Gaming Machines

By designing performance execution units and storage units in game consoles, using variable performance and fast holding information, the problem of insufficient fun in existing game consoles in read-out performance is solved, and a higher quality of gaming experience is achieved.

JP7663217B2Active Publication Date: 2025-04-16SANSEI R&D KK
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Patent Information

Application Number
JP2020211700
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-12-21
Publication Date
2025-04-16
Estimated Expiration
2040-12-21

AI Technical Summary

Technical Problem

When performing pre-read performance of existing gaming consoles, it is difficult to improve the fun of the gaming experience.

Method used

A gaming machine is designed that includes a performance execution unit and a storage unit. The performance execution unit performs variable performance when the recognition mode changes, and adjusts it according to the judgment result of winning or losing from the process from the beginning to the recognition mode changes and stopping. The storage unit stores variable performance information related to win or lose and provides fast holding information under certain conditions for special read-out effects.

Benefits of technology

Through fast holding information and special pre-reading effects, the game console can significantly improve the fun of the game and provide a more dynamic and attractive gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of executing a read-ahead performance for increasing amusement of a game.SOLUTION: A game machine 1 includes: performance execution means for executing a varying performance until an identification pattern 80 is stopped in a mode corresponding to a winning / losing determination result after the identification pattern 80 for showing a winning / losing lottery result starts to be varied; and storage means for storing winning / losing lottery information in which the corresponding varying performance is not started as reservation information from among winning / losing lottery information used for a winning / losing lottery. The game machine 1 sets one or a plurality of continuous pieces of reservation information in which order of starting the corresponding varying performance is earlier as object reservation information from among the reservation information stored in the storage means as a performance for composing the varying performance, and can execute a particular read-ahead performance that can occur when variation time required for an object varying performance as the varying performance corresponding to the object reservation information is equal to or less than reference time.SELECTED DRAWING: Figure 18
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Description

[Technical field]

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

[0002] Gaming machines capable of executing so-called pre-reading performances are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-120832 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine capable of executing a pre-reading performance that improves the entertainment value of the game. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises an effect execution means for executing a during-variation effect from the start of the variation of an identifying pattern indicating the result of a win / lose lottery until the identifying pattern stops in a manner according to the win / lose judgment result, and a storage means for storing, as pending information, the win / lose lottery information used in the win / lose lottery for which the corresponding during-variation effect has not yet started, and is characterized in that, as an effect constituting the during-variation effect, one or more consecutive pending information among the pending information stored in the storage means that is the earliest in the order in which the corresponding during-variation effect is started is treated as target pending information, and a special pre-reading effect that can occur when the variation time required for the target during-variation effect, which is the during-variation effect corresponding to the target pending information, is less than a reference time, is capable of being executed. Effect of the Invention

[0006] The gaming machine according to the present invention is capable of executing a look-ahead presentation that enhances the entertainment value of the game. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a schematic diagram showing the entire gaming machine (front view). [Diagram 2] FIG. 2 is a front view of the game board and the display device unit (a diagram for explaining the game area). [Diagram 3] A diagram showing the identification patterns and reserved patterns displayed in the display area. [Figure 4] This is a diagram showing the aisle on the right side of the game area and the relative positions of each area (the game pins are not shown). [Diagram 5] FIG. 13A is a diagram for explaining each game state, and FIG. 13B is a diagram for explaining the transition of the game state. [Figure 6] This is a diagram for explaining the mode of entry display during the second special jackpot game (prescribed unit game). [Figure 7] A diagram for explaining the mode of entry display during small win play (non-fixed unit play). [Figure 8] A diagram to explain that the entry display is reset even in the middle of a unit game. [Figure 9] This figure explains that even if the previous unit game is a specified unit game and the subsequent unit game is an indefinite unit game, the mode of the entry display (the number of reference images) displayed at the end of the previous unit game is carried over to the start of the subsequent unit game. [Figure 10] This figure explains that even if the previous unit game is an indefinite unit game and the subsequent unit game is a specified unit game, the mode of the entry display (the number of reference images) displayed at the end of the previous unit game is carried over to the start of the subsequent unit game. [Figure 11] This is a diagram to explain that the reference image is also displayed for excess entries (over-winning entries) (the manner of the entry display also changes due to excess entries). [Figure 12]FIG. 13 is a diagram for explaining specific example 1-2. [Figure 13] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 14] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 15] FIG. 13 is a diagram for explaining specific example 1-6. [Figure 16] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 17] This is a diagram showing the relationship between the fluctuation time (fluctuation pattern) in the second special state and the win / lose lottery result (○ indicates a pattern that may occur, × indicates a pattern that may not occur. For example, a jackpot will not occur with a fluctuation time of 0.5 seconds). [Figure 18] This is a diagram to explain the special look-ahead performance (each aspect of the special look-ahead performance). [Figure 19] A figure to explain an example in which a special pre-reading effect displays a performance image over two or more variations. [Figure 20] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 21] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 22] FIG. 11 is a diagram for explaining specific example 2-3 (using the third mode presentation as an example for explanation). [Figure 23] FIG. 1 is a diagram (part 1) for explaining specific example 2-4. [Figure 24] FIG. 2 is a second diagram for explaining specific example 2-4. [Diagram 25] FIG. 13 is a diagram for explaining specific example 2-8. [Figure 26] FIG. 13 is a diagram for explaining specific example 2-9. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of the gaming machine A gaming machine 1 (pachinko gaming machine) according to one embodiment of the present invention will be described in detail below with reference to the drawings. First, a basic configuration of the gaming machine 1 will be briefly described with reference to Figs. 1 and 2. In the following description, unless otherwise specified, the term "image" includes both moving images and still images. In addition, each area described below is provided with a sensor (not shown) capable of detecting a gaming ball, and the sensor detects whether or not the gaming ball has entered (won) each area. For example, "a gaming ball has entered (won) an XX area" strictly means that a sensor provided in the XX area has detected a gaming ball.

[0009] A launching device 908 for launching game balls is provided on the housing of the gaming machine 1. By operating the launching device 908, game balls stored in an upper tray 909a are launched. So-called prize balls are paid out to the upper tray 909a, and game balls that overflow from the upper tray 909a are sent to the lower tray 909b.

[0010] A play area 902 where the launched game balls arrive can be seen through a transparent plate 906. The gaming machine 1 is equipped with a game board 90 on which the play area 902 is formed on the front side. The game board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding the game balls launched by operating a launching device 908 (launching handle) to the play area 902 is provided so as to have a substantially arc shape.

[0011] The game area 902 is provided with starting areas (first starting area 21, second starting area 22), a big prize area 10, an outlet 907, etc. A display area 911 of the display device 91 which executes various effects is an area which can be seen through an opening 901 formed in the game board 90. The shape, etc. of the display area 911 can be changed as appropriate (the shape, etc. of the display area 911 can be changed by changing the shape and size of the opening 901, or the shape and size of the display device 91 itself).

[0012] 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.

[0013] In such a gaming machine 1, gaming balls are shot 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 big winning area 10, a predetermined number of prize balls are paid out by the payout device.

[0014] The description of other components of the gaming machine 1 will be omitted. For these components, the same structures as those of known gaming machines can be applied.

[0015] 2) Win / lose lottery The winning / losing lottery executed in this embodiment is divided into a special pattern lottery (hereinafter, sometimes referred to as a special pattern lottery) and a normal pattern lottery (hereinafter, sometimes referred to as a normal pattern lottery). Each lottery will be explained below. In the following explanation, when the winning / losing lottery (winning / losing judgment) is simply mentioned without any special specification, it refers to the special pattern lottery.

[0016] 2-1) Special drawing lottery The special drawing lottery is executed by a winning / losing lottery (special drawing lottery) means provided on a control board (not shown) when a game ball enters a starting area (first starting area 21 (so-called starting area of ​​special drawing 1), second starting area 22 (so-called starting area of ​​special drawing 2)). Specifically, when a game ball enters the starting area, a numerical value (hereinafter, sometimes referred to as winning / losing lottery information. Hereinafter, the winning / losing lottery information obtained by the game ball entering the first starting area 21 is referred to as the first winning / losing lottery information, and the winning / losing lottery information obtained by the game ball entering the second starting area 22 is referred to as the second winning / losing lottery information) is obtained from a random number source. In this embodiment, three modes are set as possible results of the special drawing lottery: "big win", "small win", and "loss". If the above numerical value is the same as the predetermined big win numerical value, it is a big win, if it is the same as the small win numerical value, it is a small win, and if it is neither a big win nor a small win, it is a loss. In addition, a "small win" is set up so that it cannot be won in a win / lose lottery based on the first win / lose lottery information (first win / lose lottery), but can be won in a win / lose lottery based on the second win / lose lottery information (second win / lose lottery).

[0017] In this embodiment, two first starting areas 21 and one second starting area 22 are provided as starting areas (see FIG. 2). An open first starting area 21a and an open / close first starting area 21b are provided as the first starting area 21. The open first starting area 21a is provided under the display area 911 and is an area that is always open (the game ball can always pass through). There is a possibility that the game ball will enter the open first starting area 21a by a so-called left hit (the game ball is launched so that it flows down the left side of the display area 911). In this embodiment, there is no possibility that the game ball will enter the open first starting area 21a by a so-called right hit (the game ball is launched so that it flows down the right side of the display area 911).

[0018] The opening and closing first starting area 21b has an entrance that is opened and closed by the opening and closing member 211 for starting (a so-called "electric chute"). The opening and closing member 211 for starting can move back and forth between a closed position (original position) that closes the entrance of the opening and closing first starting area 21b, and an open position that opens the entrance. When the opening and closing member 211 for starting is in the closed position, it is impossible for a game ball to enter the opening and closing first starting area 21b. The opening and closing member 211 for starting in this embodiment slides back and forth along the bottom surface of the passage through which the game ball passes, and when it is in the closed position (positioned at the front end), it forms a part of the bottom surface of the passage. Therefore, when the opening and closing member 211 for starting is in the open position (positioned at the rear end), it is in a state where a "hole" is opened in the passage. Therefore, if the starting opening / closing member 211 is in the open position when the game ball reaches the first opening / closing starting area 21b, the game ball will enter the first opening / closing starting area 21b without fail (unless the game ball makes an extremely irregular movement).

[0019] The second starting area 22 is an area that is always open (where the game ball can always pass through). In this embodiment, if a right-handed hit is made, the game ball will enter the second starting area 22 relatively easily. Looking at it from the other way around, it is impossible to make a right-handed hit so that the game ball will not enter the second starting area 22 (so that the second win / lose lottery information is not obtained). The second starting area 22 in this embodiment is of a "gate" type through which the game ball passes (the "gate" is large enough that two or more game balls cannot be lined up side by side in the width direction). It may also be of a type in which the game ball that enters the area is taken in.

[0020] In this embodiment, the winning / losing lottery result is notified by the combination of the identification symbols 80, as in the known gaming machine. In the case of a big win, the identification symbols 80 (see FIG. 3) become a big win combination (for example, three of the same symbols). In the case of a small win, the identification symbols 80 become a small win combination (for example, a combination consisting of the identification symbols 80 of "3" and "7"). Any other combination indicates a loss. The performance from the start of the change of the identification symbols 80 to the stop of the combination corresponding to the winning / losing lottery result is called the "changing performance" (the period during which the "changing performance" is being executed is the so-called (symbol) changing period). The above numerical value is also used to determine the content of the changing performance. Although not shown, a pattern (small pattern) different from the identification symbols 80 may be displayed smaller than the identification symbols 80 (near the outer edge of the display area 911). At the conclusion of the variation performance, the appearance of the small symbol (one small symbol or a combination of multiple small symbols) will depend on the result of the winning / losing lottery. The small symbol is always displayed during the variation performance (it functions as an auxiliary symbol when the identification symbol 80 is not displayed).

[0021] In this embodiment, basically, the corresponding in-change performance is started in the order in which the winning / losing lottery information was acquired (the identification pattern 80 starts changing). More specifically, the result of the winning / losing lottery (first winning / losing lottery) based on the first winning / losing lottery information is notified (the special chart 1 changes) and the result of the winning / losing lottery (second winning / losing lottery) based on the second winning / losing lottery information is notified (the special chart 2 changes) at the same time ("special chart 1 and special chart 2 simultaneous changes"). However, when the first winning / losing lottery information is newly acquired, if the winning / losing lottery result based on the first winning / losing lottery information acquired earlier is notified (when changing), the newly acquired first winning / losing lottery information is stored in a storage means provided on a control board (not shown) as "first pending information" until the corresponding in-change performance is started. Similarly, when new second winning / losing lottery information is acquired and the winning / losing lottery result based on the previously acquired second winning / losing lottery information is being announced (during the change), the newly acquired second winning / losing lottery information is stored as "second pending information" in a storage means provided on a control board (not shown) until the corresponding during-change performance is started. The pending information can be said to be a subordinate concept to the winning / losing lottery information. In this embodiment, the maximum number of first pending information and second pending information that can be stored is four each. The numerical value stored as pending information is used for the winning / losing lottery at the time the during-change performance is started.

[0022] A reserved pattern 70, which is a mark indicating the presence of winning / losing lottery information, is displayed in a display area 911 of the display device 91. Specifically, the reserved patterns 70 are displayed in the display area 911 of the display device 91 so as to be arranged in the order in which the numerical values ​​for executing the winning / losing lottery were acquired (see FIG. 3). Specifically, a pending pattern 71 during change indicating the presence of winning / losing lottery information (so-called "relevant pending change") in which the during change performance has started but not ended (the notification of the winning / losing lottery result has not been completed) and a pending pattern 72 before change indicating the presence of winning / losing lottery information (reserved information) in which the during change performance has not started are displayed. These pending patterns 70 are displayed so as to be arranged in the order in which the corresponding during change performance starts (so-called consumption order). Also, although not shown, depending on the game state, one of the reserved pattern 70 (first reserved pattern; special pattern 1 reserved) indicating the presence of the first winning / losing lottery information and the reserved pattern 70 (second reserved pattern; special pattern 2 reserved) indicating the presence of the second winning / losing lottery information is displayed, but the other is not displayed (note that in each figure, the first reserved pattern and the second reserved pattern are illustrated without distinction). As will be described in detail later, depending on the game state, the player will take one of the first winning / losing lottery and the second winning / losing lottery as the "main" (playing to win a big prize or a small prize in the winning / losing lottery to be taken depending on the game state. Hereinafter, sometimes referred to as the main lottery), and one of the reserved patterns 70 (one of the first reserved pattern and the second reserved pattern) corresponding to the main lottery is displayed, and the other reserved pattern 70 is not displayed.

[0023] 2-2) General lottery The normal lottery is executed by a winning / losing lottery (normal lottery) means provided on a control board (not shown) when the game ball enters the normal starting area 28 (so-called "through"). The normal starting area 28 is provided in the area where the game ball enters by hitting with the right hand (see FIG. 2). If the game ball is hit with the right hand continuously, it will enter the normal starting area 28 relatively easily. When the normal lottery is won, the start opening / closing member 211 is displaced from the closed position to the open position. In other words, the opening / closing first starting area 21b is opened. The method of notifying the result of the normal lottery is well known, so explanation and illustration are omitted. A pattern or the like showing the result of the normal lottery may be displayed in the display area 911, or the result may be notified by a lamp or the like provided outside the display area 911. The player can play the game without paying attention to the result of the regular drawing, simply by firing the game ball according to the game status (the result of the regular drawing is shown less conspicuously than the result of the special drawing).

[0024] 3) Game status In this embodiment, as states with different probabilities of winning a jackpot through special drawing (first win / lose drawing and second win / lose drawing), a low probability state with a low probability and a probability variable state (probability fluctuating state) with a higher probability than the low probability state are set (see FIG. 5(a)). Since the ease of winning a jackpot is different, it can be said that the probability variable state is a more advantageous gaming state for the player than the low probability state. In this embodiment, the jackpot probability in the low probability state is set to about 1 / 319, and the jackpot probability in the probability variable state is set to about 1 / 35. Note that in either state, the jackpot probability through the first win / lose drawing (special drawing 1) and the jackpot probability through the second win / lose drawing (special drawing 2) are the same.

[0025] The small win cannot be won in the first winning lottery, but can be won in the second winning lottery. The probability of winning the small win in the second winning lottery is set to about 1 / 1.05. In other words, it is relatively easy to win a small win. In this embodiment, the probability of winning the small win is the same whether in the low probability state or the high probability state.

[0026] The low probability state is a state in which the probability of winning the regular lottery is low. The winning probability in this embodiment is approximately 1 / 500 (the winning probability may be 0). Because of this setting, even if you hit the right side in the low probability state, the start opening and closing member 211 will not be displaced to the open position and the opening and closing first start area 21b will not be opened. In other words, it is a state in which there is no so-called electric chute support ("no electric support" state).

[0027] As the probability variation state, a first probability variation state and a second probability variation state are set. The second probability variation state is a state more advantageous to the player than the first probability variation state. Specifically, the first probability variation state and the second probability variation state have the same jackpot probability, but the probability of winning the normal lottery is different. The first probability variation state is a state in which the probability of winning the normal lottery is high. That is, it is a state in which there is a so-called electric chute support (a "electric support available" state). In this embodiment, the probability of winning the normal lottery in the first probability variation state is about 1 / 1.01. That is, the normal lottery is easily won, and the start opening / closing member 211 is displaced to the open position to open the first opening / closing starting area 21b. On the other hand, the second probability variation state is a state in which the probability of winning the normal lottery is low (a "no electric support" state). As described above, the probability of winning the normal lottery is about 1 / 500.

[0028] If we express this as "high / low probability of winning / presence of electric chute support (electric support)", the low probability state is a "low probability / no electric support" state. The first special probability state is a "high probability / with electric support" state. The second special probability state is a "high probability / no electric support" state. The reason why the second special probability state with no electric chute support is a more advantageous state for the player than the first special probability state will be explained later.

[0029] 4) Jackpot games 4-1) Basic configuration When a jackpot is won (when the identification symbols 80 form a combination indicating a jackpot), the game moves to a jackpot game state in which the jackpot area 10 (see FIG. 2, etc.) is opened. The jackpot area 10 is provided in a position into which a gaming ball launched by a right hit may enter. In this embodiment, there is no possibility of a gaming ball entering the jackpot area 10 when a so-called left hit is performed.

[0030] A jackpot game includes multiple unit games. Each unit game is a game for what is called "one round." For example, a "10-round jackpot" is a jackpot game including 10 unit games. In each unit game, the jackpot area 10, which is normally closed, is opened until a predetermined closing condition (ending condition) is met. In each unit game, a display is made (round display 30; for example, if it is the first unit game, a display such as "1R" or "1ROUND") indicating which unit game constitutes the jackpot game it is (see FIG. 6, etc.).

[0031] The entrance of the big prize area 10 is opened and closed by the big prize opening and closing member 11. The big prize opening and closing member 11 can move back and forth between a closed position (original position) where the entrance of the big prize area 10 is closed and an open position where the entrance is opened (so-called slide attacker). When the big prize opening and closing member 11 is in the closed position, it is impossible for the game ball to enter the big prize area 10. The big prize opening and closing member 11 in this embodiment slides back and forth along the bottom surface of the passage through which the game ball passes, and when in the closed position (positioned at the front end), it forms part of the bottom surface of the passage. Therefore, when the big prize opening and closing member 11 is in the open position (positioned at the rear end), the passage is in a state where a "hole" is opened. Therefore, if the big prize opening and closing member 11 is in the open position at the stage when it reaches the big prize area 10, all the game balls will enter the big prize area 10 (unless they move in an extremely irregular manner). In this embodiment, when one gaming ball enters the big prize area 10, the number of payout balls (number of winning balls) is ten.

[0032] In this embodiment, the closing condition (termination condition) is set to either that a predetermined number of game balls have won since the start of the unit game (winning condition) or that a predetermined time (e.g., 29.5 seconds) has elapsed since the start of the unit game (time condition). The number of winning game balls set as the winning condition is a number called the "count number" (C). In this embodiment, C is set to 9. If the player continues to shoot game balls aiming at the big prize area 10 (if the player hits to the right), a predetermined number of game balls will win in one unit game. In other words, if the player continues to shoot game balls aiming at the big prize area 10, the winning condition is met and the unit game ends.

[0033] In this embodiment, the first round of unit games (initial unit games) is started when the game ball enters the second starting area 22. Therefore, the first round of unit games will not start unless the player hits the right button after winning a jackpot. However, this is not necessarily the case. The first round of unit games may be automatically started after winning a jackpot.

[0034] 4-2) Type The types of jackpots (games) can be categorized according to the game state after the jackpot game ends (without considering the number of rounds) as follows. First, they are roughly categorized into low probability jackpots (normal jackpots) and probability variable jackpots. A low probability jackpot is one in which the game state after the jackpot game ends is a low probability state. A probability variable jackpot is one in which the game state after the jackpot game ends is a probability variable state.

[0035] The probability variable jackpot is divided into a first probability variable jackpot and a second probability variable jackpot. The first probability variable jackpot is a jackpot in which the game state after the jackpot game ends becomes the first probability variable state. The second probability variable state is a jackpot in which the game state after the jackpot game ends becomes the second probability variable state (however, this is subject to the game ball entering the special area 13 described later).

[0036] 4-3) Special area A special area 13 is provided within the large prize area 10 (see Figs. 2 and 4). Since the entrance of the special area 13 is located within the large prize area 10, only game balls that have entered the large prize area 10 can enter the special area 13. An opening / closing member (hereinafter referred to as the special opening / closing member 131) that opens and closes the entrance is provided at the entrance of the special area 13. The special opening / closing member 131 reciprocates between a closed position that closes the entrance and an open position that opens it. When the special opening / closing member 131 is in the closed position, game balls cannot enter the special area 13. Conversely, when the special opening / closing member 131 is in the open position, game balls that have entered the large prize area 10 can enter the special area 13.

[0037] The entry of a game ball into the special area 13 in a jackpot game is set as a condition for transitioning to the second probability variable state. The special area 13 is also called a V area, and the gaming machine 1 according to this embodiment is a so-called V probability variable machine. When a second probability variable jackpot is won, the special opening / closing member 131 is displaced from the closed position to the open position in a predetermined unit game of the jackpot game (for example, in the unit game of the second round), and the special area 13 is opened. Therefore, if the game ball is continuously shot aiming at the big winning area 10, the game ball will definitely enter the special area 13. In other words, after the second probability variable jackpot game ends, the game will transition to the second probability variable state.

[0038] On the other hand, if a low probability jackpot or a first probability variable jackpot is won, it is extremely difficult or impossible for a game ball to enter the special area 13 during the jackpot game. For example, the special area 13 is opened for just a moment (the special opening / closing member 131 performs a reciprocating motion from the closed position to the open position to the closed position in an extremely short time) at the same time that the second round of unit play is started (at the same time that the large prize winning area 10 is opened), so that when the game ball that entered the large prize winning area 10 reaches the entrance of the special area 13, the special area 13 is already in a closed state. Therefore, after the end of the low probability jackpot or the first probability variable jackpot game, the game does not transition to the second probability variable state (it becomes a low probability state or a first probability variable state). In addition, when a game ball enters the special area 13 during a low probability jackpot or a first probability variable jackpot game, a warning sound is output as there is a possibility of fraudulent activity.

[0039] 5) Small Win When a small prize is won, a small prize winning area (referred to as small prize winning area 15) (see Fig. 2 and Fig. 4) is opened and a small prize game is executed. Small prize winning area 15 is provided in a position where a game ball launched by a right hit may enter. In this embodiment, there is no possibility that a game ball will enter small prize winning area 15 when a so-called left hit is performed.

[0040] The entrance of the small prize area 15 is opened and closed by the small prize opening and closing member 19. The small prize opening and closing member 19 can move back and forth between a closed position (original position) where the entrance of the small prize area 15 is closed and an open position where the entrance is opened (so-called slide attacker). When the small prize opening and closing member 19 is in the closed position, it is impossible for a game ball to enter the small prize area 15. The small prize opening and closing member 19 in this embodiment slides back and forth along the bottom surface of the passage through which the game ball passes, and when in the closed position (positioned at the front end), it forms a part of the bottom surface of the passage. Therefore, when the small prize opening and closing member 19 is in the open position (positioned at the rear end), the passage is in a state where a "hole" is opened. Therefore, if the small prize opening and closing member 19 is in the open position at the stage when it reaches the small prize area 15, all game balls will enter the small prize area 15 (unless they move in an extremely irregular manner).

[0041] In the small win game, the small winning area 15 is left open until the closing condition is met. The big win game includes a plurality of unit games in which the big win area 10 is left open until the closing condition is met, whereas the small win game includes one unit game in which the small winning area 15 is left open until the closing condition is met. Hereinafter, the unit games constituting the big win game are sometimes referred to as the prescribed unit games, and the unit games constituting the small win game are sometimes referred to as the indefinite unit games.

[0042] In this embodiment, the variable unit game ends (the small winning area 15 is closed) when a predetermined opening time (for example, 1 second) has elapsed since the start of the game (the small winning area 15 is opened). In other words, the fixed unit game is set as a closing condition when either the winning condition or the time condition is satisfied, while the variable unit game is set as a closing condition when the time condition is satisfied, and the time condition in the variable unit game is set as an opening time that is extremely short compared to the time condition in the fixed unit game. Therefore, the variable unit game constituting the small winning game is different from each fixed unit game constituting the big winning game in that a predetermined number of winnings are not realized in advance by continuing to shoot game balls toward the small winning area 15. Even if game balls continue to be shot toward the small winning area 15, a small winning (variable unit game) in which no game balls win at all may occur. In other words, a specified unit game that constitutes a big win game is a unit game (a unit game in which at least a specified number (C) of wins can be expected) in which, as long as game balls are continuously fired aiming at the large prize area 10, the expected number of game balls entering the large prize area 10 per unit game is equal to or greater than a specified number (corresponding to the count number C mentioned above. In this embodiment, the count number C is 9), and a variable unit game that constitutes a small win game is a unit game (a unit game in which the number of balls entering is variable) in which, even if game balls are continuously fired aiming at the small prize area 15, the expected number of game balls entering the small prize area 15 per unit game is less than the specified number.

[0043] In this embodiment, the average number of winning balls that can be expected per one indefinite unit game is 2. In this embodiment, when one game ball wins in the small winning area 15, the number of payout balls (number of winning balls) is 10, which is the same as the large winning area 10.

[0044] In this embodiment, the mode of the variable unit game executed when a small win is won is only one type as described above, but a configuration in which multiple types of variable unit games with different opening times are set may be used. Also, a configuration in which multiple variable unit games can be executed when one small win is won (a configuration in which the number of unit games executed can change when one small win is won) may be used.

[0045] In the following description, the entry of more than a prescribed number (C balls) of game balls in one prescribed unit of play in a big win game is referred to as an excess entry (corresponding to a so-called "over win"). The entry of the Cth game ball (the ninth ball in this embodiment) in one prescribed unit of play triggers the establishment of the closing condition, but the entry of C+αth game balls (α is a natural number of 1 or more) before the big win opening / closing member 11 completely closes the big win area 10 corresponds to an excess entry. In other words, if α=1, one excess entry has occurred, and if α=2, two excess entries have occurred. The greater the number of excess entries (α value), the greater the profit the player can obtain (the player has "gained" more than the profit that can be obtained reliably).

[0046] 6) Positional relationship of each area On the right side of the game area 902 into which the game ball enters when a right-hand hit game is performed, the above-mentioned "areas into which the game ball can enter" are arranged in the following positional relationship. As shown in FIG. 4, on the right side of the game area 902, a passage through which the game ball passes (hereinafter referred to as the right-hand passage 40) is formed so as to reciprocate left and right. At the entrance of the right-hand passage 40, a normal starting area 28 is provided. The portion downstream of the location where the normal starting area 28 is provided in the right-hand passage 40 includes, as viewed from the upstream side, a first step 41 that is slightly inclined downward from right to left, a first relay portion 412 that is connected to the left end of the first step 41 and extends downward, a second step 42 that is connected to the lower end of the first relay portion 412 and inclined slightly downward from left to right, a second relay portion 423 that is connected to the right end of the second step 42 and extends downward, and a third step 43 that is connected to the lower end of the second relay portion 423 and inclined slightly downward from right to left.

[0047] The first stage 41 to the third stage 43 are horizontal sections, and the bottom surface of each section is slightly inclined (inclined in the range of 1 to 5 degrees from the horizontal direction) to such an extent that the gaming ball can roll downstream. The first stage 41, the second stage 42, and the third stage 43 are arranged in this order from the top, and each stage is arranged so that at least a part of them overlap in the vertical direction. The big prize opening and closing member 11 is arranged along the bottom surface of the first stage 41. In other words, when the gaming ball passes through the first stage 41, if the big prize opening and closing member 11 is in the open position, the gaming ball enters the big prize area 10, and if the big prize opening and closing member 11 is in the closed position, the gaming ball passes through the first stage 41 (moves to the first relay section 412). The start opening and closing member 211 is arranged along the bottom surface of the second stage 42. That is, when the game ball passes through the second stage 42, if the start opening / closing member 211 is in the open position, the game ball enters the first opening / closing starting area 21b, and if the start opening / closing member 211 is in the closed position, the game ball passes through the second stage 42 (moves to the second relay section 423). The small winning opening / closing member 19 is arranged along the bottom surface of the third stage 43. That is, when the game ball passes through the third stage 43, if the small winning opening / closing member 19 is in the open position, the game ball enters the small winning area 15, and if the small winning opening / closing member 19 is in the closed position, the game ball passes through the third stage 43. In this way, the big winning opening / closing member 11 (big winning area 10), the start opening / closing member 211 (first opening / closing starting area 21b), and the small winning opening / closing member 19 (small winning area 15) are arranged in this order from the top, and each opening / closing member (area) is arranged so that at least a part of them overlap in the vertical direction. When the opening / closing member is in the open position, the game ball enters the corresponding area, and (unless irregular movement occurs) the game ball will not reach the area downstream of that area.

[0048] A gaming ball that passes through the third stage 43 enters the second starting area 22. In other words, a gaming ball that does not enter any of the big prize area 10, the opening / closing first starting area 21b, and the small prize area 15 enters the second starting area 22. Therefore, if a ball is hit from the right, it is relatively easy to take part in the second winning / losing lottery. In other words, it is impossible to hit from the right in order to avoid taking part in the second winning / losing lottery.

[0049] In addition, an outlet (an outlet into which the game ball enters, without a winning / losing lottery being held or prize balls being paid out, and into which the game ball that entered is taken inside (the game ball moves outside the game area 902) may be provided in the middle of the right-side passage 40 as appropriate. In this embodiment, no outlet is provided in the passage from the big prize area 10 to the second starting area 22.

[0050] 7) How to play and jackpot distribution In the low probability state (low probability / no electric support), the player plays a left-handed game (left-handed game is encouraged) and plays with the aim of winning the jackpot in the first winning / losing lottery triggered by the game ball entering the open first starting area 21a (the first winning / losing lottery is the main lottery) (see FIG. 5(a)). In addition, when a right-handed game is played during the low probability state, the game ball enters the second starting area 22 relatively easily. In other words, the second winning / losing lottery information (second pending information) is relatively easily acquired. However, during the low probability state, the time required for the variable performance to notify the result of the second winning / losing lottery (second variable time) is set to be significantly longer than the time required for the variable performance to notify the result of the first winning / losing lottery (first variable time). Specifically, the average of the first variable time is set to several seconds to several tens of seconds, while the average of the second variable time is set to be more than ten minutes. Therefore, even if a player tries to win the jackpot in the second winning / losing lottery by hitting the right side in a low probability state, it takes a long time to notify the result of one winning / losing lottery, so the player cannot play properly. In other words, the player tries to win the jackpot in the first winning / losing lottery by hitting the left side.

[0051] The distribution of jackpots when winning the first lottery (special drawing 1 lottery) in a low probability state (hereinafter sometimes referred to as "low probability distribution") is 49.2% for the first probability jackpot (10 rounds), 0.8% for the second probability jackpot (3 rounds), and 50% for the low probability jackpot (3 rounds). In terms of the percentage of probability jackpots in the total jackpots (probability rate), it is 50% (see Figure 5 (b)).

[0052] In the first probability variation state (high probability / with electric support), the player plays a right-hand hit (right-hand hit is encouraged). As described above, the winning probability of the normal drawing is extremely high, and the start-opening / closing member 211 is displaced to the open position, frequently opening the opening / closing first starting area 21b. In other words, in the first probability variation state, the player plays with the aim of winning the jackpot in the first winning / losing drawing triggered by the game ball entering the opening / closing first starting area 21b (the first winning / losing drawing is the main drawing) (see FIG. 5(a)). Note that, when the player plays a right-hand hit in the first probability variation state, the game ball that did not enter the opening / closing first starting area 21b reaches the second starting area 22. In other words, the second winning / losing drawing information (second reserved information) is relatively easily acquired. However, as in the low probability state, in the first probability change state, the time required for the effect during the change to notify the result of the second winning / losing lottery (second changing time) is significantly longer than the time required for the effect during the change to notify the result of the first winning / losing lottery (first changing time) (the specific length is as described above). In this embodiment, in the "Special chart 1 and special chart 2 simultaneous change", even if both the first winning / losing lottery information (first reserved information) and the second winning / losing lottery information (second reserved information) are obtained, the number of times the result of the second winning / losing lottery is enjoyed is significantly less than that of the first winning / losing lottery.

[0053] The distribution of jackpots when a jackpot is won in the first winning / losing lottery (special drawing 1 lottery) in the first winning / losing state (hereinafter sometimes referred to as the "first winning / losing lottery distribution") is 49.2% for the second winning / losing lottery (10 rounds), 0.8% for the second winning / losing lottery (3 rounds), and 50% for the low-probability winning / losing lottery (3 rounds). In terms of the percentage of winning / losing lottery jackpots in the total winning / losing lottery (probability rate), it is 50%, which is the same as the distribution in the low-probability state. In addition, the distribution of the number of rounds is also the same as the distribution in the low-probability state (see Figure 5 (b)). In other words, although the low-probability state and the first game state are different game states, the first winning / losing lottery is still executed, so the probability rate and the distribution of the number of rounds for the jackpot that has passed the first winning / losing lottery are the same (they must be the same if they are to comply with the rules for pachinko game machines (rules for game machine certification and model inspection, etc.)).

[0054] In the second probability state (high probability / no electric support), the player plays a right-hand hit (right-hand hit is encouraged). As described above, the winning probability of the normal drawing is extremely low, so the game ball rarely enters the opening / closing first starting area 21b (if the winning probability of the normal drawing is 0, there is no possibility of entry). Therefore, the game ball hit from the right passes through the right passage 40 (without entering the opening / closing first starting area 21b) and reaches the second starting area 22. In other words, in the second probability state, the player plays with the aim of winning the jackpot in the second winning / losing lottery triggered by the game ball entering the second starting area 22 (the second winning / losing lottery is the main lottery) (see FIG. 5(a)).

[0055] The jackpot distribution when the jackpot is won in the second winning / losing lottery (special drawing 2 lottery) in the second winning / losing state (hereinafter, sometimes referred to as "second winning / losing time distribution") is 50% for the second winning / losing lottery (10 rounds), 30% for the second winning / losing lottery (3 rounds), and 20% for the low probability winning / losing lottery (3 rounds) (see FIG. 5(b)). In other words, the probability of the second winning / losing time distribution (80%) is higher than the probability of the low probability time distribution and the probability of the first winning / losing time distribution (the probability of the second winning / losing lottery becoming a winning / losing lottery at the time of the jackpot is higher than the first winning / losing lottery). In that respect, the second winning / losing state is more advantageous for the player than the first winning / losing state. As described above, the gaming machine 1 according to this embodiment is a so-called V winning / losing machine (using the "V winning / losing" function) with the special area 13 (V area), so that a difference can be set between the probability of the first winning / losing lottery and the probability of the second winning / losing lottery.

[0056] 8) Bass The expected value of the prize balls obtained when 100 game balls are shot is defined as the "base". When the base is < 100, the player's balls decrease as more game balls are shot, when the base = 100, the balls held remain the same, and when the base is > 100, the player's balls increase as more game balls are shot. As for the base in each game state, the base in the low probability state (left-handed hitting state) is the lowest, as in a general gaming machine. For example, the base may be set to about 30 to 50. In this embodiment, the number of prize balls paid out when a game ball enters the opening first start area 21a is "3".

[0057] The base of the first probability variable state and the second probability variable state (right hit state) is higher than that of the low probability state. For example, the base of both the first probability variable state and the second probability variable state may be set to about 90 to 120.

[0058] Here, the first and second probability variation states have different opportunities for winning prize balls. In the first probability variation state, the prize balls that are paid out when a game ball enters the opening / closing first starting area 21b are the prize balls that are mainly obtained, and a predetermined base (design value) is secured. In this embodiment, the number of prize balls paid out when a game ball enters the opening / closing first starting area 21b is "1". In other words, the opening / closing first starting area 21b is frequently opened, and many game balls enter the opening / closing first starting area 21b, so that a predetermined base is secured. In addition, in the first probability variation state, even if a small prize is won by the second winning / losing lottery and the small prize winning area 15 is opened, most of the game balls enter the opening / closing first starting area 21b and do not reach the small prize winning area 15 located downstream from it. In other words, in the first probability variation state, prize balls due to the game ball entering the small prize winning area 15 can hardly be expected. The same applies even if the setting is such that there is a possibility of winning a small prize by the first winning / losing lottery. In other words, even if the setting is such that the small prize area 15 is opened relatively easily, most of the game balls will enter the opening / closing first start area 21b and will not reach the small prize area 15 located downstream of it.

[0059] On the other hand, the second probability change state is a state in which the game ball hardly enters the opening / closing first start area 21b (if the winning probability of the normal drawing is 0, there is no possibility of entering). However, it is relatively easy to win a small win by the second winning / losing drawing (about 1 / 1.05), and winning the small win opens the small winning area 15. In other words, the prize balls paid out when the game ball enters the small winning area 15 are the prize balls that are mainly obtained, and a predetermined base (design value) is secured. In this embodiment, the number of prize balls paid out when the game ball enters the small winning area 15 is "10" (the number of prize balls in the large winning area 10 is also "10"). The base of the second probability change state in this embodiment is larger than 100, and the more the second probability change state continues, the more balls the player has (so-called "small winning rush" state). During the second probability change state, a state display 32 (an image indicating that the second probability change state is in progress) including the characters "○○ RUSH" is displayed. That is, the state display 32 indicates to the player that the so-called small win rush state is occurring (see FIG. 7, etc.).

[0060] However, this does not mean that the second probability change state (small winning rush state) can be a state where the number of balls held remains the same (base = 100) or decreases (base < 100). Since prize balls are obtained by the game ball entering the small winning area 15, it is sufficient that the base is set higher in the second game state than in the first game state.

[0061] 9) Approach display If the second probability variable jackpot is won in the second probability variable state, a jackpot game (second probability variable jackpot game) is played, and then a loop (so-called consecutive wins) occurs in which the game transitions to the second probability variable state (small win rush state) again. In the following explanation, the term "consecutive wins" refers to a state in which the second probability variable jackpot and the second probability variable state loop. The "consecutive wins" ends when a low probability jackpot (a jackpot that does not transition to the second probability variable state after the jackpot game ends) is won in the second probability variable state.

[0062] The player not only wins prize balls that are obtained when the game ball enters the large prize area 10 in a big win game, but also wins prize balls that are obtained when the game ball enters the small prize area 15 during the second probability variable state. In other words, the transition to the second probability variable state is a transition to a state in which a prescribed unit game executed as a big win game and an indefinite unit game executed as a small win game can occur consecutively.

[0063] The large prize area 10 and the small prize area 15 are common in that they are prize areas into which prize balls are paid out when a game ball enters (and in this embodiment, the number of prize balls is also the same in that "the number of prize balls = 10"). In this embodiment, the large prize area 10 and the small prize area 15 are regarded as areas (hereinafter, sometimes referred to as specific areas 100) that are open until a closing condition (termination condition) is met, and an entry display 50, which is an image that collectively represents the winning status of game balls in the specific area 100, is displayed in the display area 911. The entry display 50 will be described in detail below. In this embodiment, the entry display 50 is continuously displayed from a jackpot game (second probability jackpot game) of a second probability jackpot (a second probability jackpot that is a so-called "first win") won in a low probability state or a first probability jackpot state until a low probability jackpot is won in the second probability jackpot state, that is, until the consecutive win state ends. The entry display 50 may be set to start being displayed from the second probability special state after the end of the second probability special jackpot game, which is the "first win". In any case, the entry display 50 is continuously displayed (it is permissible to be temporarily not displayed) from the transition to the consecutive win state (a state in which a prescribed unit game and an indefinite unit game can occur consecutively) until the state ends (a low probability jackpot is won). Therefore, it can be said that the entry display 50 is continuously displayed during the period in which the number of balls held is increased by "jackpot + small jackpot".

[0064] The entry display 50 changes its appearance when a gaming ball enters the specific area 100. In the present embodiment, the entry display 50 displays a new reference image 51 when a gaming ball enters the specific area 100. In the second probability special big win game (prescribed unit game), a new reference image 51 is displayed when a gaming ball enters the large prize area 10 (see FIG. 6), and in the second probability special state (indefinite unit game), a new reference image 51 is displayed when a gaming ball enters the small prize area 15 (see FIG. 7). That is, the number of reference images 51 increases every time a gaming ball enters the specific area 100.

[0065] When the number of reference images 51 reaches the reference number N, all of the reference images 51 are erased (the entry display 50 is reset) (see FIG. 8). That is, the number of reference images 51 included in the entry display 50 becomes 0 once. From there, the number of reference images 51 increases every time a gaming ball enters the specific area 100, and when the number of reference images 51 reaches the reference number N again, the reference images 51 are erased. Note that after the number of reference images 51 reaches the reference number N, the entry display 50 may be reset when the entry of the next gaming ball into the specific area 100 is detected. This mode is also one mode in which the entry display 50 is reset when the number of entering gaming balls reaches the reference number.

[0066] In this manner, the entry display 50 in this embodiment displays the number of game balls that have entered the specific area 100 (the large prize area 10 and the small prize area 15) in units of N, which is the reference number. The condition for resetting the entry display 50 is not directly related to the end (establishment of the closing condition) of the unit game (the prescribed unit game and the non-fixed unit game). When the reference number of reference images 51 are displayed, the entry display 50 is reset even if the unit game is being executed (see FIG. 8). Also, for example, if the fifth reference image 51 is displayed by the game ball that last entered the specific area 100 in a certain unit game, the next unit game of the certain unit game will start in a state in which the entry display 50 including five reference images 51 is displayed. In other words, the state of the entry display 50 in the previous unit game will be carried over to the next unit game (the subsequent unit game). If by chance the reference number N is reached by the entry of the Cth game ball in a specified unit game, the timing of the end of the specified unit game and the reset of the entry display 50 will coincide, but in other cases the entry display 50 is not reset on the condition that the unit game ends.

[0067] In addition, in this embodiment, as long as the consecutive win state continues, the entry display 50 is not reset when the end of the jackpot game (second probability variable jackpot) is followed by a transition to the second probability variable state, or when the second probability variable state is followed by a transition to the jackpot game (second probability variable jackpot). In other words, the entry display 50 is not reset when the transition from one of the "jackpot game" and the "game state in which a player plays for a jackpot (state in which a small jackpot is likely to be won)" to the other occurs. Therefore, even in a pattern in which an indefinite unit game is played after a prescribed unit game (see FIG. 9) or a pattern in which a prescribed unit game is played after an indefinite unit game (see FIG. 10), the status of the entry display 50 at the end of the previous unit game (the number of reference images 51) is carried over to the entry display 50 at the start of the following unit game.

[0068] In a prescribed unit game in a big win game, even if the above-mentioned excess entry occurs, the reference image 51 is displayed accordingly (see FIG. 11). That is, in one prescribed unit game, the entry of up to C game balls is a natural trigger for the reference image 51 to be displayed, and the entry of C+α game balls is also a trigger for the reference image 51 to be displayed (the reference image 51 is displayed regardless of whether it is an excess entry or not). Therefore, if no excess entry occurs in one prescribed unit game, C (9 in this embodiment) reference images 51 are displayed, whereas if an excess entry occurs, more than C reference images 51 are displayed (the number of times the reference image 51 is displayed increases by the number of excess entries).

[0069] The value of the reference number N can be set appropriately, but the reference number N in this embodiment is different from the specified number C (count number C) described above. That is, N ≠ C. In this embodiment, N = 10 (N = 10, C = 9).

[0070] Further, the entry display 50 in this embodiment includes a reference image 52. Unlike the reference image 51, the reference image 52 does not change its state when a game ball enters the specific area 100. In other words, it is an image that is normally displayed. The reference image 52 is displayed in the number N, which is the reference number. That is, in this embodiment, 10 reference images are displayed. The reference image 51 is displayed so as to accompany the reference image 52 (on top of the reference image 52 in this embodiment). Specifically, when a new reference image 51 is displayed, it is displayed so as to accompany the reference image 52 to which another reference image 51 is not attached. The reference images 52 are in a predetermined order (displayed in order according to the order), and the newly displayed reference image 51 is attached to the reference image 52 in the order. When the reference image 51 is attached to all the reference images 52, the entry display 50 is reset (the reference image 51 is erased), and the entry display 50 returns to a state in which the reference image 52 is included but the reference image 51 is not included. By displaying such a guide image 52, the player can easily understand that the game balls entering the specific area 100 are being counted, with N balls forming one set.

[0071] In this embodiment, in addition to the entry display 50, a profit display 54 is displayed to display the profits obtained in the second probability special jackpot game (prescribed unit game) and the second probability special state (undefined unit game). The profit display 54 in this embodiment indicates the total number of winning balls (number of balls paid out) (note that no specific numerical values ​​are shown in each figure). The profit display 54 is not reset until a low probability jackpot is won (until the second probability special state ends). The profit display 54 may be displayed to display the net increase (number of winning balls - number of shots) instead of the number of winning balls.

[0072] As described above, in the gaming machine 1 of this embodiment, an entry display 50 is displayed which is reset each time the number of gaming balls entering the specific area 100 reaches a reference number (10 in this embodiment), making it easy to see the entry status of the gaming balls into the specific area 100.

[0073] In particular, in this embodiment, the entry display 50 shows the entry status of the game ball into the specific area 100, treating the unit games (prescribed unit games) that constitute the big win game and the unit games (indefinite unit games) that constitute the small win game as a single entity, so it is possible to grasp the acquisition status of the profit obtained by winning the big win and the profit obtained by the second special state (small win rush state) as a single entity.

[0074] In this embodiment, the reference number N and the specified number C are different values. A configuration (conventional configuration) in which the reference number N is made equal to the specified number C and the display is reset each time the number of game balls entering in one specified unit game reaches the specified number is well known, but such a configuration simply links the resetting of the display with the end of the specified unit game (transition to the next unit game (next round)). Making the reference number N and the specified number C different as in this embodiment can be said to be evidence that the resetting of the entry display 50 and the end of the specified unit game are not linked.

[0075] In this embodiment, the large prize area 10 and the small prize area 15 are set as areas where the entry of a gaming ball triggers a change in the entry display 50 (displaying the reference image 51), but the number of prize balls paid out by the entry of one gaming ball is the same (10 in this embodiment). In other words, since the profit (the number of prize balls obtained) per one reference image 51 is the same, there is an advantage that the entry display 50 is easy to understand.

[0076] In this embodiment, the excess entry in the prescribed unit game is also reflected in the entry display 50 (reference image 51). If the above-mentioned conventional configuration were adopted, the reference image 51 for the excess entry would not be displayed. However, the entry display 50 in this embodiment displays the reference image 51 every time the game ball enters the specific area 100 regardless of the end of the unit game, so that it is easy to grasp the profit acquisition situation including the excess entry.

[0077] In this embodiment, even in a pattern in which an undefined unit game is executed after a defined unit game, or in a pattern in which an undefined unit game is executed after a defined unit game, the state of the entry display 50 (the number of reference images 51) at the end of the previous unit game is carried over to the entry display 50 at the start of the next unit game. Therefore, it is possible to make the big win game (a state in which defined unit games occur continuously) and the second probability change state (a state in which undefined unit games occur continuously) in which it is easy to win a small win appear as if they are continuous states (as if unit games are won continuously in the same state).

[0078] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned items related to the approach display 50. Note that, to the extent possible, a configuration may be made in which a plurality of items described in the following specific examples are combined and applied.

[0079] ○Specific example 1-1 In the gaming machine 1 according to the present embodiment, the area (big prize area 10) opened in a big win game (prescribed unit game) and the area opened in a small win game (undefined unit game) are separate areas provided as the specific area 100, but both areas may be the same area. In other words, the area opened in both a big win and a small win may be the same area.

[0080] ○Example 1-2 An area other than the specific area 100 may be provided as an area (hereinafter, a target area) where the entry of the game ball triggers a change in the state of the entry display 50 (displaying a new reference image 51). That is, while the above embodiment is configured such that only the specific area 100 (big prize area 10, small prize area 15) that is opened when a unit game is executed is set as the target area, an area other than the specific area 100 may be set as the target area.

[0081] For example, it is conceivable that the target area is set to a general area 29 (general winning area) (see FIG. 12), which is an area that is always open and where a predetermined number of prize balls are paid out when a game ball enters, but where a winning / losing lottery is not executed. The general area 29 is provided at a position where a game ball that has not entered the specific area 100 may enter when the game ball is shot aiming at the specific area 100. As a result, in a big win game (prescribed unit game) or a second probability change state (indefinite unit game), a game ball may enter the general area 29 without entering the big win area 10 or the small win area 15. The entry display 50 changes so that a new unit image is displayed not only when a game ball enters the target area, but also when a game ball enters the general area 29 (see FIG. 12(a)(b)). Since the player can also gain profits by the game ball entering the general area 29, this can be grasped by a change in the entry display 50 (display of the unit image).

[0082] Any number of prize balls may be paid out when one game ball enters the general area 29, but it is preferable that the number of prize balls paid out when one game ball enters the big prize area 10 or the small prize area 15 is the same. In this way, the profit represented by one reference image 51 will be the same.

[0083] ○Example 1-3 In the above embodiment, it has been explained that the round display 30 is displayed during a jackpot game, but the round display 30 may not be displayed during a second probability variable jackpot (a jackpot that transitions to a second probability variable state (small jackpot rush state) after the end of a jackpot game) (see FIG. 13(a)). Naturally, the round display 30 is not displayed during the second probability variable state (see FIG. 13(b)). However, as described above, the entry display 50 creates an effect that makes the second probability variable jackpot game (a state in which prescribed unit games occur continuously) and the second probability variable state in which it is easy to win a small jackpot appear to be in a continuous state (the same state), so it is conceivable to further enhance this effect by not displaying the "round display 30" that indicates a jackpot game.

[0084] Also, the same image may be used as a display showing the game state during the second probability variable jackpot game (see FIG. 13(a)) and the second probability variable state (see FIG. 13(b)). For example, a state display 32 including the characters "XX RUSH" may be displayed during both the second probability variable jackpot game and the second probability variable state, so that the second probability variable jackpot game and the second probability variable state appear as if they are one continuous state (the same state).

[0085] ○Example 1-4 A configuration in which a "small win" is not set may be used. In other words, a configuration in which the large prize area 10 opened in a large win game is set as an area in which the entry of a game ball triggers a change in the entry display 50, and a small prize area 15 is not set (an area corresponding to the small prize area 15 is not provided). In other words, a game ball's entry into the large prize area 10 in a prescribed unit game is reflected in the entry display 50, but an indefinite unit game is not reflected (indefinite unit game is not executed).

[0086] Even if this is done, the number of game balls entering the big prize area 10 in one specified unit of play will not be constant due to the occurrence of the above-mentioned excess entry, etc., so regardless of the end of the specified unit of play, the entry display 50 that is reset for each reference number may be displayed to make it easier to grasp the profit. In particular, when the reference number N and the specified number C are set to different values, this is effective in configuring the profit to be grasped not for each unit of play but for each reference number N.

[0087] ○Example 1-5 A reset display 55, which is a display (image) separate from the entry display 50 and changes appearance when the entry display 50 is reset, is displayed in the display area 911 (see FIG. 14). If the reference number N=10 as in the above embodiment, then every time 10 reference images 51 are displayed (see FIG. 14(b)), the appearance of the reset display 55 changes (see FIG. 14(c)).

[0088] Various modes (change modes) of the reset display 55 are conceivable. For example, the reset display 55 may include a number that increases when the entry display 50 is reset (see FIG. 14). That is, the reset display 55 includes a number indicating the number of times the entry display 50 has been reset. If the number indicated by the reset display 55 is M, the value of "N (reference number) x M" indicates the number of game balls that have entered the specific area 100 since the entry display 50 was displayed. In the example shown in FIG. 14, when ten reference images 51 are displayed, the reference images 51 are displayed so as to face the reset display 55 (see FIG. 14(b)), and then the entry display 50 is reset and the number of the reset display 55 is incremented by "+1" (see FIG. 14(c)). By doing so, it is easy to understand that ten (N) reference images 51 have been replaced by a change in the reset display 55.

[0089] The reset display 55 continues to increase in number (the number is not reset) until a jackpot (a low-probability jackpot in the above embodiment) that ends the second probability variable state (small jackpot rush state) is won. In other words, the number is reset when a jackpot (a low-probability jackpot) that ends the above-mentioned consecutive win state (a state in which the second probability variable jackpot and the second probability variable state are looped) is won, and the number is not reset as long as the consecutive win state continues. When a new consecutive win state begins (when a second probability variable jackpot, which is the so-called "first win"), the number of resets of the entry display 50 is counted again from 0.

[0090] The reset display 55 in the above example shows the number of times the entry display 50 has been reset (directly shown by the value of M), but it may show the approximate number of times. For example, the reset display 55 includes a portion showing the number of times the entry display 50 has been reset (hereinafter referred to as a changing portion). It is possible to show the approximate number of times the entry display 50 has been reset by the color of the changing portion, such as when the entry display 50 has been reset 0 to 10 times, when the changing portion shows "yellow" between 11 and 20 times, when the changing portion shows "green" between 21 and 30 times, when the changing portion shows "purple" between 31 and 40 times, when the changing portion shows "red" between 41 and 50 times, and when the changing portion shows "rainbow (colors)" after 51 times.

[0091] ○Example 1-6 The aspect of the reference image 51 is different depending on the type of the target area (specific area 100). If the large prize area 10 and the small prize area 15 are set as the target area (specific area 100) as in the above embodiment, the aspect (appearance) of the reference image 51 (hereinafter referred to as the first reference image 511) (see FIG. 15(a)) displayed when the game ball enters the large prize area 10 is different from that of the reference image 51 (hereinafter referred to as the second reference image 512) (see FIG. 15(b)) displayed when the game ball enters the small prize area 15 is different. The specific aspects of the first reference image 511 and the second reference image 512 may be any. As an example, the first reference image 511 is illustrated as "red" and the second reference image 512 is illustrated as "blue" (the colors are expressed by letters in FIG. 15). By doing this, it becomes possible to clearly distinguish which area each reference image 51 contained in the entry display 50 was displayed by entering (it becomes possible to grasp the winning status of each area).

[0092] Although it is different from the configuration described in the above embodiment, it is effective to do as in this example when the number of prize balls paid out when a gaming ball enters the large prize area 10 is different from the number of prize balls paid out when a gaming ball enters the small prize area 15. This is because the difference in the state of the reference image 51 makes it easier to grasp the status of the profit obtained (difference in the number of prize balls).

[0093] As explained in the above specific example 1-2, if the target area is to include the general area 29, the appearance of the reference image 51 that is displayed when the game ball enters the general area 29 can be made different from the first reference image 511 and the second reference image 512 described above.

[0094] In the configuration as described in the above specific example 1-1, that is, in the configuration in which the area opened at the time of a big win (prescribed unit play) and the area opened at the time of a small win (undefined unit play) are the same, the standard image 51 displayed when the game ball enters the area at the time of a big win (prescribed unit play) may be different from the standard image 51 displayed when the game ball enters the area at the time of a small win (undefined unit play). By doing so, it is easy to know whether the profit is obtained by a big win (prescribed unit play) or a small win (undefined unit play) from the entry display 50 (difference in the standard image 51).

[0095] ○Example 1-7 In addition to the entry display 50, the number of game balls entering (number of winning) for each unit game is counted (see FIG. 16). As described above, the entry display 50 is reset regardless of whether the unit game has ended or not, so a count display 59 is displayed for each unit game that cannot be displayed by the entry display 50. The count display 59 counts the game balls that have entered a specific area 100 (big winning area 10, small winning area 15) from the start to the end of a unit game (see FIG. 16(a)(b)), and is reset when the unit game ends (see FIG. 16(c)).

[0096] When a game ball enters the specific area 100, a new reference image 51 is displayed and the count display 59 changes (see FIG. 16(a)(b)). In other words, the entry of a game ball into the specific area 100 brings about changes in the entry display 50 and the count display 59. The count display 59 may display a number indicating the number of game balls that have entered (see FIG. 16), or may display an image (for example, an image that increases each time a game ball enters) instead of a number indicating the number of game balls that have entered (not shown). However, in order to clearly distinguish the count display 59 from the entry display 50 (reference image 51), it is preferable that the count display 59 display a number indicating the number of balls that have entered. In addition, the count display 59 may be displayed in the same display area 911 (main display device 91) as the entry display 50 (the embodiment shown in FIG. 16 is displayed in the same display area 911), but it is preferable that the count display 59 be displayed on a different display device in order to clearly distinguish the count display 50 from the entry display 50 (reference image 51).

[0097] In the case of a prescribed unit game (see FIG. 16), the game ends when the number of game balls entering the big prize area 10 reaches the prescribed number C, so the game is counted at least until the prescribed number C is reached (however, this does not include the case where the prescribed unit game ends due to the establishment of a time condition without reaching the prescribed number C, i.e., the player does not continuously shoot game balls toward the big prize area 10). In other words, if C=9 as in the above embodiment, the prescribed unit game ends when the number included in the count display 59 reaches "9", and the count display 59 is in a reset state at the start of the next prescribed unit game (see FIG. 16(c)). Note that the maximum value of the count display 59 may be set to the value of C (which counts only up to "9"), or it may be set to count including excess entry. If the latter setting is used, the value of C+α (a value exceeding "9") may be displayed as the count display 59, making it easier for the player to grasp whether or not there is excess entry.

[0098] Although not shown, in the case of a non-fixed unit game, the entry of a gaming ball into the small winning area 15 may be counted as it is.

[0099] The count display 59 may be displayed for either the defined unit game or the non-defined unit game, and the count display 59 may not be displayed for the other. If the count display 59 is displayed for the defined unit game, there is an advantage that the player can grasp the progress of the defined unit game (the number of counts until the big win area 10 is closed) by looking at the count display 59. On the other hand, if the count display 59 is displayed for the non-defined unit game, it becomes easy to grasp by looking at the count display 59 how much profit has been obtained in the non-defined unit game, in which the profit obtained is non-defined.

[0100] 10) Special pre-reading effects In the second probability change state, the time required for the performance during the change (the time from when the identification pattern starts changing to when it stops in a state showing the winning / losing lottery result) is set as follows. A plurality of times (a plurality of candidate times) with different lengths are set as the time that can be set as the change time. The shortest candidate time (shortest change time) as the change time is 0.3 seconds (see FIG. 17). When the shortest change time is set as the change time, the winning / losing lottery result may be a small win. Note that in this embodiment, when the shortest change time is set, the winning / losing lottery result is not likely to be a big win, but a small win or a miss (see FIG. 17). That is, the length of the performance during the change during which the winning of the big win is notified is longer than the shortest change time. In other words, the winning of the big win is possible only when the change time exceeds the maximum change time. Also, the change time when the small win is won may be longer than the shortest change time. That is, the winning of the small win may be notified after a change time longer than the shortest change time. However, most small wins (50% or more) are announced during the shortest fluctuation time. In the following explanation, the length of the fluctuation time and the winning / losing lottery result may be shown together ("fluctuation time / win / losing lottery result"). For example, a fluctuation pattern in which a small win is announced after the shortest fluctuation time of 0.3 seconds is called "0.3 seconds / small win."

[0101] In this embodiment, a special look-ahead effect (see FIG. 18) may occur in the second probability variable state. Note that the special look-ahead effect does not occur in the low probability state or the first probability variable state (look-ahead effects other than the special look-ahead effect may occur). In other words, the special look-ahead effect can be said to be a look-ahead effect unique to the second probability variable state (the "look-ahead effect" itself is well known, so a detailed explanation will be omitted).

[0102] As described above, the second probability change state is a game state in which the second win / lose lottery is the main lottery. In other words, it is a state in which the second win / lose lottery based on the second win / lose lottery information is executed continuously. The second win / lose lottery information before the corresponding during-variation performance is started is stored in the storage means as second pending information (in this embodiment, up to four pieces of second win / lose lottery information are stored in the storage means). The special pre-reading performance is executed by not only reading the win / lose lottery results corresponding to each second pending information stored in the storage means, but also by reading ahead whether or not the variation time of the during-variation performance for each win / lose lottery result will be the shortest variation time. Specifically, it is as follows.

[0103] The special look-ahead performance is targeted by one or more consecutive second reserved information stored in the storage means that are early in the order in which the corresponding during-change performance starts (so-called consumption order) (hereinafter, when the during-change performance in which the special look-ahead performance starts (the look-ahead start change described below) is being executed, the first reserved information in the order of consumption may be referred to as reserve 1, the second reserved information as reserve 2, etc.). The result of the winning / losing lottery corresponding to the target reserved information is a small win, and the change time of the during-change performance corresponding to the target reserved information (hereinafter, sometimes referred to as the target during-change performance) is the shortest change time, that is, "0.3 seconds / small win". If the during-change performance in which the special look-ahead performance starts is the "look-ahead start change", the special look-ahead performance will not occur unless at least the during-change performance executed next to the look-ahead start change is "0.3 seconds / small win". For example, in this embodiment, a "0.5 second / small win" can occur, but the "0.5 second / small win" is not the target of the special pre-reading performance (target pending information).

[0104] The special pre-reading performance has different modes depending on the number of target reserved information. That is, the number of small wins that will occur thereafter is indicated by the mode of the special pre-reading performance. In this embodiment, if the number of target reserved information is one (reservation 1), a first mode of special pre-reading performance (hereinafter, sometimes referred to as the first mode performance) (see FIG. 18(b-1)) is executed; if the number of target reserved information is two (reservations 1 and 2), a second mode of special pre-reading performance (hereinafter, sometimes referred to as the second mode performance) (see FIG. 18(b-2)) is executed; if the number of target reserved information is three (reservations 1 to 3), a third mode of special pre-reading performance (hereinafter, sometimes referred to as the third mode performance) (see FIG. 18(b-3)) can be executed. The differences between the modes may be any. In this embodiment, an image (performance image 60) for the special pre-reading performance with different "colors" of a predetermined portion is displayed. The performance image 60 (first performance image 601) displayed as the first mode performance has a specified portion that appears "blue," the performance image 60 (second performance image 602) displayed as the second mode performance has a specified portion that appears "green," and the performance image 60 (first performance image 601) displayed as the third mode performance has a specified portion that appears "red" (the "colors" are shown in letters in the drawings).

[0105] In other words, if the next during-changing performance (reserved 1) of the during-changing performance that becomes the look-ahead start variation is "0.3 seconds / small win", a first mode performance in which the first performance image 601 is displayed at the look-ahead start variation can be executed. If the next during-changing performance (reserved 1) of the during-changing performance that becomes the look-ahead start variation and the next during-changing performance (reserved 2) are all "0.3 seconds / small win", a second mode performance in which the second performance image 602 is displayed at the look-ahead start variation can be executed. If the next during-changing performance (reserved 1), the next during-changing performance (reserved 2), and the next during-changing performance (reserved 3) of the during-changing performance that becomes the look-ahead start variation are all "0.3 seconds / small win", a third mode performance in which the third performance image 603 is displayed at the look-ahead start variation can be executed.

[0106] In this way, the special pre-reading effect can occur when the result of the winning / losing lottery corresponding to all target pending information is a small win (when the "small win condition" is met). Also, not only the small win condition must be met, but the fluctuation time of all target variable effects must be the shortest fluctuation time (the "variation time condition" must be met). If the shortest fluctuation time is considered to be a "predetermined time," the fulfillment of the fluctuation time condition means that the fluctuation time of all target variable effects is equal to or less than the predetermined time.

[0107] In addition, the second and third mode effects require that the reserved items that satisfy the above conditions are "continuous." For example, in a situation where reserved item 1 is "0.3 seconds / small hit", reserved item 2 is "0.5 seconds / miss", reserved item 3 is "0.3 seconds / small hit", and reserved item 4 is "0.3 seconds / small hit", the second and third mode effects will not occur during the fluctuation (pre-reading start fluctuation) (however, since reserved items 3 and 4 are small hits with the shortest fluctuation time, the second mode effect may occur during the fluctuation effect corresponding to reserved item 2).

[0108] The pre-reading effect is an effect that suggests that the probability of the winning or losing lottery result being a winning has increased, and in order for the special pre-reading effect of this embodiment to occur, not only the establishment of the "small winning condition" but also the establishment of the "variable time condition" is required. In other words, the special pre-reading effect is a novel one that indicates that one or more small winnings (undefined unit games) will occur at a good tempo. In addition, the number of small winnings that will occur at a good tempo is also indicated by the mode of the special pre-reading effect.

[0109] The special look-ahead performance is started in the middle of the change-in-progress performance that is the look-ahead start change (the display of the performance image 60 starts), but the display of the performance image 60 may end at the look-ahead start change, or may continue until the change-in-progress performance corresponding to the hold that is the look-ahead target. In the latter case, the first performance image 601 continues to be displayed until the change-in-progress performance corresponding to hold 1 (the change-in-progress performance one step after the look-ahead start change) starts (it is erased at the same time as the change-in-progress performance corresponding to hold 1 is in progress or ends) (see FIG. 19(a)). The second performance image 602 continues to be displayed until the change-in-progress performance corresponding to hold 2 (the change-in-progress performance two steps after the look-ahead start change) starts (it is erased at the same time as the change-in-progress performance corresponding to hold 2 is in progress or ends) (see FIG. 19(b)). The third performance image 603 continues to be displayed until the change-in-progress performance corresponding to hold 3 (the change-in-progress performance three steps after the look-ahead start change) starts (it is erased at the same time as the change-in-progress performance corresponding to hold 3 is in progress or ends) (see FIG. 19(c)). In other words, the first performance image 601 is displayed continuously across two during-changing performances (the look-ahead start variation and the variation corresponding to reserved 1), the second performance image 602 across three during-changing performances (the look-ahead start variation, the variation corresponding to reserved 1, and the variation corresponding to reserved 2), and the third performance image 603 across four during-changing performances (the look-ahead start variation, the variation corresponding to reserved 1, the variation corresponding to reserved 2, and the variation corresponding to reserved 3). Therefore, in the latter case, there is an advantage that not only the start of the special look-ahead performance but also the end is easy to understand.

[0110] In this embodiment, the pre-reading start variation itself is a variation in which the winning / losing lottery result is a loss (loss variation). In other words, after a loss variation, when one or more small winning variations occur, a special pre-reading performance occurs.

[0111] In addition, when one or more consecutive target reserved information are stored in the storage means, the special pre-reading effect does not necessarily occur. When there is a reserved that satisfies both the "small win condition" and the "variable time condition", the special pre-reading effect may occur.

[0112] The following are specific examples of improvements, modifications, and embodiments of the above-mentioned special look-ahead performance. Note that, to the extent possible, the following specific examples may be combined and applied to a configuration.

[0113] ○Example 2-1 In the above embodiment, the pre-reading start variation itself is described as a variation in which the winning / losing lottery result is a loss (loss variation), but a variation in which the winning / losing lottery result is a small win (small win variation) may be configured to be set as the pre-reading start variation. In other words, if the pre-reading start variation is a small win variation, a small win game (indefinite unit game) will be executed after the pre-reading start variation ends (see FIG. 20).

[0114] Since the special pre-reading performance is a performance that indicates that at least one small win exists in the reserve, if the small win variation is configured as the pre-reading start variation, at least two small wins will be confirmed. In other words, by doing so, the special pre-reading performance indicates that at least two small wins (indefinite unit games) will occur in succession at a good tempo.

[0115] The pre-read start variation may be set to be either a miss variation or a small win variation.

[0116] ○Example 2-2 In the above embodiment, it has been explained that the "variation time condition" is set to be satisfied when the variation time of the target variation performance is the shortest variation time (the shortest time among the candidate times), but the "variation time condition" may be set to be satisfied when two or more of the candidate times counted from the shortest are set to the variation time of the target variation performance. In other words, there may be two or more candidate times that are equal to or shorter than the reference time (excluding settings in which all candidate times are equal to or shorter than the reference time, i.e., settings in which the reference time is equal to the longest variation time).

[0117] For example, the special pre-reading effect can occur not only when the target variation performance is "0.3 seconds / small win" but also when it is "0.5 seconds / small win" (see FIG. 21(a)). Even in this way, the effect of the special pre-reading effect, which indicates that the small win will be won at a good tempo at short intervals, can be enjoyed.

[0118] However, as in the above embodiment, the configuration in which only the shortest fluctuation time (0.3 seconds) satisfies the "fluctuation time condition" (the special pre-reading performance occurs only when the shortest fluctuation time is set as the fluctuation time of one or more target fluctuation performances) is superior in that the tempo of small win occurrence is short. Also, when three small wins occur, the length between small wins (tempo of small win occurrence) is approximately equal.

[0119] ○Example 2-3 The fluctuation time of the look-ahead start fluctuation (the time of the fluctuation during the performance when the special look-ahead performance starts) is not set to the shortest fluctuation time. In other words, the fluctuation time of the look-ahead start fluctuation is set to be longer than the above-mentioned reference time (see FIG. 22). If the look-ahead start fluctuation is set to be a miss fluctuation as in the above embodiment, "0.3 seconds / miss" will not be set as the look-ahead start fluctuation. Also, as explained in the above specific example 2-1, if the look-ahead start fluctuation is set to be a small win fluctuation, "0.3 seconds / small win" will not be set as the look-ahead start fluctuation. The reason for this is as follows.

[0120] The special pre-reading performance indicates that the small win will be won at a good tempo. In order to achieve this, it is necessary that the fluctuation time of the target fluctuation performance (small win fluctuation) is short, but there is no need to shorten the fluctuation time of the pre-reading start fluctuation itself.

[0121] In addition, if the fluctuation time of the look-ahead start fluctuation is short, there will be no time to generate a pre-effect (details will be described later) that indicates whether or not a special look-ahead effect will occur, and which mode (first mode effect to third mode effect) of the special look-ahead effect will occur. In other words, by making the fluctuation time of the look-ahead start fluctuation longer than the reference time, the time to execute the pre-effect is secured.

[0122] ○Example 2-4 Before the special look-ahead performance occurs, a pre-performance occurs that indicates to the player that the special look-ahead performance may occur. The pre-performance may be set to determine the occurrence of the special look-ahead performance when it occurs, or may not determine the occurrence of the special look-ahead performance even when it occurs (a setting in which the probability of the special look-ahead performance occurring is merely increased when the pre-performance occurs compared to when it does not occur). In the latter case, if the pre-performance leads to a successful ending, the special look-ahead performance occurs, and if it leads to a failed ending (an ending different from the successful ending), the special look-ahead performance does not occur.

[0123] In addition, the pre-performance may suggest the mode of the special pre-reading performance that will occur. For example, the pre-performance may be a display of multiple suggestive images 65 that suggest the mode of the special pre-reading performance that may occur (see FIG. 23(a)), and then one of the suggestive images 65 changes to a performance image 60 (one suggestive image 65 remains and becomes the performance image 60, and the other suggestive images 65 disappear), causing a special pre-reading performance using the performance image 60 (see FIG. 23(b)). Specifically, a first suggestive image 651 corresponding to the first performance image 601, a second suggestive image 652 corresponding to the second performance image 602, and a third suggestive image 653 corresponding to the third performance image 603 are set, and one or more suggestive images 65 are displayed in the pre-performance. This allows the player to understand that there is a possibility that a special pre-reading performance using a performance image 60 corresponding to any of the suggestive images 65 will occur. Each suggestive image 65 may be one that allows the player to understand the correspondence with each performance image 60. For example, it is conceivable that the corresponding performance image 60 is displayed in a semi-transparent manner as the suggestive image 65 (in the drawings, the suggestive image 65 is shown by a dotted line) (see FIG. 23(a)).

[0124] The probability of each mode of special pre-reading performance may be indicated by the type and number of suggestive images 65 displayed in the advance performance. For example, as shown in FIG. 24(a), assume that a suggestive performance occurs in which one first suggestive image 651 and two third suggestive images 653 are displayed as suggestive images 65. In this case, since the second suggestive image 652 is not displayed, the second mode performance (display of the second performance image 602) does not occur. Although the first mode performance (display of the first performance image 601) and the third mode performance (display of the third performance image 603) may occur, since there are more third suggestive images 653 than the first suggestive images 651, the third mode performance is more likely to occur than the first mode performance.

[0125] In a setting where there is a possibility that a special look-ahead performance will not occur even if a pre-performance occurs, an image for a failed ending (failure image 654) may be displayed as the suggestion image 65 displayed in the pre-performance (see FIG. 24(b)). In this case, the setting is such that when failure image 654 is not displayed as in FIG. 24(a), it is confirmed that the special look-ahead performance will occur (reaching a successful ending). When failure images 654 are displayed as in FIG. 24(b), the setting is such that the number of failure images 654 suggests the likelihood of a failed ending (the fewer the number of failure images 654 displayed, the higher the likelihood that the pre-performance will reach a successful ending and the special look-ahead performance will occur).

[0126] ○Example 2-5 It is set so that the first mode performance does not occur when the reserves 1 and 2 satisfy the "small win condition" and the "variable time condition" (when the second mode performance can occur), and the first mode performance or the second mode performance does not occur when the reserves 1 to 3 satisfy the "small win condition" and the "variable time condition" (when the third mode performance can occur). In other words, the special pre-reading performance that occurs when the reserves 1 and 2 are all "0.3 seconds / small win" is always the second mode performance, and the special pre-reading performance that occurs when the reserves 1 to 3 are all "0.3 seconds / small win" is always the third mode performance. In summary, when a special pre-reading performance is generated, a special pre-reading performance of a mode corresponding to the maximum number of those that satisfy the "small win condition" and the "variable time condition" is generated for the reserves that are consumed early.

[0127] By doing this, after the last reserved ball that was the subject of the special look-ahead performance is consumed (the variable performance corresponding to the last reserved ball is finished), the next reserved ball after the last reserved ball is unlikely to be a "0.3 seconds / small win" (when the third mode performance is executed, there is only a possibility that reserved ball 4 will be a "0.3 seconds / small win"). Due to the mode of the special look-ahead performance, the player will have to estimate (understand) the number of small wins that will occur in succession, and depending on the situation, there is a risk that the player will stop firing the game balls in accordance with that estimate (stopping firing after the small win corresponding to the last reserved ball is finished), so it is made difficult for a number of "0.3 seconds / small wins" that exceeds the estimate to occur in succession.

[0128] ○Example 2-6 When the shortest variation time is reached, the lottery result is configured so that there is no big win or no miss. In other words, the shortest variation time is set to be a small win. In this way, it is possible to distinguish whether the hold (target hold information) is the target of the special pre-reading performance only from the perspective of whether the variation time is the shortest variation time (variation time condition), making it easier to control.

[0129] ○Example 2-7 In the above embodiment, it has been explained that the corresponding winning / losing lottery result is a "small win" and the corresponding winning / losing lottery result is a "big win" and the target reserved information may be the target reserved information. If the shortest fluctuation time is 0.3 seconds as in the above embodiment, a pattern of "0.3 seconds / big win" may occur, and the pattern may also become the target reserved information (subject to the special pre-reading performance). The second mode performance may occur when reserved 1 is "0.3 seconds / small win" and reserved 2 is "0.3 seconds / big win", and the special pre-reading performance may occur for a mixture of reserved small wins and big wins. In this way, the special pre-reading performance suggests that "wins" including both small wins and big wins will occur at a good tempo.

[0130] ○Example 2-8 In the above embodiment, it was explained that when the number of target reserved information is one (reserved 1 is "0.3 seconds / small win"), the first mode performance occurs, when the number of target reserved information is two (reserved 1 and 2 are "0.3 seconds / small win"), the second mode performance occurs, and when the number of target reserved information is three (reserved 1 to 3 are "0.3 seconds / small win"), the third mode performance occurs. In other words, it was explained that the number of target reserved information and the mode of the special look-ahead performance are in a corresponding relationship (1:1 relationship), but the mode of the special look-ahead performance may be set to merely suggest the number of target reserved information.

[0131] Specifically, the number of target pending information can change each time, regardless of the mode of the special look-ahead performance (for example, even when the first mode performance occurs, the number of target pending information may be two or three). Based on this premise, the expected value of the number of target pending information (the number of "0.3 seconds / small wins" occurring consecutively) is different depending on the mode of the special look-ahead performance that occurs. For example, the expected value of the number of target pending information is set to be larger when the second mode performance occurs than when the first mode performance occurs, and when the third mode performance occurs than when the second mode performance occurs (see FIG. 25). Even with such a configuration, a gameplay that allows the player to pay attention to the mode of the special look-ahead performance that occurs is realized.

[0132] ○Example 2-9 The performance image 60 displayed as the special pre-reading performance may be a combination of identification symbols 80. Specifically, the combination of identification symbols 80 indicating the winning / losing lottery result (losing) corresponding to the pre-reading start variation corresponds to the first performance image 601 to the third performance image 603. The combination of identification symbols 80 corresponding to each performance image 60 may be any combination that satisfies a predetermined rule. For example, the forward sequence (such as "1·2·3" and "4·5·6") corresponds to the first performance image 601, the reverse sequence (such as "3·2·1" and "6·5·4") corresponds to the second performance image 602, and the combination of two or more identification symbols 80 of "7" (such as "1·7·7" and "7·7·6") corresponds to the third performance image 603 (see FIG. 26). In this way, the combination of identification symbols 80 can be configured to suggest the number of small wins that will occur consecutively thereafter.

[0133] As explained in the specific example 2-1, if the pre-reading start variation itself is to notify the winning of a small prize, the combination of the identification symbols 80 indicating the winning of a small prize may correspond to the first effect image 601 to the third effect image 603. As explained in the above embodiment, if the combination consisting of the identification symbols 80 of "3" and "7" is to indicate the winning of a small prize, the combination (rule) corresponding to each effect image 60 may be set while maintaining the condition for the combination indicating the winning of a small prize, such as the combination of "3·3·7" corresponding to the first effect image 601, the combination of "3·7·7" corresponding to the second effect image 602, and the combination of "7·7·3" corresponding to the third effect image 603.

[0134] 11) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the gist of the present invention.

[0135] 12) Specific means (gaming machines) obtained from the above embodiment are listed below.

[0136] ·Means 1-1 A gaming machine comprising: a unit game execution means for executing a unit game in which a specific area that is normally closed is opened until a predetermined closing condition is met; and a display means for displaying an entry display whose appearance changes when a gaming ball enters a target area including the specific area, in a state in which the unit game can occur continuously, wherein the entry display is reset each time the number of gaming balls entering the target area reaches a reference number, regardless of whether the unit game has ended or not. According to the gaming machine described above, it is possible to make it easier to understand the state in which the gaming ball is entering the target area.

[0137] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the entry display is a new reference image that is displayed when a gaming ball enters the target area, and the reference image is erased when the reference image reaches the reference number. By doing so, it becomes easier to understand that counting is being performed for each predetermined number (reference number).

[0138] ·Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that the unit games are set as a defined unit game in which the expected value of the number of gaming balls entering the specific area when gaming balls are continuously fired aiming at the specific area is equal to or greater than a defined number, and an indefinite unit game in which the expected value is less than the defined number. By doing so, it is possible to clearly show the progress status of both defined unit games and non-defined unit games.

[0139] ·Means 1-4 The gaming machine described in means 1-3 is characterized in that the reference number and the specified number are different values. The fact that the reference number ≠ the specified number is evidence that the end of a specified unit of play and the resetting of the entry display are unrelated events.

[0140] ·Means 1-5 A gaming machine as described in means 1-3 or 1-4, characterized in that when an excessive entry occurs in which a gaming ball enters the target area in excess of the specified number during one of the specified unit games, the manner of the entry display changes as a result of the excessive entry. In this way, the progress of profits, including excess progress, can be grasped by the progress display.

[0141] ·Means 1-6 A gaming machine described in any one of means 1-1 to 1-5, characterized in that a general area that is always open is set as one of the target areas. A general area may be set in the target area in which the entry status of the game ball is shown.

[0142] ·Means 1-7 A gaming machine described in any one of means 1-1 to 1-6, characterized in that, in addition to the entry display, a reset display is displayed whose appearance changes when the entry display is reset. This makes it easier to understand the current access situation.

[0143] ·Means 1-8 The gaming machine described in means 1-7, wherein the reset display includes a number that increases when the entry display is reset. By doing this, the number of game balls that have entered so far can be determined by calculating "the number included in the reset display x the reference number."

[0144] ·Means 1-9 A gaming machine described in any one of means 1-1 to 1-8, characterized in that, in addition to the entry display, a count display is displayed indicating the number of gaming balls that have entered the specific area for each unit game. The advance display makes it difficult to grasp the advance status for each unit game. By displaying the count display as described above, it becomes easier to grasp the advance status for each unit game.

[0145] ·Means 2-1 A gaming machine comprising: an effect execution means for executing an in-flight effect from the start of the change of an identifying pattern indicating the result of a win / lose lottery until the identifying pattern stops in a manner according to the result of the win / lose judgment; and a storage means for storing, as pending information, the win / lose lottery information used in the win / lose lottery for which the corresponding in-flight effect has not started, wherein, as a performance constituting the in-flight effect, one or more consecutive pieces of pending information stored in the storage means that correspond to the earliest start of the in-flight effect are treated as target pending information, and a special pre-reading effect that can occur when the win / lose lottery result corresponding to the target pending information is a win and the change time required for the target in-flight effect, which is the in-flight effect corresponding to the target pending information, is less than a reference time. The special pre-reading performance of the gaming machine is an interesting one that predicts the occurrence of one or more winnings in a short period of time (at a good tempo).

[0146] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the fluctuation time required for the during-fluctuation performance is set to one of different lengths of time, and the special pre-reading performance can occur when the shortest time is set as the fluctuation time of the target during-fluctuation performance. By doing this, the special pre-reading effect will foretell that a win will be announced in the shortest possible fluctuation time.

[0147] ·Means 2-3 The gaming machine described in Means 2-1 or Means 2-2 is characterized in that the special pre-reading performance has different appearances depending on the number of target pending information. By doing this, the number of winnings that will occur can be grasped depending on the nature of the special pre-reading performance.

[0148] ·Means 2-4 A gaming machine described in means 2-1 or 2-2, characterized in that the number of target pending information is suggested depending on the mode of the special pre-reading performance. In this way, the player can enjoy predicting the number of winning combinations that will occur depending on the special pre-reading performance.

[0149] ·Means 2-5 A gaming machine described in any one of means 2-1 to 2-3, characterized in that the fluctuation time of the during-fluctuation performance when the special pre-reading performance is started exceeds the reference time. The change time of the changing performance during which the special look-ahead performance is started should be set so that time is secured to execute the special look-ahead performance. [Explanation of symbols]

[0150] 1. Gaming machines 10 major prize areas (100 specific areas) 15 Small Prize Winners Area (100 Specific Areas) 21 First Starting Area 22 Second Starting Area 28 Normal starting area 29 General area 30 Rounds Display 32 Status display 50 Approach display 51 Reference image (511 First reference image 512 Second reference image) 52 Reference image 54 Profit display 55 Reset display 59 Count Display 60 Production image (601 first production image 602 second production image 603 third production image) 65 Suggested image (651 First suggested image 652 Second suggested image 653 Third suggested image 654 Failed image) 70 Reserved Design 71 Changing pending pattern 72 Pre-change reserved pattern 80 Identification pattern 91 Display device 911 Display area

Claims

[Claim 1] A performance execution means for executing a performance during the change from the start of the change of the identification pattern indicating the winning / losing lottery result to the stop of the identification pattern in a manner corresponding to the winning / losing judgment result; A storage means for storing, as reserved information, among the winning / losing lottery information used for the winning / losing lottery, the corresponding variable performance that has not started; A performance execution means for executing a special pre-reading performance that suggests a target winning / losing lottery result for target reserved information that is one or more consecutive reserved information that is the earliest in the order in which the corresponding variable performance is started among the reserved information stored in the storage means during the execution of a certain variable performance; Equipped with The special pre-reading performance suggests that the target winning / losing lottery result corresponding to the target reserved information will be a specific winning, which is either a small winning or a big winning, and may occur in a specific game state in which the target winning / losing lottery result may be the specific winning, The change time required for the change-in-progress performance is set to one of candidate times having different lengths, and the candidate times include times less than a reference time and times greater than the reference time, and the change time of the change-in-progress performance when the specific win occurs in the specific game state may be less than the reference time or may be greater than the reference time, The special pre-reading performance may occur when the variable time when the target winning / losing lottery result corresponding to the target pending information is the specific winning is equal to or less than the reference time, but does not occur when it exceeds the reference time. A gaming machine characterized by:

Citation Information

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