Gaming Machines

By displaying a time image that excludes gaming stop periods, the gaming machine aligns actual gaming time with the time required from start to end conditions, addressing the issue of time discrepancies and enhancing player satisfaction.

JP7679071B2Active Publication Date: 2025-05-19SANSEI R&D KK
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Patent Information

Application Number
JP2021139584
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-30
Publication Date
2025-05-19
Estimated Expiration
2041-08-30

AI Technical Summary

Technical Problem

Existing gaming machines struggle to align the actual time required from the establishment of a start condition to the establishment of an end condition with the actual gaming time, leading to discrepancies and potentially frustrating player experiences.

Method used

The gaming machine incorporates display means to show a time image representing the actual time required for a special gaming period within a target period, and excludes gaming stop periods from this special gaming period, ensuring a more accurate reflection of actual gaming time.

Benefits of technology

This solution effectively brings the actual time required for the gaming session closer to the actual gaming time, enhancing player satisfaction by reducing perceived discrepancies and improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of approximating the actual time required from satisfaction of a start condition to satisfaction of an end condition to an actual game time.SOLUTION: A game machine 1 includes display means for displaying a time image indicating the actual time required for a special game period included in a target period from satisfaction of a start condition to satisfaction of an end condition. When a game stop period occurs in which it is determined that a player stops the game during the target period, the special game period does not include the game stop period.SELECTED DRAWING: Figure 5
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Description

Technical Field

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

Background Art

[0002] There is known a gaming machine in which a time image representing the actual time from the establishment of a start condition to the establishment of an end condition is displayed (see, for example, Patent Document 1 below).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of bringing the actual time required from the establishment of a start condition to the establishment of an end condition closer to the actual gaming time.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes display means for displaying a time image indicating the actual time required for a special gaming period included in a target period which is a period from the establishment of a start condition to the establishment of an end condition, and when a gaming stop period in which it is determined that the player has stopped the game occurs during the target period, the special gaming period is configured not to include the gaming stop period.

Effects of the Invention

[0006] The gaming machine according to the present invention can bring the actual time required from the establishment of a start condition to the establishment of an end condition closer to the actual gaming time.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding a game ball launched by operating a launching device 908 (launching handle) into a game area 902 is provided in a substantially arc shape.

[0010] In the game area 902, a display device 91, a start area 904, a jackpot area 21, payout openings, etc. are provided. The display area 911 of the display device 91 is a portion visible through the opening 901 formed in the game board 90. Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game balls when the flowing game balls collide with them. The game balls flowing down in the game area 902 change into various states according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, the game balls are launched toward the game area 902 by operating the launching device 908. When the game balls flowing down in the game area 902 win in a winning area such as the start area 904 or the jackpot area 21, a predetermined number of prize balls are paid out by the payout device.

[0012] Note that the description of the components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and upper tray for storing the game balls, etc., is omitted. For these, those having the same structure as known gaming machines can be applied.

[0013] 2) Specifications Hereinafter, the specifications of the gaming machine 1 according to the present embodiment will be described. Note that, unless otherwise specified, the specifications described below are for the case where the player plays the game as instructed, and not for the case where inappropriate games not following the instructions are played.

[0014] The win / loss lottery is executed by the win / loss lottery means provided on a control board (not shown) triggered by a game ball winning in the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "Special Figure 1") and a second start area 904b (the start area of the so-called "Special Figure 2") are provided (see Fig. 1). When a game ball wins in the start area 904, a numerical value (win / loss lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined winning numerical value, it is a win; if it is different, it is a loss. Hereinafter, the win / loss lottery information acquired when a game ball enters the first start area 904a is referred to as first win / loss lottery information, and the win / loss lottery based on it is referred to as the first win / loss lottery. The win / loss lottery information acquired when a game ball enters the second start area 904b is referred to as second win / loss lottery information, and the win / loss lottery based on it may also be referred to as the second win / loss lottery.

[0015] In the present embodiment, similar to known gaming machines, the win / loss lottery result is notified to the player by the combination of the decorative symbols 80 (see Fig. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. If winning the win / loss lottery, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g becomes a predetermined winning combination (for example, three of the same decorative symbols 80). If it is a loss, it becomes a combination other than that (other than the winning combination). The decorative symbol 80 may be a combination of numbers and characters, etc.

[0016] Note that images (so-called "small symbols", etc.) indicating various information may be displayed near the outer edge of the display area 911 so as not to be conspicuous (the illustration of the images is omitted in each figure). The player can enjoy the game without being aware of this type of image. That is, basically, it is possible to grasp the win / loss lottery result by looking at the decorative symbol 80.

[0017] In this embodiment, a variable effect (which refers to the effect from the start of the variation of the decoration symbol 80 that notifies the win / loss lottery result corresponding to the order in which the win / loss lottery information is acquired until it stops in a combination according to the win / loss lottery result. Hereinafter, one variable effect may also be simply referred to as "variation" or "rotation") is executed to notify the win / loss lottery result corresponding to the order in which the win / loss lottery information is acquired. When new win / loss lottery information is acquired, if a variable effect corresponding to the win / loss lottery information acquired earlier is being executed, the newly acquired win / loss lottery information is stored in a storage means (not shown) as reserved information. In this embodiment, the maximum number of stored first reserved information (so-called "Special Pattern 1 reservation") acquired when a game ball enters the first start area 904a and second reserved information (so-called "Special Pattern 2 reservation") acquired when a game ball enters the second start area 904b is four each. When both the first reserved information and the second reserved information are stored in the storage means, the notification of the win / loss lottery result corresponding to the second reserved information is preferentially executed (so-called "Special Pattern 2 preferential digestion"). However, it does not deny the possibility of Special Pattern 1 preferential digestion.

[0018] The fact that reserved information is stored in the storage means is displayed in the display area 911 as the reserved symbol 12 (see FIG. 2). In this embodiment, the presence of the first reserved information stored in the storage means is displayed as the reserved symbol 12 in the normal game state described later, and the presence of the second reserved information stored in the storage means is displayed as the reserved symbol 12 in the special game state described later. The form of the reserved symbol 12 may be different between the normal game state and the special game state. However, it may also be configured such that both the first reserved information and the second reserved information are displayed as the reserved symbol 12 regardless of the game state.

[0019] Also, in the present embodiment, although the variable performance is being executed, a variable symbol 11 (which corresponds to what is called "the corresponding win / loss lottery on hold", and can be regarded as a kind of "hold symbol 12" if all symbols for which the notification of the corresponding win / loss lottery result has not been completed are collectively referred to as "on hold") indicating the existence of win / loss lottery information for which the corresponding win / loss lottery result notification has not been completed is displayed in the display area 911 (see FIG. 2). In the present embodiment, in the normal gaming state described later, the variable symbol 11 corresponding to the first win / loss lottery information is displayed, and in the special gaming state described later, the variable symbol 11 corresponding to the second win / loss lottery information is displayed. The aspect of the variable symbol 11 may be different between the normal gaming state and the special gaming state. However, it may also be configured such that both the first win / loss lottery information and the second win / loss lottery information are displayed as the variable symbol 11 regardless of the gaming state.

[0020] In the present embodiment, as aspects of "winning", there are jackpot wins and minor wins. As will be described in detail later, it is possible to obtain a jackpot win even via a minor win. That is, the gaming machine 1 according to the present embodiment is a so-called one-two type hybrid machine. When a jackpot win (including via a minor win) is obtained, a jackpot game including a plurality of round games in which the jackpot area 21 is opened until a predetermined condition is satisfied is executed (a "privilege" is given to the player). Since the jackpot game itself is well-known, a detailed description thereof is omitted.

[0021] The gaming state in which a player plays aiming to win a big hit is roughly divided into a normal gaming state and a special gaming state for the player that is different from the normal gaming state (see Fig. 3(a)). In the normal gaming state, in principle, the game ball should be launched so that the game ball flows down the left side of the display device 91 in the game area 902 (should perform "left hitting"). When hitting left, although the game ball may enter the first start area 904a, the game ball cannot enter the second start area 904b. That is, the normal gaming state (excluding the remaining hold chance described later) is a state aiming to win a big hit by the first win / loss lottery. In the present embodiment, the big hit winning probability of the first win / loss lottery is about 1 / 319, and the rest is a loss. That is, there is no possibility of winning a small hit in the first win / loss lottery. It may be set that there is a possibility of winning a small hit in the first win / loss lottery, but the setting is such that it is substantially impossible to win a big hit via a small hit (details will be described later).

[0022] The special game state is a game state in which a game ball should be launched (should perform a "right shot") so that the game ball flows down the right side of the display device 91 in the game area 902. When a right shot is performed, although the game ball may enter the second start area 904b, the game ball cannot enter the first start area 904a. The second start area 904b is a region that is normally closed (where the game ball cannot enter) (see Fig. 1). A normal start area 905 (see Fig. 1) is provided as a region where the game ball that has been right-shot may enter, and when winning the normal lottery executed upon the game ball entering the normal start area 905, the second start area 904b is opened (the game ball can enter). In the special game state, the probability of winning the normal lottery is high, and if the right shot is continuously performed, the second start area 904b is frequently opened. In the normal game state, the probability of winning the normal lottery is extremely low, and even if a right shot is performed in the normal game state, the second start area 904b is hardly ever opened. Therefore, performing a right shot in the normal game state is "detrimental" to the player. Since a predetermined number of prize balls can be obtained when the game ball enters the second start area 904b, it can be said that the special game state is a high-base state (the normal game state is a low-base state) in which the player can play the game without significantly reducing the number of balls in hand compared to the normal game state.

[0023] In this way, the special game state is a state aiming to win a jackpot through a second winning / losing lottery executed when a game ball enters the second start area 904b. In the present embodiment, the jackpot winning probability of the second winning / losing lottery is approximately 1 / 319 (the same as the jackpot probability of the first winning / losing lottery), the small win winning probability is approximately 1 / 19, and otherwise it is a loss. As will be described later, in the present embodiment, it is configured such that a jackpot can be obtained almost surely when a small win is won. That is, it is configured such that "small win = jackpot win". Therefore, it can be said that the special game state is a game state aiming to win a jackpot by either directly winning the jackpot (so-called "direct win") in the second winning / losing lottery or winning a small win. Since "small win = jackpot win", the substantial jackpot probability in the special game state is "jackpot winning probability (approximately 1 / 319) + small win winning probability (approximately 1 / 19) = approximately 1 / 17.9" (the combined probability of the jackpot and the small win is the substantial jackpot winning probability). That is, the jackpot probability in the normal game state is approximately 1 / 319 (hereinafter sometimes referred to as a low probability (lottery)), and in that the jackpot probability in the special game state is approximately 1 / 17.9 (sometimes referred to as a high probability (lottery)), it can be said that the special game state is more advantageous than the normal game state. As described above, since the normal game state is a low base state and the special game state is a high base state, it can also be said that the normal game state is a "low base · low probability" state and the special game state is a "high base · high probability" state.

[0024] When a small prize is won, a small prize game is executed in which the small prize area 22 is opened. A bonus area 221 (V area) is provided in the small prize area 22 (see FIG. 1), and when a game ball enters the bonus area 221, a big prize (big prize game) is acquired, and a big prize game is executed in which the big prize area 21 is opened. In this embodiment, it is set so that all game balls that enter the small prize area 22 enter the bonus area 221. Also, if a right hit is continuously performed while a small prize game is being executed, the game ball will almost certainly enter the small prize area 22. When a small prize is won, an instruction to encourage a right hit is displayed in the display area 911, so as long as the instruction is followed, the game ball will almost certainly enter the bonus area 221 and a big prize can be acquired (unless an abnormality such as a ball jam occurs). Therefore, in this embodiment, winning a small prize is essentially winning a big prize.

[0025] A jackpot game includes multiple round games, and in a jackpot game via a small jackpot, the small jackpot game is considered to be the first round game. For example, in a 5-round jackpot via a small jackpot, the first round is a round game in which the small jackpot area 22 is opened, and the second to fifth rounds are round games in which the jackpot area 21 is opened. On the other hand, in a 5-round jackpot of a "direct win", the first to fifth rounds are all round games in which the jackpot area 21 is opened. In this embodiment, the small jackpot area 22 (the bonus area 221 inside it) is provided separately from the jackpot area 21, but the jackpot area 21 may also serve as the small jackpot area 22. That is, the bonus area 221 may be provided within the big win area 21, and when a small win is won, the big win area 21 (which also serves as the small win area 22) may be opened and the game ball may enter the bonus area 221 provided therein.

[0026] In this embodiment, as special gaming states, a first special gaming state and a second special gaming state are set (see Fig. 3(a)). Both the first special gaming state and the second special gaming state end (shift to the normal gaming state) triggered by the result of the second win / loss lottery being a miss for a predetermined number of consecutive times. However, the number of times (hereinafter referred to as the "continuous number of times". The "continuous number of times" is the so-called "time-saving number of times") is different. The first special gaming state is set to have a continuous number of times of 40, and the second special gaming state is set to have a continuous number of times of 200. It can be said that the second special gaming state with a larger continuous number of times is more advantageous for the player than the first special gaming state.

[0027] As jackpot wins (including those obtained via minor wins), a first jackpot and a second jackpot are set. For the first jackpot, the gaming state after the jackpot game ends becomes the first special gaming state. For the second jackpot, the gaming state after the jackpot game ends becomes the second special gaming state (see Fig. 3(a)). As described above, since the second special gaming state has a larger continuous number of times and is more advantageous for the player than the first special gaming state, considering the gaming state after the jackpot game ends, it can be said that the second jackpot is a more pleasing jackpot for the player than the first jackpot.

[0028] In this embodiment, all jackpots won in the first win / loss lottery (jackpot allocation in the first win / loss lottery) are made to be the first jackpot (see Fig. 3(b-1)). That is, when a jackpot is won in the normal gaming state (excluding the remaining hold chance described later), it becomes the first jackpot, and after the jackpot game ends, it will shift to the first special gaming state (see Fig. 3(a)). A jackpot won in the normal gaming state is generally referred to as a "first win". After the "first win", it means shifting to the first special gaming state. However, it may also be a jackpot allocation that includes a jackpot (normal jackpot) that shifts back to the normal gaming state again after the jackpot game of the "first win" ends. Also, the "first win" may be a jackpot allocation that includes the second jackpot.

[0029] On the other hand, the jackpot won in the second win / loss lottery (jackpot allocation in the second win / loss lottery) is set to be the first jackpot (95%) or the second jackpot (5%) (see Fig. 3(b-2)). That is, when a jackpot is won in the special game state (including winning via a small jackpot), after the jackpot game ends, it may shift to the first special game state or the second special game state (see Fig. 3(a)). Note that regardless of which jackpot is won, after the jackpot game ends, it will always shift to the special game state. Therefore, winning in the special game state is so-called "remaining on the dealer's hand".

[0030] Incidentally, the number of rounds (round allocation) of the jackpot game executed when winning the first jackpot or the second jackpot may be any number. In this embodiment, three types of jackpots with different numbers of rounds (three types: 3-round jackpot, 5-round jackpot, and 10-round jackpot) are set.

[0031] As described above, the first special game state has a continuation count of 40 times, and the second special game state has a continuation count of 200 times. That is, basically, the first special game state is a game state aiming to win the high-probability lottery with a probability of about 1 / 17.9 before losing for 40 consecutive times, and the second special game state is a game state aiming to win the high-probability lottery with a probability of about 1 / 17.9 before losing for 200 consecutive times. However, in this embodiment, since up to four pieces of second hold information can be stored in the storage means, even if the special game state ends and the normal game state is entered, the player can receive up to four second win / loss lotteries (high-probability lotteries with a probability of about 1 / 17.9). In the following description, the lottery based on the second hold information after the special game state ends is referred to as the "remaining hold lottery", and the state (period) in which the remaining hold lottery can be received is referred to as the "remaining hold chance" (see Fig. 3(a)). Strictly speaking, the remaining hold chance is a period in the normal game state, but since it is a period in which a high-probability lottery can be received in the same way as the special game state, it appears to the player that the special game state continues. And if a big win is obtained through the second win / loss lottery in the remaining hold chance, the game state will shift to the special game state again. Therefore, in this embodiment, winning in the remaining hold chance is also treated as "continuing to be the dealer".

[0032] In this embodiment, the final variation of the special game state (the 40th rotation from the start in the first special game state and the 200th rotation from the start in the second special game state) exceeds a predetermined time, and in this variation, an instruction is given to continue the right hitting in order to obtain four pieces of second hold information (to make the "hold full"). If the right hitting is continued according to this instruction, four pieces of second hold information can be almost surely obtained, so that even if the special game state ends, four high-probability lotteries can be received. Therefore, the condition for the substantial "continuous winning" is that in the first special game state, it is necessary to win the high-probability lottery with a probability of about 1 / 17.9 before 44 consecutive misses, and in the second special game state, it is necessary to win the high-probability lottery with a probability of about 1 / 17.9 before 204 consecutive misses. Therefore, in the case of the first special game state, the so-called (continuous winning) continuation rate is about 92%. On the other hand, in the case of the second special game state, the so-called (continuous winning) continuation rate is about 99.999%. That is, in the second special game state, there is almost no probability that the game ends without winning the jackpot including the remaining hold chance (so-called "skipping" occurs), and it can be said that it is substantially in a state where the next jackpot (continuous winning) is determined.

[0033] In this embodiment, when the jackpot cannot be won even with the remaining hold chance, a result image that displays the number of balls won and the number of consecutive wins obtained by shifting to the special game state including the first win is displayed (the actual time indicated by the time image 30 described later is also displayed in the result image) (see Fig. 4(b)). After the result image is displayed, an image prompting the left hitting is displayed. That is, it shifts to a state aiming to win the jackpot (first win) by the first win / loss lottery (the normal game state after the end of the remaining hold chance).

[0034] As described above, in this embodiment, until the time when it is confirmed that the jackpot cannot be won in the remaining hold chance after winning the first win, which leads to the transition to the special game state (it is notified that the last of the four remaining hold lotteries has missed), it is regarded as one "continuous winning (state)". The special game state is named "○○RUSH", which means that it is a series of "○○RUSH" states until the last of the four remaining hold lotteries misses.

[0035] Note that such specifications are only examples, and various probabilities and the like can be changed as appropriate. Also, the matters described below can be applied to gaming machines with different specifications, except for those that cannot hold without the above specifications. For example, a known ST machine (a machine with probability variation based on the number of plays) may be used. That is, the "continuous number of times" in the first special gaming state and the second special gaming state may be the "ST number of times", and the substantial jackpot probability (including small wins) in the special gaming state may be read as the jackpot probability during probability variation. Also, some of the matters described below can be applied to known probability variation loop machines.

[0036] 4) Time image In the present embodiment, a time image 30 for displaying the actual time (real time) required for "○○RUSH" is displayed in the display area 911 (see Fig. 4(a)). That is, to show the player a standard of the increase speed of the payout balls and the number of jackpot wins per unit time (so-called "consumption speed" of (continuous wins)) during the continuous win state (the state where continuous wins can be expected), a time image 30 representing the passage of actual time is displayed. Note that the time image 30 may be displayed on a device different from the main display device 91 (the display device 91 on which the decorative symbol 80 is displayed). Also, the unit of time represented by the time image 30 can be any unit. In the present embodiment, the passage of time is represented in units of one-hundredth of a second (counted in units of one-hundredth of a second). Also, in the drawings other than the drawings for explaining the time image 30, the illustration of the time image 30 is omitted (the illustration of the time image 30 is omitted after Fig. 16).

[0037] The period during which the actual passage of time is represented by the time image 30 is basically from the establishment of the start condition to the establishment of the end condition (in the following description, the period from the establishment of the start condition to the establishment of the end condition is referred to as the target period). That is, counting starts from the establishment of the start condition and stops (ends) when the end condition is established. Since the time image 30 indicates the actual elapsed time during the continuous winning state (a state in which continuous winning can be expected) when it is necessary to shift to a special game state, the start condition is a condition that is not established unless a special game state is shifted to, and the end condition is a condition that is not established unless the special game state ends. As described above, when all the remaining hold lotteries result in misses, a result image is displayed, and the result image includes the value of the time image 30 (the total measured time) at the time when the counting stops. Thereby, the player can know the actual time required for the digestion of the continuous winning state.

[0038] In the present embodiment, it is determined that the start condition is established when the first special game state is started after the end of the jackpot game of the first jackpot obtained in the normal game state (excluding during the remaining hold chance) (see FIGS. 3 and 5). That is, it is determined that the start condition is established when the special game state after the so-called first win is started. However, as long as it is determined that a shift to the special game state is made, other conditions may be used as the start condition. For example, it may be configured such that the start condition is established when the jackpot game of the first jackpot (first win) obtained in the normal game state (excluding during the remaining hold chance) is started. In this way, the time represented by the time image 30 also includes the time required for the jackpot game that results in the "first win".

[0039] In addition, in the present embodiment, it is set that the end condition is that the last (fourth time) of the remaining draw fails in the remaining draw chance (see FIGS. 3 and 5). That is, since winning in the remaining draw is set as "continuous winning streak", when it is confirmed that all of the remaining draws are non-winning (the last change in the remaining draw has ended), the measurement of the actual time ends. As described above, the remaining draw chance is strictly in the normal game state, but the transition to the remaining draw chance does not occur unless the special game state ends (if it is the first special game state, it must not fail 40 times in a row, and if it is the second special game state, it must not fail 200 times in a row). Therefore, the condition of "all of the remaining draws fail" is included in the condition of "a condition that does not hold unless the special game state ends". This is because there is a certain degree of expectation that the continuous winning streak will continue by the remaining draw (winning with a probability of about 1 / 17.9). If the remaining draw is set to a low-probability draw (for example, the remaining draw is executed with a probability of 1 / 319), the end condition may be set as the end of the special game state (the last change in the special game state fails). That is, the timing at which the so-called "continuous winning streak" ends changes according to the specifications. If it is set that reaching the timing at which the "continuous winning streak" ends is the establishment of the end condition, it can be said that regardless of the specifications, the timing will not be reached (the end condition will not be satisfied) unless the special game state, which is more advantageous than the normal game state, ends.

[0040] During the target period, basically (including the special game period described later), the count of the actual passage of time continues. The target period includes the period during which the variable effect is being executed in the special game state (see FIG. 4(a-1)) and the period during which the big win game is being executed (see FIG. 4(a-2)). That is, the time count continues even when transitioning from one of the variable effect and the big win game to the other.

[0041] Specifically, during the period determined to be a special game period within the target period, the time count continues. The special game period is the period excluding the game stop period within the target period (see Fig. 5). That is, the game stop period is not included in the period during which the actual passage of time is measured. Even during the special game period, a situation may occur where the time image 30 is temporarily not displayed. For example, during the execution of a predetermined effect such as the display of a predetermined video, it may not be appropriate to display the time image 30 (the effect will be hindered by the display of the time image 30), so the time image 30 may not be displayed during the execution of the effect. Even in such a state where the time image 30 is not displayed, (if it is not during the game stop period) the actual time measurement continues inside the gaming machine 1. For example, if the time during which the above-mentioned predetermined effect is executed and the time image 30 is not displayed is exactly 10 seconds, the time image 30 will be displayed again when 10 seconds have elapsed since the time image 30 was erased. That is, the special game period is basically a period during which the time image 30 is displayed, and in some cases, the time image 30 is not displayed, but the time count continues regardless of the presence or absence of the display of the time image 30. Therefore, it can be said that the time represented by the time image 30 represents the actual length of the special game period. Since the game stop period, which will be described in detail later, is the period during which the player is determined to have stopped the game within the target period, it can also be said that the special game period is the period during which the player is determined to be playing the game within the target period.

[0042] The game stop period is a period during which it is determined that the player has stopped the game. During this game stop period, the time count is stopped. Therefore, if the player continuously plays the game during the target period, the game stop period does not occur. In this case, "the length of the target period = the length of the special game period". As described above, the time image 30 basically shows the player the actual time required for the target period (during the consecutive win state). However, if the time count continues including the time when the player temporarily stops the game during the target period, it cannot be said that it represents the actual time in the consecutive win state (the "deviation" becomes large). Therefore, in this embodiment, the time count is stopped during the game stop period.

[0043] In this embodiment, it is determined whether it is during the game stop period as follows. In the following description, the condition for determining that the game stop period has started (the condition for starting the game stop period) is referred to as the transition condition, and the condition for determining that the game stop period has ended (the condition for ending the game stop period and restarting the special game period) is referred to as the release condition.

[0044] First, as long as at least the middle performance during variation is being executed, it is determined that the game is continuing (it is determined that it is the special game period). Also, during the jackpot game, it is determined that the game is continuing (it is determined that it is the special game period). Let the period when the middle performance during variation is not being executed be the "non-variation period" (assuming that the non-variation period is a period when the jackpot game is not being executed). Then, in order for it to be the game stop period, it is necessary to be at least the non-variation period. That is, the transition condition needs to be such that it does not hold unless it is the non-variation period.

[0045] In this embodiment, it is determined that a transition is made to a game stop period (see FIG. 6(c)) when a certain variable performance (see FIG. 6(a)) ends and a non-variable period (see FIG. 6(b)) starts, and a specified time (for example, 3 seconds) elapses without a new variable performance starting. That is, it is determined that the transition condition is satisfied when the so-called non-variable state (the so-called "expiration of hold") continues for a specified time (specified time ≠ 0). The fact that the non-variable state continues for a certain degree means that there is a high probability that the player has temporarily stopped the game (since it is a "continuous winning state" advantageous to the player, it is difficult to assume that the player has completely stopped the game, and it is usually a "temporary" stop), so the time count is stopped. Note that the length of the specified time can be set as appropriate. The transition to the non-variable period is in the case of "expiration of hold", and since the player can also reach the "expiration of hold" even if the player continues to play the game, until the specified time elapses after reaching the "expiration of hold", it is prevented from transitioning to the game stop period, so as to distinguish whether it is the "expiration of hold" that occurred in the state of continuous play or the "expiration of hold" that occurred because the game was temporarily stopped. Note that in this embodiment, the time image 30 is not displayed during the game stop period (see FIG. 6(c)).

[0046] In this embodiment, the execution (start) of a variable performance is set as a release condition for the game stop period. That is, since the fact that the game stop period has started means that it is in a non-variable state, when it is determined that a variable performance has started and the non-variable state has ended, the game stop period ends (transitions to a special game period). Since it is in a special game state (right hitting state), normally, the time count restarts when a game ball enters the second start area 904b (see FIG. 6(d)).

[0047] Thus, in this embodiment, while the actual passage of time during the special game period (during the consecutive win state) is represented by the time image 30, since the special game period is assumed not to include a game stop period, even when the game is temporarily stopped, the time represented by the time image 30 will be close to the actual game time (even when the game is temporarily stopped, it is possible to grasp a certain degree of accurate "consumption speed").

[0048] Hereinafter, specific examples of improving, concretizing, modifying, etc. matters related to the above time image 30 (game stop period) will be described. Note that, as much as possible, a configuration in which technologies described using the following specific examples are combined and applied in plural may also be used.

[0049] 〇Specific Example 1-1 In the above embodiment, it was explained that the time image 30 is not displayed during the game stop period, but a configuration is adopted in which the time image 30 is displayed during the game stop period (see Fig. 7(b)). Since the counting of time is stopped during the game stop period, the time image 30 displayed during the game stop period will naturally be in a "stopped" state (in terms of counting). By thus making the time image 30 in a "stopped" state be displayed during the game stop period, it becomes possible to clearly show the player that the measurement of time is stopped during the game stop period.

[0050] During the game stop period, it is not always necessary to always display the time image 30. That is, during the game stop period, a configuration may be adopted in which a state where the time image 30 is displayed (see Fig. 7(b)) and a state where it is not displayed (see Fig. 7(c)) can occur. For example, the non-varying period that can be a game stop period is a state where a predetermined standby video (a so-called demo movie that introduces the gaming machine 1 or the like. The standby video has a fixed content and length and its output stops when the non-varying state is resolved) is displayed. During the display of the standby video, the time image 30 is not displayed, and during the non-display of the standby video, the time image 30 is displayed. This type of standby video is generally displayed when a certain variable production ends and after a predetermined time has elapsed while in the non-varying period. The start of the game stop period (the stop of time counting) is preferably set to be before the timing when the display of the standby video starts. That is, after a certain variable production (see Fig. 7(a)) ends and enters the non-varying period, after a specified time (for example, 3 seconds) has elapsed, the time counting is stopped, and the stopped time image 30 is displayed (see Fig. 7(b)). After that, after another predetermined time (for example, 12 seconds) has elapsed, the display of the standby video starts and the time image 30 becomes non-displayed (see Fig. 7(c)). By doing so, the player can grasp the occurrence of the event that the time image 30 that was counting up stops before the standby video is displayed and the time image 30 becomes non-displayed.

[0051] 〇Specific Example 1-2 The transition conditions to the game stop period can also be, for example, as follows.

[0052] (A) Specific Example 1-2-1 In the above-described embodiment, it has been explained that after a certain variable performance ends and a non-variable period starts, the elapse of a specified time (the specified time ≠ 0) while in the non-variable period is set as a transition condition (a requirement constituting the transition condition) to the game stop period. However, a configuration may be adopted in which the end of a certain variable performance and the transition to the non-variable period are set as the transition condition (a configuration in which the specified time = 0) (see Fig. 8).

[0053] Since the special game state is a high-base state in which the second start area 904b is frequently opened by winning the normal lottery, if the game balls are continuously launched aiming at the second start area 904b (if hitting to the right), "the hold running out" (the variation being interrupted) hardly occurs. In view of this, assuming that the transition to the non-variable period can be judged as the game being temporarily stopped, a configuration may be adopted in which the time count is stopped immediately (substantially simultaneously with the transition) after the transition to the non-variable period.

[0054] (B) Specific Example 1-2-2 For the establishment of the transition condition (as a requirement constituting the transition condition), a configuration is adopted in which "the operation of the launch device 908 is not performed" is required. When the player stops the game, since it means that the operation of the launch device 908 is not performed, it is set that the non-operation (in the non-operation state) of the launch device 908 is a necessary requirement for the transition to the game stop period. If, as in the above-described embodiment, "the elapse of a specified time while in the non-variable period after the transition to the non-variable period" is one of the requirements, a configuration is adopted in which "the elapse of a specified time while in the non-variable period after the transition to the non-variable period and the launch device 908 is in the non-operation state" is the transition condition to the game stop period (see Fig. 9).

[0055] As in the above specific example 1-2-1, if the transition to the non-variable period itself is one of the requirements, the configuration is such that "the game transitions to the non-variable period and the launching device 908 is in a non-operated state" is the transition condition to the game stop period (see FIG. 10; as in the example of FIG. 9, there is no requirement that a specified time elapses after the game transitions to the non-variable period). This results in a configuration in which the game does not transition to the game stop period simply by transitioning to the non-variable period. If the game transitions to the non-variable period while the launching device 908 is in an operated state, the game will transition to the game stop period when the launching device 908 is subsequently in a non-operated state.

[0056] Even if the player continues to launch game balls, the game ball may not enter the second starting area 904b, and the game may not be played during the changeover performance (the "reserved out" state). By implementing the present example (examples of Figs. 9 and 10), the game will not enter a game stop period when the player is shooting game balls (operating the launching device 908), so that it is possible to prevent a situation in which the time count is stopped even though the player is playing.

[0057] Various methods of determining whether the launching device 908 is being operated are conceivable. For example, a touch sensor is provided on the launching handle of the launching device 908 (the structures of the launching device 908 and the launching handle themselves are well known, so a description thereof will be omitted), and it is conceivable to determine that the launching device is in an operating state when the touch sensor is ON, and that the launching device is in a non-operating state when the touch sensor is OFF. In contrast to this, it is conceivable to determine that the launching handle is in an operating state when it is not in the original position (when it has been rotated a predetermined amount from the original position), and that the launching handle is in a non-operating state when it is in the original position.

[0058] (C) Specific example 1-2-3 In order for the transition condition to be satisfied (as a requirement constituting the transition condition), an operation of the "operation means" is required. In other words, the transition to the game stop period is triggered by the specified operation of the operation means 70 during the non-variable period (see FIG. 11). The operation means 70 may be any one provided at a position where the player can operate it. In this embodiment, the target operation means 70 is a push button for presentation. Also, the specified operation may be any type, but it is preferable that it is not a simple single operation to prevent erroneous operation. The "specified operation of the operation means" may be an operation of two or more operation means in a specified manner (a combination of two or more operation means, for example, simultaneous operation of two operation means, etc.). In the display area 911, an image (stop explanation image 38) that allows the player to understand that the count of the time image 30 is stopped by the specified operation of the operation means 70 and the specific manner of the specified operation may be displayed (see FIG. 11(b)). By doing as in this example, the time count can be stopped at the player's will.

[0059] 〇Specific Example 1-3 The release condition for the game suspension period can be, for example, as follows.

[0060] (A)Specific Example 1-3-1 The release condition is set to be that the launching device 908 is in an operating state (the operating state and non-operating state have already been described). The fact that the launching device 908 is in an operating state means that game play has resumed, so that the time count is resumed (see FIG. 12). In this example, a new start winning (entry of the game ball into the second start area 904b) will occur after the launch device 908 is in an operational state, so the time count will resume before a new variable performance starts.

[0061] (ii) Specific Example 1-3-2 Set the entry of the game ball into a predetermined area as the release condition. In the above embodiment, since the entry of the game ball into the start area 904 (the second start area 904b) (the start of a new variation performance) is set as the release condition, the "predetermined area" here excludes the start area 904. For example, set the exit of the guide rail 903 (strictly speaking, the game ball launch passage constituted by the guide rail 903) as the "predetermined area" (install a sensor at the exit), and when it is detected that the game ball has passed through the exit, the time count is resumed (see Fig. 13). That is, when the first game ball enters the game area 902, it is determined that the game resumes, and the time count is resumed.

[0062] (C) Specific Examples 1-3-3 Set the specified operation of the operation means 70 operable by the player (which may be the same operation or a different operation as the specified operation necessary for the above-mentioned transition condition to be satisfied) as the release condition (see Fig. 14). The specified operation may be any operation, but it is preferably not a simple single-shot operation in order to prevent misoperation. It may be configured such that operating two or more operation means in a predetermined manner (a combined operation of two or more operation means. For example, simultaneous operation of two operation means, etc.) is defined as the "specified operation of the operation means". By doing so, the player can resume the time count according to their intention. In the display area 911, it is preferable to display an image (resume explanation image 39) that allows the player to understand that the count of the time image 30 is resumed by the specified operation of the operation means 70 and the specific mode of the specified operation (see Fig. 14(a)). When used together with the configuration as in the above specific example 1-2-3, both the start and stop of the count of the time image 30 can be arbitrarily determined by the player.

[0063] In the case of the present example, if the player does not perform the specified operation on the operation means 70, there is a possibility that the time count will not resume. In this case, the time count may be resumed when another requirement is satisfied. For example, as described in the above embodiment, the time count may be resumed when the variable performance starts. That is, the time count may be resumed when either the "specified operation of the operation means" or the "start of the variable performance" occurs first.

[0064] 〇Specific Examples 1-4 A configuration is adopted such that the setting in which the time count is stopped during the game stop period (count stop setting) as in the above embodiment and the setting in which the count continues from the establishment of the start condition to the establishment of the end condition (the target period becomes the special game period) (count continuation setting) can be switched. That is, it is possible to select either to stop the count during the period determined to be the game stop period or to prevent the count from stopping until the end condition is satisfied once the count has started regardless of the determination of the game stop period (without determining whether it is the game stop period).

[0065] It is preferable that the player can arbitrarily select either the "count stop setting" or the "count continuation setting". For example, after the establishment of the start condition (the transition to the special game state is determined), before the time count starts, an effect is generated to allow the player to select which of the "count stop setting" and the "count continuation setting" to set (see Fig. 15). If the configuration is such that the time count starts from the start of the special game state after a so-called first win as in the above embodiment, the above-described effect for allowing the selection may be generated during the big win game of the first win. Since some players may want to grasp the elapsed time including periods of rest and the like, it is possible to select the "count continuation setting" in which the elapsed time is measured including such periods.

[0066] After the measurement of time is started (after the start condition is satisfied), it may be configured to be able to switch from one of "count stop setting" and "count continuation setting" to the other.

[0067] 〇Specific Examples 1-5 Set it so that the player can arbitrarily reset the time image 30 (set it to "0"). Some players may want to measure time from an arbitrary point, so this makes it possible. By doing so, for example, when a player who has been taking a break resumes the game, it becomes possible to display the elapsed time from the time of resumption. Since the specific mode of the reset operation can be anything, the description is omitted. When shifting to the game stop period, an image explaining the reset operation of the time image 30 may be displayed.

[0068] 5) Image Erasure Effect As described above, in this embodiment, as special game states, a first special game state and a second special game state are set. Among these, when shifting to the second special game state, it becomes a continuous win when winning the high-probability lottery of about 1 / 17.9 before losing continuously 204 times (200 times until the end of the second special game state + 4 times for the remaining hold chances). If the state combining the second special game state (200 times) and the remaining hold chances (4 times) is defined as a special game state, the so-called (continuous win) continuation rate of the special game state is about 99.999%, and it can be said that it is a game state where a continuous win is substantially determined. That is, the number of win / loss lottery times X (X = 204 times in this embodiment) that can be received until the end of the continuous win is extremely large based on the winning probability (about 1 / 17.9 in this embodiment), and it can be said that the probability of the event of losing continuously X times (resulting in the end of the continuous win) occurring is extremely low. Thus, a game state where the continuation rate is 99% or more and it is extremely rare for the continuous win to end when shifting (the probability of the continuous win ending is less than 1%), that is, a game state where the next win is substantially promised, is defined as the special game state.

[0069] On the one hand, when shifting to the first special gaming state, if one wins the high-probability lottery with a probability of about 1 / 17.9 before losing 44 times in a row (40 times until the end of the first special gaming state + 4 times for the remaining hold chances), one will achieve consecutive wins. The so-called (consecutive win) continuation rate is about 92%. Since it cannot be said that the next win is guaranteed, the state combining the first special gaming state (40 times) and the remaining hold chances (4 times) is considered a non-special gaming state (not corresponding to a special gaming state). In such a non-special gaming state, a special image 40 (an image suggesting that the next win is guaranteed), the details of which will be described later, is not displayed (see Fig. 16(c)).

[0070] When shifting to the special gaming state (the second special gaming state), since the next win is substantially guaranteed, a special image 40 (see Fig. 16) suggesting this is displayed in the display area 911 of the display device 91. Note that the special image 40 may be displayed on a display device different from the main display device 91. The special image 40 in the present embodiment is a decorative character representing "V". Since "V" is used to represent a win, by displaying the "V", it suggests to the player that the next win is substantially guaranteed. As described above, in the present embodiment, the special gaming state is named "○○RUSH". When shifting to the second special gaming state (at the beginning of the second special gaming state), in addition to "○○RUSH", the special image 40 "V" is displayed (in a mode where "V" is attached to "○○RUSH") (see Fig. 16(a)), indicating that the second special gaming state (special gaming state) is about to start. Thereafter, even during the variation of the special gaming state, which is the second special gaming state (including the remaining hold chances), the "V" continues to be displayed (see Fig. 16(b)).

[0071] In addition, if the player can feel that the next win is promised in this way, various aspects of the special image 40 can be considered. For example, it is conceivable to display, as the special image 40, an image including "BONUS", which is generally used to represent the name of a win (prize). Also, since it is generally practiced to display a rainbow-colored image as a winning confirmation effect, it is conceivable to display, as the special image 40, something including a rainbow image. Furthermore, the special gaming state is given the opportunity to undergo a maximum of X = 204 high-probability draws. Although the value of X is strictly finite, it is extremely rare for it to result in a miss 204 times in a row. Since it appears to the player that it is a gaming state in which a high-probability draw can be undergone until the next win, an image indicating that the number of times the high-probability draw can be undergone is infinite (∞) may be displayed as the special image 40.

[0072] Note that at least when in the second special gaming state, the remaining number of high-probability draws (remaining number) that decreases each time the win / loss lottery result is a miss is not displayed (see Fig. 16(b)). Since it is almost certain to win before 204 consecutive misses occur, it is considered that there is no need to display the remaining number. On the other hand, in the present embodiment, in the first special gaming state, the remaining number that decreases each time the win / loss lottery result is a miss is displayed (see Fig. 16(c). Note that in drawings other than this drawing, the illustration of the remaining number is omitted). The remaining number may indicate the number including the remaining hold chances (for 4 times) (the number that decreases each time it misses from "44"), or may indicate the number excluding the remaining hold chances (the number that decreases each time it misses from "40").

[0073] In this way, the special game state is one in which a special image 40 indicating that a hit is substantially promised for the next time is displayed, but it is not impossible for a miss to occur continuously X times (204 times) (so-called "skipping"). In the present embodiment, when, although the special game state has been entered, it is determined that the winning or losing lottery results will be a miss continuously X times, an image erasure effect in which the special image 40 is erased from the display area 911 of the display device 91 occurs.

[0074] In the present embodiment, the image erasure effect occurs during the execution of the X-th variable effect after the transition to the special game state (that is, after the transition to the second special game state). That is, it occurs in the 204-th variable effect (hereinafter, may also be referred to as the final variable effect) after the start of the special game state. It can also be said that the final variable effect is the fourth variable effect of the remaining hold chances. At least at the time when the final variable effect starts, since the winning or losing lottery result corresponding to the final variable effect (hereinafter, may also be referred to as the final winning or losing lottery result) can be internally grasped, when the final winning or losing lottery result is a miss (that is, when the consecutive wins end), an image erasure effect for erasing the special image 40 in the final variable effect is generated. In the present embodiment, the image erasure effect ends (the erasure from the display area 911 of the special image 40 is completed) before the end of the final variable effect.

[0075] The image erasure effect is an effect that makes it appear as if the special image 40 displayed in the display area 911 has moved outside the said display area 911. In the present embodiment, the special image 40 before the occurrence of the image erasure effect (the state of the special image 40 in the normal state. Specifically, the state of the special image 40 in fluctuations other than the final fluctuation in the special gaming state) is displayed small near the outer edge of the display area 911 (see Fig. 17(a)). In the image erasure effect, the special image 40 is once enlarged and displayed at the center of the display area 911 (see Fig. 17(b)). Thereafter, while reducing the size of the special image 40, it is moved outside the display area 911 (see Figs. 17(c)(d)). In this way, by once enlarging the special image 40 and then moving it outside the display area 911, the possibility that the player will not notice that the special image 40 has been erased is reduced.

[0076] In this way, although the special image 40 substantially suggests that the next win has been promised, an image erasure effect is generated to strongly emphasize to the player that it has not been realized. If the special gaming state (final fluctuation) ends without any strategy (without generating an image erasure effect like in the present embodiment), there is a possibility that the player will think that the gaming machine 1 has malfunctioned. Therefore, by generating the image erasure effect, it clearly shows that an extremely rare event of "missing the high-probability lottery X times in a row" (so-called "thru") has occurred, so that the player does not have doubts such as about malfunctions.

[0077] Hereinafter, specific examples in which the matters related to the above image erasure effect are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0078] 〇Specific Example 2-1 In the above-described embodiment, the state combining the second special game state and the remaining hold chance is set as a special game state that is more advantageous than the normal game state in that it can undergo the second win / loss lottery, which is a high-probability lottery (the maximum number of high-probability lottery draws that can be made is 204). However, it is also possible to use the control in which the second special game state is set as the special game state. Even if there is no remaining hold chance, since the probability of winning the high-probability lottery in the second special game state (200 times) is 99% or more, it can be said that a win in the next draw is substantially promised even with the second special game state alone.

[0079] In such a configuration, when the second special game state, which is the special game state, is started, the 200th variation is set as the final variation (the number of lottery draws X at which the special game state ends is set to 200). When it is determined that the result of the final win / loss lottery is a loss, an image erasure effect is generated in the final variation (see FIGS. 18(a) to (c)).

[0080] When configured as in this example and with the setting in which the remaining hold chance in the above-described embodiment is provided, the remaining hold chance will be executed after the image erasure effect occurs (see FIG. 18(d)). That is, even if the image erasure effect occurs, a gaming property of achieving "continuous wins" is realized if the high-probability lottery (about 1 / 17.9 in the above-described embodiment) is won in the lottery for the remaining holds (4 times in the above-described embodiment). That is, although it is shown that the promised win in the next draw has disappeared (the "promise" has vanished) due to the image erasure effect occurring in the final variation of the second special game state, a gaming property is realized in which the chance for the remaining holds remains.

[0081] It is also possible to use the configuration as in this example and the setting in which the remaining hold chance in the above-described embodiment is not provided. To put it simply, if the lottery for the remaining holds is the same as in the normal game state (low-probability lottery) and the setting is such that not much expectation can be placed on winning the big prize, after the image erasure effect occurs in the final variation as shown in FIGS. 18(a) to (c), the state will shift to aiming for winning the big prize in the low-probability lottery, although not shown. A general ST machine may be configured in this way.

[0082] 〇Specific Example 2-2 In the above embodiment, it has been described that an image erasure effect is generated at the final variation of the special game state. However, if it is the time point when the end of the special game state is determined (the time point when it is determined that there will be consecutive losses for X times since the start of the special game state), an image erasure effect may be generated before the start of the final variation. Specifically, if there is a storage means capable of storing hold information with a predetermined number as a limit as in the above embodiment, since it is possible to grasp the end of the special game state before the final variation by "peeking" at the win / loss lottery result corresponding to the hold information, an image erasure effect can be generated before the final variation. If, as in the above embodiment, it is possible to store up to four pieces of second hold information (holds corresponding to high-probability lotteries), it is also possible to generate an image erasure effect during the variation four before the final variation.

[0083] 〇Specific Example 2-3 It is assumed that an effect that appears to be an image erasure effect but is not an image erasure effect (hereinafter referred to as a pseudo image erasure effect) can occur. As described above, the image erasure effect occurs when it is determined that the special game state ends (when it is determined that there will be consecutive losses for X times since the start of the special game state). In contrast, the pseudo image erasure effect (see FIG. 19) is an effect that makes it appear as if the special game state ends and is covered. For example, it is assumed that an image erasure effect occurs at the final variation of the special game state as described in the above embodiment. In this case, it is assumed that a pseudo image erasure effect occurs when the final win / loss lottery result corresponding to the final variation is a win. That is, a pseudo image erasure effect occurs as an effect indicating that the final win / loss lottery result is a win.

[0084] Since the pseudo-image deletion effect appears to be an image deletion effect, it is assumed to use the special image 40. The pseudo-image deletion effect is preferably the same as the image deletion effect until the middle of the effect. For example, as described above, the image deletion effect makes it appear that the special image 40 becomes smaller and moves outside the display area 911 and is deleted. In the pseudo-image deletion effect, although the special image 40 moves to the vicinity of the outer edge of the display area 911 (see FIGS. 19(a) and (b)), it bounces back at the outer edge of the display area 911 and remains in the display area 911 as it is (see FIG. 19(c)). That is, the effect mode until the special image 40 moves to the vicinity of the outer edge of the display area 911 (the effect mode in FIGS. 19(a) and (b)) is the same for the image deletion effect and the pseudo-image deletion effect. By doing so, even when the pseudo-image deletion effect occurs, the player will see the special image 40 being deleted halfway (appear to have the image deletion effect).

[0085] By doing so as in this example, it appears that the special image 40 is deleted and the special gaming state ends, and a gaming property with an unexpectedness that it is covered and announced as a win is realized.

[0086] 〇Specific Example 2-4 In the image deletion effect in the above embodiment, it was explained that the effect makes it appear that the special image 40 has moved outside the display area 911, but this is just an example. Ultimately, it is only necessary to reach the result that the special image 40 is deleted. However, if the special image 40 is suddenly deleted without any context (the special image 40 in the normal state is suddenly deleted), there is a risk that the player may not notice it. Therefore, it is better to have some action (emphasis effect) occur before the deletion. As an example of the action, as described in the above embodiment, the mode of the special image 40 can be made different from the normal mode (the mode in the state where the image deletion effect does not occur (the mode in FIG. 16(b)), that is, the mode of the special image 40 during fluctuations other than the final fluctuation) (for example, making the special image 40 larger than normal).

[0087] As another example of the action, it is conceivable that an image (action image 45) that acts on the special image 40 is displayed. For example, an image as if "cutting" the special image 40 is displayed as the action image 45 (see Fig. 20(b)), and as a result, the special image 40 is erased (see Fig. 20(c)). By displaying such an action image 45 separately, the possibility that the player does not notice that the special image 40 has been erased is reduced.

[0088] 6) Bonus image (bonus history) In the present embodiment, during a jackpot game obtained in a special game state (including a remaining hold chance), a bonus history including a bonus image 60 for showing the history of the jackpot (bonus) obtained in the special game state (hereinafter, including the remaining hold chance in the description of the bonus image 60) is displayed (see Fig. 21. In the drawings other than the drawings for explaining the bonus image 60 (bonus history), the illustration of the bonus image 60 is omitted). That is, a bonus history including a bonus image 60 for showing the history of the jackpot obtained through a high-probability lottery is displayed. The bonus images 60 are arranged and displayed in the order of acquisition of the corresponding jackpots (it is also included in the "arranged and displayed" that they are "displayed in a folded manner"). The bonus history is reset when the consecutive win ends (the remaining hold chance ends). Since the bonus images 60 corresponding to the number of jackpots obtained after the first jackpot are displayed, the number of consecutive wins can be grasped by counting the number of the bonus images 60. Regarding the "first jackpot" part, it may or may not be displayed as the bonus image 60. Fig. 21 shows an example in which the bonus image 60 for the "first jackpot" part is displayed (the leftmost bonus image 60 "small" is the bonus image 60 for the first jackpot). Also, the bonus history may be displayed even in a state other than during the jackpot game (for example, during the variable production in the special game state).

[0089] The bonus image 60 includes elements for discriminating the types of jackpot (bonus). In the present embodiment, as the jackpot, there are three types that can be won: a 3-round jackpot, a 5-round jackpot, and a 10-round jackpot. For the 3-round jackpot, the character "small" is associated as an element unique to each jackpot; for the 5-round jackpot, the character "medium" is associated; and for the 10-round jackpot, the character "large" is associated (the relative number of rounds is represented by the characters "small", "medium", and "large") (see Fig. 21). Therefore, by looking at the bonus image 60, the player can grasp what round the past jackpot was. Instead, or in addition, a configuration may be adopted that includes elements for distinguishing other types of jackpots. For example, as the jackpot, in the case of a configuration where a "normal jackpot" in which the game state after the jackpot game ends becomes the normal game state and a "special jackpot" in which the game state is more advantageous, the bonus image 60 may include elements that allow the player to distinguish between the normal jackpot and the special jackpot (in the present embodiment, since the "normal jackpot" is not set, the bonus image 60 does not include such elements). Also, a configuration may be adopted in which elements that do not affect the substantial benefits (expected value of winning balls) enjoyed by the player are set as elements for distinguishing the types of jackpots. For example, even if the substantial benefits enjoyed by the player are the same, the type of jackpot may differ depending on the type of production (reach production) for notifying a win, the type of decorative symbol 80 for notifying a win, the type of character associated with the win, etc., and the aspect of the bonus image 60 associated with each type of jackpot may be different.

[0090] In this embodiment, the lottery count value 61 is displayed in association with the privilege image 60 (see FIG. 21). In this embodiment, the privilege image 60 is assumed to include the lottery count value 61. Note that "the lottery count value 61 is associated with the privilege image 60" includes not only the aspect where the privilege image 60 includes the lottery count value 61 as in this embodiment, but also the aspect where the lottery count value 61 is displayed in proximity to the corresponding privilege image 60. That is, it is sufficient that the correspondence between the privilege image 60 (the privilege represented by the privilege image 60) and the lottery count value 61 can be grasped by the player. In a state where two or more privilege images 60 are displayed, a certain lottery count value 61 will be displayed at the location closest to the corresponding privilege image 60 among the two or more privilege images 60.

[0091] The lottery count value 61 is the number of win / loss lotteries (i.e., the number of fluctuations) executed from the start of the special game state until the win / loss lottery result becomes a win (the privilege represented by the corresponding privilege image 60 is granted). For example, if the win / loss lottery result becomes a win on the 20th fluctuation (the 20th rotation) after the start of the special game state, the lottery count value 61 of "20" is assumed to be associated with the privilege image 60 representing the jackpot obtained thereby. Since the lottery count value 61 represents "the number of win / loss lotteries", it is a natural number of 1 or more. Also, since the privilege image 60 is displayed when a continuous win occurs, the maximum value of the lottery count value 61 is the maximum number of lotteries (the number of lotteries in the high-probability lottery) that can be received by transitioning to the special game state. That is, the maximum value is "44" in the first special game state (including the remaining hold chance), and "204" in the second special game state (including the remaining hold chance).

[0092] Even when the privilege image 60 corresponding to "first win" is displayed, it is preferable that the privilege image 60 does not include the lottery count value 61 (see FIG. 21). The first win lottery is a low-probability lottery (about 1 / 319), not a high-probability lottery (because the jackpot and lottery probability corresponding to other privilege images 60 are different). That is, all the displayed lottery count values 61 are those won in a win / loss lottery with the same winning probability (high-probability lottery; about 1 / 17.9) and are comparable to each other. The first win lottery is a low-probability lottery (about 1 / 319), and it doesn't make much sense to compare it with the lottery count in a high-probability lottery. Also, if the lottery count is displayed on the privilege image 60 corresponding to "first win", it will be confusing. Therefore, it is preferable that the lottery count is not displayed on the privilege image 60 corresponding to "first win". However, it does not mean denying that the lottery count is displayed on the privilege image 60 corresponding to "first win".

[0093] Also, in this embodiment, the lottery count value 61 is displayed in either the first special game state or the second special game state. However, in the second special game state, the next win is substantially promised, and the player may not be so concerned about so-called "skipping". Therefore, the privilege image 60 corresponding to the jackpot obtained in the second special game state may not include the lottery count value 61. That is, the lottery count value 61 may be displayed attached to the privilege image 60 corresponding to the jackpot obtained in the first special game state (including the remaining hold chance).

[0094] By displaying such a lottery count value 61 attached to the privilege image 60, it is possible to grasp how many lottery counts each jackpot was won with. For example, based on the winning probability in the high-probability lottery (about 1 / 17.9), the player can enjoy the game while considering whether the win was with a probability equal to or higher than the winning probability (i.e., whether the so-called "draw" is strong).

[0095] Hereinafter, specific examples of improving, concretizing, transforming, etc. the matters related to the privilege image 60 (privilege history) will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0096] 〇Specific Example 3-1 In a state where N (assuming N is 2 or more) privilege images 60 representing a jackpot awarded when the win / loss lottery result is a win in a special game state (including remaining hold chances), that is, privilege images 60 accompanied by lottery count values 61 (excluding the privilege image 60 of "first win" that does not include the lottery count value 61) are displayed, the sum S of the lottery count values 61 accompanying each privilege image 60 is displayed (total sum display 61T is displayed) (see Fig. 22(a)). By doing so, for obtaining N jackpots (privileges), the total number of high-probability lotteries (approx. 1 / 17.9) received in the special game state (including remaining hold chances) can be easily grasped.

[0097] 〇Specific Example 3-2 (an example further concretizing Specific Example 3-1) In a state where N (assuming N is 2 or more) privilege images 60 representing a jackpot awarded when the win / loss lottery result is a win in a special game state (including remaining hold chances), that is, privilege images 60 accompanied by lottery count values 61 are displayed, a display of N / S (hereinafter, may also be referred to as probability display 65) is made. The probability display 65 is the actual winning probability until obtaining N jackpots (privileges). For example, in a state where there are 2 privilege images 60 accompanied by lottery count values 61 (state where N = 2), and the lottery count values 61 of these two privilege images 60 are "25" and "32", it is assumed that "2 / 57" is displayed as the probability display 65 (see Fig. 22(b-1)). By making such a probability display 65, it is possible to easily grasp whether one has won more than the probability as compared with the winning probability on the specification (high-probability lottery; winning probability approx. 1 / 17.9).

[0098] Note that the probability display 65 may be expressed in a form that makes it easier to compare with the winning probability specified in the specifications. For example, in the above example, it may be expressed as "1 / 28.5" such that the numerator is 1 (see Fig. 22(b-2)). In this way, by comparing the winning probability in the specifications with the denominator, it becomes easier to determine whether the winning is more than the probability. Thus, "N / S" in the probability display 65 does not necessarily have to display the values of N and S as they are, and may display a reduced value (fraction).

[0099] 〇Specific Example 3-3 Assume that the number of lottery draws represented by the lottery draw number value 61 is the number of lottery draws with a winning probability of 1 / P (so-called probability denominator = P). On this premise, assume that a difference in the form is set so that the privilege image 60 (condition fulfillment image 60a) that satisfies the condition of the lottery draw number value < P and the privilege image 60 (condition non-fulfillment image 60b) that does not satisfy the condition can be distinguished (see Fig. 23(a)). In terms of the above embodiment, the privilege image 60 that satisfies the condition of the lottery draw number value < 17.9 (that is, the privilege image 60 with a lottery draw number value of 17 or less) is the condition fulfillment image 60a, and the privilege image 60 that does not satisfy the condition (that is, the privilege image 60 with a lottery draw number value exceeding 18) is the condition non-fulfillment image 60b.

[0100] Assume that the condition fulfillment image 60a and the condition non-fulfillment image 60b can be distinguished by the emphasized elements (elements visually recognizable by the player) represented in the display area 911. Various elements can be considered as emphasized elements. For example, the condition fulfillment image 60a may be displayed brighter than the condition non-fulfillment image 60b (increase the brightness of the condition fulfillment image 60a compared to the condition non-fulfillment image 60b) so that the two can be clearly distinguished (see Fig. 23(a)). Although not shown, as another example, it is conceivable to display the condition fulfillment image 60a larger than the condition non-fulfillment image 60b so that the two can be clearly distinguished.

[0101] The jackpot (prize) corresponding to the sufficient-condition image 60a indicates a win obtained in fewer draws than the winning probability specified in the specifications, and the jackpot (prize) corresponding to the insufficient-condition image 60b indicates a win obtained in fewer draws than the winning probability specified in the specifications. In this example, since the sufficient-condition image 60a that wins in fewer draws than the winning probability specified in the specifications is emphasized, it is possible to easily determine whether a win has occurred more than the probability (whether a win has occurred in fewer draws than the probability denominator).

[0102] 〇Specific Example 3-4 (an example further specifying Specific Example 3-3) It is assumed that a continuous display indicating that there are two or more prize images 60 that satisfy the condition of the draw count value < P, that is, sufficient-condition images 60a, is made continuous. That is, when wins in fewer draws than the winning probability specified in the specifications are consecutive (consecutive wins), it is emphasized by continuous display. The specific form of the continuous display may be any form. For example, it is conceivable that an image (continuous emphasis display 67) that surrounds the consecutive sufficient-condition images 60a is displayed (see Fig. 23(b)). By doing so as in this example, it becomes easy to understand that wins in fewer draws than the winning probability specified in the specifications are consecutive. In addition, when doing so as in this example, it may be configured without the above-described emphasis elements.

[0103] 〇Specific Example 3-5 (an example further specifying Specific Example 3-3) It is set such that the prize image 60 that satisfies the condition of the draw count value < P and corresponds to a specific type of jackpot is the sufficient-condition image 60a, and other specific images are the insufficient-condition images 60b. For example, it is assumed that the prize image 60 that satisfies the condition of the draw count value < P and corresponds to a 10-round jackpot (the jackpot with the maximum number of rounds) is the sufficient-condition image 60a (see Fig. 23(c)). By doing so, a specific image that wins in fewer draws than the winning probability specified in the specifications and has an expected value of the profit obtained in the jackpot exceeding a predetermined standard is emphasized so as to be clearly distinguishable from others.

[0104] 〇Specific Example 3-6 The lottery count value 61 represented by the above embodiment indicates the number of lottery draws with the same winning probability (about 1 / 17.9). However, if two or more different winning probabilities are set, the following method can be adopted. Such a configuration can be applied to a variable probability loop machine or the like in which a low-probability high-base state (so-called short-time state) with a low winning probability and a high-probability high-base state (so-called variable probability state) with a high winning probability are set. That is, it can be applied to those in which winning the jackpot in the low-probability high-base state is also treated as "continuous winning".

[0105] Let the lottery count value 61 of the privilege image 60 corresponding to the jackpot obtained in the state where the winning probability is low (hereinafter referred to as the low-probability count value 61a) and the lottery count value 61 of the privilege image 60 corresponding to the jackpot obtained in the state where the winning probability is high (hereinafter referred to as the high-probability count value 61b) have different modes. For example, let the low-probability count value 61a be represented by the character "blue" and the high-probability count value 61b be represented by the character "red" (see FIG. 24). Since it is natural that the expected value of the lottery count value 61 is different if the winning probability is different, it is advisable to be able to grasp the difference in the winning probability from the difference in the mode of the lottery count value 61.

[0106] Although not shown in the figure, when adopting the method of this example, the lottery count value 61 may also be displayed for the privilege image 60 corresponding to the "first win". Usually, the "first win" is a win in the state where the winning probability is low, so the low-probability count value 61a will be attached to the privilege image 60 corresponding to the first win.

[0107] 7) Number-of-draws sound effect As described above, after the first win, "continuous winning" occurs when a jackpot is obtained before the end condition is satisfied (the condition for ending continuous winning is satisfied). The number of jackpots obtained before the end condition is satisfied (the number of wins) is defined as the "number of continuous winning rounds". Note that the number of continuous winning rounds may or may not include the "first win". If the "first win" is included, the "first win" is considered the first round of continuous winning, and the next jackpot obtained after the first win (the next win) is considered the second round of continuous winning, and so on. If the "first win" is not included, the next jackpot obtained after the first win (the next win) is considered the first round of continuous winning. In this embodiment, the "first win" is included in the number of continuous winning rounds. The number of continuous winning rounds is reset when the end condition is satisfied.

[0108] After the first win, a number-of-wins sound effect is executed each time a jackpot (prize) is determined to be obtained. The number-of-wins sound effect is executed together with the display of the number-of-wins image 68 (see Fig. 25(a)). The number-of-wins image 68 is displayed in the display area 911 at the start of the jackpot game (before the start of one round of the game or during one round of the game). The number-of-wins image 68 includes a "number" indicating the number of continuous winning rounds. In this embodiment, a number-of-wins image 68 of "Jackpot Tth time" is displayed as the number-of-wins image 68 (where "T" is a number indicating the number of continuous winning rounds). The form of the number-of-wins image 68 is merely an example, and any form that includes a number indicating the number of continuous winning rounds is acceptable. For example, in this embodiment, since the special game state is called "○○RUSH", an image such as "RUSH Tth time" may be displayed as the number-of-wins image 68. Note that the phrase "executed together with the display of the number-of-wins image 68" means that at least a part of the period during which the number-of-wins image 68 is displayed and the period during which the number-of-wins sound is output overlap.

[0109] The consecutive-win sound effect is an effect that outputs, from the speaker 75 (sound output means), a consecutive-win sound in which the number (T) included in the consecutive-win image 68, that is, the same number of unit sounds as the number of consecutive wins, are connected (see Fig. 25(b)). The unit sound is in a predetermined form (melody (note that a single sound is also included in the concept of "melody")). The consecutive-win sound is the one in which the unit sounds are connected for the number of consecutive wins (when a plurality of unit sounds are connected, there is no blank period between the unit sounds). Since the length of the output time of the unit sound (hereinafter, simply referred to as "length (long)" when referring to the length of the output time) is constant, the consecutive-win sound becomes longer as the number of consecutive wins increases. If the length of the unit sound is L, the overall length of the consecutive-win sound is L×T. Since the consecutive-win sound becomes too long if the unit sound is long, it is preferable that the unit sound has a length of less than 1 second.

[0110] Since the consecutive-win sound becomes longer as the number of consecutive wins increases (if the number of consecutive wins becomes too large, there will be no time to execute the consecutive-win sound effect), a specified number of consecutive wins that is the upper limit (the upper limit of T) for which the consecutive-win sound effect will occur is defined. In this embodiment, the specified number = 10 (T = 10) is set as the upper limit. That is, the consecutive-win sound effect occurs until 10 consecutive wins are achieved. Therefore, the longest consecutive-win sound is the one in which the unit sound is output continuously 10 times (the one with a length of L×10).

[0111] It may be set such that the consecutive-win sound effect is not executed when the number of consecutive wins (T) = 1 (the consecutive-win sound effect is generated when T is 2 or more and less than or equal to the upper limit value), or it may be set such that the consecutive-win sound effect is executed even when the number of consecutive wins (T) = 1 (the consecutive-win sound effect is generated when T is 1 or more and less than or equal to the upper limit value). Consecutive wins mean that big wins are consecutive. If it is assumed that no consecutive wins have occurred when the number of consecutive wins = 1, the former setting may be used. On the other hand, if the effect in which the unit sound is output only once (the unit sound = consecutive-win sound) does not occur, it is impossible to clearly understand what the unit sound is like. Therefore, if it is important to make the player recognize the unit sound by outputting the unit sound only once when the number of consecutive wins = 1, the latter setting may be used.

[0112] By executing such a number-of-consecutive-wins sound effect, an interesting gameplay can be realized where the increase in the number of consecutive wins can be felt through the increase in unit sounds.

[0113] Hereinafter, specific examples in which the matters related to the above number-of-consecutive-wins sound effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0114] 〇Specific Example 4-1 As described above, when the upper limit (prescribed number) at which the number-of-consecutive-wins sound effect occurs is determined, the prescribed number shall be determined based on the average number of consecutive wins (U) when shifting to the special game state after the first hit. That is, since the average number of consecutive wins can be calculated based on the continuation rate of the special game state (in the above embodiment, the continuation rate of the first special game state is about 92%, the continuation rate of the second special game state is about 99.999%, and the big hit allocation of the second win / loss lottery is shown in Fig. 3(b-2)), detailed description thereof is omitted. And it is assumed that the number-of-consecutive-wins sound effect is executed at least until the actual number of consecutive wins (T) reaches the average number of consecutive wins (U) (that is, while T < U). In other words, the prescribed number is set to a value equal to or greater than the average number of consecutive wins. For example, if the average number of consecutive wins is 15.6 times, the prescribed number is set to any natural number of 16 or more, so that the number-of-consecutive-wins sound effect is executed at least until the actual number of consecutive wins (T) reaches 15 times.

[0115] Differently, it may be such that the number-of-consecutive-wins sound effect is executed until the big hit one time before reaching the average number of consecutive wins or more (in the example where the average number of consecutive wins is 15.6 times, the prescribed number = 15, and the number-of-consecutive-wins sound effect is executed until the actual number of consecutive wins (T) reaches 15 times).

[0116] The average number of consecutive wins is published in magazines, the Internet, etc. as representing the specifications of the gaming machine 1, and is used as one goal (standard) by the player. Therefore, as approaching the attainment of the average number of consecutive wins, the unit sound is increased to boost the player's mood.

[0117] 〇Specific Example 4-2 When the number of consecutive wins exceeds the specified number of times, a special sound effect is executed in which a special sound rather than the number sound is output. For example, if the specified number of times is set to 10 as in the above embodiment, up to the 10th consecutive win, the number sound is output along with the display of the number image 68 (the number sound effect is executed) (see Fig. 26(a)). However, after the 11th consecutive win, a special sound is output along with the display of the number image 68 (the special sound effect is executed) (see Fig. 26(b)). The special sound is preferably in a completely different mode from the number sound (a mode that does not include the melody of the unit sound). By doing so, when the number of consecutive wins exceeds the predetermined specified number of times, the game property of being emphasized (blessed) by the special sound is realized.

[0118] As described in the above Specific Example 4-1, if the specified number of times is determined based on the average number of consecutive wins (U), by setting such that the number sound is output until before reaching the average number of consecutive wins and the special sound is output when reaching the average number of consecutive wins, the game property that the fact of exceeding the average number of consecutive wins is emphasized by the special sound is realized.

[0119] Making the special sound in a completely different mode from the number sound (a mode that does not include the melody of the unit sound) is just an example. If it is for reducing the burden of preparing special sounds with completely different melodies, it may be configured to use the number sound when the number of consecutive wins reaches the specified number of times as the special sound. If the specified number of times is set to 10 as in the above embodiment, the number sound when the number of consecutive wins reaches 10 is such that the unit sound is output continuously 10 times. For the 11th and subsequent consecutive wins, the number sound (the one with the unit sound output continuously 10 times; see Fig. 10(c)) is output as the special sound (that is, the same sound is output after the 10th consecutive win). In such a configuration, a number sound including the unit sound exceeding the specified number of times (including 11 or more in the above example) is not output.

[0120] Note that it may be set such that the special sound is output only when a specified number of times is reached. For example, if the specified number of times is set to 10, the special sound may be output when the number of consecutive wins reaches 10, and the number-of-times sound may be output after the 11th consecutive win. If the specified number of times is the smallest natural number exceeding the average number of consecutive wins (for example, when the average number of consecutive wins is 15.6 as in the specific example 4-1 described above, the specified number of times = 16), the special sound is output only when a big win is obtained that is equal to or greater than the average number of consecutive wins, and the number-of-times sound is output again thereafter.

[0121] 〇Specific Example 4-3 In the above embodiment, it has been described that the unit sounds constituting the number-of-times sound are of a predetermined form (all in the same form). However, some of the plurality of unit sounds constituting one number-of-times sound may have a configuration different from that of other unit sounds.

[0122] Also, it is preferable that the unit sounds with different forms include at least some common elements (melodies). For example, let the first type of unit sound include "Melody A" (see Fig. 27(a-1)), and the second type of unit sound include "Melody A" and "Melody B" (Melody A and B are continuous and Melody A ≠ Melody B) (see Fig. 27(a-2)). Due to "Melody B", the second type of unit sound is longer than the first type of unit sound. The first type of unit sound and the second type of unit sound include a common element called "Melody A". If a number-of-times sound including two or more types of unit sounds that do not include any common elements (melodies) is output, there is a possibility that the player may not be able to perceive the number-of-times sound as "the unit sounds are continuous for the number of consecutive wins". Therefore, it is configured such that various unit sounds include common elements, and at least for the common elements, "for the number of consecutive wins" is output (in the above example, at least for "Melody A", it is output for the number of consecutive wins).

[0123] 〇Specific Example 4-4 (An example obtained by further specifying Specific Example 4-3) Of the plurality of unit sounds that make up a number sound, at least one of the first unit sound (hereinafter sometimes referred to as the first unit sound) and the last unit sound (hereinafter sometimes referred to as the final unit sound) is made to be in a different form from other unit sounds. As described in the above specific example 4-3, if the first type of unit sound and the second type of unit sound are set, a number sound in which "at least one of the first unit sound and the last unit sound is the first type of unit sound and the rest are the second type of unit sounds" (hereinafter referred to as number sound P; see Fig. 27(b-1)), or a number sound in which "at least one of the first unit sound and the last unit sound is the second type of unit sound and the rest are the first type of unit sounds" (hereinafter referred to as number sound Q; see Fig. 27(b-2)) (the example shown in Fig. 27(b) is an example where the first unit sound is different in form from other unit sounds). Since it can be said that the beginning and the end of the number sound are the most prominent parts, the configuration is such that the forms of the first unit sound and the last unit sound are different from those of other unit sounds.

[0124] When doing as in this example, it is more preferable to use the number sound Q (see Fig. 27(b-2)) in which "at least one of the first unit sound and the last unit sound is the second type of unit sound and the rest are the first type of unit sounds" rather than the number sound P (see Fig. 27(b-1)) in which "at least one of the first unit sound and the last unit sound is the first type of unit sound and the rest are the second type of unit sounds". As described above, the second type of unit sound is a "longer" unit sound than the first type of unit sound and can be said to be more prominent. Therefore, it is preferable to output the "prominent" second type of unit sound at the beginning or the end of the number sound. Also, if the second type of unit sound, which is a "long" unit sound, is output at a location other than the beginning or the end, the entire number sound will become long (for example, in the number sound when T = 10, since the second type of unit sound, which is a "long" unit sound, will be output as at least the 2nd to 9th unit sounds, the number sound will become extremely long). Therefore, it can be said that it is preferable to limit the output of the second type of unit sound to the beginning or the end.

[0125] 〇Specific example 4-5 Although it has been explained that the number-of-times sound effect in the above-described embodiment is executed on the occasion of the occurrence of consecutive wins (winning a jackpot (bonus)), it may be executed on the occasion of the occurrence of an event other than consecutive wins (winning a jackpot) (a specific event). That is, as long as the occurrence of a specific event is determined and a number-of-times image 68 indicating the number of occurrences of the specific event before the establishment of a predetermined end condition is displayed, and a number-of-times sound corresponding to the number included in the number-of-times image 68 is output.

[0126] Examples of the specific event include, for example, a so-called "continuous effect" (since the "continuous effect" itself is well-known, a detailed explanation thereof is omitted. "Pseudo-continuous effect" (pseudo-continuous), "predicted continuous effect", etc. are known). Each time the continuous effect occurs, a number-of-times image 68 including a number indicating the number of occurrences (number of consecutive times) is displayed, and a number-of-times sound including the same number of unit sounds as the number of consecutive times is output along with the display of the number-of-times image 68 (see FIG. 28; an example of "pseudo-continuous" is shown in the figure).

[0127] 〇Specific Example 4-6 Although the number-of-times sound effect in the above-described embodiment occurs on the premise of the display of the number-of-times image 68, it may occur without the display of the number-of-times image 68. However, if the number-of-times image 68 is not displayed (the "number" included in the number-of-times image 68 is not displayed), it becomes difficult for the player to notice that the same number of unit sounds as the number of consecutive wins is output. Therefore, it is preferable that the number-of-times sound effect is executed on the premise of the display of the number-of-times image 68 as in the above-described embodiment.

[0128] 8) As described above, the embodiments of the present invention have been described in detail. However, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0129] The matters described in the above-described embodiment can be applied to other gaming machines such as a reel-type gaming machine except for the point of using a configuration peculiar to a pachinko gaming machine.

[0130] The specific means (gaming machine) obtained from the above-described embodiment are listed below.

[0131] · Means 1-1 A game state setting means for setting a normal game state and a special game state more advantageous to the player than the normal game state as game states for playing a game aiming for the winning or losing lottery result to be a winning result, and from the establishment of a start condition that cannot be established unless the special game state is shifted to, a display means for displaying a time image indicating the actual time required for a special game period included in a target period that is a period from the establishment of an end condition that cannot be established unless the special game state ends, and when a game stop period in which it is determined that the player has stopped playing occurs during the target period, the game stop period is not included in the special game period. A gaming machine characterized by this. According to the above gaming machine, it is possible to make the actual time required from the establishment of the start condition to the establishment of the end condition closer to the actual game time.

[0132] · Means 1-2 The gaming machine according to Means 1-1, characterized in that at least a part of a non-variable period in which a variable performance during which a decorative symbol for notifying a winning or losing lottery result stops in a manner of notifying the winning or losing lottery result after starting to change is not executed is the game stop period. Since there is a possibility that the player is not playing during the non-variable period, it is preferable to stop the time measurement at least in part of it.

[0133] · Means 1-3 The gaming machine according to Means 1-2, characterized in that the fact that a certain variable performance ends and a new variable performance is not started and a specified time elapses after entering the non-variable period is one of the requirements for shifting to the game stop period. When a specified time has elapsed after entering the non-variable period, it is preferable to stop the time measurement on the assumption that the probability that the player is not playing is high.

[0134] · Means 1-4 The gaming machine according to means 1-2, comprising operating means operable by a player, wherein during the non-varying period, a specified operation of the operating means is one of the requirements for transitioning to the game stop period. By doing so, it becomes possible for the player to intentionally stop the time measurement during the non-varying period.

[0135] · Means 1-5 The gaming machine according to means 1-2, comprising a firing device operated when firing a game ball, wherein during the non-varying period, the non-operation of the firing device is one of the requirements for transitioning to the game stop period. Since the fact that the player has stopped the game means that the firing device has not been operated, it may be set that the firing device has not been operated as a requirement for transitioning to the game stop period.

[0136] · Means 1-6 The gaming machine according to any one of means 1-1 to means 1-5, wherein during the game stop period, the time image in a state where the change has stopped is displayed. By doing so, the player can grasp that the time count has stopped during the game stop period.

[0137] · Means 2-1 A gaming machine in which a special gaming state is set to end triggered by the fact that the win / loss lottery results are off X times in a row as a gaming state more advantageous than the normal gaming state. The special gaming state is such that a special image suggesting that a win is substantially promised for the next time is displayed on the display device based on the fact that the win / loss lottery result is a win most of the time rather than the win / loss lottery results being off X times in a row. When it is determined that the win / loss lottery results are off X times in a row after transitioning to the special gaming state, an image erasing effect occurs in which the special image is erased from the display device. According to the above-described gaming machine, it is possible to reduce the possibility that a player may misunderstand that a win cannot be obtained in a special gaming state due to a malfunction or the like of the gaming machine.

[0138] ·Means 2-2 An in-variation effect is executed from when a decorative symbol for notifying the win / loss lottery result starts to vary until it stops in a manner of notifying the win / loss lottery result. The image erasure effect occurs during the Xth in-variation effect being executed after shifting to the special gaming state, according to the gaming machine described in Means 2-1. By doing so, it is possible to clearly show that the special gaming state ends with the end of the Xth in-variation effect.

[0139] ·Means 2-3 The image erasure effect is an effect that makes it appear as if the special image displayed in the display area of the display device has moved outside the display area, according to the gaming machine described in Means 2-1 or Means 2-2. By doing so, it is emphasized that the situation where "the next win was promised" has ended.

[0140] ·Means 2-4 A non-special gaming state is set where the probability of the win / loss lottery result being a win is the same as in the special gaming state, and it ends when the win / loss lottery result fails Y times in a row. In the non-special gaming state, the special image is not displayed on the display device, according to the gaming machine described in any of Means 2-1 to Means 2-3. However, X > Y. Since the special image is an image suggesting that the next win is promised, it is not displayed in the non-special gaming state.

[0141] ·Means 3-1 As a game state for playing a game aiming for the winning result of a win / loss lottery, there is provided a game state setting means capable of setting a normal game state and a special game state more advantageous than the normal game state, a privilege awarding means for awarding any one of a plurality of types of privileges when the win / loss lottery result is a win, and a display means for displaying a privilege history given during a predetermined period by displaying a privilege image including elements associated with each of the plurality of types of privileges. In the privilege image representing the privilege given when the win / loss lottery result is a win in the special game state, a lottery count value indicating the number of win / loss lotteries executed from the start of the special game state until the privilege is awarded is displayed along with it. A gaming machine characterized by this. According to the above gaming machine, a novel privilege history is displayed that enables easy grasping of the number of lotteries in the special game state required to obtain a privilege.

[0142] ·Means 3-2 In a state where N (N is 2 or more) privilege images representing the privilege given when the win / loss lottery result is a win in the special game state are displayed, the sum S of the lottery count values displayed along with each of the N privilege images is displayed. The gaming machine according to Means 3-1, characterized by this. By doing so, it becomes possible to easily grasp the total number of lotteries received in the special game state for obtaining N privileges.

[0143] ·Means 3-3 In a state where N (N is 2 or more) privilege images representing the privilege given when the win / loss lottery result is a win in the special game state are displayed, an N / S display is made. The gaming machine according to Means 3-2, characterized by this. By doing so, it becomes possible to easily grasp the actual winning probability until obtaining N privileges.

[0144] ·Means 3-4 The winning probability of the win / loss lottery in the special gaming state is 1 / P, and an emphasis element that distinguishes the privilege image representing the privilege that satisfies the condition of the lottery count value < P and the privilege image representing the privilege that does not satisfy the condition is displayed. The gaming machine according to any one of means 3-1 to 3-3. By doing so, it is possible to easily determine whether the actual winning probability is higher or lower than the winning probability in the specifications.

[0145] · Means 3-5 A continuous display indicating that the privilege images satisfying the condition of the lottery count value < P are continuous is performed. The gaming machine according to means 3-4. By doing so, it is possible to easily grasp that wins are continuous with a probability higher than the winning probability in the specifications.

[0146] · Means 4-1 A display means for displaying a count image including a number representing the number of occurrences of a specific event that is determined to occur before the establishment of a predetermined end condition, and a sound output means for executing a count sound effect that outputs a count sound in which the same number of unit sounds as the number included in the count image are consecutive when the count image is displayed on the display means. The gaming machine characterized by comprising. According to the above gaming machine, an interesting gaming property is realized in which the number of unit sounds included in the count sound increases as the occurrence of the specific event increases.

[0147] · Means 4-2 Winning the win / loss lottery is set as a condition for granting a privilege, and the number of occurrences of the specific event is the number of consecutive wins, which is the number of times of the privilege that is determined to be obtained before the establishment of the end condition. The gaming machine according to means 4-1. By doing so, a gaming property is realized in which the increase in the number of consecutive wins is enhanced by the increase in the unit sound.

[0148] · Means 4-3 The above-mentioned number-of-consecutive-wins sound effect is executed until the number of consecutive wins reaches a specified number. When the number of consecutive wins exceeds the specified number, although the number image displayed on the display means includes a number representing the number of consecutive wins, a special sound effect is executed in which a special sound is output from the sound output means instead of the number-of-consecutive-wins sound. The gaming machine according to means 4-1 or means 4-2, characterized in that. However, the specified number shall be equal to or greater than the average number of consecutive wins. By doing so, a gaming property is realized in which the fact that the number of consecutive wins is equal to or greater than the average is emphasized (blessed) by a special sound.

[0149] · Means 4-4 The gaming machine according to means 4-3, characterized in that the special sound is the same as the number-of-consecutive-wins sound output from the sound output means when the number of consecutive wins reaches the specified number. By doing so, there is no need to separately prepare a "dedicated sound" as a special sound.

[0150] · Means 4-5 In the number-of-consecutive-wins sound effect, there may be a case where a number-of-consecutive-wins sound including a first type of unit sound and a second type of unit sound different from the first type of unit sound is output. The gaming machine according to any one of means 4-1 to 4-4, characterized in that the first type of unit sound and the second type of unit sound include common elements. In this way, the modes of the unit sounds constituting the number-of-consecutive-wins sound may be made different. However, even if they are different unit sounds, if they include "common elements" with each other, the number of output times of the "common elements" will match the numerical value included in the number image.

[0151] · Means 4-6 The gaming machine according to means 4-5, characterized in that the second type of unit sound has a longer output time than the first type of unit sound, and at least one of the first unit sound and the last unit sound among the number-of-consecutive-wins sounds including a plurality of the unit sounds is the second type of unit sound, and the others are the first type of unit sound. Since the initial unit sound or the final unit sound is "conspicuous", it is advisable to output the unit sound with a longer output time first or last.

Explanation of Signs

[0152] 1 Gaming machine 11 Variable symbols 12 Reserved symbols 21 Big win area 22 Small win area 221 Bonus area 30 Time image 38 Stop explanation image 39 Resume explanation image 40 Special image 45 Action image 60 Bonus image 61 Lottery count value 61a Count value for low probability 61b Count value for high probability 61T Total display 60a Condition satisfied image 60b Condition not satisfied image 65 Probability display 67 Continuous emphasis display 68 Count image 70 Operating means 75 Speaker 80 Decorative symbols 904 Start area (904a First start area 904b Second start area) 908 Launch device 91 Display device 911 Display area

Claims

1. a display means for displaying a time image showing an actual time required for a special game period included in a target period, which is a period from establishment of a start condition to establishment of a termination condition; If a game suspension period occurs during the target period during which it is determined that the player has stopped playing, the special game period is not to include the game suspension period, When the result of the lottery is a win, a winning game is executed in which a predetermined winning area is opened. The gaming machine is characterized in that the period during which the winning game is being executed is regarded as the special game period. However, the effect to be executed during the winning game is not determined by selecting from among a plurality of types of effects based on the actual time required during the special game period.

2. The special game period is a period during which the decorative pattern notifying the winning / losing lottery result is being performed from the time the decorative pattern starts to change until the decorative pattern stops in a manner to notify the winning / losing lottery result.

2. The gaming machine according to claim 1, wherein the game machine is configured such that the game does not transition to the game stop period until a specified time has elapsed since the variable performance was not executed.

3. The special game period is a period during which the decorative pattern notifying the winning / losing lottery result is being performed from the time the decorative pattern starts to change until the decorative pattern stops in a manner to notify the winning / losing lottery result.

3. The gaming machine according to claim 1, wherein the gaming machine is configured so that the game does not enter the game suspension period unless a launching device for launching game balls is not being operated.

4. 4. The gaming machine according to claim 1, wherein the condition for ending the game suspension period is the operation of a launching device that launches game balls.

Citation Information

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