed). If the player performs a "right shot" in the first game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to the case of a "left shot"), so if a "right shot" is detected, the player is warned to perform a "left shot". On the other hand, the second game state is a game state in which the game ball should be shot aiming at the second starting area 904b (so-called "right shot" should be performed). If the player performs a "left hit" in the second gaming state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to when a "right hit" is performed), so if a "left hit" is detected, the player is urged to perform a "right hit".
[0034] The first gaming state is divided into a normal first gaming state and a special first gaming state (see Figure 4). The normal first gaming state is a state in which the low opening / closing mode (described in detail below) is set. The special first gaming state is a state in which the high opening / closing mode (described in detail below) is set. The second gaming state is a state in which the high opening / closing mode is set. Of the normal first gaming state, the special first gaming state, and the second gaming state, the special first gaming state is the most disadvantageous gaming state for the player, and the second gaming state is the most advantageous gaming state for the player.
[0035] 2-6) Opening and closing mode, opening lottery The opening and closing modes include a low opening and closing mode and a high opening and closing mode (see FIG. 4). The low opening and closing mode and the high opening and closing mode differ in the ease with which the second starting area 904b (see FIG. 1) opens. The second starting area 904b is an area that is normally closed (when closed, the game ball cannot enter), and is an area that opens by winning an opening lottery (a lottery different from a win / lose lottery (special pattern lottery) that is executed when a game ball enters the starting area 904, and is generally called a normal lottery, a normal pattern (regular pattern) lottery, etc.) (a so-called "electric chute (area)").
[0036] The opening lottery is executed based on a numerical value (opening lottery information) acquired when a game ball enters the normal area 905. In this embodiment, one or more left normal areas 905L are provided on the left side of the game area 902, and one or more right normal areas 905R are provided on the right side (see FIG. 1). When a left shot is performed, the game ball may enter the left normal area 905L (although there is no possibility of the game ball entering the right normal area 905R), and when a right shot is performed, the game ball may enter the right normal area 905R (although there is no possibility of the game ball entering the left normal area 905L). In other words, the game ball may enter the normal area 905 whether a left shot or a right shot is performed.
[0037] The method of notifying the result of the opening lottery can be the same as that of a general gaming machine, so a detailed explanation will be omitted. In this embodiment, the result is notified by the lighting pattern of a lamp provided outside the display area 911 (the lighting pattern of the lamp corresponds to the "normal symbol"). If a game ball newly enters the normal area 905 when the notification of the result of the opening lottery has not been completed (while the normal symbol is changing), the opening lottery information is stored in a storage means (not shown). In this embodiment, the maximum number of pieces of the opening lottery information that can be stored is four (maximum value for reserved normal symbols = 4).
[0038] Although the winning / losing lottery is not executed (lottery information is not acquired) when the game ball enters, a general winning area is provided into which a predetermined number of prize balls are paid out. In this embodiment, the general winning area provided in a position into which the player can enter when the game ball is shot (when the player hits from the left) aiming at the first starting area 904a also serves as the left normal area 905L (see FIG. 1). In other words, the entry of the game ball into the general winning area is considered to be the trigger for the opening lottery. In other words, the entry of the game ball into the general winning area is detected as a trigger, and a predetermined number of prize balls are paid out and an opening lottery is executed. In this embodiment, a plurality of general winning areas into which the game ball can enter when the player hits from the left are provided, and all of them are the left normal area 905L. It is also possible to configure that only a portion of the plurality of general winning areas is the left normal area 905L.
[0039] In this embodiment, the right normal area 905R is not a general winning area. In other words, even if a game ball enters the right normal area 905R, no prize balls are paid out. In this embodiment, a game ball enters the right normal area 905R relatively easily by hitting from the right. Specifically, the probability of a game ball entering the left normal area 905L when hitting from the left (the expected value of the number of game balls entering the left normal area 905L when 100 balls are shot with a left hit) is higher than the probability of a game ball entering the left normal area 905L when hitting from the left (the expected value of the number of game balls entering the left normal area 905L when 100 balls are shot with a left hit).
[0040] In this embodiment, the right normal area 905R is a "gate"-like area through which the game ball passes and flows down the game area 902 (so-called "through"), and is different from the left normal area 905L (general winning area) into which the game ball that entered is taken inside (see FIG. 1). In a general gaming machine, the area that triggers the opening lottery (the opening of the electric chute) is a right normal area 905R-like area, and it is not normal for it to be a left normal area 905L-like area. Therefore, it can be said that not many players consider the left normal area 905L to be an area that triggers the opening lottery (it is normal to consider it as an area that only has the function of a general winning area).
[0041] The probability of winning the opening lottery when the high opening / closing mode is set is higher than the probability of winning the opening lottery when the low opening / closing mode is set. The probability of winning the opening lottery when the low opening / closing mode is set may be 0%. Also, the probability of winning the opening lottery when the high opening / closing mode is set may be 100%. Therefore, basically, it can be said that it is easier for the game ball to enter the second starting area 904b (starting area 904) when the high opening / closing mode is set than when the low opening / closing mode is set, and it is advantageous for the player. However, the special first game state is the high opening / closing mode, but it is not a state in which the game ball is easy to enter the second starting area 904b. Specifically, the special first game state is a state in which it is easier to win the opening lottery than the normal first game state, but even if the opening lottery is won, the time during which the second starting area 904b is opened is extremely short, and it is virtually impossible to make the game ball enter the second starting area 904b in the special first game state. Therefore, the special first game state is a state in which the player should hit with the left hand (hitting with the right hand is disadvantageous to the player). In other words, although the special first game state is a high opening and closing mode in which the second starting area 904b is easily opened, it is virtually impossible to receive the benefit of this (the benefit of the second starting area 904b being opened), and in appearance (from the player's point of view) it is no different from the normal first game state. Note that even when the opening lottery is won in the normal first game state, the time during which the second starting area 904b is opened is extremely short, and it is virtually impossible to enter the game ball into the second starting area 904b.
[0042] In this way, although it is practically impossible to make the game ball enter the second starting area 904b in the special first game state, it is strictly a "high opening and closing mode" (time-saving state), and since the special first game state is a game state in which "left-handed hitting" is required, it is necessary to provide the normal area 905 in an area where the game ball hit from the left can enter. Since it is against the rules (rules regarding the certification of game machines and the inspection of models, etc.) to configure the game state in which the opening lottery cannot be received in the recommended launch mode (left-handed hitting) despite being in the "high opening and closing mode", it is necessary to make it possible to receive the opening lottery in the recommended launch mode even if the benefit of being in the high opening and closing mode cannot be enjoyed. However, if an area that clearly triggers the opening lottery (for example, a gate-type area such as the right normal area 905R) is provided on the left side of the game area 902, there is a risk that the opening lottery will be performed even in the left-handed hitting state, and the second starting area 904b will be opened to the extent that the game ball can enter (the player will be unnecessarily conscious of the second starting area 904b). In this embodiment, the general winning area into which entering game balls are taken in doubles as the left normal area 905L, making it difficult for players to notice that an area that triggers the opening lottery is located to the left of the game area 902.
[0043] 2-7) Types of jackpots In this embodiment, the types of jackpots are set to normal jackpots (non-specific jackpots) and specific jackpots (see FIG. 4). The jackpots mentioned here include not only those that can be won by direct jackpots, but also those that can be won via small jackpots. Also, the number of rounds for each jackpot may be any number, so an explanation is omitted. There may be two or more types of normal jackpots with different numbers of rounds, or there may be two or more types of specific jackpots with different numbers of rounds.
[0044] A normal jackpot is a jackpot in which the game state after the jackpot game ends is a special first game state. A specific jackpot is a jackpot in which the game state after the jackpot game ends is a second game state. Since the second game state is a more advantageous game state for the player than the special first game state, if we focus on the game state after the jackpot game ends, it can be said that a specific jackpot is a more advantageous jackpot for the player than a normal jackpot.
[0045] 2-8) Game flow Although some of the explanation overlaps with the above, the flow of gameplay (transition of game state) according to this embodiment will be explained. In the initial state after a specified reset operation has been performed (after the reset condition is met), the game is usually in the first game state (see FIG. 4). Note that this reset operation can be performed by the gaming establishment (gaming establishment staff), not by the player. In this embodiment, the RAM clear operation corresponds to this reset operation, and turning the power OFF / ON is not a reset operation. However, it is also possible to set the reset operation to be turning the power OFF / ON.
[0046] In the normal first game state, the player plays a left-handed game. When the game ball enters the first starting area 904a, the first lottery information is acquired, and the first winning / losing lottery (special drawing 1 lottery) based on the first lottery information is executed. Here, in this embodiment, the lottery executed based on the acquisition of the first lottery information in the normal game state (the first winning in the first starting area 904a) is called the "first spin chance." Specifically, it is as follows.
[0047] The probability of winning a jackpot in the first winning / losing lottery based on the first lottery information is about 1 / 319. In other words, there is almost no chance of winning a jackpot. In this embodiment, if a player does not win a jackpot in the first winning / losing lottery in the normal first game state, the player will win the "pushing time" without exception. In other words, if the player does not win the jackpot of about 1 / 319 in the "first spin chance", the player will acquire the state transition right without exception. The allocation (proportion) of the "pushing time" is 90% for the punch time A (acquisition of the state transition right A) and 10% for the punch time B (acquisition of the state transition right B) (see FIG. 4). If the player wins the punch time A, the game will transition to the special first game state, and if the player wins the punch time B, the game will transition to the second game state. Therefore, if the player does not win the jackpot of about 1 / 319 in the "first spin chance", the game will transition to the special first game state or the second game state with a 9:1 allocation (proportion).
[0048] In this embodiment, in the "first spin chance" (first variation effect) of the normal first game state, an effect (special effect) dedicated to the first spin chance is executed (see FIG. 5). The special effect leads to an advantageous ending indicating that the player is in an advantageous situation or an unfavorable ending indicating that the player is in an unfavorable situation, which is the outcome in the case where the advantageous ending is not reached. As advantageous endings, a special advantageous ending and a normal advantageous ending are provided. If the first spin of the normal first game state is a jackpot (if the player wins at about 1 / 319), the special advantageous ending is reached and the player is notified of the jackpot win (see FIG. 5(b)). Since the special advantageous ending is a jackpot win, the jackpot combination of the decorative pattern 80 is also displayed. If the first spin is not a jackpot but the player wins the sudden time B (if the player acquires the state transition right B), the normal advantageous ending is reached and the player is notified of the transition to the second game state (see FIG. 5(c)). In this embodiment, since the second game state is called "○○ RUSH", an image indicating the transition to "○○ RUSH" is displayed in the display area 911 when the normal advantageous ending is reached. On the other hand, if the player does not win at the time of the first push B, that is, if the player wins at the time of the first push A (if the player acquires the right to transition to the second game state A), an image is displayed indicating that the game has ended in an unfavorable ending and has reached an unfortunate situation (the game state does not transition to the second game state) (see FIG. 5(d)). Note that, since the normal favorable ending and unfavorable ending are cases in which the player has not won a jackpot, the combination of the decorative symbols 80 is a combination other than a jackpot combination.
[0049] In the special first game state, the player plays a left-handed game, as in the normal first game state. When the game ball enters the first starting area 904a, the first lottery information is acquired, and the first winning / losing lottery (special drawing 1 lottery) based on the first lottery information is executed. Here, since the special first game state is already in the high opening / closing mode (although the player cannot receive the benefit of it), the player does not acquire the right to transition to the high opening / closing mode. In other words, in the special first game state, if the player does not win the jackpot, the player does not win at the "thrust" and transition to the second game state (the player does not acquire the right to transition to the state B). The high opening / closing mode of the special first game state continues until it is lost 10,000 times in a row, so it actually continues until the next jackpot (it is practically impossible for a player to not win 10,000 times in a row in about 1 / 319). Therefore, the transition of the game state from the special first game state does not occur unless the player wins a jackpot. In addition, if the "thrust" is won, the game state may not be changed accordingly, so long as the "thrust" is not won. In other words, the special first game state may be configured so that the right to change the state when the big win is not won cannot be acquired.
[0050] The distribution of jackpots acquired through the first winning / losing lottery in the first gaming state (normal first gaming state (one lottery) and special first gaming state) is 50% for normal jackpots and 50% for special jackpots (see Figure 4). In other words, if a jackpot is acquired in the first gaming state, after the jackpot game ends, there is a 50% probability of transitioning to the special first gaming state and a 50% probability of transitioning to the second gaming state.
[0051] In the second game state, the player plays a right-hand hit game. An opening lottery is executed when the game ball enters the right normal area 905R, and the second start area 904b is opened when the opening lottery is won. The opening time of the second start area 904b is long (overwhelmingly longer than the opening time of the second start area 904b when the opening lottery is won in the special first game state), and the game ball enters the second start area 904b relatively easily if the player continues to hit the right. The second lottery information is acquired when the game ball enters the second start area 904b. If a jackpot is acquired through a second win / lose lottery (special chart 2 lottery) based on the second lottery information (second lottery information), a jackpot game is executed when a jackpot is acquired (if a jackpot is acquired via a direct win or a small win). The distribution of the jackpot (including the small jackpot) obtained through the second winning / losing lottery in the second game state is 20% for a normal jackpot and 80% for a special jackpot (see Figure 4). In other words, when a jackpot is obtained in the second game state, after the jackpot game ends, there is a 20% probability of transitioning to the special first game state, and an 80% probability of transitioning to the second game state.
[0052] In the second game state, the high opening / closing mode (time-saving state) continues until the winning / losing lottery results are a loss 100 times in a row (the number of times of continuation is 100 times). As mentioned above, the probability of a big win in the second winning / losing lottery is about 1 / 319 (the same as the probability of a big win in the first winning / losing lottery), and the probability of a small win in the second winning / losing lottery is about 316 / 319, so about 317 / 319 will lead to a big win (the actual probability of a big win is about 317 / 319). Therefore, it is virtually impossible for 100 consecutive losses (about 2 / 319 occurring 100 times in a row). In other words, the second game state is a state in which the next big win (including via a small win) is virtually guaranteed. And, the jackpot obtained through the second winning / losing lottery has an 80% chance of being a specific winning jackpot, and after the jackpot game ends, the game transitions to the second game state again, so the gameplay has an 80% chance of the second game state looping (continuous winning). Note that the second winning / losing lottery in the second game state may be configured so that no losing jackpots occur (the actual probability of winning a jackpot is 1 / 1).
[0053] If the jackpot won in the second game state is a normal jackpot, after the jackpot game ends the player will move to the special first game state (see Figure 4), and the player will play with the left hand and try again to win the jackpot after the first win / lose lottery.
[0054] As described above, in the gaming machine 1 according to this embodiment, if the player does not win the jackpot in the first win / lose lottery in the normal first gaming state, there is a possibility that the player can acquire a state transition right, and if this is state transition right B, the game state transitions to the second gaming state, which is the most advantageous gaming state (highest state) for the player. Since the normal first gaming state is a state to which the game is transitioned after a predetermined reset operation performed by the gaming establishment, an interesting gameplay is realized in which there is a chance to transition to the second gaming state immediately after opening (the so-called early morning state).
[0055] In this embodiment, if state transition right B cannot be acquired, state transition right A is acquired and a transition to the special first gaming state occurs, and thereafter, unless a jackpot is won, it becomes impossible to transition to the second gaming state. In this way, if state transition right B cannot be acquired, state transition right A is acquired without fail and a transition to the special first gaming state occurs, so there is only one chance to transition to the second gaming state from the normal first gaming state.
[0056] In addition, in this embodiment, after the big win game acquired through the first win / lose lottery and the second win / lose lottery ends, there is a possibility of transitioning to the special first game state or the second game state, but there is no possibility of transitioning to the normal first game state. In this way, the gameplay is such that the opportunity to enjoy the benefits of being in the normal first game state (the chance to acquire the state transition right B) is limited to after the reset operation is performed. In addition, the gameplay is such that the player will not suffer any loss even if he or she stops playing immediately after the big win game ends (so-called immediate quitting).
[0057] In this embodiment, the probability that the state transition right acquired in the "First Spin Chance" is state transition right B is 10% (the probability that it is state transition right A is 90%). In other words, the "First Spin Chance" is a 1 / 10 chance to acquire state transition right B. This probability can be set appropriately.
[0058] The following describes specific examples of improvements, modifications, and specific embodiments of the above gameplay-related features. Note that, to the extent possible, the following specific examples may be used to create a configuration in which multiple items described in the examples are combined and applied.
[0059] ○Specific example 1-1 In the above embodiment, it has been explained that if a jackpot is not won in the normal first gaming state, the jackpot will always be won when the first bonus is pressed. However, the configuration may be such that a jackpot is not necessarily won when the first bonus is pressed, even if a jackpot is not won.
[0060] For example, the probability of winning the jackpot in the normal first gaming state is about 1 / 319, the probability of winning at the time of the jackpot is about 50 / 319, and the rest (about 268 / 319) is a miss (neither a jackpot nor a jackpot) (see FIG. 6). If the result of the first winning / losing lottery is a miss, the transition of the gaming state does not occur, and the normal first gaming state is maintained. In other words, if the jackpot is not won, the normal first gaming state will continue until the jackpot is won at the time of the jackpot of about 50 / 319. By doing so, a game property is realized in which the chance to win the transition to the second gaming state (to win the state transition right B) is not "only one spin" as in the above embodiment, but continues until the jackpot is won (if the jackpot is not won). In other words, it is not decided whether to transition to the second gaming state or the special first gaming state by only one spin, but it is expected that the game state will transition to the second gaming state until the jackpot is won. Therefore, the game property is such that the player will play in the normal first gaming state for a relatively long time.
[0061] ○Example 1-2 As a condition for transitioning to the normal first gaming state, in addition to or instead of the reset operation as in the above embodiment, another condition may be set. For example, the configuration may be such that the normal first gaming state is transitioned to after the normal jackpot game ends (see FIG. 7). In this way, a chance to acquire a transition to the second gaming state (state transition right B) is given after the normal jackpot game ends. It can be said that it is a disappointing event for a player that the jackpot he has acquired is not a specific jackpot but a normal jackpot, but even if it is a normal jackpot, a gameplay that there is a chance to transition to the second gaming state is realized. Note that if the gameplay is such that the player does not suffer a loss even if he stops playing after the normal jackpot game ends, a configuration may be used in which the normal first gaming state is not transitioned to after the normal jackpot game ends as in the above embodiment.
[0062] As another example, in the case where the second gaming state is not a state where the next big win is guaranteed as in the above embodiment but a so-called ST state (a state that ends when a specified number of consecutive misses occur), a configuration may be adopted in which the game transitions to the normal first gaming state after the ST state ends (see FIG. 8). For example, the second gaming state is an ST state in which the actual probability of a big win is about 1 / 80 and which ends when 100 consecutive misses occur (a game feature in which a jackpot of about 1 / 80 is obtained before 100 consecutive misses occurs is a game feature in which a streak is achieved). With such a configuration, a game feature is realized in which a chance to transition to the second gaming state (state transition right B) is given after the so-called ST state is over.
[0063] ○Example 1-3 In the above embodiment, it has been explained that the special effect (see FIG. 5) is executed during the change in the normal first game state, but such a special effect may also be executed in the special first game state. In other words, the effect that occurs as a component of the change-in-progression effect in the normal game state is configured as a common effect that can also occur as a component of the change-in-progression effect in the special first game state. In this way, the player cannot tell from the content of the change-in-progression whether or not the game state is the normal first game state.
[0064] For example, in the above embodiment, in a configuration in which the normal first gaming state is reached after a predetermined reset operation (RAM clear operation) is performed, but the normal first gaming state is not reached by only turning the power OFF / ON without the reset operation, the above special effect (common effect) is executed not only on the first rotation in the normal first gaming state after the reset operation is performed, but also on the first rotation in the special first gaming state after only turning the power OFF / ON without the reset operation (the first rotation after the power ON without the reset operation) (see FIG. 9). If the chance to acquire the state transition right B in the normal first gaming state is named the "first rotation chance" as in the above embodiment, and a special effect corresponding to that is generated, the special effect of the "first rotation chance" is generated on the first rotation in the special first gaming state after only turning the power OFF / ON without the reset operation. Furthermore, since state transition right B is not acquired in the special first game state, the special effect that occurs in the special first game state will result in a special advantageous ending (see Figure 5(b)) if the first spin is a jackpot, and will result in an unfavorable ending (see Figure 5(d)) if it is a miss, but will not result in a normal advantageous ending (see Figure 5(c)).
[0065] A player cannot clearly determine whether a gaming machine in the so-called first-in-the-morning state has been reset (whether it is in the normal first gaming state or not). By doing as in this example, the gameplay is such that the first fluctuation in the so-called first-in-the-morning state is executed in a state in which the player cannot tell whether it is in the normal first gaming state or the special first gaming state.
[0066] 3) A function to alert you when there are insufficient game balls in stock 3-1) Launch storage space In the gaming machine 1 according to this embodiment, gaming balls are launched by a launching device 908 (operation of a launching handle). The launching device 908 launches gaming balls stored in the launch storage space 21. Specifically, the gaming machine 1 according to this embodiment has a so-called upper tray 20 and lower tray 25 (see FIG. 1), and the upper tray 20 constitutes the launch storage space 21. A space capable of storing gaming balls is also formed in the lower tray 25 (hereinafter, this space is referred to as the auxiliary storage space 26). Note that the configurations of the launching device 908, the upper tray 20 (launch storage space 21), and the lower tray 25 (auxiliary storage space 26) themselves are publicly known (the same configuration as that of a publicly known gaming machine can be adopted).
[0067] The bottom surface of the launch storage space 21 is inclined toward the right when viewed from the front (player side), so the game balls in the launch storage space 21 are naturally guided to the right. If the launch device 908 is operated, the game balls coming out from the right side of the launch storage space 21 are launched one by one by the launch device 908.
[0068] An outlet 22 capable of extracting game balls stored in the launch storage space 21 is formed in the upper tray 20 (the bottom surface of the launch storage space 21) (see FIG. 10(a)). The outlet 22 is opened and closed (open or closed) by an opening / closing member 23. When the outlet 22 is in an open state (see FIG. 10(a-2)), game balls that drop from the outlet 22 are guided to the auxiliary storage space 26. When the outlet 22 is in a closed state (see FIG. 10(a-1)), game balls will not drop from the outlet 22. Any structure may be used for opening and closing the outlet 22 with the opening / closing member 23 (the same as known gaming machines), so a description thereof will be omitted.
[0069] Although not shown, a discharge port is formed in the lower tray 25 (the bottom surface of the auxiliary storage space 26) for discharging the game balls stored in the auxiliary storage space 26 to the outside (to a so-called dollar box or an automatic game ball counting device). The discharge port can be switched between an open state and a closed state. By opening the discharge port, the game balls in the auxiliary storage space 26 are discharged to the outside.
[0070] When a prize ball is paid out or a ball is lent, game balls flow into the launch storage space 21 from the left side of the space. If the outlet 22 is closed, game balls are stored in the launch storage space 21. Game balls that overflow from the launch storage space 21 are guided to the auxiliary storage space 26 (a guide path that guides game balls to the auxiliary storage space 26 is formed inside the gaming machine 1). On the other hand, if the outlet 22 is open, game balls that have entered the launch storage space 21 reach the outlet 22 and exit from the outlet 22. Therefore, when the outlet 22 is in an open state, even if game balls are continuously flowing into the launch storage space 21, the game balls will exit the outlet 22, so that the space to the right of the outlet 22 in the launch storage space 21 (hereinafter referred to as the downstream space 21a) has game balls stored therein, but the space to the left of the outlet 22 (hereinafter referred to as the upstream space 21b) has no game balls stored therein (see FIG. 10(b)). In other words, when the outlet 22 is in an open state, game balls are stored only in the downstream space 21a, which is part of the launch storage space 21 (but not in the upstream space 21b), so the number of game balls that can be stored in the launch storage space 21 is smaller than when the outlet 22 is in a closed state.
[0071] 3-2) Caution images In this embodiment, a warning image 30 may be displayed in the display area 911 (see FIG. 11(b)). The warning image 30 is displayed when the ejection opening 22 is in an open state and a predetermined display condition is satisfied, and is intended to alert the player. Therefore, when the ejection opening 22 is in a closed state, the warning image 30 is not displayed (see FIG. 11(a)). In this embodiment, a warning image 30 including the text "Upper tray is open" is displayed in the display area 911 (see FIG. 11(b)). Note that the warning image 30 may be an image that directly or indirectly indicates that the ejection opening 22 is in an open state or that the game ball is leaving (is in a leaving state) the launch storage space 21. For example, a warning image 30 including the text "Upper tray or ball is leaving state" may be used.
[0072] Any method may be used to detect that the extraction opening 22 is in an open state, and detailed description thereof will be omitted. In this embodiment, a sensor (not shown) is provided to detect that the opening / closing member 23 is in an open position that opens the extraction opening 22, and when the opening / closing member 23 is detected by the sensor (sensor ON), it is determined that the extraction opening 22 is in an open state.
[0073] As described in the above embodiment, the gaming machine 1 according to this embodiment has "two types" of playability that allows a player to win a big win via a small win. When a small win is won, an instruction image (e.g., an image including the text "Aim for 'V'") indicating that the game ball should be shot toward the bonus area 10 in the small win game is displayed in the display area 911. In the small win game, as long as the game ball is continuously shot toward the bonus area 10 (continuously hitting to the right), the game ball will almost certainly enter the bonus area 10. In other words, the small win game can be said to be an easy bonus acquisition state in which it is easy to acquire the bonus "big win (game)". In such a bonus acquisition game state (during a small win game), the warning image 30 may be displayed (see FIG. 11(b)). In other words, the display condition is set to be in an easy bonus acquisition state (a state in which the game ball should be shot toward the bonus area 10).
[0074] If the game balls cannot enter the bonus area 10 during a predetermined time (the period during which the bonus area 10 is open) during a small win game, a so-called "puncture" occurs and the big win cannot be obtained. As described above, when the ejection port 22 is open, the game balls are stored only in the downstream space 21a, which is a part of the launch storage space 21 (because there are few game balls stored), so the risk of a "puncture" due to the game balls running out (running out) from the launch storage space 21 (upper tray 20) during a small win game increases. By displaying the warning image 30 when the ejection port 22 is in an open state during a small win game as in this embodiment, the probability that the player will notice that the ejection port 22 is in an open state increases, so the risk of a "puncture" can be reduced.
[0075] In this embodiment, the warning image 30 is erased when it is detected that the ejection opening 22 is in a closed state (the opening / closing member 23 is in a closed position). Note that if the warning image 30 is displayed for a certain period of time, the player will likely notice that the ejection opening 22 is in an open state, so the warning image 30 may be erased after a certain period of time has elapsed without judging whether the ejection opening 22 is in a closed state.
[0076] The following describes specific examples of improvements, modifications, and embodiments of the above-mentioned features of the attention-calling function for the lack of game balls in storage. Note that, to the extent possible, the following specific examples may be used in combination to form a configuration in which multiple features are combined.
[0077] ○Example 2-1 In the above embodiment, it has been explained that the display condition is that the player is playing a small win (a state where it is easy to obtain a bonus), but in addition to this, or instead, another display condition may be provided. The display condition may be one, or two or more.
[0078] (1) Example 2-1-1 For example, the display condition may be set to a game state where a big win via a small win can be expected. In the above embodiment, the display condition is set to the second game state because the probability of winning a big win via a small win is higher in the second game state (a state where the player should hit the right) than in the first game state (a state where the player should hit the left). By doing this, even during the performance of the variation in the second game state, if the ejection port 22 is in an open state, the warning image 30 is displayed, so that the probability that the player will know that the ejection port 22 is in an open state before the small win game actually occurs is increased.
[0079] (2) Example 2-1-2 Also, the display condition may be set to a state where the game ball is actually being removed through the outlet 22 (hereinafter referred to as the removed state). A sensor (removal detection sensor 22s) that detects the game ball that has passed through the outlet 22 is provided (see FIG. 12(a)). When a specified time has not elapsed since the removal detection sensor 22s detected the game ball (when a specified time has not elapsed since the last detection of the game ball), it is determined that the game ball is in the removed state where the game ball is continuously removed from the outlet 22. In other words, when the removal detection sensor 22s detects the game ball at intervals less than the specified time, it is determined that the game ball is in the removed state where the game ball is continuously removed from the outlet 22 (see FIG. 12(b)). The specified time is preferably about 10 seconds. In addition, when the present example is used, since it is true that the game ball is continuously removed from the outlet 22, a warning image 30 with the content "ball is being removed" can be displayed. Even if the ejection port 22 is in an open state, there is a low possibility that the balls will run out if the balls are not actually ejected, so the warning image 30 may be displayed when it is detected that the balls are being ejected, as in this example. This reduces the possibility that the player will become annoyed due to the warning image 30 being displayed too frequently (the warning image 30 being displayed in an unnecessary situation).
[0080] ○Example 2-2 In the above embodiment, it has been explained that the area which satisfies the conditions for winning a big win via a small win is the bonus area 10, but any other area may be configured as the bonus area 10 as long as the failure of the game ball to enter that area would be a major disadvantage to the player (simply assuming that the loss of a few to a few dozen balls does not constitute a major disadvantage).
[0081] A so-called V-variable machine is known as a publicly known gaming machine. In the V-variable machine, the condition for transitioning to a probability variable state (high probability state) is to make the game ball enter the V area that opens during a jackpot game. In order to prevent the ball from running out when the game ball should be shot aiming at the V area, the above-mentioned attention function is provided. For example, when a part of the multiple rounds that make up a jackpot game is a V round in which the V area is opened, and the ejection port 22 is in an open state during the V round, the attention image 30 can be displayed.
[0082] ○Example 2-3 The gaming machine 1 according to the above embodiment is provided with an upper tray 20 in which a launch storage space 21 is formed, and a lower tray 25 in which an auxiliary storage space 26 is formed, and it has been explained that gaming balls discharged from the discharge port 22 move to the auxiliary storage space 26, but such a configuration may be adopted in which the lower tray 25 (auxiliary storage space 26) is not provided. In other words, the gaming machine may be configured in such a way that gaming balls discharged from the discharge port 22 of the launch storage space 21 move directly to the outside (to a so-called dollar box or an automatic gaming ball counting device). Such a configuration (a gaming machine not provided with a lower tray 25) is well known, and therefore a detailed description thereof will be omitted.
[0083] ○Example 2-4 In the above embodiment, it has been described that the warning image 30 is displayed on the main display device 91 (display area 911 where the decorative pattern 80 indicating whether or not the player has won is displayed), but it may be displayed in other locations. Also, the warning may be issued by illuminating an illuminant provided in a specified location. For example, when the player is in a state where it is easy to obtain a bonus and the display conditions are met, an illuminant provided on the upper tray 20 may be illuminated (the illumination of the illuminant corresponds to the warning image 30. In other words, the warning image 30 need only be something that the player can visually grasp).
[0084] ○Example 2-5 The attention-calling function in the above embodiment has been described as displaying the attention image 30 in the display area 911. In addition to this, or instead of this, a sound (attention sound) that calls the player's attention may be output from the speaker 65 (see FIG. 1) when the ejection opening 22 is in an open state. The attention sound preferably includes characters that directly or indirectly indicate that the ejection opening 22 is in an open state or that game balls are exiting (are in an exiting state) from the launch storage space 21. In addition, the attention sound is preferably a sound that is not output when the ejection opening 22 is in a closed state.
[0085] ○Example 2-6 An image that directs the player's attention to the ejection opening 22 is displayed as the attention image 30. For example, an image including an arrow pointing to the ejection opening 22 is displayed as the attention image 30 (see FIG. 13). Considering the positional relationship between the display area 911 and the ejection opening 22 as in the above embodiment, an image including an arrow pointing to the lower left is displayed as the attention image 30. By doing so, the player who sees the attention image 30 will be directed to the ejection opening 22, thereby reducing the risk of ball burnout.
[0086] 4) Specific production 4-1) Specific sounds (candidate sounds) The gaming machine 1 according to this embodiment is capable of executing a specific effect (see FIG. 14) as an effect constituting an effect during variation. The specific effect is an effect in which an image for effect (effect image 40) is displayed in the display area 911 (see FIG. 14(a)) and a specific sound is output from the speaker 65 (see FIG. 14(b)). The specific form of the effect image 40 may be any. In this embodiment, an effect image 40 including a predetermined character is displayed in the display area 911. The specific sound is output during the period in which the effect image 40 is displayed (at least a part of the period in which the effect image 40 is displayed and the period in which the specific sound is output overlap).
[0087] The specific performance in this embodiment is a so-called chance-up performance that can occur in the first game state (special first game state). In other words, the probability (jackpot reliability) that the winning / losing lottery result corresponding to the variable performance including the specific performance is a jackpot is higher than the probability that the winning / losing lottery result corresponding to the variable performance not including the specific performance is a jackpot. In other words, the occurrence of the specific performance in the variable performance is a happy event for the player.
[0088] In this embodiment, a plurality of candidate sounds (hereinafter referred to as candidate sounds) that can be output as specific sounds are provided. In this embodiment, two types of candidate sounds, sound A (see FIG. 14(b-1)) and sound B (see FIG. 14(b-2)), are provided as candidate sounds. When a specific performance occurs, either sound A or sound B will be output (two or more candidate sounds will not be output in one specific performance). Here, whether the types of sounds (candidate sounds) are the same or different is determined by whether the melodies are the same or different. Sounds with the same melody are considered to be the same type, and sounds with different melodies (sounds with different pitches (tones) that make up the melody) are considered to be different types. Note that sounds with the same melody refer to sounds that are the same from start to finish (from the start to finish of sound output), and do not include sounds that are partially the same. In addition, the difference in volume (sound volume (sound pressure)) that increases or decreases by a volume adjustment means described later is not considered to be a factor that determines whether the types of sounds are the same or different. In other words, sounds with the same melody are considered to be the same type even if they are different in volume. In the drawings, differences in the melodies of the sounds are represented by different letters (for example, in FIG. 14, sound A is represented by the letter "baan" and sound B is represented by the letter "don").
[0089] In particular, in this embodiment, sound A is longer (its output time is longer) than sound B. In other words, sound A can be said to be a more noticeable sound than sound B. In this embodiment, the output time of sound A is 3 seconds, and the output time of sound B is 1.5 seconds.
[0090] 4-2) Volume adjustment means The gaming machine 1 according to this embodiment is equipped with a volume adjustment means that allows the player to change (adjust) the volume (loudness) of the sound output from the speaker 65 in stages at his / her own discretion. The volume adjustment means itself is well known, so a detailed description will be omitted. In this embodiment, the volume can be adjusted in five stages (from volume 1 (lowest volume) to volume 5 (highest volume)). However, the number of stages can be changed as appropriate.
[0091] Any operation method may be used to change the volume by the volume adjustment means. In this embodiment, the volume is changed by operating the left and right of the cross key 62, which is a type of operation means that the player can operate. Specifically, the volume is lowered by one step by operating one of the left and right of the cross key 62, and increased by one step by operating the other (see FIG. 15; FIG. 15 shows an example of an operation to increase the volume by two steps). In this embodiment, an image (volume image 50) indicating that the volume has changed as a result of the operation is performed is displayed in the display area 911 (see FIG. 15(b)(c)). In this embodiment, the volume can also be changed while the performance during the change is being performed. However, the volume cannot be changed while the performance during the change is being performed, and the volume can be changed in a state where the performance during the change is not being performed (standby state).
[0092] 4-3) Relationship between volume and specific sounds In this embodiment, the type of sound (candidate sound) output as a specific sound when a specific performance occurs differs between the state where the volume level by the volume adjustment means is at its maximum and the other states. In this embodiment, since volume 5 is the maximum, sound A is output as a specific sound when a specific performance occurs when the current volume is volume 5, and sound B is output as a specific sound when a specific performance occurs when the current volume is any of volume 1 to volume 4 (see FIG. 14(b)). The reference time point for determining the current volume can be set appropriately. In this embodiment, the volume at the start of a variable performance is set as the "current volume". For example, if the volume is changed from 4 to 5 while a certain variable performance is being executed, the volume in the certain variable performance is set to volume 4, and the volume in the next variable performance is set to volume 5. Alternatively, a configuration in which the start time of a specific performance is set as the reference time point may be used.
[0093] When the volume is set to maximum, it is highly likely that the player is looking for a flashy game. Therefore, in this embodiment, the type of specific sound output is made different when the volume is set to maximum and when it is not, so as to improve the entertainment value of the game by following the player's request (desired game) inferred from the set volume.
[0094] In particular, in this embodiment, sound A, which is output as a specific sound when the volume is at maximum, has a longer output time than sound B, which is output as a specific sound when the volume is not at maximum. In other words, for a player who is likely to want to play with a flashy game with the volume at maximum, a longer specific sound is output, resulting in a flashy specific effect.
[0095] The following describes specific examples of improvements, modifications, and embodiments of the above-mentioned specific performance-related matters. In addition, to the extent possible, the following specific examples may be used to apply a combination of multiple items.
[0096] ○Example 3-1 In the above embodiment, it was explained that the type of sound (candidate sound) output as a specific sound differs depending on whether the volume selected by the player is maximum or not, but a different setting may also be used.
[0097] (1) Example 3-1-1 For example, the type of sound (candidate sound) output as a specific sound is different when the volume selected by the player is the minimum and when it is not. As in the above embodiment, if the number of adjustable levels of volume is five, volume 1 to volume 5, the type of sound (candidate sound) output as a specific sound is different when volume 1 is set and when any of volume 2 to volume 5 is set (see FIG. 16). When the volume is set to the minimum, it is highly likely that the player is looking for a quiet game. Therefore, the type of specific sound output is different when the volume is set to the minimum and when it is not, so as to improve the entertainment value of the game by following the player's request (desired game).
[0098] As in the above embodiment, if sound A is longer (has a longer output time) than sound B, it is preferable to output sound B as the specific sound when the volume selected by the player is the minimum (volume 1), and sound A in other cases (any of volumes 2 to 5) (see FIG. 16(b)). In other words, for a player who is likely to be looking for a quiet game with the volume set to minimum, it is preferable to output a shorter specific sound, resulting in a more subtle specific effect.
[0099] (2) Example 3-1-2 It is not necessary to adopt a configuration in which the criterion for determining the type of specific sound to be output is whether the volume selected by the player is maximum or minimum, as in the above embodiment and specific example 3-1-1. For example, the type of sound output as the specific sound may be different when the selected volume is either volume 1 or volume 2, and when it is either volume 3 to volume 5 (see FIG. 17). It is assumed that the player is more likely to desire a relatively flashy game when the volume is set to any of volume 3 to volume 5 than when the volume is set to any of volume 1 or volume 2, and the type of sound output as the specific sound is different between the former and latter cases.
[0100] As in the above embodiment, if sound A is longer (has a longer output time) than sound B, it is preferable that sound B is output as the specific sound when the volume selected by the player is either volume 1 or volume 2, and sound A is output when the volume selected by the player is any of volumes 3 to 5 (see FIG. 17(b)). In other words, a shorter specific sound is output for a player who is likely to want a relatively quiet game, and a longer specific sound is output for a player who is likely to want a relatively flashy game, thereby providing a specific performance that meets the player's needs.
[0101] Note that using the volume 2 and volume 3 as the boundary (standard) is merely an example. For example, the type of sound output as the specific sound may be different when the selected volume is any of volume 1 to volume 3 and when the selected volume is any of volume 4 and volume 5.
[0102] ○Example 3-2 In the above embodiment, two types of sounds, sound A and sound B, are provided as sounds (candidate sounds) that can be output as specific sounds. However, three or more types of candidate sounds may be provided. For example, three types of sounds, sound A, sound B, and sound C, may be provided as candidate sounds. In this case, the selectable volume levels are divided into three, and one type of sound is associated with each of them. If the selectable volume levels are five levels, volume 1 to volume 5, as in the above embodiment, the five levels are divided into three, and one type of sound is associated with each of them. For example, if the volume selected by the player is volume 5 (maximum), sound A is output as the specific sound, if the volume is volume 2 to volume 4, sound B is output as the specific sound, and if the volume is volume 1 (minimum), sound C is output as the specific sound (see FIG. 18).
[0103] In the above case, it is preferable to set the length of output time so that sound A is longer than sound B, and sound B is longer than sound C (sound A>sound B>sound C). In other words, it is preferable that the larger the selected volume, the longer the output time of the sound to be output as the specific sound.
[0104] ○Example 3-3 A configuration may be adopted in which multiple types of effects are set as the specific effects. In this case, multiple candidate sounds that can be output are provided for each of the multiple types of specific effects, and which candidate sound is output as the specific sound is determined according to the set volume.
[0105] For example, a first specific performance (see FIG. 19(a)) in which a first performance image 41 is displayed in the display area 911, and a second specific performance (see FIG. 19(c)) in which a second performance image 42 (an image in a different aspect from the first performance image 41) is displayed may occur. Sound A1 (see FIG. 19(b-1)) and a different type of sound B1 (see FIG. 19(b-2)) are provided as sounds (first candidate sounds) that may be output when the first specific performance occurs, and sound A2 (see FIG. 19(d-1)) and a different type of sound B2 (see FIG. 19(d-2)) are provided as sounds (second candidate sounds) that may be output when the second specific performance occurs. When the first specific performance is executed, sound A1 is output when volume 5 is set, and sound B1 is output when any of volumes 1 to 4 is set. When the second specific performance is executed, sound A2 is output when volume 5 is set, and sound B2 is output when any of volumes 1 to 4 is set.
[0106] By following this example, a gameplay feature is realized in which a sound (specific sound) is output according to the volume selected by the player (the type of gameplay the player desires as inferred from the selected volume) for multiple types of effects (specific effects) that can be executed during a variable performance.
[0107] ○Example 3-4 The specific performance is set to be a so-called confirmed performance. In other words, if a specific performance occurs during a variation performance, it is confirmed that the winning / losing lottery result (target winning / losing lottery result) corresponding to the variation performance will be a jackpot. In addition, in the case of a configuration in which winning a so-called small win is essentially linked to winning a jackpot, it is assumed that "winning a small win = winning a jackpot." In other words, the occurrence of a specific performance during a certain variation performance is deemed to confirm winning a small win or a jackpot (so-called direct win) (winning a jackpot via a small win or direct win is confirmed).
[0108] In this case, the specific sound (one of a plurality of candidate sounds) output in the specific performance is a sound indicating that a big win has been confirmed (so-called confirmation sound). This type of confirmation sound is a sound that attracts the attention of other players, so the type of sound output as the confirmation sound is made different depending on the volume set by the player. For example, when volume 5 is selected, it is highly likely that the player is looking for a conspicuous game, so a more conspicuous sound A is output as the confirmation sound, and when any of volumes 1 to 4 is selected, it is highly likely that the player is looking for a less conspicuous game, so sound B (less conspicuous than sound A) is output. There are various methods for making sound A a more "conspicuous" sound than sound B. For example, it is possible to set the output time of sound A to be longer than that of sound B.
[0109] ○Example 3-5 Although the specific performance in the above embodiment is described as a performance that can occur as a component of the performance during the change, it may be a performance that can occur while the performance during the change is not being executed. For example, it may be a performance that can occur as a component of the performance executed during a big win game.
[0110] Although the embodiment of the present invention has been described in detail above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the gist of the present invention.
[0111] It has been explained that the gaming machine 1 in the above embodiment has a so-called "two-type" gameplay that makes it possible to win a jackpot via a small win. However, except for the configuration that is only possible with the "two-type" gameplay, the configuration described in the above embodiment can also be applied to a gaming machine in which it is not possible to win a jackpot via a small win (a "one-type" gaming machine).
[0112] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0113] ○Means 1-1 The present invention is provided with a winning / losing lottery means for executing a first winning / losing lottery based on first lottery information acquired upon the entry of a game ball into a first starting area, and a second winning / losing lottery based on second lottery information acquired upon the entry of a game ball into a second starting area, and an opening / closing mode setting means capable of switching between a low opening / closing mode and a high opening / closing mode in which the second starting area is more likely to be opened than the low opening / closing mode, and a normal first game state in which the low opening / closing mode is set as a first game state in which a game ball should be launched aiming at the first starting area, and a high opening / closing mode in which the high opening / closing mode is set but the high opening / closing mode is set but the normal first game state is set as a first game state in which the game ball should be launched aiming at the first starting area, a special first game state in which the opening time of the second starting area is short and it is disadvantageous to the player to launch the game ball aiming at the second starting area; a second game state in which the high opening / closing mode is set and the opening time of the second starting area is longer than when the special first game state is set, in which a game ball should be launched aiming at the second starting area, and when the first win / loss lottery is not a win, there is a possibility of transitioning to the second game state in the normal first game state, but there is no possibility of transitioning to the second game state in the special first game state. According to the gaming machine, an interesting gameplay can be realized in which a first gaming state usually provides an opportunity to transition to a second gaming state.
[0114] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that it enters the normal first gaming state after a specified reset operation that cannot be performed by the player is performed. In this way, a game feature can be realized in which there is a chance to transition to the second game state after the reset operation is performed.
[0115] ○Means 1-3 A gaming machine as described in means 1-1 or 1-2, characterized in that in the normal first gaming state, if the first win / loss lottery is not a win and the game does not transition to the second gaming state, the game transitions to the special first gaming state. In this way, if the right to transition to the second game state is not acquired in the normal first game state, a transition to a special first game state (a first game state in which there is no possibility of transitioning to the second game state when the first win / loss lottery is not a win) is made, and a gameplay feature is realized in which the player is unable to enjoy the benefits of the normal first game state.
[0116] ○Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that after the winning game, which is executed when the first win / lose lottery or the second win / lose lottery is a win, ends, there is no possibility of transitioning to the normal first gaming state. By configuring the game so that the game does not normally transition to the first game state after a winning game, the game can be made such that there is no loss even if the player stops playing immediately after the winning game.
[0117] ○Means 2-1 A gaming machine comprising: a launching device for launching gaming balls; a space for storing the gaming balls sequentially launched by the launching device, the gaming ball storage space being provided with an outlet through which the stored gaming balls can be extracted; and a display means capable of displaying a warning image to alert a player when a predetermined display condition is satisfied in an open state in which the outlet is open. According to the gaming machine described above, it is possible to reduce the risk that a player will suffer a disadvantage due to the withdrawal port being in an open state.
[0118] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that a bonus area is provided into which the entry of a gaming ball is a condition for granting a bonus, and one of the display conditions is set to be a state in which a bonus is easily obtained, in which the gaming ball should be launched toward the bonus area that the gaming ball can enter. By doing so, the risk of the bulb burning out when the bonus is easily obtained can be reduced.
[0119] ○Means 2-3 The gaming machine described in Means 2-1 or 2-2 is characterized in that it is provided with a removal detection sensor that detects a gaming ball that has passed through the removal opening, and one of the display conditions is set to be in a removed state in which a specified time has not yet elapsed since the gaming ball was detected by the removal detection sensor. In this way, a warning image may be displayed when it is detected that a gaming ball is actually coming out of the outlet.
[0120] ○Means 3-1 A gaming machine comprising: a volume adjustment means that allows a player to gradually change the volume output from a speaker; and an effect execution means that can execute a specific effect accompanied by a specific sound, wherein the specific effect is one of a plurality of candidate sounds having different characteristics that are output as the specific sound, and which of the plurality of candidate sounds is output as the specific sound is determined based on the currently set volume level. According to the gaming machine, an interesting gaming feature is realized in that the sound (specific sound) output during a specific performance changes according to the set volume.
[0121] ○Means 3-2 The gaming machine described in means 3-1 is characterized in that the type of candidate sound output as the specific sound differs between a state in which the currently set volume level is at maximum and a state in which the currently set volume level is not at maximum. Since it is highly probable that the player desires to play in a flashy manner when the volume is at maximum, it is advisable to make the specific sound output when the volume is at maximum different from the specific sound output when the volume is not at maximum.
[0122] ○Means 3-3 The gaming machine described in means 3-2 is characterized in that the candidate sound output as the specific sound when the currently set volume level is at the maximum is longer than the candidate sound output as the specific sound when the currently set volume level is not at the maximum. Since it is highly probable that the player desires a flashy play when the volume is at maximum, it is advisable to make the specific sound output when the volume is at maximum longer than the specific sound output when the volume is not at maximum.
[0123] ○Means 3-4 The gaming machine described in means 3-1 is characterized in that the type of candidate sound output as the specific sound differs between a state in which the currently set volume level is the minimum and a state in which the currently set volume level is not the minimum. Since it is highly probable that the player desires quiet play when the volume is at minimum, it is advisable to make the specific sound output when the volume is at minimum different from the specific sound output when the volume is not at minimum.
[0124] ○Means 3-5 The gaming machine described in means 3-4 is characterized in that the candidate sound output as the specific sound when the currently set volume level is at the minimum is shorter than the candidate sound output as the specific sound when the currently set volume level is not at the minimum. Since it is highly probable that the player desires quiet play when the volume is at minimum, it is advisable to make the specific sound output when the volume is at minimum shorter than the specific sound output when the volume is not at minimum.
[0125] ○Means 3-6 A gaming machine described in any one of means 3-1 to 3-5, characterized in that when the specific effect occurs as part of an effect during the change from when the decorative pattern indicating the result of the win / lose lottery starts to change until it stops in a manner corresponding to the result of the win / lose lottery, the result of the win / lose lottery is determined to be a win. When the specific effect is a so-called confirmation effect, the specific sound is a so-called confirmation sound that will attract the attention of other players. By doing as described above, a game feature is realized in which different types of confirmation sounds (specific sounds) are output according to the set volume. [Explanation of symbols]
[0126] 1. Gaming machines 10. Bonus Area 20 Upper plate 21 Launch storage space (21a downstream space 21b upstream space) 22 Exit 22s Removal detection sensor 23 Opening and closing parts 30 Attention Images 40 Production images 62 Cross key 65 Speaker 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 80 Decorative pattern (80L Left decorative pattern 80R Right decorative pattern 80C Center decorative pattern) 80g decorative pattern group (80gL left decorative pattern group 80gR right decorative pattern group 80gC center decorative pattern group) 904 starting area (904a first starting area 904b second starting area) 905 Normal area (905L Left normal area (general winning area) 905R Right normal area) 906 Big Winners Area 91 Display device 911 Display area
Claims
[Claim 1] A winning / losing lottery means for executing a first winning / losing lottery based on first lottery information acquired as a trigger of the game ball entering the first starting area, and a second winning / losing lottery based on second lottery information acquired as a trigger of the game ball entering the second starting area; An opening / closing mode setting means for switching between a low opening / closing mode and a high opening / closing mode in which the second starting region is more likely to be opened than in the low opening / closing mode; Equipped with As a first game state in which the game ball should be launched aiming at the first starting area, A normal first gaming state in which the low opening / closing mode is set; A special first game state in which the high opening / closing mode is set but the opening time of the second starting area is short, and it is disadvantageous for a player to launch a game ball aiming at the second starting area; is set, A second game state is set in which a game ball should be launched aiming at the second starting area, the high opening / closing mode is set, and an opening time of the second starting area is longer than when the special first game state is set; When the first winning / losing lottery is not a winning result, there is a possibility that the normal first gaming state will transition to the second gaming state, but there is no possibility that the special first gaming state will transition to the second gaming state, In the normal first gaming state, if the first winning / losing lottery is not a winning result and the game does not transition to the second gaming state, the game is transitioned to the special first gaming state; In the first gaming state, a specific win and a normal win are provided as wins that may be obtained when the first win / loss lottery is a win, The specific winning is a winning game that transitions to the second gaming state after the winning game ends, The normal winning state transitions to the normal first gaming state after the winning game ends. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2022044453A
Game machine
JP2022186483A