gaming machines
The gaming machine employs a presentation control mechanism to group and diversify presentation elements, addressing bias in effect execution for a fairer gaming experience.
Patent Information
- Application Number
- JP2021177545
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-29
- Publication Date
- 2025-12-15
- Estimated Expiration
- 2041-10-29
AI Technical Summary
Existing gaming machines suffer from bias in the execution of effects, leading to unfair outcomes for players.
A gaming machine with a presentation control mechanism that groups presentations by execution order and ensures diversity in the types of presentation elements, preventing the same type from being output consecutively within a group and between groups.
This approach suppresses bias in the execution of effects, providing a fairer gaming experience by ensuring variety in presentation elements.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In general gaming machines, the effects to be executed are determined by lottery, and various proposals have been made to prevent bias in the effects to be executed (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-041318 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can suppress bias in the effects that are executed (output effect elements). [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is equipped with a presentation control means for controlling a specific presentation in which one of multiple types of presentation elements is output, and the presentation control means treats X number of the specific presentations in the order in which they are executed as one presentation group, and prevents the same type of presentation element from being output in two or more of the specific presentations included in the same presentation group, and is characterized in that it is capable of executing basic control for a certain presentation group (hereinafter referred to as the earlier presentation group) and a subsequent presentation group (hereinafter referred to as the later presentation group) in which the type of presentation element of the specific presentation included in the earlier presentation group that is the last to be executed is different from the type of presentation element of the specific presentation included in the later presentation group that is the first to be executed. However, it is assumed that the number of types of the performance elements is greater than X. [Effects of the Invention]
[0006] According to the present invention, it is possible to suppress bias in the effects that are executed (the effect elements that are output). [Brief explanation of the drawings]
[0007] [Figure 1] 1 is an overall view of a gaming machine according to an embodiment of the present invention. [Figure 2] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a large prize game) in which a specific area is closed, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small prize game) in which a specific area is open. [Figure 3] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 4] (a) is a diagram for explaining the game state and the type of jackpot (the transition of the game state according to the type of jackpot), and (b) is a diagram showing the probability of winning or losing in each game state. [Figure 5] This is a diagram to explain the special effects (the timing at which the special effects are executed). [Figure 6] FIG. 10 is a diagram for explaining types of effect images. [Figure 7] This is a diagram to explain the exclusive lottery that determines the effect image (effect element) to be displayed in each specific effect included in the first effect group. [Figure 8] This is a diagram to explain the exclusive lottery that determines the performance image (performance element) to be displayed in each specific performance included in the second performance group, and the exclusion lottery that determines the performance image (performance element) to be displayed in the first specific performance of the second performance group. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 11] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 12]FIG. 10 is a diagram for explaining a profit image (profit numerical value). [Figure 13] FIG. 1 is a diagram for explaining the fixed mode (a) and the variable mode (b) that may occur as the change mode of the profit figure. [Figure 14] This is a diagram for explaining the series of events in which a round promotion occurs after the change in the profit value becomes a special pattern. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-7. [Figure 17] FIG. 10 is a diagram for explaining specific example 2-8. [Figure 18] FIG. 10 is a diagram for explaining specific example 2-9. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines Hereinafter, an embodiment of a pachinko gaming machine 1 (hereinafter simply referred to as a gaming machine) according to the present invention will be described in detail with reference to the drawings. In the following description, the term "image" includes not only still images but also moving images. Furthermore, when a phrase such as "a gaming ball enters XX (wins)" is used, strictly speaking, it means that a sensor provided at the XX has detected the entering gaming ball.
[0009] First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figure 1. The gaming machine 1 has a gaming board 90. The gaming board 90 is formed from a substantially square member (which may be a single member or a combination of multiple members), and is provided with a guide rail 903 in a substantially arc shape that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902. The gaming area 902 is provided with a starting area 904, a big winning area 906, an outlet 907, and the like.
[0010] A display area 911 of the display device 91 is visible through an opening 901 formed in the game board 90. In some drawings, the shape of the display area 911 that is exposed and not covered by the game board 90 is shown in a simplified form (shown as a square), but the size and shape of this part can be changed as appropriate.
[0011] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the 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 ways depending on the conditions when it collides with the game pegs.
[0012] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0013] 2) Gameplay 2-1) Win / lose lottery When the gaming ball enters the starting area 904, a numerical value (hereinafter, sometimes referred to as win / lose lottery information) is obtained from a random number source. A win / lose lottery is executed using this numerical value. If this numerical value is the same as a predetermined winning value, it is a win, and if it is different, it is a loss. In this embodiment, two types of wins (types) are set: a big win and a small win. In other words, if the numerical value obtained from the random number source is the same as the big win value, it is a big win, and if it is the same as the small win value, it is a small win (otherwise it is a loss).
[0014] In this embodiment, the starting area 904 includes a first starting area 904a and a second starting area 904b that is located at a different position from the first starting area 904a (see FIG. 1). When a gaming ball enters the first starting area 904a, first winning / losing lottery information is acquired, and a first winning / losing lottery (special drawing 1 lottery) is executed based on the acquired information. When a gaming ball enters the second starting area 904b, second winning / losing lottery information is acquired, and a second winning / losing lottery (special drawing 2 lottery) is executed based on the acquired information.
[0015] When a jackpot is won, a jackpot game is executed. To distinguish a jackpot win from a jackpot (jackpot game) that is won through a minor jackpot win (details of which will be described later), a jackpot win is sometimes referred to as a "direct win." A jackpot game involves one or more unit games (referring to a game for one "round"; hereinafter, this may also be referred to as a "round") in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met. In this embodiment, a unit game ends (the jackpot area 906 is closed) when either the winning condition of 10 game balls entering the jackpot area 906 or the time condition of a predetermined time elapses is met. The greater the number of unit games (number of rounds) included in a jackpot game, the greater the player's profit (expected profit) from the jackpot game. In this embodiment, the big prize area 906 is provided on the right side of the play area 902, and the player plays the game so that the game ball enters the right side of the play area 902 (so-called "right hit").
[0016] If a small prize is won, a small prize game is executed. In the small prize game, the large prize area 906 is opened, and the bonus area 60 located within the large prize area 906 is also opened (see FIG. 2(b)). The letter "V" is marked near the bonus area 60, and this "V" is used to indicate the bonus area 60 to the player. The bonus area 60 is normally closed (see FIG. 2(a)), but is temporarily opened when a small prize is won (note that the bonus area 60 is not opened in the large prize game). The large prize area 906 has two exit areas, and a gaming ball that enters the large prize area 906 must pass through one of the two exit areas. One of the two exit areas is designated as the bonus area 60. Each of the exit areas is equipped with a sensor, and a gaming ball that passes through one of the exit areas is treated as having entered the large prize area 906. In other words, a gaming ball that has entered the bonus area 60 has also entered the big prize area 906.
[0017] When a gaming ball enters the bonus area 60, a big win game is executed. In other words, not only can a big win be won by lottery, but also a big win can be won via a small win (to win a big win, it is sufficient for one gaming ball to enter the bonus area 60). Note that the bonus area 60 may be provided outside the big prize area 906.
[0018] A small win game can also be considered a unit game of one round of the jackpot game obtained through the small win game. For example, a 10-round jackpot (a jackpot in which 10 unit games are executed) that involves a small win game is the first round of the game (a game in which the large prize area 906 is opened and the bonus area 60 is also opened) and the opening of the large prize area 906, which is executed as the subsequent jackpot game, is executed as the second to tenth rounds of the game (if a game ball does not enter the bonus area 60, the second to tenth rounds of the game are not executed and only the small win game ends). Like the unit games that make up a jackpot game, a small win game ends when at least one of the time condition and the winning condition (in this embodiment, 10 balls are won) is met. If game balls are continuously fired, the winning condition will be met first, so in a small win game, the same prize balls as in one unit game can be obtained. In this embodiment, in unit games other than the unit game that is a small win game (unit games that constitute a big win game), the big prize area 906 is open but the bonus area 60 is closed (see Figure 2(a)).
[0019] In this embodiment, when a small prize is won, the bonus area 60 is opened along with the big prize area 906, and the opening time is long enough to allow a gaming ball to enter the bonus area 60. The bonus area 60 is located to the right of the gaming area 902, and to allow a gaming ball to enter the bonus area 60, 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 60. When a small prize is won, an instruction to hit the ball to the right is displayed in the display area 911, so the player need only follow the instruction. Even if the player starts hitting the ball to the right a few seconds after the instruction is displayed, the game ball is almost certainly set to enter the bonus area 60. In this way, in this embodiment, a small prize win is essentially set to equal a big prize win (winning a small prize leads to winning a big prize).
[0020] In addition, gaming machines such as the gaming machine 1 of this embodiment, which have the possibility of winning a jackpot not only when a jackpot is won but also when a small jackpot is won, are called "type 1 / type 2 mixed machines" (winning a jackpot via a small jackpot is a "type 2" gameplay).
[0021] 2-2) Decorative designs The winning / losing lottery result is notified by decorative symbols 80 (see FIG. 3) displayed in the display area 911. In this embodiment, three decorative symbol groups 80g are set, each including a plurality of types of decorative symbols 80. Specifically, there are three decorative symbol groups: a left decorative symbol group 80gL displayed on the left side of the display area 911, a right decorative symbol group 80gR displayed on the right side, and a center decorative symbol group 80gC displayed between the left decorative symbol group 80gL and the right decorative symbol group 80gR. The lottery result is notified by a combination of three decorative symbols 80 selected and displayed from each decorative symbol group 80g. The effect from when the three decorative symbol groups 80g start to change until the change stops and the combination indicating the lottery result is displayed is the during-change effect (the effect for one change; hereinafter, this may be simply referred to as "change" or "rotation"). As with known gaming machines, the type of effect to be executed as part of the effect that constitutes the variable effect is determined by a lottery based on a random number obtained depending on the result of the win / loss lottery (a lottery that references one or more effect tables not shown).
[0022] 2-3) On hold When a gaming ball enters the first starting area 904 and new first win / loss lottery information is acquired, if a variable effect corresponding to the previously acquired win / loss lottery information is being executed, the new first win / loss lottery information is stored in a storage means (not shown) as first reserved information (reserved). In this embodiment, the maximum number of first reserved information (special image 1 reserved) that can be stored is four. The first reserved information stored in the storage means is displayed as a reserved symbol 70 (the reserved symbol 70 is not shown in some drawings) (see FIG. 3). Although not shown, a reserved symbol corresponding to the win / loss lottery result for the currently executing variable effect (the so-called reserved symbol for the variable) may be displayed. Depending on the game status, the reserved symbol 70 may not be displayed.
[0023] On the other hand, in this embodiment, there is no area for storing the second winning / losing lottery information as reserved information (second reserved information). In other words, there is no situation in which two or more pieces of second winning / losing lottery information for which notification of the corresponding winning / losing lottery results has not been completed are reserved.
[0024] 2-4) Game status The game states in which a player plays with the aim of winning a jackpot are the normal game state and a special game state (a so-called time-saving state) that is more advantageous to the player than the normal game state. In the normal game state, the game ball should be launched aiming at the first starting area 904a (see FIG. 4(a)). The first starting area 904a is located in a position where a game ball flowing down the left side of the game area 902 can enter. In other words, the normal game state is a state in which the player is encouraged to play with a left-handed shot (a left-handed shot is required) (a game ball will not enter the first starting area 904a with a right-handed shot), and the player aims to win a jackpot through a first win / lose lottery. The first win / lose lottery is a lottery whose result is either a jackpot or a loss. In other words, a small win does not occur as a result of the first win / lose lottery. The probability of winning a jackpot in the normal game state (the probability of winning a jackpot in the first win / lose lottery) is approximately 1 / 319.8 (see Figure 4(b)). Anything other than this is a loss. In other words, the normal game state is a state in which it is not possible to win a jackpot via a small win. Note that a small win may occur as a result of the first win / lose lottery, but such a small win will prevent a gaming ball from entering the bonus area 60. For example, if a small win is won in the first win / lose lottery, the opening time of the bonus area 60 will be extremely short, and there will be almost no possibility of a gaming ball entering the bonus area 60.
[0025] If the result of the first lottery is a jackpot, the jackpot is announced when the three decorative symbols 80 are the same. If the result is a loser, another combination is displayed.
[0026] The special gaming state is a state in which the gaming ball should be launched aiming at the second starting area 904b (see FIG. 4(a)). The second starting area 904b is located in a position where the gaming ball flowing down the right side of the gaming area 902 can enter. In other words, the special gaming state is a state in which the player should play with a right-handed shot (the gaming ball will not enter the second starting area 904b when playing with a left-handed shot), and the player aims to win a jackpot through a second win / loss lottery. The second win / loss lottery is a lottery whose result is either a jackpot or a minor win. In other words, the second win / loss lottery does not result in a loss. The jackpot probability in the special gaming state (the jackpot probability of the second win / loss lottery) is approximately 1 / 319.8, which is the same as the jackpot probability in the normal gaming state (the special gaming state is not a so-called probability-varying state (a state in which the jackpot probability is higher than in the normal gaming state), so it needs to be the same as the normal gaming state). The probability of a small win is approximately 1 / 1.08 (see Figure 4(b)). Note that the second lottery result may be set so that there is no loss. In other words, the second lottery result may be set so that it results in either a small win or a big win.
[0027] If the second lottery results in a small win or a big win, the three decorative symbols 80 will be the same, indicating that the player has won the small win or big win. Since the system is essentially set up so that a small win equals a big win, the combination of decorative symbols 80 is identical between a small win and a big win (all three of the same symbols) so that even if a small win is won, the player will appear to have won the big win. However, a small symbol (small symbol; not shown) displayed near the outer edge of the display area 911 may be used to distinguish between a big win and a small win. The appearance of the small symbol may be different for a big win and a small win. The small symbol may be displayed outside the display area 911 (as a lighting pattern such as a lamp displayed outside the display area 911). However, because the small symbol is small (smaller than the decorative symbol 80) and inconspicuous, the player can play the game by looking only at the decorative symbol 80 without being aware of the small symbol.
[0028] In the initial state (when the power is ON), the device is in the normal gaming state. A normal jackpot and a special jackpot are set as jackpots that can be won in the first win / lose lottery in the normal gaming state. A normal jackpot is a jackpot that causes the gaming state to return to the normal gaming state after the jackpot game ends. A special jackpot is a jackpot that causes the gaming state to return to the special gaming state after the jackpot game ends. The number of unit games (number of rounds) for each jackpot may be any number. The distribution of jackpots when a jackpot is won in the first win / lose lottery can be set appropriately. In this embodiment, the probability of a normal jackpot is 50%, and the probability of a special jackpot is 50% (see Figure 4(a)). If a special jackpot is won, the player will transition to a special gaming state that is more advantageous to the player (more advantageous than the normal gaming state) after the jackpot game ends, and the probability of transitioning to the special gaming state is 50%. In addition, the allocation of jackpots after the first lottery may be set so that the special jackpot is 100% (or the normal jackpot may not be set).
[0029] If a special jackpot is won, the game transitions to a special game state after the jackpot game ends. In the special game state, the player plays a right-hand shot (a display encouraging right-hand shots is displayed in the display area 911). A normal start area 905 is provided to the right of the game area 902. Entering the normal start area 905 (see FIG. 1) triggers a normal lottery (normal symbol lottery). Winning this lottery triggers the opening of the second start area 904b (which is normally closed). The probability of winning the normal lottery in the special game state is extremely high (100% or close to 100%). Therefore, a right-hand shot easily opens the second start area 904b, and the game ball enters the second start area 904b. In other words, if the game is played as instructed, a second win / lose lottery is executed.
[0030] Note that, since the normal game state is set so that the normal lottery is not won (the winning probability is 0%), a game ball will not enter the second starting area 904b even if the player hits the right button in the normal game state. Alternatively, the game may be set so that the normal lottery can be won even in the normal game state (for example, the probability of winning the normal lottery is the same in the normal game state and the special game state), but even if the normal lottery is won in the normal game state, it is made substantially impossible for the game ball to enter the second starting area 904b. For example, the opening time of the second starting area 904b when the normal lottery is won in the normal game state is made extremely short, so that it is substantially impossible for the game ball to enter the second starting area 904b. In this way, it is sufficient that the game ball cannot enter the second starting area 904b (i.e., be subjected to the second win / lose lottery) in the normal game state, and the method for achieving this can be changed as appropriate.
[0031] The special game state ends when the result of the second win / loss lottery (a loss) is announced 100 times. In other words, the so-called "time-saving count = 100" setting is used. The announcement of the result of the first win / loss lottery executed after the special game state is initiated does not count toward the time-saving count. In other words, the special game state does not end until the player hits the right button and the game ball enters the second starting area 904b after transitioning to the special game state. However, although extremely rare, if the result of the first win / loss lottery based on the first reserved information that existed at the time the special game state was initiated is a jackpot (approximately 1 in 319.8 wins), the jackpot game will be executed after the jackpot game ends. If the jackpot is a normal jackpot, the game will transition to the normal game state after the jackpot game ends. If the jackpot is a special jackpot, the game will transition to the special game state after the jackpot game ends. If the first winning / losing lottery is executed in the special game state and a jackpot is won, the setting may be such that the game transitions to the special game state after the jackpot game ends. In this embodiment, if the first reserved information exists when the game transitions to the special game state, the time required for the variable performance regarding the winning / losing lottery result (loss) corresponding to the first reserved information is the shortest time (shortest variable time). In other words, the so-called special chart 1 reserved is "high-speed consumed".
[0032] As mentioned above, in the special game state, if the player continues to hit the right side for a certain period of time, the game ball will enter the second starting area 904b, which opens up after winning the regular lottery. As mentioned above, while the probability of winning a jackpot as a result of the second lottery is approximately 1 / 319.8, the probability of winning a small jackpot is approximately 1 / 1.08. Essentially, the system is set so that winning a small jackpot = winning a jackpot. Therefore, in most cases, a jackpot will be won on the first spin after transitioning to the special game state. Furthermore, since the special game state has a "time-saving count of 100 spins," it is virtually impossible to lose 100 times in a row (i.e., not winning either a jackpot or a small jackpot). In other words, the special game state essentially guarantees the player's next jackpot (won via a direct hit or a small jackpot). Furthermore, if the second lottery result is set so that there are no misses (it will always result in a small win or a big win), the game will be such that you are guaranteed to win a big win on the first spin.
[0033] The jackpot that can be obtained through the second win / loss lottery is either a normal jackpot or a special jackpot. In this embodiment, the distribution of jackpots obtained through the second win / loss lottery is 19% for normal jackpots and 81% for special jackpots (see Figure 4(a)). This distribution is the same whether the second win / loss lottery results in a jackpot (a so-called "direct win") or whether the second win / loss lottery results in a minor win and the game ball enters the bonus area 60 to obtain a jackpot (a jackpot via a minor win).
[0034] After the special jackpot game ends, the machine will transition back to the special game state, so you are guaranteed to win a jackpot after the second lottery. In other words, a special jackpot is a jackpot that guarantees consecutive wins. On the other hand, after the regular jackpot game ends, the machine will transition back to the regular game state, so you will play (hit left) again, aiming to win the jackpot in the first lottery.
[0035] Although not shown, in this embodiment, a presentation executed during a jackpot game notifies the player whether the jackpot obtained is a normal jackpot (ending the winning streak) or a special jackpot (continuing the winning streak). For example, a battle presentation may be executed in which the player's character and an enemy character fight during a jackpot game, and the player's character wins if it is a special jackpot (or loses if it is a normal jackpot).
[0036] To briefly summarize the above points, the gaming machine 1 according to this embodiment has a gameplay in which the rate of entry (transition probability) into a special game state advantageous to the player is 50%, and the continuation rate of consecutive wins when transitioning to the special game state is 81%. Note that the above specifications are merely an example (so-called probability loop machines, ST machines, etc. may also be used). The various effects described below can be executed even with other specifications, except for those that can only be achieved with the above specifications.
[0037] 3) Specific production The gaming machine 1 according to this embodiment is capable of executing special effects as effects that constitute the variable effects. The special effects (see FIGS. 5(c) and (e)) can occur as a component of the variable effects in the special gaming state. In this embodiment, the special effects do not occur in the normal gaming state. In other words, the special effects are exclusive to the special gaming state. However, this does not mean that it is not possible to make the special effects occur in the normal gaming state.
[0038] The specific effect is the output of one of a plurality of effect elements. In this embodiment, the effect image 10 is displayed in the display area 911 as the effect element. Note that using an image as the effect element is merely an example. Any effect can be produced, and for example, a sound (effect sound) output from a speaker may be used as the effect element.
[0039] The multiple types of effect images 10 are made recognizable to the player as representing different objects. In this embodiment, the types of effect images 10 are distinguished by the characters they represent. In this embodiment, one of five types of effect images 10 (see FIG. 6) representing different characters (characters A to E) is displayed when a specific effect occurs. The image representing character A is designated as the first effect image 11, the image representing character B as the second effect image 12, and the image representing character E as the fifth effect image 15. The number of types of effect images 10 is three or more, and the number of types of effect images 10 can be increased or decreased as long as it is within this range.
[0040] As described above, the special game state aims to win a jackpot after a second lottery. While the probability of a jackpot as a result of the second lottery is approximately 1 / 319.8, the probability of a small win is approximately 1 / 1.08, so a win (jackpot or small win) is immediately won. The special effect occurs as part of a variation effect (win variation) during which the result of the lottery results in a win (jackpot or small win) (the special effect does not occur during a loss variation). Because the probability of winning a small win is extremely high (over 92%), in most cases, the special effect occurs during the first variation after transitioning to the special game state. Note that in this embodiment, the special effect is always generated during a win variation in the special game state. Since the next jackpot (direct win or small win) is essentially determined during the special game state, a special effect will occur each time the game transitions to the special game state, i.e., each time a consecutive win occurs (see Figure 5). However, this does not deny the possibility of a win variation without a special effect occurring during the special game state. In this embodiment, the special effects occur due to winning fluctuations, so that no special effects occur more than once between jackpot games. In other words, at least one jackpot game is executed between a certain special effect and the subsequent special effect.
[0041] In this way, specific effects will occur due to winning variations in the special game state, but in order to suppress bias in the output effect image 10 (effect element), in this embodiment, the following basic control is performed to determine the effect image 10 to be displayed.
[0042] A special jackpot obtained in normal gaming mode is called the "first jackpot" (see Figure 5(a)). The time when the first jackpot is obtained (the time when the game transitions to the first special gaming mode after the first jackpot) is called the reference time. The first special effect that occurs after the reference time is called the first special effect, and subsequent special effects are called the second special effect, the third special effect, etc. When a new reference time is set, the count is reset. In other words, when a normal jackpot (distribution 19%) is obtained in special gaming mode, the game transitions to normal gaming mode after that jackpot (ending the consecutive win), and so a new reference time is set again when the next first jackpot is obtained (the first special effect that occurs after the setting of the new reference time is called the first special effect).
[0043] In this embodiment, X special effects in the order in which they are executed from a reference point in time (hereinafter also referred to as the execution order) are considered to be one "effect group." Here, the value of X is the same as the number of types of effect images 10. That is, in this embodiment, X=5. The first to fifth special effects in the execution order are considered the first effect group, the sixth to tenth special effects are considered the second effect group, the eleventh to sixteenth special effects are considered the third effect group, etc. In terms of execution order, the first effect group is followed by the second effect group, the second effect group is followed by the third effect group, etc. Note that this classification of effect groups is purely for control purposes, and the differences in the effect groups to which they belong are not reflected in the effects (the differences in the effect groups are not apparent to the player). In the following explanation, when referring to the relationship between a certain effect group and a subsequent effect group, the former may be referred to as the earlier effect group and the latter as the later effect group.
[0044] For the same effect group, the type of effect image 10 to be displayed in each specific effect is determined by a lottery (hereinafter sometimes referred to as an exclusive lottery) that prevents the same type of effect image 10 from being displayed in two or more specific effects. The exclusive lottery will be explained using the specific effects included in the first effect group as an example. For the first specific effect, the effect image 10 to be displayed is determined by lottery from among effect images A to E (the probability that various effect images 10 will be selected is 1 / 5) (see Figure 7(a)). For the second specific effect, the effect image 10 to be displayed is determined by lottery from among the effect images 10 displayed in the first specific effect. For example, if effect image B is displayed in the first specific effect, the effect image 10 to be displayed in the second specific effect is determined by lottery from among effect images A, C to E (the probability that various effect images 10 will be selected is 1 / 4) (see Figure 7(b)). For the third special effect, the effect image 10 to be displayed is determined by lottery from among the effect images 10 displayed in the first and second special effects. For example, if effect image B is displayed in the first special effect and effect image E is displayed in the second special effect, the effect image 10 to be displayed in the third special effect is determined by lottery from among the effect images A, C, and D (the probability that any of the effect images 10 will be selected is 1 / 3) (see FIG. 7(c)). For the fourth special effect, the effect image 10 to be displayed is determined by lottery from among the effect images 10 displayed in the first to third special effects. For example, if effect image B is displayed in the first special effect, effect image E is displayed in the second special effect, and effect image C is displayed in the third special effect, the effect image 10 to be displayed in the fourth special effect is determined by lottery from among the effect images A and D (the probability that any of the effect images 10 will be selected is 1 / 2) (see FIG. 7(d)). For the fifth specific effect, i.e., the last specific effect included in a certain effect group (in this example, the first effect group), an effect image 10 that has not been displayed in the previous specific effects included in that effect group is displayed.For example, if effect image B is displayed in the first specific effect, effect image E in the second specific effect, effect image C in the third specific effect, and effect image A in the fourth specific effect, it is automatically determined that effect image D will be displayed in the fifth specific effect (see Figure 7(e)). Such an exclusive lottery is also performed for the second effect group and onwards. This prevents the same type of effect image 10 from being displayed in two or more specific effects in the same effect group. In other words, effect images 10 of different types will be displayed for X (five in this embodiment) specific effects in the execution order included in one effect group, which has the same number as the types of effect images 10.
[0045] For the earlier and later performance groups, a lottery (hereinafter sometimes referred to as an exclusion lottery) is conducted to determine whether the type of performance image 10 displayed in the specific performance that is last among the earlier performance groups is different from the type of performance image 10 displayed in the specific performance that is first among the later performance groups. To explain this using the first and second performance groups as an example (where the earlier performance group is the first performance group and the later performance group is the second performance group), if performance image D is displayed in the fifth specific performance that is the last of the first performance group (see FIG. 7(e)), then for the sixth specific performance that is the first of the second performance group, the performance image 10 to be displayed is determined by lottery from among performance images A to C, and E (the probability of selecting any of the performance images 10 is 1 / 4) (see FIG. 8(a)). In other words, for the sixth specific performance that is the first of the second performance group, performance image D displayed in the fifth specific performance that is the last of the first performance group is "excluded" from the lottery. By performing such an exclusion lottery, the same type of effect image 10 will not be displayed consecutively at the end of a previous effect group and the beginning of a subsequent effect group. For specific effects included in the second effect group from the seventh time onwards, the above-mentioned exclusive lottery is performed (see Figures 8(b) to (e)). For example, if effect image C is displayed in the sixth specific effect, the effect image 10 to be displayed in the seventh specific effect is determined by lottery from among effect images A, B, D, and E (the probability that any of the effect images 10 will be selected is 1 / 4). In other words, for the sixth specific effect, effect image D (the effect image 10 displayed in the fifth specific effect), which was excluded from the lottery, is added to the lottery (see Figure 8(b)).
[0046] After that, an exclusive lottery similar to that described for the first performance group is conducted (see Figures 8(c) to (e)). For the last performance of the second performance group (the tenth specific performance), it is automatically decided that a type of performance image 10 that was not displayed in the specific performances included in the second performance group will be displayed (see Figure 8(e)). Although not shown, when deciding the type of performance image 10 to be displayed in the first specific performance of the third performance group, an exclusion lottery is conducted with the second performance group as the earlier performance group and the third performance group as the later performance group. As shown in Figure 8(e), if performance image B is displayed at the end of the second performance group (the tenth specific performance), the performance image 10 to be displayed at the beginning of the third performance group (the eleventh specific performance) will be one of the four types of performance images A, C to E.
[0047] As described above, by configuring the effect image 10 to be displayed in each specific effect as in this embodiment, it is possible to prevent a "bias" from occurring, which would increase the display frequency of a specific type of effect image 10. In particular, in this embodiment, the same type of effect image 10 is not displayed in two or more specific effects included in the same effect group, and the same type of effect image 10 is not displayed at the end of an earlier effect group and the beginning of a later effect group, so the same type of effect image 10 is not displayed twice consecutively in the execution order.
[0048] Below, we will explain specific examples in which the matters related to the specific performance have been improved, modified, embodied, etc. Note that, to the extent possible, a configuration in which multiple matters described using each of the following specific examples are applied may be used.
[0049] ○Specific example 1-1 In the above embodiment, an exclusive lottery and an exclusion lottery are performed to determine the type of effect image 10 to be output in a specific effect. However, an exclusive lottery may be performed but an exclusion lottery may not be performed. As described above, the exclusion lottery is performed to prevent the same type of effect image 10 from being displayed at the end of a previous effect group and the beginning of a subsequent effect group. If this is acceptable, the exclusion lottery may not be performed. Even in this way, the exclusive lottery prevents the same type of effect image 10 from being displayed in two or more specific effects in each effect group, thereby suppressing the "bias" that causes the same type of effect image 10 to be displayed more frequently.
[0050] ○Specific example 1-2 The order (pattern) of the effect images 10 output in the X number of specific effects included in the earlier effect group is controlled to be different from the order (pattern) of the effect images 10 output in the X number of specific effects included in the later effect group. As an example of such control, the following may be considered.
[0051] Assume an example in which the first performance group is the earlier performance group and the second performance group is the later performance group. For example, for the first performance group, performance image C is displayed in the first specific performance, performance image A in the second specific performance, performance image E in the third specific performance, performance image D in the fourth specific performance, and performance image B in the fifth specific performance. The performance image 10 displayed in the first specific performance of the second performance group (later performance group) is different in type from the images displayed at the beginning (first specific performance) and end (fifth specific performance) of the first performance group (earlier performance group). In the above example, for the sixth specific performance, the performance image 10 to be displayed is determined by lottery from among performance images A, D, and E (the probability of each type of performance image 10 being selected is 1 / 3). Note that the lottery to determine the performance image 10 to be displayed in the seventh and subsequent specific performances (7th to 10th) may be performed by the exclusive lottery described above.
[0052] The reason why the same type of effect image 10 is not displayed at the end of the previous effect group and the beginning of the subsequent effect group (the reason for conducting an exclusion lottery) is as described in the above embodiment (to prevent the same type of effect image 10 from being displayed consecutively). In addition, by preventing the same type of effect image 10 from being displayed at the beginning of the previous effect group and the beginning of the subsequent effect group, the order (pattern) in which the effect images 10 are displayed in the previous effect group and the order (pattern) in which the effect images 10 are displayed in the subsequent effect group will always be different. For example, as in the above example, if the previous effect group is "C → A → E → D → B", the subsequent effect group will not be "C → A → E → D → B" like the previous effect group (because the beginning of the subsequent effect group will be something other than "C").
[0053] If, as explained in Specific Example 1-1, no exclusion lottery is performed (the same type of effect image 10 is allowed to be displayed twice in a row), the effect image 10 to be displayed in the first specific effect of the subsequent effect group may be determined from among the effect images 10 displayed in the first specific effect of the previous effect group. In the above example, for the sixth specific effect, the effect image 10 to be displayed may be determined by lottery from among the effect images A, B, D, and E (from among the effect images C displayed first in the first effect group).
[0054] ○Example 1-3 In the above embodiment, it was explained that the "number of specific effects included in one effect group" = "the number of types of effect images (= X)", but it may also be the case that the "number of specific effects included in one effect group" < "the number of types of effect images (= X)". For example, as in the above embodiment, in a configuration in which one effect group includes five specific effects in the order of execution, six types of effect images A to F are set (see Figure 10). In this case, for the five specific effects included in one effect group, an exclusive lottery is held, resulting in an effect form in which five different types of effect images A to F are displayed.
[0055] In a configuration where "the number of specific effects included in one effect group" = "the number of types of effect images (= X)", as in the above embodiment, the type of effect image 10 to be displayed in the last specific effect of a certain effect group is determined by the lottery held up to that point (for example, in the first effect group, it is determined that a type of effect image 10 that was not displayed in the first to fourth specific effects will be displayed in the fifth specific effect) (see Figure 7(e)), and the type of effect image 10 to be displayed in the last specific effect of a certain effect group can be predicted. On the other hand, by using the present example, the effect image 10 to be displayed in the last specific effect of a certain effect group is also determined by lottery from two or more types of effect image 10 (see Figure 10(e)), and therefore the type of effect image 10 to be displayed in the last specific effect of a certain effect group cannot be predicted.
[0056] However, if the "number of specific effects included in one effect group" is less than the "number of types of effect images (=X)" as in this example, there is a possibility that certain types of effect images will not be displayed for a relatively long period of time (the display frequency will decrease). In other words, if the "number of specific effects included in one effect group" = "number of types of effect images (=X)" as in the above embodiment, all types of effect images will be displayed in each effect group, but if, as in this example, some of the multiple types of effect images in each effect group are necessarily not displayed, if the type of "not displayed effect image" continues to be the same in two or more consecutive effect groups, a situation will arise in which a specific type of effect image is not displayed for a long period of time. In other words, if the "number of specific effects included in one effect group" = "number of types of effect images (=X)" as in the above embodiment, a situation in which a specific type of effect image is not displayed for a long period of time will be prevented.
[0057] ○Example 1-4 Instead of executing the exclusive lottery or the exclusion lottery described in the above embodiment, the type of effect image 10 to be displayed in each specific effect is determined by a predetermined effect table (hereinafter referred to as a fixed table). The fixed table (an example of which is shown in FIG. 11(a)) is stored in a storage means (not shown) that the gaming machine 1 has. The fixed table includes fixed values that determine the prescribed order. The fixed values associated with each prescribed order do not change (in that respect, it is a "fixed" effect table).
[0058] As shown in FIG. 11(a), the fixed values are divided into two or more fixed value groups, each group consisting of X (types) of fixed values (the same number as the types of effect images 10) arranged in a specified order. If there are five types of effect images 10 as in the above embodiment, then X=5. For example, if there are five fixed value groups, the fixed table will have 5×5=25 fixed values. In the following explanation, the fixed values will be referred to in order of earliest to latest as the first fixed value group, the second fixed value group, ..., the fifth fixed value group.
[0059] There are X types of fixed values. If X=5, for example, five types of fixed values, [1] to [5], are provided. Furthermore, the X fixed values contained in each fixed value group are different from each other. For example, in the specified order, the first fixed value group is "[2] [4] [1] [5] [3]," the second fixed value group is "[1] [2] [5] [3] [4]," etc., so that two or more fixed values contained in the same fixed value group are not the same. Furthermore, the last fixed value contained in a fixed value group (first fixed value group) is different from the first fixed value contained in the following fixed value group (second fixed value group). In the above example, the last fixed value [3] of the first fixed value group is different from the first fixed value [1] of the second fixed value group.
[0060] At the reference point described in the above embodiment, a lottery (allocation lottery) is held to assign each of the multiple types of effect images 10 to one of the fixed values in the fixed table (see FIG. 11(b)). Specifically, a lottery is first held to assign one of the effect images A to E (all types) to the fixed value [1] (the probability that each of the effect images A to E will be assigned to the fixed value [1] is 1 / 5) (see FIG. 11(b-1)). Next, a lottery is held to assign one of the four types of effect images 10, excluding the effect image 10 assigned to the fixed value [1], to the fixed value [2]. For example, if effect image B is assigned to the fixed value [1], a lottery is held to assign one of the four types of effect images A, C to E to the fixed value [2] (the probability that each of the effect images A, C to E will be assigned to the fixed value [2] is 1 / 4) (see FIG. 11(b-2)). Next, a lottery is held to assign one of three types of effect images 10, excluding the effect images 10 assigned to fixed values [1] and [2], to the fixed value [3]. For example, if effect image E is assigned to fixed value [2], a lottery is held to assign one of three types of effect images A, C, and D to the fixed value [3] (the probability that each of effect images A, C, and D will be assigned to fixed value [3] is 1 / 3) (see FIG. 11(b-3)). Next, a lottery is held to assign one of two types of effect images 10, excluding the effect images 10 assigned to fixed values [1] to [3], to the fixed value [4]. For example, if effect image A is assigned to fixed value [3], a lottery is held to assign one of two types of effect images C and D to the fixed value [4] (the probability that each of effect images C and D will be assigned to fixed value [4] is 1 / 2) (see FIG. 11(b-4)). Finally, the fixed value [5] is assigned the effect image 10 (one type) that was not assigned to any of the fixed values [1] to [4]. For example, if effect image D is assigned to the fixed value [4], effect image C is assigned to the fixed value [5] (see FIG. 11(b-5)). In this way, a fixed table (hereinafter referred to as the assigned fixed table) (see FIG. 11(c)) is obtained in which one of effect images A to E is assigned to each fixed value. The assigned fixed table is temporarily stored in storage means.
[0061] After this, a specific effect is executed in which the type of effect image 10 assigned to each fixed value is displayed in accordance with the specified order of the assigned fixed table (see FIG. 11(c)). In other words, the type of effect image 10 displayed in the specific effect is determined using the specified order of the fixed table as the execution order. As described above, two or more fixed values included in the same fixed value group are not the same, and the last fixed value included in a certain fixed value group (earlier fixed value group) is different from the first fixed value included in the subsequent fixed value group (later fixed value group). Therefore, as in the above embodiment, the same type of effect image 10 will not be displayed in two or more specific effects included in the same effect group, and the same type of effect image 10 will not be displayed twice in a row. In other words, in this example, an assigned fixed table is created in advance at a reference point in time, and the effect image 10 displayed in each specific effect is controlled according to this table.
[0062] Note that after the reference time point is set, if the number of specific effects that occur is greater than the number of fixed values in the fixed table, the specified order returns to the beginning. For example, if the number of fixed values is 25, the 26th specific effect counting from the reference time point will display the effect image 10 of the type assigned to the first fixed value in the specified order. In order to prevent the same type of effect image 10 from being displayed in the 25th and 26th specific effects, the fifth fixed value group is considered to be the previous fixed value group, and the first fixed value group is considered to be the next fixed value group, and the last fixed value of the fifth fixed value group and the first fixed value of the first fixed value group are made different (see FIG. 11(a)).
[0063] The allocated fixed table is deleted from the storage means when a new reference time point is set. In other words, when a new reference time point is set, the allocation lottery described above is executed again, and a new allocated fixed table is created (the previous allocated fixed table is replaced with the newly created allocated fixed table). Then, the specific effects (the type of effect image 10 to be displayed) are controlled in accordance with the newly created allocated fixed table.
[0064] As explained in Specific Example 1-2, if the order (pattern) of the effect images 10 output in the X number of specific effects included in the earlier effect group is to be different from the order (pattern) of the effect images 10 output in the X number of specific effects included in the later effect group, the patterns of the fixed values included in each fixed value group are to be different from each other. In other words, the same fixed values are not arranged in the same order in two or more fixed value groups.
[0065] Note that fixed values are merely formal names for assigning performance elements to each type (the same name is given to a location where the same type of performance element is assigned), and do not have to be "numeric values" (things other than "numeric values" are also included in the concept of "fixed values").
[0066] ○Example 1-5 By performing the basic control described in the above embodiment, the same type of effect image 10 will not be displayed in two or more specific effects included in the same effect group, and the same type of effect image 10 will not be displayed twice in a row. However, the setting may be such that the effect image 10 may be displayed in a pattern that violates such a rule.
[0067] As an example, a rule (benefit rule) can be set such that if the same type of effect image 10 is displayed twice in a row, an event advantageous to the player is confirmed to occur. Any event advantageous to the player can be set. For example, if a certain type of effect image 10 is displayed in the Nth specific effect, and the same type of effect image 10 as the Nth specific effect is displayed in the N+1th specific effect, the jackpot based on the win notified after the N+1th specific effect is confirmed to be a special jackpot. Since it is possible to determine in advance (internally) whether or not a special jackpot has been won when the second win / loss lottery information is acquired, once it is determined that a special jackpot has been won, a lottery is held to determine whether or not to execute the above-described benefit rule (rule activation lottery). If the lottery is won, control (forced control) is exercised to display the same type of effect image 10 as the Nth specific effect in the N+1th specific effect, contrary to the basic control.
[0068] In other words, the basic control described above is only a control (normal control) when no special event such as the above-mentioned special rule occurs, and control that contradicts the basic control may be performed. However, if control that contradicts the basic control is performed frequently, it will be contrary to the original purpose of performing the basic control, which is to eliminate bias in the displayed effect image 10, so it is preferable that the probability of control that contradicts the basic control be less than 10%.
[0069] When the configuration is such that control is performed using a fixed table as described in the above specific example 1-4, a specific effect (effect image 10) is basically controlled in accordance with a pre-created assigned fixed table, but when the above-mentioned bonus rule is activated, control is performed that contradicts the assigned fixed table (control that rewrites the effect of the assigned fixed table).
[0070] 4) Profit Image During a jackpot game (including both direct wins and wins via small wins), a profit image 20 is displayed in the display area 911 (see FIG. 12 ). The profit image 20 indicates the profit a player has earned during a jackpot game. Specifically, the profit is calculated by adding up the balls won during the jackpot game. Therefore, the profit image 20 includes a profit value representing the balls won. Note that the “balls won” referred to here may indicate the number of game balls (number of prize balls) paid out during a jackpot game, or may indicate the net increase obtained by subtracting the number of game balls shot from the number of prize balls. Furthermore, the profit value may reflect only those balls won by game balls entering the jackpot area 906, or may reflect those balls won by game balls entering prize areas other than the jackpot area 906. In this embodiment, the profit value indicates the number of prize balls won by game balls entering the jackpot area 906.
[0071] The profit value is added up until a predetermined reset condition is met. In this embodiment, the reset condition is set to transition to a normal game state. That is, the profit value is reset when the consecutive wins end. In other words, the profit value indicates the balls won during the consecutive wins (the balls won in the first jackpot game may or may not be included in the profit value). Note that this type of profit image 20 (profit value) is merely an example. For example, the profit image 20 (profit value) may be reset each time a jackpot game ends (the profit for each jackpot game is displayed).
[0072] A number of different modes are set as the manner in which the profit value changes. For example, suppose that the profit value changes based on the winning of prize balls triggered by a gaming ball entering the special prize area 906. In this embodiment, the number of prize balls paid out when a gaming ball enters the special prize area 906 is set to 15. Therefore, when a gaming ball is detected entering the special prize area 906 (hereinafter, also referred to as a single win), the profit value is determined to increase by 15 from its current value (see FIG. 12). In the following description, the value before the increase based on the single win is referred to as the "current value," and the value after the increase is referred to as the "target value." When a single win occurs, the profit value increases by 15 from the current value to the target value (target value - current value = 15).
[0073] In this embodiment, the profit numerical value change patterns are set as follows: a pattern in which the count-up speed (change speed) from the current value to the target value is constant (hereinafter referred to as the constant pattern) (see FIG. 13(a)), and a pattern in which the count-up speed (change speed) from the current value to the target value changes along the way, i.e., is variable (hereinafter referred to as the variable pattern) (see FIG. 13(b)). The value between the current value and the target value is set as the intermediate value. In this embodiment, the intermediate value - current value = 10 (target value - intermediate value = 5). The count-up speed from the current value to the intermediate value is the same in the constant pattern and the variable pattern. As described above, the constant pattern is a pattern in which the count-up speed is constant. If the change speed is V, then the count-up speed from the current value to the intermediate value (until the value increases by 10 from the current value) is V in both the constant pattern and the variable pattern (see FIG. 13). Therefore, it is indistinguishable between the constant pattern and the variable pattern when the count-up speed from the current value to the intermediate value is reached (until the value increases by 10 from the current value). Naturally, in a certain embodiment, the count-up speed from the intermediate value to the target value is also V.
[0074] On the other hand, in the indefinite mode, after reaching the intermediate value, the count-up speed gradually decreases as the target value is approached. Specifically, the increase rate from the current value is slower when changing from 11 to 12 than when changing from 10 to 11; when changing from 12 to 13 than when changing from 11 to 12; when changing from 13 to 14 than when changing from 12 to 13; and when changing from 14 to 15 than when changing from 13 to 14 (see Figure 13(b)). Thus, in the indefinite mode, the rate of change of the profit value is the same as in the fixed mode up to the intermediate value and then decreases. Therefore, the time required for the current value to change from the target value based on one winning is longer in the indefinite mode (see Figure 13(b)) than in the fixed mode (see Figure 13(a)).
[0075] As a manner in which the profit value changes, one of the fixed and variable modes is designated as a normal mode ("default" mode), and the other is designated as a special mode. In this embodiment, the variable mode is designated as a normal mode, and the fixed mode is designated as a special mode. In other words, when a change in the profit value occurs, it normally changes in a variable mode (normal mode). On the other hand, when an event advantageous to the player occurs, the profit value may change in a fixed mode (special mode). Looking at it from the other way around, if the advantageous event does not occur, the profit value will always change in a variable mode (normal mode) (the fixed mode (special mode) will not occur).
[0076] The advantageous event for the player may be any event related to the player's direct profit (profit related to ball payout). In this embodiment, an increase (promotion) in the number of rounds in a jackpot game is set as the advantageous event. Assume that two or more types of round numbers are set as the number of rounds in a jackpot game. For example, in a configuration in which a 5-round jackpot and a 10-round jackpot are set, it is conceivable to start a jackpot game under the guise of a 5-round jackpot (even though a 10-round jackpot has been internally won), and then announce a 10-round jackpot (the number of rounds is promoted) midway through the jackpot game (simultaneously with or before the end of the 5th round of unit play). Note that various methods for "making it appear as a 5-round jackpot" are conceivable. For example, a 5-round jackpot is called a "regular bonus," a 10-round jackpot is called a "big bonus," and so on. Each jackpot has its own name, and by displaying the name of the 5-round jackpot at the beginning of the jackpot game (see FIG. 14(a)), it is possible to make it appear as if a 5-round jackpot has been won, even though it is actually a 10-round jackpot. There are also various possible methods for notifying that an upgrade in the number of rounds has occurred. For example, if a name is specified for a 10-round jackpot as described above, it is possible to display the name of the 10-round jackpot as a notification of the round upgrade (see FIG. 14(d)).
[0077] It is conceivable that such an increase in the number of rounds is set as an "event advantageous to the player." In other words, when an increase in the number of rounds occurs, there is a possibility that the change in the profit value will be in a certain mode (special mode). In this embodiment, the setting is made so that the round number increase effect can occur in the fifth unit play. When the round number increase effect occurs, there is a possibility that the change in the profit value will be in a certain mode (special mode) in the fourth unit play (target unit play) (see Figures 14(b) and 14(c)). In other words, before the round number increase effect occurs, there is a possibility that the change in the profit value will be in a special mode different from the normal mode, and a player who notices this can know in advance that the round number will be increased. In other words, the change in the profit value (occurrence of a special mode) suggests that an event advantageous to the player will occur.
[0078] It should be noted that the setting may be such that when the round number promotion effect occurs, the special mode always occurs, or the setting may be such that the special mode does not necessarily occur. Also, the special mode may occur as long as it occurs before the round number promotion effect occurs, and the target unit game does not have to be limited to the fourth round.
[0079] In this embodiment, all winnings occurring in a target unit game are treated as special modes. For example, if one unit game ends when 10 game balls enter the big winning area 906 (the so-called count number is set to 10), all count-ups of the profit value based on the winning of 10 game balls are treated as special modes. If a so-called over-winning occurs, the count-up for that amount is also treated as special mode.
[0080] It should be noted that the "event advantageous to the player" suggested by the change in the profit value is merely an example of an increase in the number of rounds. Other events, such as the game state after the end of a jackpot becoming more advantageous than usual, or the occurrence of a so-called reserve winning streak after the end of a jackpot, may also be set as events suggested by the change in the profit value.
[0081] Furthermore, when a special feature occurs, it is not guaranteed that an event advantageous to the player (in this embodiment, an increase in the number of rounds) will occur, but rather the setting may be such that when a special feature occurs, there is a higher probability that an event advantageous to the player will occur (compared to when the special feature does not occur), but that the event will not necessarily occur.
[0082] As explained above, the gaming machine 1 according to this embodiment realizes an interesting game feature in which the change in the profit value suggests that an event advantageous to the player will occur. Since it can be said that players generally do not pay much attention to the change in the profit value (it is usually only used to check the "profit" (the number of balls won)), the occurrence of a special feature can be said to be an effect that gives the player a "sense of incongruity" (if the player feels "incongruity" about the change in the profit value, the game feature is that an event advantageous to the player will occur).
[0083] In particular, in this embodiment, when the profit value increases to a target value based on one win, there is no difference in the change in the profit value between the normal mode (undefined mode) and the special mode (defined mode) until the intermediate value before the target value is reached (see Figure 13), but after the intermediate value is reached and until the target value is reached, the change in the profit value is different between the normal mode (undefined mode) and the special mode (defined mode) (it is not possible to distinguish between the two modes until halfway through), so it can be said that it is difficult for players to notice the occurrence of the special mode (defined mode). In other words, by doing this, it is possible to relatively reduce the number of players who feel "uncomfortable" (this is a presentation format in which only a limited number of players notice the occurrence of the special mode).
[0084] The following describes specific examples in which the matters relating to the profit image 20 are improved, modified, or embodied. Note that, to the extent possible, a configuration may be made in which multiple matters described using the following specific examples are applied.
[0085] ○Specific example 2-1 In the above embodiment, it has been explained that the probability of an event advantageous to the player occurring is suggested by the change in the profit value included in the profit image 20, but the suggestion may be made by a different aspect of the profit image 20. For example, a black character color for the profit value may be a normal aspect, and a red character color may be a special aspect, and if an event advantageous to the player occurs, the profit value may take on a special aspect.
[0086] ○Specific example 2-2 In the above embodiment, it has been explained that the variable mode is the normal mode and the fixed mode is the special mode, but the opposite may be true, i.e., the fixed mode is the normal mode (normal state) and the variable mode is the special mode. In this case, unless a special mode occurs, the rate of change in the profit value will be constant, so that the occurrence of a special mode will be "noticeable" (the player will be more likely to feel "uncomfortable" when a special mode occurs).
[0087] ○Example 2-3 In the above embodiment, it was explained that all wins occurring in a target unit game are in a special mode. In other words, it was explained that the change in the profit value can be in a special mode consecutively based on two or more consecutive wins. In contrast to this, the change in the profit value cannot be in a special mode consecutively. For example, as shown in FIG. 15, even if the change in the profit value based on a certain win (win B) is in a special mode, the change in the profit value based on the win just before that win (win A) and the change in the profit value based on the win just after that win (win C) are in a normal mode, so that the special mode does not occur twice in a row.
[0088] As described above, when the change in the profit image 20 becomes a special pattern, it occurs as something that the player may feel "uncomfortable." Therefore, if the special pattern occurs consecutively, it may not be perceived as "uncomfortable." As in this example, if the change based on the winnings before and after the winning that becomes the special pattern is made to be a normal pattern, the player will be able to easily sense that the special pattern is different from the normal change.
[0089] ○Example 2-4 In the above embodiment, it has been explained that all winnings occurring in a target unit game are in a special mode. In other words, it has been explained that a change in the profit value in a special mode can occur more than once in one jackpot game. In contrast to this, a change in the profit value in a special mode does not occur more than twice in one jackpot game (at most once). In other words, even when a suggestion based on a special mode is executed, only the change mode based on one winning among the multiple winnings occurring in one jackpot game is in a special mode, and the change modes based on the other winnings are in a normal mode.
[0090] As mentioned above, when the change mode of the profit image 20 becomes a special mode, it occurs as something that may cause the player to feel "uncomfortable." Therefore, if the special mode occurs frequently, there is a possibility that the player will not perceive it as "uncomfortable." By implementing this example, it is possible to reduce the risk of such a situation occurring.
[0091] ○Example 2-5 In the above embodiment, the variable mode is explained as a mode in which the rate of change of the profit value gradually decreases after reaching the intermediate value, but it may also be configured to gradually decrease from the beginning (current value). By doing so, the difference between the fixed mode and the variable mode becomes clearer.
[0092] ○Example 2-6 In the above embodiment, it was explained that the indefinite mode is a mode including a period in which the rate of change of the profit value gradually decreases, but it may also be a mode including a period in which the rate of change of the profit value gradually increases.
[0093] ○Specific Example 2-7 In the above embodiment, it was explained that the time required for the change from the present value to the target value based on a single winning (hereinafter referred to as the change time) is longer in the indefinite mode than in the fixed mode (see Fig. 13), but a configuration is adopted such that this time is the same in the fixed mode and the indefinite mode. For example, it is assumed that in the fixed mode, the rate of change is constant at V1 from the present value to the target value. On the other hand, in the indefinite mode, the rate of change is constant at V2 from the present value to the intermediate value, but after reaching the intermediate value, the rate of change gradually decreases until reaching the target value. In such a configuration, if V1 = V2 as in the above embodiment, the change time in the indefinite mode becomes longer than in the fixed mode. Therefore, as shown in Fig. 16, V1 < V2 is set so that the change time is the same in the fixed mode and the indefinite mode. That is, in the case of the indefinite mode, since the rate of change gradually decreases after reaching the intermediate value, the time from the intermediate value to the target value is longer in the indefinite mode (T2b) than in the fixed mode (T1b) (T1b < T2b). Accordingly, the time from the present value to the intermediate value is made shorter in the indefinite mode (T2a) than in the fixed mode (T1a) (T1a > T2a) so that T1a + T1b = T2a + T2b holds.
[0094] As in the above embodiment (Fig. 13), in a configuration where the change time is longer in the indefinite mode than in the fixed mode, there is a problem that the count-up speeds up when the fixed mode is generated (the count-up is delayed when the indefinite mode is generated). By adopting the present example (Fig. 16), the change time does not change regardless of whether the fixed mode or the indefinite mode is generated, so the above problem does not occur.
[0095] As explained in the above specific example 2-6, even if the variable mode includes a period in which the rate of change of the profit figure gradually increases, the change time can be configured to be the same for the fixed mode and the variable mode.
[0096] ○Example 2-8 In the above embodiment, it has been explained that the indefinite mode is a mode including a period in which the rate of change of the profit numerical value gradually decreases (decreases over time), but it is also possible to consider a mode that does not change "gradually" in this way. For example, as shown in Figure 17, the rate of change is constant at Vx from the current value to the intermediate value, and is constant at Vy from the intermediate value to the target value (however, Vx ≠ Vy (Figure 17 shows an example where Vx > Vy)).
[0097] ○Example 2-9 As described in the above embodiment, the variable mode is one in which the rate of change of the profit value changes when the intermediate value is reached, but the intermediate value is not constant (can change). For example, as shown in FIG. 18 , two variable modes are possible: a first variable mode in which the intermediate value is an increment of 5 from the current value (a first variable mode); and a second variable mode in which the intermediate value is an increment of 10 from the current value (a second variable mode). As described above, the rate of change (count-up rate) from the current value to the intermediate value is the same for the fixed mode and the variable mode. Therefore, it can be said that the timing at which the profit value changes to the fixed mode or the variable mode is determined when the intermediate value is reached. This determination can be made earlier in the first variable mode than in the second variable mode. In other words, it can be said that a player is more likely to notice (feel uncomfortable) that an variable mode has occurred in the first variable mode, which is determined to be an unstable mode earlier, than in the second variable mode. In this way, by providing a plurality of types of indefinite modes that differ in the ease with which their occurrence can be recognized, a game feature is realized in which the probability that the player will notice the occurrence of an indefinite mode can vary each time.
[0098] The probability of an event advantageous to the player (such as a round promotion in the above embodiment) occurring may vary depending on which of the multiple types of variable modes occurs (the occurrence of at least some of the multiple types of variable modes may not necessarily result in an advantageous event). For example, in the example shown in FIG. 18, the probability of an advantageous event occurring after the second variable mode occurs is set to be higher than the probability of an advantageous event occurring after the first variable mode occurs. This realizes a gameplay feature that will encourage players (who are aware of the existence of variable modes) to pay attention to the timing of changes in the profit value.
[0099] Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0100] The gaming machine 1 according to the above embodiment is a pachinko gaming machine, but it can also be applied to other gaming machines such as slot machines, except for those that are premised on a configuration specific to pachinko gaming machines.
[0101] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0102] ○Means 1-1 A gaming machine comprising: a presentation control means for controlling a specific presentation in which one of a plurality of presentation elements is output, wherein the presentation control means is capable of executing basic control such that X number of the specific presentations in the order of execution are defined as one presentation group, and the same type of presentation element is not output in two or more of the specific presentations included in the same presentation group, and between a certain presentation group (hereinafter referred to as the "early presentation group") and a subsequent presentation group (hereinafter referred to as the "later presentation group"), the type of presentation element of the specific presentation included in the earlier presentation group that is executed last is different from the type of presentation element of the specific presentation included in the later presentation group that is executed first, where the number of types of presentation elements is assumed to be X. According to the gaming machine, it is possible to prevent bias from occurring in the presentation elements output in a specific presentation.
[0103] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that the order of the types of presentation elements output when the specific presentation included in the earlier presentation group is executed is different from the order of the types of presentation elements output when the specific presentation included in the later presentation group is executed. By doing so, it is possible to prevent the order in which the performance elements are output from becoming patterned.
[0104] ○Means 1-3 A gaming machine as described in means 1-1 or 1-2, characterized in that it has a fixed table containing fixed values in a predetermined order, the fixed table having two or more fixed value groups each consisting of X fixed values arranged in the predetermined order, the X fixed values contained in each fixed value group being different from each other, a lottery is carried out in which each of multiple types of presentation elements is assigned to one of the fixed values, and then the specific presentation is carried out in which the presentation elements of the types assigned to each of the fixed values in the predetermined order are output. In this way, the performance elements to be output can be determined using a fixed table.
[0105] ○Means 2-1 This gaming machine displays a profit image showing the profit obtained in a winning game that is executed when the result of a winning / losing lottery is a winning one, and is characterized in that the probability of an event advantageous to the player occurring is higher when the form of the profit image is a special form different from the normal form than when it is a normal form. According to the gaming machine, the profit image showing the profit obtained in a winning game suggests the probability of an event occurring that is advantageous to the player, thereby realizing an interesting gaming experience.
[0106] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that the profit image includes a profit number representing the profit obtained in the winning game, and the normal mode and the special mode have different patterns of change in the profit number. By doing so, a game feature is realized in which the probability of a beneficial event occurring increases when the player feels "uncomfortable" with the way the profit value changes.
[0107] ○Means 2-3 The gaming machine described in means 2-2 is characterized in that the profit value changes when the entry of a gaming ball into the winning area is detected, and when the profit value increases to the target value based on the detection of the entry of a gaming ball into the previously entered prize area, the change pattern of the profit value does not differ between the normal mode and the special mode until it reaches an intermediate value before reaching the target value, and the change pattern of the profit value differs between the normal mode and the special mode after it reaches the intermediate value until it reaches the target value. By doing this, the change pattern will be the same between the normal pattern and the special pattern until the intermediate value is reached, making it more difficult for players to notice that a special pattern has occurred (this limits the number of players who feel a sense of "uncomfort" when a special pattern occurs).
[0108] ○Means 2-4 A gaming machine described in means 2-2 or 2-3, characterized in that in one of the normal mode and the special mode, the rate of change of the profit value is constant, and in the other mode, the rate of change of the profit value is inconstant. In this way, whether the rate of change is constant or not can be set as the difference between the normal mode and the special mode. [Explanation of symbols]
[0109] 1. Gaming machines 10 Production image (production element) 11~15 First performance image~Fifth performance image 20 Profit Images 60 Benefit Area 70 Reserved Design 80 decorative designs 904 starting area (904a first starting area 904b second starting area) 905 Normal starting area 906 Big Winners Area 91 Display device 911 Display area
Claims
1. A performance control means is provided for controlling a specific performance in which one of a plurality of performance elements is output, The performance control means A basic control in which X number of specific effects in the order of execution are regarded as one group of effects, and a lottery is conducted to ensure that the same type of effect element is not output in two or more of the specific effects included in the same group of effects, and for a certain group of effects (hereinafter referred to as the first group of effects) and a subsequent group of effects (hereinafter referred to as the second group of effects), the type of effect element of the specific effect that is last to be executed among the first group of effects is different from the type of effect element of the specific effect that is first to be executed among the second group of effects; A special control that is different from the basic control and can be executed when a special event advantageous to a player occurs, and that makes the presentation element output in a certain specific presentation the same type as the presentation element output in the previous specific presentation; is feasible A gaming machine characterized by:
2. The gaming machine described in claim 1, characterized in that the basic control draws a lottery so that the order of the types of presentation elements output when the specific presentation included in the earlier presentation group is executed is different from the order of the types of presentation elements output when the specific presentation included in the later presentation group is executed.
Citation Information
Patent Citations
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