gaming machines

The gaming machine addresses the issue of gaming balls missing bonus areas by displaying a warning image during winning fluctuations, ensuring entry and enhancing player engagement.

JP7766342B2Active Publication Date: 2025-11-10SANSEI R&D KK
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Patent Information

Application Number
JP2022125368
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-08-05
Publication Date
2025-11-10
Estimated Expiration
2042-08-05

AI Technical Summary

Technical Problem

The risk of a gaming ball not entering a bonus area despite the bonus area being opened in gaming machines is a common issue.

Method used

A gaming machine with a display area that displays a warning image indicating the launch period for gaming balls to enter the opened bonus area during winning fluctuations, ensuring the ball enters the bonus area.

Benefits of technology

This solution reduces the risk of the gaming ball missing the bonus area, enhancing player engagement and reducing frustration.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007766342000001
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    Figure 0007766342000002
  • Figure 0007766342000003
    Figure 0007766342000003
Patent Text Reader

Abstract

To provide a game machine capable of reducing a risk in which no game ball enters a privilege region although the privilege region is opened.SOLUTION: A game machine comprises: display means having a display region; and a privilege region which is opened after finish of a winning variation since decorative patterns displayed on the display region start variation until the decorative patterns stop in a mode of indicating that a win / loss lottery result is winning, entry of game balls being a condition of privilege application. In the game machine, a notice image for notifying a player of a fact that a shooting period in which the player should shoot game balls toward the opened privilege region is started, is displayed on the display region during the winning variation.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

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

[0002] For example, as described in Patent Document 1 below, a gaming machine is known in which the condition for awarding a big win (a bonus) is that the gaming ball enters a predetermined area (a bonus area) when a small win is won. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-005662 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that can reduce the risk of an event occurring in which a gaming ball does not enter a bonus area even though the bonus area has been opened. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a display means having a display area, and a bonus area which is an area which is opened after the winning fluctuations from when the decorative pattern displayed in the display area starts to fluctuate until the winning / losing lottery result stops in a manner indicating a winning result, and in which the entry of a gaming ball is a condition for granting a bonus, and is characterized in that a warning image which warns of the start of a launch period in which gaming balls should be launched toward the opened bonus area is displayed in the display area during the winning fluctuations. [Effects of the Invention]

[0006] According to the present invention, it is possible to reduce the risk of an event occurring in which the gaming ball does not enter the bonus area even though the bonus area has been opened. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating a bonus area provided within the big prize area. [Figure 3] A diagram showing decorative patterns and reserved patterns, etc. displayed in the display area. [Figure 4] 10A is a diagram for explaining the transition of game states, FIG. 10B is a diagram for explaining the allocation of jackpots (benefits), and FIG. 10C is a diagram for explaining specific benefits and non-specific benefits. [Figure 5] This is a diagram for explaining the special effects. The images displayed at points (b-1) to (b-5) in (a) correspond to points (b-1) to (b-5) in (b). Also, (c) is a diagram showing the special effects that occur when a special bonus is won 20 times since the start of the special period. [Figure 6] 10 is a diagram for explaining a performance image (performance character). FIG. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-5. [Figure 11] FIG. 10 is a diagram for explaining specific example 1-6. [Figure 12] This is a diagram for explaining the preview image (preview period) and the launch instruction image (launch period). Note that the images displayed at times (b-1) to (b-6) shown in (a) correspond to (b-1) to (b-6) in (b). [Figure 13] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 14]FIG. 10 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-6. DETAILED DESCRIPTION OF THE INVENTION

[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below 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, unless otherwise specified, the term "image" includes not only still images but also moving images. Furthermore, unless otherwise specified, the following description is based on the assumption that the player plays according to instructions (the player plays normally without performing special moves). Furthermore, when a phrase such as "a gaming ball enters XX (wins)," strictly speaking, it means that the sensor installed in the XX has detected the entering gaming ball.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.

[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, etc. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs that act as obstacles that change the way the game ball flows down when the game ball collides with them. The game ball flowing down the game area 902 changes into various forms depending on the conditions when it collides with the game pegs.

[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning hole such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.

[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.

[0013] 2) Specifications The player aims to win a jackpot (a prize) through a winning / losing lottery that is triggered when a gaming ball enters the starting area 904. If the player does not win the winning / losing lottery, the player cannot win the jackpot. In this embodiment, the starting area 904 is provided with a first starting area 904a (the so-called "special chart 1" starting area) and a second starting area 904b (the so-called "special chart 2" starting area) (see FIG. 1). Hereinafter, the winning / losing lottery that is triggered when a gaming ball enters the first starting area 904a may be referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery that is triggered when a gaming ball enters the second starting area 904b may be referred to as the second winning / losing lottery (special chart 2 lottery).

[0014] The winning patterns of the win / lose lottery include a "big win" and a "small win." If neither a big win nor a small win is won, it is a "lose." Regardless of the game state described below, whether the first win / lose lottery or the second win / lose lottery is executed, the probability of a big win is approximately 1 / 319. Furthermore, regardless of the game state described below (normal game state or special game state), when the second win / lose lottery is executed, the probability of a small win is approximately 1 / 2.08. Note that in this embodiment, even if the first win / lose lottery is executed, a small win will not be won.

[0015] When a jackpot is won, a jackpot game is executed. A jackpot game involves one or more unit games (referring to a single "round" of play; hereinafter, this may be referred to as a "round") in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met. A single unit game ends (the jackpot area 906 is closed) when either the winning condition of C balls entering the jackpot area 906 or the time condition of a predetermined time elapses is met. In this embodiment, C=10 (the value of C is generally referred to as the "count"). In each unit game, if balls are continuously launched toward the jackpot area 906, the winning condition is almost certain to be met before the time condition is met. In other words, if the game is played as instructed, at least 10 balls will enter the jackpot area 906 in one unit game. In this embodiment, when one gaming ball enters the big prize area 906, the payout (number of prize balls) is 15, so at least 150 prize balls can be obtained in one unit game (the number of prize balls can increase if a so-called over-winning occurs). The greater the number of unit games (number of rounds) included in a big win game, the greater the player's profit (expected profit) in that big win game. In this embodiment, the big prize area 906 is located to the right of the gaming area 902 (see FIG. 1), and the player plays so that the gaming ball enters the right side of the gaming area 902 (so-called "right hit").

[0016] In this embodiment, a big win can be won via a small win. When a small win is won, a small win game is executed. In the small win game, the big win area 906 is opened, and the bonus area 20 (see FIG. 2) provided within the big win area 906 is also opened. The letter "V" is marked near the bonus area 20 (see FIGS. 1 and 2), and this "V" is used to indicate the bonus area 20 to the player. The bonus area 20 is normally closed (see FIG. 2(a)), but is temporarily opened when a small win is won (see FIG. 2(b)). The big win area 906 has two exit areas, and a gaming ball that enters the big win area 906 will pass through one of the two exit areas. One of the two exit areas is the bonus area 20 (see FIG. 2). A sensor is provided in each of the exit areas, and a gaming ball that passes through one of the exit areas is treated as having won in the big prize area 906. In other words, a gaming ball that enters the bonus area 20 also wins in the big prize area 906.

[0017] The condition for winning a jackpot is that a gaming ball enters the bonus area 20 during the small jackpot game (to win a jackpot, it is sufficient for one gaming ball to enter the bonus area 20). In the following explanation, the entry of a gaming ball into the bonus area 20 is also referred to as a "V entry" ("V entry = winning a jackpot (guaranteed jackpot)"). Note that the bonus area 20 may be provided outside the big prize area 906. A small jackpot game is considered to be one unit game of the jackpot game won through that game. For example, a 10-round jackpot (a jackpot in which 10 unit games are executed) via a small jackpot would involve the small jackpot game (a game in which the large prize area 906 is opened and the bonus area 20 is opened) being the first round of play, followed by the opening of the large prize area 906, which is executed as the subsequent jackpot game, being executed as rounds 2 through 10 of play (if a game ball does not enter the bonus area 20, a so-called "break" occurs, and the games in rounds 2 through 10 are not executed, and only the small jackpot game ends). Like the unit games that make up a jackpot game, a small jackpot game ends when at least one of the time condition and the winning condition (10 balls are won in this embodiment) is met. If game balls are continuously fired, the winning condition will be met first, so in a small jackpot game, the same prize balls as in one unit game can be obtained.

[0018] In this embodiment, in a small win game, the bonus area 20 is opened together with the big prize area 906, and the time during which the bonus area 20 is opened is long enough to allow a gaming ball to enter the bonus area 20. The bonus area 20 is located on the right side of the gaming area 902, and in order to allow a gaming ball to enter the bonus area 20, the player must hit the ball to the right. If the player continues to hit the ball to the right, the gaming ball will almost certainly enter the bonus area 20 (see FIG. 2(b)). When a small win is won, an instruction to hit the ball to the right is displayed in the display area 911, so the player only needs to follow that instruction. The system is set up so that the gaming ball will almost certainly enter the bonus area 20 even if the player starts hitting the ball to the right about 10 seconds after the instruction is issued. In this way, when a small win game is executed due to a small win, the game ball will enter the bonus area 20 as long as the game is played according to instructions (barring any unexpected abnormality (power outage or malfunction)), so essentially, "small win = big win" (a small win leads to a big win). In this embodiment, in unit games (from the second round onwards) that constitute a big win game other than a small win game, the bonus area 20 is in a closed state (see FIG. 2(a)).

[0019] In this way, there are two routes to winning a jackpot (jackpot game): a "direct jackpot route" in which a jackpot is won, and a "small jackpot route" in which a game ball enters the bonus area 20 after winning a small jackpot. Pachinko gaming machines that have these two jackpot winning routes are generally called type 1 / type 2 mixed machines.

[0020] The result of the win / loss lottery is basically notified to the player by a combination of decorative symbols 80 (see FIG. 3) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including multiple types of decorative symbols 80 start to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If the result of the win / loss lottery is a win (in this embodiment, a big win or a small win), the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped will be a predetermined winning combination (for example, three decorative symbols 80 of the same type). If the result is a loss, the combination will be something other than the winning combination (a combination other than a winning combination). Hereinafter, the effect from when the decorative pattern 80 (decorative pattern group 80g) starts to change until it completely stops in the combination that indicates the result of the lottery is referred to as the effect during change (it may also be simply referred to as "change". Unless otherwise specified, "change (during)" means that at least one of the three decorative patterns 80 (decorative pattern group 80g) is changing (not all are stopped).) The number of decorative pattern groups 80g (the number of decorative patterns 80 that make up the combination that notifies the result of the lottery) can be two or more, and this number can be changed as appropriate.

[0021] In this embodiment, together with the decorative pattern 80, a pattern other than the decorative pattern 80 (hereinafter referred to as a "small pattern"; not shown in the drawings for clarity) is displayed small near the outer edge of the display area 911, and the accurate result of the winning / losing lottery is announced by the small pattern. Gaming machines that display this type of pattern are well known to those skilled in the art, so a detailed explanation will be omitted. However, while the in-variation effect is being executed, the pattern is in a variable state, and when the in-variation effect ends, the variation stops in a manner that indicates the result of the winning / losing lottery. The small pattern can also be seen as an auxiliary pattern (substitute pattern) when the decorative pattern 80 is no longer displayed. Even when the decorative pattern 80 is no longer displayed, the start and end of the in-variation effect (variation start) and the end of the in-variation effect (variation end) can be determined by the start and stop of the small pattern variation, and the result of the winning / losing lottery can also be determined. However, as mentioned above, in reality, "small win = big win", and whether a small win or a big win is won, the decorative pattern 80 is displayed as a winning combination, so the player can play without being aware of the small patterns.

[0022] As game states in which a player aims to win a jackpot (a bonus), a normal game state and a special game state that is more advantageous to the player than the normal game state are set (see FIG. 4(a)). The normal game state is a state in which the game ball should be launched so that it flows down the left side of the game area (the left side of the display device 91) (a state in which a "left hit" should be made). When a left hit is made, there is a possibility that the game ball will enter the first starting area 904a. In other words, the normal game state is a state in which a player aims to win a jackpot through a first win / lose lottery. Note that when a left hit is made, there is no possibility that the game ball will enter the second starting area 904b. As described above, in this embodiment, a small win cannot be won through the first win / lose lottery, so winning a jackpot via a small win is not possible in the normal game state. Although it is possible to win a small prize through the first lottery, the opening time of the bonus area 20 at that time is extremely short, and it is virtually impossible to get a game ball into the bonus area 20, so that it may be set up so that it is impossible to win a big prize via a small prize in normal game conditions.

[0023] Thus, in the normal game state, players aim to win the jackpot in the first win / lose lottery (in this embodiment, the winning rate is approximately 1 / 319). When a gaming ball enters the first starting area 904a, a numerical value (hereinafter, sometimes referred to as first win / lose lottery information) is acquired from a random number source. If the numerical value is the same as the predetermined jackpot value, the jackpot is reached; if it is different, the jackpot is reached. In this embodiment, the results of the win / lose lottery are announced in the order in which the first win / lose lottery information is acquired (the decorative pattern 80 (decorative pattern group 80g) begins to change). Furthermore, first win / lose lottery information for which the corresponding win / lose lottery result has not yet been announced is stored in a storage means (not shown). The first win / lose lottery information is divided into first during-change information for which the corresponding during-change performance has started, and first pending information for which the corresponding during-change performance has not started. In this embodiment, the number of first reservation information that can be stored in the storage means is "4" ("Upper limit of special chart 1 reservation = 4").

[0024] The fact that the first pending information is stored in the storage means is indicated by the display of the currently changing pattern 11 (so-called "the pending changing (pattern)") in the display area 911. The fact that the first pending information is stored in the storage means is indicated by the display of the reserved pattern 12 in the display area 911. The reserved patterns 12 are displayed the same number of times as the first pending information. In this embodiment, the currently changing pattern 11 and the reserved pattern 12 have the same basic shape but different sizes (see Figure 3). The currently changing pattern 11 and the reserved pattern 12 may have completely different basic shapes. Also, the currently changing pattern 11 may not be displayed. The reserved patterns 12 are displayed in the order in which the notification of the corresponding winning / losing lottery results is completed (so-called "consumption order").

[0025] The special gaming state is a state in which the gaming ball should be launched so that it flows down the right side of the gaming area (the right side of the display device 91) (a state in which a "right hit" should be made). If a right hit is made, there is a possibility that the gaming ball will enter the second starting area 904b. In other words, this is a state in which the aim is to win a jackpot through a second win / loss lottery. Note that if a right hit is made, there is no possibility that the gaming ball will enter the first starting area 904a. As described above, in this embodiment, when the second win / loss lottery is executed, there is not only a possibility of winning a jackpot but also a possibility of winning a small win. Therefore, the special gaming state is a state in which there is a possibility of winning a jackpot (benefit) by winning a jackpot (direct win) or a possibility of winning a jackpot (benefit) via a small win. Because the probability of winning a small win (approximately 1 / 2.08) is significantly higher than the probability of winning a jackpot (approximately 1 / 319), it can be said that this is essentially a state in which the aim is to win a small win (a jackpot via a small win). In this way, since it is possible to hope for a big win via a small win, the special gaming state can be said to be a state more advantageous to the player than the normal gaming state (in which it is not possible to win a big win via a small win).

[0026] Unlike the first starting area 904a, which is an area that is always open, the second starting area 904b (see FIG. 1) is an area that is normally closed. The second starting area 904b is opened when a regular lottery is won. The regular lottery is triggered by a gaming ball entering the regular starting area 905 (see FIG. 1). The regular starting area 905 is an area that is always open and can be entered by a gaming ball struck from the right (a gaming ball struck from the left cannot enter). In the special gaming state, the probability of winning the regular lottery is extremely high (compared to the regular gaming state), and the opening time of the second starting area 904b when the regular lottery is won is also relatively long. Therefore, if a certain amount of continuous right-handed hitting is performed, it is relatively easy for a gaming ball to enter the second starting area 904b (allowing a second win / lose lottery to be held). Note that in the regular gaming state, the probability of winning the regular lottery is set to be extremely low. Even if a player wins, the opening time of the second starting area 904b is extremely short. Therefore, it is practically impossible to participate in the second lottery in the normal game mode (hitting right in the normal game mode is set to be more disadvantageous to the player than hitting left).

[0027] When the gaming ball enters the second starting area 904b, a numerical value (hereinafter sometimes referred to as second win / lose lottery information) is acquired from a random number source. If the numerical value is the same as the predetermined jackpot numerical value, it is a jackpot. If the numerical value is the same as the predetermined minor win numerical value (different from the jackpot numerical value), it is a minor win. If it is different from either of these, it is a loss. In this embodiment, the results of the win / lose lottery are announced in the order in which the second win / lose lottery information is acquired (the decorative pattern 80 (decorative pattern group 80g) begins to change). In addition, second win / lose lottery information for which the announcement of the corresponding win / lose lottery result has not yet been completed is divided into second in-change information for which the corresponding in-change performance has started, and second reserved information for which the corresponding in-change performance has not started. In this embodiment, the number of second reserved information that can be stored in the storage means is "1" (the upper limit of the special pattern 2 reserved is "1").

[0028] In this embodiment, no symbols (symbols corresponding to the above-mentioned changing symbol 11 and reserved symbol 12) are displayed to indicate that the second changing information or second reserved information is stored in the storage means. Instead, the existence of the second changing information or second reserved information is indicated by small characters (numbers, etc.) (not shown) displayed near the outer edge of the display area 911. However, this does not deny the possibility of displaying symbols corresponding to the above-mentioned changing symbol 11 and reserved symbol 12 for the second winning / losing lottery information as well.

[0029] When both the first winning / losing lottery information and the second winning / losing lottery information are stored in the storage means, the notification of the winning / losing lottery result based on the second winning / losing lottery information is prioritized. That is, in this embodiment, "Special Chart 2 Priority Consumption". However, this does not mean that "Special Chart 1 Priority Consumption" is also rejected.

[0030] Jackpots (including those that occur via small jackpots) are roughly divided into regular jackpots and special jackpots. A regular jackpot is one in which the game state after the jackpot game ends is the regular game state. A special jackpot is one in which the game state after the jackpot game ends is the special jackpot. In terms of the game state after the jackpot game ends, a special jackpot can be said to be more advantageous to the player than a regular jackpot.

[0031] Since it is rare for a machine to be empty in a special game state advantageous to the player, a player will normally start playing from the normal game state. That is, the player plays (hits left) with the aim of winning a jackpot after the first win / lose lottery. Of the jackpots won after the first win / lose lottery, 50% are normal jackpots, and the remaining 50% are special jackpots (see Figure 4(b-1)). In this embodiment, 50% are 3-round normal jackpots (3R normal), and 50% are 3-round special jackpots (3R special). If a normal jackpot is won, after the jackpot game ends, the machine transitions back to the normal game state, and the player continues playing in the normal game state with the aim of winning a jackpot. If a special jackpot is won, after the jackpot game ends, the machine transitions to the special game state (see Figure 4(a)). Hereinafter, a jackpot won after the first win / lose lottery is sometimes referred to as a "first win."

[0032] In the special game state, the player plays (hits right) with the aim of winning a jackpot after the second win / loss lottery. A jackpot won through the second win / loss lottery (a jackpot won via a direct win or a small win) is 100% a special jackpot (see FIG. 4(b-2)). Therefore, if a jackpot is won through the second win / loss lottery, the game transitions back to the special game state after the jackpot game ends (see FIG. 4(a)). In this embodiment, 65% of jackpots won through the second win / loss lottery are 3-round special jackpots (3R special), 20% are 7-round special jackpots (7R special), and 15% are 10-round special jackpots (10R special). The 3-round special jackpot corresponds to a special bonus, which will be described later, and the allocation of the 3-round special jackpot is set to over 50%. Therefore, the jackpot won through the second win / loss lottery has the highest probability of being a 3-round special jackpot.

[0033] The special game state ends when the number of consecutive losses in the second lottery executed after transitioning to the special game state reaches a predetermined number, and the game transitions to the normal game state. In this embodiment, the predetermined number (so-called time-saving number) is set to 3. In other words, the game transitions to the normal game state when the second lottery is lost three times after transitioning to the special game state. Note that the number of time-saving number does not include losses in the first lottery. When transitioning to the special game state after the end of the first special jackpot, if the first reserved information is stored in the storage means, the fluctuation time of the variable effect regarding the winning / losing lottery result (loss) based on the first reserved information is set to an extremely short time (e.g., 0.5 seconds). In other words, the remaining reserved amount of special chart 1 is "rapidly consumed." Note that, although rare, there is also a possibility that the first reserved information already acquired before the first jackpot is acquired will result in a jackpot (approximately 1 / 319 chance of winning the jackpot). In this case, the jackpot will be obtained after the first lottery, and the jackpot distribution will be as shown in Figure 4(b-1) (50% will be regular jackpots, and the remaining 50% will be special jackpots).

[0034] In this embodiment, the storage means can store one second reserved information (the upper limit of the special game 2 reserved is 1). Therefore, even if the special game state ends and the game transitions to the normal game state, if the second reserved information is stored in the storage means (if the special game 2 reserved is full), one second winning / losing lottery is executed (hereinafter, the second reserved information stored in the storage means when the special game state ends and the game transitions to the normal game state is sometimes referred to as the "remaining reserved (information)," and the lottery based on the remaining reserved information is sometimes referred to as the "remaining reserved lottery" (remaining reserved chance)). In this embodiment, after the transition to the special game state, the time (variation time) of the first variable effect (which is also the last variable effect in the special game state) is ensured to be long enough to acquire the second reserved information. Therefore, if the player continues to hit the right button after the transition to the special game state, the second reserved information will almost certainly be acquired by the time the first variable effect ends (the special game 2 reserved will be full). Note that in this embodiment, an instruction to acquire the second reserved information is issued during the first variable effect. In addition, if it is detected that the second pending information is not being acquired during the first fluctuation performance, a warning is issued to fire the game ball (to hit to the right) aiming at the second starting area 904b.

[0035] Because of this configuration, when the game transitions to the special game state, a maximum of four second lottery draws are possible (hereinafter, the maximum number of second lottery draws that can be taken when transitioning to the special game state is referred to as the "number of chances"). In other words, there are four chances to win a special jackpot after winning a small jackpot with a probability of approximately 1 / 2.08. If the player wins either a small jackpot with a probability of approximately 1 / 2.08 or a jackpot with a probability of approximately 1 / 319 during these four chances, the player will win the special jackpot. After the jackpot game ends, the game transitions back to the special game state, where four second lottery draws are possible. In other words, if the player wins either a small jackpot with a probability of approximately 1 / 2.08 or a jackpot with a probability of approximately 1 / 319 during these four second lottery draws, the game will begin a "succession streak." If all four second lottery draws result in a loss, the game will end (see Figure 4(a)). This is known as ST-type gameplay (ST count (number of high-probability lotteries) = 4). If a player wins either a small win or a big win in the fourth second draw after the special game state begins, technically the jackpot is won in normal game mode. However, since the jackpot is won without the normal game mode (left-hand hit), it effectively appears (to the player) that the special game mode is continuing. For example, if the special game mode is named "XX RUSH," the display will say "XX RUSH" continues whether the player wins a jackpot in the first, second, or third draw after the transition to the special game mode (a jackpot won in the special game mode) or in the fourth second draw (a jackpot won in normal game mode). When the "successive wins" are over, the player will resume normal game mode (first draw) in an attempt to win a jackpot.

[0036] Setting the number of losses in the second winning / losing lottery (the above-mentioned predetermined number) that is the condition for ending the special game state to three is merely an example. Also, setting the number of second reserve information that the storage means can store to one (the "upper limit of special game 2 reserve = 1") is merely an example. If these numbers are different, the number of chances will change. For example, if the special game state is set to end when the second winning / losing lottery is lost six times in a row after transitioning to the special game state, and the upper limit of special game 2 reserve = 4, the number of chances will be 10 (winning a big win or small win between transitioning to the special game state and the execution of 10 second winning / losing lotteries is a gameplay characteristic that is a condition for "consecutive wins").

[0037] These specifications are just an example, and the various effects and controls described below can be applied to gaming machines with different specifications, except for those that are only possible with the above specifications. For example, it is also possible to use specifications that do not plan to win a big win via a small win (a "type 1" gaming machine).

[0038] 3) Specific production 3-1) Specific period In the gaming machine according to this embodiment, a specific effect is executed during a specific period. The specific period is a period during which a player is on a so-called "consecutive winning streak." In this embodiment, the specific period is the period from when the first special jackpot (3R special) is won until the remaining reserve lottery (remaining reserve chance) is unsuccessful (see FIG. 5(a)). In other words, the jackpots acquired during the specific period include the first special jackpot. However, the specific period may be the period from the end of the first special jackpot (the start of the special game state after the end of the first special jackpot game) until the remaining reserve lottery is unsuccessful, that is, the jackpots acquired during the specific period may not include the first jackpot.

[0039] As will be described later, the special effects can be progressed when a special benefit is acquired, but are reset (returned to the initial state) when the special period ends. In other words, the end of the special period is the reset condition for resetting the special effects.

[0040] 3-2) Specific benefits and non-specific benefits The jackpots (benefits) that can be obtained by winning or losing during a specific period are divided into specific benefits and non-specific benefits. However, this division into specific and non-specific benefits is not explicitly communicated to the player. In this embodiment, the multiple benefits ("candidate" benefits) that can be obtained during the specific period are three types: a 3-round special jackpot (3R special), a 7-round special jackpot (7R special), and a 10-round special jackpot (10R special). The 3-round special jackpot, which offers the lowest expected profit to the player, is considered the specific benefit, while the other 7-round special jackpot and 10-round special jackpot are considered non-specific benefits (see FIG. 4(c)). In other words, all jackpots have in common the transition to a special game state after the jackpot game ends. However, the number of unit games (number of rounds) that make up the jackpot game differs, resulting in different expected values ​​of prize balls obtained in the jackpot game. Therefore, the 3-round special jackpot, which offers the lowest expected value of prize balls, is considered the specific benefit. Therefore, it can be said that the acquisition of a non-specific benefit during a specific period is a more pleasing event for a player than the acquisition of a specific benefit.

[0041] As shown in the jackpot distribution during the special drawing in Figure 4(b-2), the jackpot acquired by winning the second lottery executed in the special game state has a higher probability of becoming a 3-round special jackpot than any other jackpot. In other words, the probability that a bonus acquired during a specific period will be a specific bonus is higher than the probability that it will be any of the non-specific bonuses. In other words, of the multiple bonuses that can be acquired during a specific period, the bonus with the highest probability of being acquired is a specific bonus.

[0042] 3-3) Specific aspects of specific performances The specific effects are effects that are executed during the 3-round special jackpot game (unit game), which is a specific benefit, but are not executed during the 7-round special jackpot game or the 10-round special jackpot game, which are non-specific benefits. In other words, the specific effects can progress when a specific benefit is obtained, but cannot progress when a non-specific benefit is obtained.

[0043] In this embodiment, the 3-round special jackpot, which is a specific benefit, is named "Combo Bonus," and the name is displayed during the 3-round special jackpot game to indicate that the jackpot game is being played (see FIGS. 5(b-1), (b-2), and (b-4)). Also, in this embodiment, the number of times the "Combo Bonus" has been acquired since the start of the specific period is displayed (in this embodiment, "×○" (○ indicates the number of times the Combo Bonus has been acquired since the start of the specific period) is displayed). However, displaying the number of times the Combo Bonus has been acquired is not the specific effect. In other words, an effect that numerically indicates the number of times the specific benefit has been acquired is not considered to be a specific effect. Also, an effect that numerically indicates the profit (number of winning balls, etc.) obtained from the specific benefit is not considered to be a specific effect. In this embodiment, the 7-round special jackpot, which is a non-specific benefit, is named "Big Bonus" (see FIG. 5(b-3)), and the 10-round special jackpot is named "MAX Bonus" (see FIG. 5(b-5)). In each jackpot game, the name is displayed to indicate that the jackpot has been achieved.

[0044] In the present embodiment, the special effect is such that a special effect image 30 representing a character (hereinafter referred to as a special effect character) is displayed each time a special benefit is acquired during the special period. In this embodiment, a total of 20 different characters (as long as the player can recognize them as different characters) are prepared as characters that can be displayed as special effect characters (see FIG. 6). In the following explanation, the 20 types of characters are referred to as characters A to T. A predetermined order (prescribed order) is set for the 20 types of characters (in the following explanation, alphabetical order is assumed to be the prescribed order). Each time a new special benefit is acquired after the start of the special period, a new type of character is displayed in accordance with the prescribed order.

[0045] As described above, in this embodiment, the first 3-round special jackpot is included in the special jackpots acquired during the special period, so character A is initially displayed in the special jackpot. That is, character A is displayed in the 3-round special jackpot game, which is the first special jackpot after the start of the special period (see FIG. 5(b-1)). As special jackpots are acquired (continuous wins) without the end of the special period, a new special jackpot character (shown in the special jackpot image 30) is displayed. Character B is displayed in the second special jackpot after the start of the special period (see FIG. 5(b-2)), and character C is displayed in the third special jackpot (see FIG. 5(b-4)). Unlike the example shown in FIG. 5(a), if the 20th special jackpot is acquired after the start of the special period without the end of the special period, character T is displayed in the 20th special jackpot (the fact that character T is displayed indicates that at least 20 consecutive wins have been achieved, including the first win) (see FIG. 5(c)). In this embodiment, the special jackpot character (shown in the special jackpot image 30) that has already been displayed is also displayed when a new special jackpot is acquired. In other words, the number of effect characters displayed increases each time a new specific period is acquired within the specific period (see the changes in Figure 5 (b-1) → (b-2) → (b-4)). The number of effect characters will match the number of specific benefits acquired since the start of the specific period. However, the character displayed when the previous specific benefit was acquired may not be displayed when the next specific benefit is acquired. In other words, the type of effect character displayed when a specific benefit is acquired may change to indicate the progress of the specific effect.

[0046] The progress of the specific effect may be stopped after 20 specific benefits have been acquired since the start of the specific period and character T (the last effect character in the specified order) is displayed (a state in which all types of effect characters have been displayed). Alternatively, after the last effect character in the specified order is displayed, the first effect character in the specified order may be displayed again. In other words, the effect characters may be displayed in a cyclical manner in the specified order.

[0047] The display of this new type of effect character (change in effect character) does not occur when a non-specific bonus is won. In other words, when a 7-round special jackpot (big bonus) or a 10-round special jackpot (MAX bonus) is won, a new effect character is not displayed and the specific effect does not proceed (see Figures 5(b-3) and (b-4)). For example, if after winning the first 3-round special jackpot, no 3-round special jackpot is won and only 7-round special jackpots or 10-round special jackpots are won, the specific effect will not proceed at all (the effect character last displayed remains as character A and the specific effect will stop).

[0048] As described above, the gaming machine according to this embodiment executes a specific effect that progresses when a specific benefit with the lowest expected profit value is acquired among multiple benefits that can be acquired during a specific period, but does not progress when a non-specific benefit (a benefit that is not the lowest value) that is not a specific benefit is acquired. When a specific benefit is acquired, a player may imagine that they could have obtained even greater profit if they had acquired a non-specific benefit, which may cause them to feel disappointed that the specific benefit was acquired and reduce their motivation to play. However, when the specific benefit is acquired, the specific effect progresses (it does not progress when a non-specific benefit is acquired), so the decrease in motivation to play can be suppressed. In other words, because the specific effect progresses even when the specific benefit with the lowest profit is acquired, the player can feel a sense of fulfillment.

[0049] In particular, as in this embodiment, when the probability that the benefit that can be obtained during a specific period will be a specific benefit (3-round special jackpot) is set to be higher than the probability that it will be either of the non-specific benefits (7-round special jackpot, 10-round special jackpot) (see Figure 4(b-2)), that is, when the specific benefit is the "best benefit to win," the specific benefit will be obtained frequently, so it can be said that there is great significance in preventing a decrease in motivation to play due to the acquisition of the specific benefit by having the specific presentation proceed when the specific benefit is obtained.

[0050] Below, we will explain specific examples in which the above-mentioned specific effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.

[0051] ○Specific example 1-1 As a component of the specific effect, an effect (hereinafter referred to as the "count-condition effect") may occur that will not occur unless the number of times a specific benefit has been acquired since the start of a new specific period reaches a predetermined number of times (this does not include the number of times a non-specific benefit has been acquired). In other words, in order to encounter the count-condition effect, the number of times a specific benefit has been acquired since the start of the specific period must reach the specified number of times. During the specific period, it is advisable to display an image indicating the number of times a specific benefit has been acquired since the start of the specific period, or an image indicating the specified number of times. For example, by displaying an image that reads "Number of times specific benefit has been acquired / specified number of times" (see the upper right of Figure 7(a)), it is easy to understand how many more times a specific benefit needs to be acquired to reach the specified number of times.

[0052] Furthermore, since the number of times a specific benefit is acquired is proportional to the total number of rounds consumed by acquiring the specific benefit (if the specific benefit is 3 rounds as in the above embodiment, then "number of times the specific benefit is acquired x 3 = total number of rounds consumed by acquiring the specific benefit"), the configuration of this example can also be seen as one in which the number of times condition effect occurs when the total number of rounds consumed by acquiring the specific benefit reaches a specified number. The total number of rounds consumed by acquiring the specific benefit may actually be displayed, and the number of times condition effect may occur when the number of rounds reaches a specified number.

[0053] The specific form of the count-condition effect may be any (however, the count-condition effect does not itself indicate that the number of times the specific benefit has been obtained has reached a specified number of times). For example, it is conceivable that the count-condition effect will be generated by displaying an image of a special character (referred to as count-reach image 35) congratulating the player (see FIG. 7(c)). In this way, the player's goal (the goal for generating the count-condition effect) is to reach the specified number of times the specific benefit has been obtained, so that a decrease in motivation to play due to the acquisition of the specific benefit can be further suppressed.

[0054] In this example, the number of types of effect images 30 (effect characters) displayed each time a specific benefit is acquired (20 types in the above embodiment) may be the same as the specified number of times. In other words, the number-of-times condition effect is executed (see FIG. 7(c)) when all types of effect images 30 prepared in advance are displayed (see FIG. 7(b)). In this way, the effect mode aims to display all types of effect images 30.

[0055] In this example, the effect image 30 (effect character) as described in the above embodiment may not be displayed. In other words, the specific effect is triggered when the number of times the specific benefit is acquired reaches a specified number of times, and the specific effect is not generated until the specified number of times is reached.

[0056] ○Specific example 1-2 As a component of the special effect, an effect (hereinafter referred to as the "profit condition effect") (see FIG. 8(b)) can occur that will not occur unless the profit obtained by acquiring a special benefit after the start of a new special period reaches a specified value of 40m (profit obtained by acquiring a non-specified benefit is not included). In other words, in order to access the profit condition effect, the profit obtained by acquiring a special benefit after the start of the special period must reach the specified value of 40m. This profit can be considered to be the "number of prize balls." In other words, the profit condition effect is triggered when the number of prize balls paid out in one or more special benefits since the start of the special period reaches the specified value of 40m. If the special benefit is "3 rounds" as in the above embodiment, a minimum of 450 prize balls will be obtained in the special benefit.

[0057] The number of prize balls referred to here may include not only those paid out by winning in the big prize area 906 opened in a unit game, but also those paid out by winning in other areas (general prize areas). In other words, other benefits resulting from firing game balls at areas opened in a unit game may also be included. Also, a configuration may be adopted in which the benefit is the "net increase in number" rather than the "number of prize balls."

[0058] In this example, the total number of prize balls (total prize balls 40t) obtained from all prizes, regardless of whether they are specific or non-specific prizes, is displayed together with the specific prize ball number 40s (denoted by "COMBO" in the drawings), which represents the number of prize balls obtained from specific prizes but does not include the number of prize balls obtained from non-specific prizes. The specified value 40m (target value) is also displayed in conjunction with the specific prize ball number 40s (for example, if the specified value 40m = 5000, the number 5000 is displayed in conjunction with the specific prize ball number 40s) (see Figure 8(a)). When the specific prize ball number 40s reaches the specified value 40m, a profit condition effect is triggered. However, the specified value 40m may not be displayed.

[0059] The specific form of the profit condition presentation may be any (however, the profit condition presentation does not indicate that the specific number of prize balls 40s has reached the specified value of 40m). For example, it is conceivable that the profit condition presentation will be generated by displaying an image of a special character (hereinafter referred to as profit achievement image 36) congratulating the player (see FIG. 8(b)). In this way, the player's goal (the goal for generating the profit condition presentation) is for the profit (number of prize balls) obtained through the specific benefit to reach the specified value of 40m, which further reduces the player's desire to play due to the acquisition of the specific benefit.

[0060] In this example, the effect image 30 (effect character) as described in the above embodiment may not be displayed. In other words, the special effect is triggered when the profit (number of prize balls) obtained by the special benefit reaches the specified value of 40m, and the special effect is not generated until the specified value of 40m is reached.

[0061] ○Example 1-3 The progress of the specific effects can be grasped even during a 7-round special jackpot game or a 10-round special jackpot game, which are non-specific benefits. In other words, a new effect image 30 (effect character) is not displayed when a non-specific benefit is won, but the effect image 30 (effect character) that was displayed when a specific benefit was won up to that point is displayed during a jackpot game for a non-specific benefit (see FIG. 9(b)), so that the progress of the specific effects can be grasped. In other words, the type of one or more effect images 30 displayed during a jackpot game for a non-specific benefit (see FIG. 9(b)) matches the type of one or more effect images 30 displayed during the jackpot game for the most recent specific benefit (see FIG. 9(a)).

[0062] This allows the player to be aware of the existence of a specific effect even when a non-specific benefit is acquired. In addition, since a new effect image 30 (effect character) is not displayed when a non-specific benefit is acquired, this also serves as an opportunity for the player to know that the specific effect will not proceed when a non-specific benefit is acquired.

[0063] ○Example 1-4 In the above embodiment, it was explained that, of the multiple types of benefits that can be obtained in a specific period, the one benefit (the 3-round special jackpot) that offers the player the lowest profit is the specific benefit, but it is also possible to configure the system so that two or more of the benefits counting from the lowest profits that can be obtained in a specific period are specific benefits, and the remaining one or more are non-specific benefits. As in the above embodiment, if the multiple types of benefits that can be obtained in a specific period are three types: a 3-round special jackpot, a 7-round special jackpot, and a 10-round special jackpot, the 3-round special jackpot and the 7-round special jackpot are the specific benefits, and the 10-round special jackpot is the non-specific benefit. The specific effects are performed not only when a 3-round special jackpot is obtained, but also when a 7-round special jackpot is obtained.

[0064] ○Example 1-5 In the above embodiment, it has been explained that the probability that the special benefit (3-round special jackpot) that can be acquired during the special period is higher than the probability that it will be either of the non-special benefits (7-round special jackpot, 10-round special jackpot), i.e., that the special benefit is "the most likely to be acquired." However, the probability of acquiring the special benefit may be lower than the probability that it will be either of the non-special benefits. In other words, the special benefit may be "the least likely to be acquired." For example, the jackpot allocation when acquired through the second winning / losing lottery is configured as shown in FIG. 10.

[0065] In this case, when a specific bonus is acquired, there is a high possibility that the player will feel disappointed because the bonus that is the least likely to be won (the rarest bonus) and yet the lowest profit has been acquired. Therefore, it is advisable to proceed with a specific effect when such a specific bonus is acquired, so that the fact that a specific bonus has been acquired is not lost. Note that bonuses other than the specific bonus and the non-specific bonus may be provided as bonuses that can be acquired during the specific period.

[0066] ○Example 1-6 When the game transitions to the special game state, the next jackpot is virtually guaranteed (as long as the player does not stop playing), so the game can be a so-called loop-type game. The special game state, which makes it easier to win a jackpot (a bonus) than the normal game state, can continue until the next jackpot is won (the number of time-saving periods is set to ∞), or it can be set so that it is virtually impossible to end the special game state without winning the next jackpot (the number of time-saving periods is set to a number that makes it practically impossible to win consecutive jackpots equal to the number of time-saving periods (a 99.9% or higher probability of winning consecutive jackpots) based on the actual jackpot probability, taking into account wins via small jackpots) (see Figure 11(a)). Then, some of the jackpots won through the second lottery are special jackpots, and the rest are regular jackpots (see Figure 11(b-2)). If a special jackpot is won, the game transitions back to the special game state after the jackpot game ends (the special game state loops). If a regular jackpot is won, the game transitions back to the regular game state after the jackpot game ends, and the jackpot game ends (see Figure 11(a)).

[0067] Based on this premise, among the special jackpots that can be obtained in the special game state (jackpots excluding the regular jackpot that ends a consecutive win), the one with the lowest expected profit value is designated as the specific bonus, and the other special jackpots are designated as non-specific bonuses. For example, it is set up so that there are three types of special jackpots that can be obtained: a 3-round special jackpot, a 7-round special jackpot, and a 10-round special jackpot, and the 3-round special jackpot is designated as the specific bonus, and the 7-round special jackpot and the 10-round special jackpot are designated as non-specific bonuses (see Figure 11(c)).

[0068] In the ST-type gameplay of the above embodiment, the acquisition of the next bonus (jackpot) is not guaranteed, and the acquisition of a bonus by the end of the game is the condition for continuing the winning streak. Therefore, even if the acquired bonus is a specific bonus, the player is often relieved that the winning streak has continued. On the other hand, in the loop-type gameplay of this example, the acquisition of the next bonus (jackpot) is essentially guaranteed, so the player will hope that the type of bonus will be more advantageous. However, if the bonus is a specific bonus, the player is more likely to become depressed. Therefore, it can be said that it is very important (more important than in the ST-type gameplay) to proceed with a specific presentation when a specific bonus is acquired, so as to make it difficult to recognize that a specific bonus has been acquired.

[0069] 4) Preview image 4-1) Launch instruction image (launch period) As described above, the gaming machine according to this embodiment allows a player to win a jackpot via a small win. A condition for a jackpot is to have the gaming ball enter the bonus area 20 (enter V) during a small win game. Therefore, in a situation where a gaming ball should be launched aiming at the bonus area 20, an instruction (launch instruction) to aim the gaming ball at the bonus area 20 is issued. In this embodiment, the bonus area 20 is located in a position where the gaming ball can be reached by hitting the ball to the right, so a launch instruction is issued to aim at the bonus area 20 (V). Hereinafter, the period during which the launch instruction is issued is referred to as the launch period (see FIG. 12(a)).

[0070] During the launch period, a launch instruction image 50F is displayed in the display area 911 (see FIG. 12(b-5)). In this embodiment, the launch instruction image 50F includes an instruction image section 51 indicating that the player should aim at the bonus area 20, an area image section 52 representing the bonus area 20, and a remaining time image section 53 representing the approximate time (time limit) until the bonus area 20 closes. In this embodiment, the instruction image section 51 includes text indicating that the player should aim at the bonus area 20 (for example, the text "Aim at V"). The area image section 52 is used to indicate the location of the bonus area 20 to the player, and is an image that shows a cropped image of the bonus area 20 and its surrounding area. By displaying such an image, the player can easily identify the area (bonus area 20) that the player should aim at. The area image section 52 may include an arrow pointing to the bonus area 20. This allows the player to visually understand that the game ball should be launched toward the bonus area 20. The remaining time image section 53 is a meter that changes as the firing period progresses and indicates the remaining time of the firing period. As will be described later, if a V win is made, the firing period will end there, and the remaining time is the time until the end of the firing period assuming that a V win has not been made. If the firing period ends without a V win, the bonus area 20 will be closed and a V win will no longer be possible (a so-called "breakout" will occur and the jackpot will not be won). In other words, the remaining time image section 53 indicates the remaining time in which a V win can be made. Instead of a meter, the remaining time may be indicated by a countdown number (a decreasing number).

[0071] The firing period begins a predetermined time after the end of the variation effect (hereinafter referred to as the "win variation") that notifies the player of a small prize win. In this embodiment, the bonus area 20 opens when the large prize area 906 opens, and the firing period begins when the bonus area 20 opens. However, the firing period may start before the bonus area 20 opens. Alternatively, the firing period may start after the bonus area 20 opens. It is sufficient that the firing instruction image 50F is set so that the V prize can be won in time if the player fires the game ball after seeing the firing instruction image 50F. When the V prize is detected, the firing instruction (firing period) ends, and the firing instruction image 50F is erased (see FIG. 12(b-6)). However, the end of the firing instruction here means that the instruction to aim for the bonus area 20 ends (the instruction by the firing instruction image 50F ends), and the instruction to hit the right to obtain the prize ball continues.

[0072] In this embodiment, the firing period is set even if the result of the lottery is a jackpot. Although there is no need to cause the gaming ball to enter the bonus area 20 when a jackpot is won, the situation still remains such that the gaming ball must be fired aiming at the big prize area 906, so the firing instruction image 50F is displayed to encourage the player to aim at the bonus area 20 even when a jackpot is won. This has the advantage of eliminating the need to control the firing period (controlling whether the firing instruction image 50F is displayed or not) based on whether the winning type is a small win or a jackpot.

[0073] 4-2) Preview image (preview period) The period before the launch period is the notice period (see FIG. 12(a)). During the notice period, a notice image 50P (see FIGS. 12(b-2) to (b-4)) is displayed. The notice image 50P notifies the player that a launch period in which a game ball should be launched toward the bonus area 20 is about to begin. In this embodiment, the notice image 50P includes an instruction image section 51, an area image section 52, a remaining time image section 53, and a signal image section 54. The instruction image section 51 and the area image section 52 included in the notice image 50P are the same as the instruction image section 51 and the area image section 52 included in the launch instruction image 50F. In other words, the instruction image section 51 and the area image section 52 are continuously displayed from the notice period through the launch period. The remaining time image section 53 represents the meter before the change begins. As described above, at the start of the firing period, the remaining time image section 53 (meter) is in the initial state ("full" state), and as the firing period begins, the remaining time image section 53 begins to change (the meter decreases over time), and the preview image 50P includes the remaining time image section 53 in the initial state (the remaining time image section 53 before the change).If the remaining time image section 53 is a number (representing the remaining firing period as a countdown number), the preview image 50P includes the number in the initial state (initial value).

[0074] The signal image section 54 indicates the start of the launch period in advance. In this embodiment, the signal image section 54 represents a so-called "start signal." Specifically, lamps light up in the order "red," "red," and "green (blue)," and the start time is when the green lamp lights up (the colors of the lamps are represented by letters in the drawings). When each lamp lights up, a sound effect is output from the speaker 70 (see FIG. 1). (For example, a "pu" sound effect is output when the lamp is red, and a "bong" sound effect is output when the lamp is green, resulting in a "bong-bong" sound effect output approximately every second.) The start time announced by the start signal (when the "green" lamp lights up) is the start of the launch period (see FIG. 12(b-4)). In other words, the signal image section 54 counts down to the start of the launch period. By displaying the preview image 50P having such a signal image section 54 in advance, the player can easily grasp the timing to launch the game ball toward the bonus area 20.

[0075] The preview image 50P includes the remaining time image section 53 (a meter that does not change) and the signal image section 54 in the initial state, so even though it includes the instruction image section 51 and the area image section 52, the player can sense that it is in the "preview" stage before reaching the situation where the bonus area 20 should be aimed for.

[0076] 4-3) Timing of the notice period and launch period The above-mentioned notice period and firing period are set at the following times (timings). In a winning variation resulting from a small win, decorative symbols 80 are considered to be the winning combination. Specifically, after a winning combination is formed and the balls are in a pseudo-stop state (which appears to the player to be stopped but is not completely stopped (e.g., slightly shaking)) (see FIG. 12(b-1)), the balls come to a complete stop at the winning combination and the winning variation ends (see FIG. 12(b-3)). The notice period (display of notice image 50P) begins between the time when the balls come to a pseudo-stop at the winning combination (hereinafter sometimes referred to as the pseudo-stop time) and the time when the balls come to a complete stop (hereinafter sometimes referred to as the variation end time) (hereinafter sometimes referred to as the end part (of the winning variation)) (see FIG. 12(a)) (see FIGS. 12(a) and (b-2)). Although the pseudo stop time is before the end of the variation (not the end of the winning variation), the result of the lottery is determined to be a win (small win or big win), so a notice image 50P is displayed after the pseudo stop time and before the end of the variation to inform the player that a situation will come in the future where he or she should shoot the game ball aiming at the bonus area 20.

[0077] After the winning variation, a small win game starts. The small win game includes an opening portion before the big win area 906 (benefit area 20) is actually opened, and an open portion from when the big win area 906 is actually opened until the small win game ends (when one of the winning condition and the time condition is met) (see FIG. 12(a)). In this embodiment, winning combinations of decorative patterns 80 are also displayed in the small win game, but the winning combinations may not be displayed in the small win game. Also, a winning combination may be displayed in the opening portion, but the winning combinations may be hidden when the game transitions to the open portion.

[0078] The notice period that starts during a winning variation is the period until the end of the beginning part (see FIG. 12(a)). In other words, the notice period is set to straddle the end point of the winning variation (see FIGS. 12(a) and (b-3)). As mentioned above, the notice image 50P includes the signal image portion 54, and the notice of the start point by the signal image portion 54 starts during the winning variation. In other words, the first red lamp starts to light up during the winning variation (see FIG. 12(b-2)), and the time when the green lamp lights up is set to approximately coincide with the end point of the beginning part (see FIG. 12(b-4)). In this way, the notice of the start of the firing period by the notice image 50P is executed using the end part of the winning variation and the beginning part of the small winning game.

[0079] The launch period begins at approximately the same time as the opening portion that follows ends (see FIG. 12(a)). In other words, the launch period begins at approximately the same time as the big prize area 906 (bonus area 20) actually opens, and the launch instruction image 50F is displayed (see FIG. 12(b-5)). The display of the launch instruction image 50F means that the remaining time image section 53 begins to decrease (the remaining time of the launch period decreases). As described above, the launch period (display of the launch instruction image 50F) ends when the gaming ball enters the bonus area 20 (a V-winning), and an image indicating that a V-winning has been achieved (an image indicating that a big win has been won) is displayed (see FIG. 12(b-6)).

[0080] In this way, in the gaming machine according to this embodiment, the preview image 50P is displayed during the winning variation, and it is indicated from the winning variation that a situation in which the game ball should be launched toward the bonus area 20 will soon occur, thereby reducing the risk of an event in which the game ball does not enter the bonus area 20 (a so-called blowout). Furthermore, if such a preview image 50P were displayed after the winning variation ended, the player would likely prepare to launch the game ball toward the bonus area 20 after the winning variation ended, which would likely lengthen the time from the end of the winning variation until the V prize is realized (the timing of the V prize is likely to be delayed). However, by displaying the preview image 50P from the winning variation as in this embodiment, the player would likely prepare to launch the game ball toward the bonus area 20 during the winning variation, which has the advantage of likely shortening the time from the end of the winning variation until the V prize is realized.

[0081] Furthermore, by including a signal image portion 54 as in the preview image 50P of this embodiment, the start point of the firing period can be more specifically predicted while the winning variation is being executed. Furthermore, by including a remaining time image portion 53 in the initial state as in the preview image 50P of this embodiment, it is possible to know in advance that the firing period is finite (there is a time limit).

[0082] In addition, the signal image portion 54 included in the preview image 50P and the remaining time image portion 53 in the initial state (the meter before the change) also function as an indication that the situation in which a shot should be fired aiming at the bonus area 20 has not yet arrived, and that the current situation is still in the preparation stage. In other words, the preview image 50P merely indicates that the current situation is the preparation stage for a shot aimed at the bonus area 20, and does not indicate that the current situation is one in which a shot should be fired aiming at the bonus area 20, and therefore can be said to be able to be displayed in the middle of a win fluctuation (when the notification of a small win has not yet completely ended).

[0083] The following describes specific examples in which the matters relating to the preview image 50P are improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0084] ○Specific example 2-1 The preview image 50P does not include the instruction image section 51. In accordance with the above embodiment, the launch instruction image 50F includes the text "Aim for V" (see FIG. 13(b)), but the preview image 50P does not include it (see FIG. 13(a)). In other words, the instruction image section 51 is displayed upon the end of the preview period (i.e., the start of the launch period). The preview image 50P is an image indicating that the game ball should be launched by aiming at the bonus area 20 (it is merely a "preview" of the launch period), and therefore does not include the instruction image section 51 indicating that the game ball should be launched by aiming at the bonus area 20. This makes it clearer that the preview image 50P is a "preview" of the launch period. Furthermore, the new display of the instruction image section 51 indicates the transition from the preview period to the launch period, and therefore the "division" between before and after the transition to the situation in which the game ball should be launched by aiming at the bonus area 20 becomes clearer.

[0085] ○Specific example 2-2 The preview image 50P does not include the area image portion 52. In accordance with the above embodiment, the launch instruction image 50F includes an image that represents a cutout of the bonus area 20 and its surrounding area (see FIG. 14(b)), but the preview image 50P does not include this image (see FIG. 14(a)). In other words, the area image portion 52 is displayed upon the end of the preview period (i.e., the start of the launch period). Some players may feel that the display of the area image portion 52 urges them to launch a game ball toward the bonus area 20 represented by the area image portion 52. Therefore, such an area image portion 52 is not displayed during the preview period, which is the preparation stage. The new display of the area image portion 52 indicates the transition from the preview period to the launch period, making the "division" between before and after the transition to the situation in which the game ball should be launched toward the bonus area 20 clearer.

[0086] ○Example 2-3 The preview image 50P may not include the signal image portion 54. The signal image portion 54 is intended to make it easier to predict the start timing of the firing period, and even if such a signal image portion 54 is not displayed, it is possible to grasp during the winning fluctuation that the firing period will soon begin. However, by including the signal image portion 54 in the preview image 50P as in the above embodiment, there is an advantage in that the signal image portion 54 allows the player to easily sense that the firing period has not yet arrived.

[0087] ○Example 2-4 The preview image 50P may not include the remaining time image portion 53 in the initial state. Because the basic function of the remaining time image portion 53 is to indicate the remaining firing period, such remaining time image portion 53 may not be displayed during the preview period (preparation stage). However, by including the remaining time image portion 53 in the initial state (the remaining time image portion 53 that has not started to change) as in the above embodiment, there is an advantage in that the player can easily sense that the firing period has not yet started.

[0088] ○Example 2-5 When the preview image 50P is displayed during a winning variation, an image (changing image 60) is displayed in association with the preview image 50P (as if it were part of the preview image 50P) to indicate that the variation is still occurring. The changing image 60 may be any image that directly or indirectly indicates (emphasizes) that the variation is still occurring. For example, the text "After the variation ends" may be displayed in association with the instruction image portion 51 included in the preview image 50P (see FIG. 15(a)). By doing so, during the preview period during the winning variation, the text (character string) "After the variation ends, aim for V" is displayed, allowing the player to sense that a situation will arise in which they will play by aiming for V after the variation ends (or, conversely, that the variation is currently occurring). As an alternative example, the variation may be directly indicated. For example, the text "Still varying" may be displayed as the changing image 60.

[0089] The in-fluctuating image 60 is erased when the winning fluctuation ends (when the fluctuation end point is reached). Therefore, the in-fluctuating image 60 is not displayed together with the launch instruction image 50F during the subsequent firing period (see FIG. 15(b)). By erasing the in-fluctuating image 60, the player can easily understand that the fluctuation (winning fluctuation) has ended. Naturally, the in-fluctuating image 60 is not displayed while the launch instruction image 50F is being displayed.

[0090] ○Example 2-6 The gameplay is of so-called loop type (an example of such gameplay is shown in FIG. 11). This type of configuration differs from ST type gameplay in that the next jackpot is essentially guaranteed. In other words, when a special game state begins after the end of a special jackpot game, a win in the special game state, i.e., the occurrence of a win variation, is essentially guaranteed, so the player does not pay much attention to the occurrence of the win variation itself (in the case of an ST type, it is important to win before the "ST exit" occurs, so the player pays attention to whether a win variation occurs). Therefore, with this type of loop type gameplay, the preview image 50P is displayed during a win variation that the player does not pay much attention to, so there is little risk of the gameplay being diminished by the display of the preview image 50P (risk of the player losing interest due to the preview image 50P being displayed during a potentially exciting win variation).

[0091] ○Example 2-7 In the above embodiment, the notification period is explained as starting after the decorative symbols 80 pseudo-stop in a winning combination. However, the notification period may start after the winning / losing lottery result is determined to be a winning combination, and the notification period may start before the decorative symbols 80 pseudo-stop in a winning combination. For example, in a configuration in which a reach effect is executed that leads to a favorable outcome (see FIG. 16(b-1)) indicating a favorable situation for the player if the winning / losing lottery result is a winning one, or to an unfavorable outcome (see FIG. 16(b-2)) indicating a disadvantageous situation for the player if the winning / losing lottery result is a losing one, the notification period may start (the notification image 50P is displayed) (see FIG. 16(b-1)) after the reach effect reaches a favorable outcome before the end of the variation (see FIG. 16(c-1)). In other words, since a winning combination is determined when the reach effect reaches a favorable outcome, the notification period may start even when the winning combination has not pseudo-stopped.

[0092] 5) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.

[0093] The gaming machine according to the above embodiment has a "two-type" gameplay that allows a big win (bonus) to be won via a small win, but the technical matters explained in the above embodiment can also be applied to gaming machines with a "one-type" gameplay (one-type gaming machine), except for the use of the configuration unique to this "two-type" gameplay.

[0094] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0095] ·Means 1-1 This gaming machine is provided with a plurality of types of benefits that can be obtained when a predetermined condition is met, each having a different expected value of the profit that the player can obtain, and is characterized in that it is possible to execute a specific performance that can proceed if a specific benefit that has the lowest expected value of the profit that the player can obtain is obtained among the plurality of types of benefits, but that does not proceed if a non-specific benefit other than the specific benefit is obtained. According to the gaming machine, the specific performance continues even when the specific benefit with the lowest expected profit value is acquired, so that the player's motivation to play can be prevented from decreasing.

[0096] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that, as a feature constituting the specific feature, a number-of-times-conditional feature is provided which will not occur unless the number of times the specific benefit is obtained reaches a specified number of times. By doing so, one of the goals becomes to reach the specified number of times of acquisition of the special benefit, and therefore, the decrease in motivation to play when the special benefit is acquired is further suppressed.

[0097] ·Means 1-3 The gaming machine described in means 1-1 is characterized in that, as a performance constituting the specific performance, a profit condition performance is provided which will not occur unless the profit obtained by the specific bonus reaches a specified value. By doing so, one of the goals becomes for the profit obtained by the special benefit to reach a specified value, so that the decrease in motivation to play when the special benefit is acquired is further suppressed.

[0098] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that the probability that the benefit obtained when the specified condition is met will be the specific benefit is higher than the probability that it will be one of the non-specific benefits. With this configuration, special benefits will be acquired frequently, so it is very important to have the special presentation proceed when the special benefit is acquired, in order to prevent a decrease in motivation to play due to the acquisition of the special benefit.

[0099] ·Means 2-1 A gaming machine comprising: a display means having a display area; and a bonus area, which is an area that opens after the winning fluctuations from when the decorative pattern displayed in the display area starts to fluctuate until the winning / losing lottery result stops in a manner indicating a winning result, and in which the entry of a gaming ball is a condition for granting a bonus, and which is characterized in that a warning image that warns of the start of a launch period in which a gaming ball should be launched aiming at the opened bonus area is displayed in the display area during the winning fluctuations. According to the gaming machine, the situation in which the gaming ball should be launched aiming at the bonus area is indicated during the winning fluctuation, so that the risk of an event in which the gaming ball does not enter the bonus area (so-called blowout) can be reduced.

[0100] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the preview image includes a signal image portion that indicates in advance the start time of the launch period. By doing this, it is possible to more specifically predict the start point of the firing period while the winning variation is being executed.

[0101] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that the launch instruction image displayed during the launch period is in its initial state at the start of the launch period and includes a remaining time image section that changes as the launch period progresses to indicate the remaining time of the launch period, and the preview image includes the remaining time display section in its initial state. This way, you can know in advance that the launch period is limited. [Explanation of symbols]

[0102] 1. Gaming machines 20 Benefit Area 30 Production Images 35 Number of times reached image 36 Profit attainment image 40t total number of prize balls 40s Specific prize balls 40m standard value 50F Launch instruction image 50P preview image 51 Instruction image section 52 Area Image Section 53 Remaining time image section 54 Signal Image Section 91 Display device 911 Display area

Claims

1. a display means having a display area; A bonus area is an area that is opened after the completion of the winning variation from when the decorative pattern displayed in the display area starts to vary until the winning / losing lottery result stops in a manner that indicates a winning, and in which the entry of a game ball is a condition for granting a bonus; Equipped with The game machine is characterized in that a notice image for notifying the start of a launch period in which game balls should be launched aiming at the opened bonus area is displayed in a display area during the winning variation.

2. 2. The gaming machine according to claim 1, wherein the preview image includes a signal image portion that indicates in advance the start time of the firing period.

3. The firing instruction image displayed during the firing period is in an initial state at the start of the firing period, and includes a remaining time image portion that changes as the firing period progresses to indicate the remaining time of the firing period, 3. The gaming machine according to claim 1, wherein the preview image includes the remaining time image portion in the initial state.

Citation Information

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