gaming machines

The gaming machine addresses the lack of clear effects in existing systems by integrating a win/lose lottery system with outcome-specific displays, improving player engagement through clear profit visualization.

JP7795782B2Active Publication Date: 2026-01-08SANSEI R&D KK
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Patent Information

Application Number
JP2022096565
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-15
Publication Date
2026-01-08
Estimated Expiration
2042-06-15

AI Technical Summary

Technical Problem

Existing gaming machines lack the ability to execute easy-to-understand specific effects that enhance player engagement and clarity in winning outcomes.

Method used

A gaming machine that incorporates a win/lose lottery system with specific effects, displaying a profit figure based on potential benefits, and includes a win/lose lottery means for executing favorable or unfavorable outcomes, accompanied by a specific image display.

Benefits of technology

The gaming machine provides easy-to-understand specific effects, enhancing player engagement and clarity in winning outcomes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007795782000001
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    Figure 0007795782000002
  • Figure 0007795782000003
    Figure 0007795782000003
Patent Text Reader

Abstract

To provide a game machine capable of executing an easy-to-understand specific performance.SOLUTION: A game machine includes: winning / losing lottery means for performing a winning / losing lottery in which a winning condition is to be able to acquire any one of multiple types of privileges; and performance execution means for executing a specific performance in which an advantageous outcome is reached when a winning / losing lottery result by the winning / losing lottery means is a winning and a disadvantageous outcome is reached when a winning / losing lottery result is a losing, and a target privilege included in the multiple types of privileges can be acquired when the advantageous outcome is reached. In a state in which an outcome is not determined while the specific performance is executed, a specific image including a profit number value determined on the basis of the profit brought by acquiring the target privilege is displayed in the game machine.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

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

[0002] Gaming machines capable of executing a presentation (specific presentation) that leads to an outcome depending on the result of a winning / losing lottery are known (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2018-000650 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 execute easy-to-understand specific effects. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a win / lose lottery means for conducting a win / lose lottery in which a win is the condition for making it possible to obtain one of multiple types of benefits, and an effect execution means for executing a specific effect that leads to a favorable outcome if the result of the win / lose lottery by the win / lose lottery means is a win, and to an unfavorable outcome if the result is a loss, and that, if such a favorable outcome is reached, makes it possible to obtain a target benefit included in the multiple types of benefits, and is characterized in that, while the specific effect is being executed and the outcome is not yet known, a specific image is displayed that includes a profit figure determined based on the profit that will be brought by obtaining the target benefit. [Effects of the Invention]

[0006] The gaming machine according to the present invention is capable of executing easy-to-understand specific effects. [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] (a) is a schematic diagram showing the state inside the big prize area in a unit game (a unit game that constitutes a big win game) in which the bonus area is closed, (b) is a schematic diagram showing the state inside the big prize area in a unit game (a small win game) in which the bonus area is open, and (c) is a diagram showing an example of an image displayed during a small win game indicating that a game ball should be launched aiming at the bonus area. [Figure 3] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 4] 10 is a diagram for explaining the gameplay (transition of game states, etc.) of the gaming machine according to this embodiment. FIG. [Figure 5] This is a diagram showing the conditions for ending various specific game states (variable number conditions, small win conditions). [Figure 6] This is a diagram to explain the jackpot allocation (reference table) for the first win / loss lottery (special chart 1 lottery) and the second win / loss lottery (special chart 2 lottery) (this is a diagram to explain that for the second win / loss lottery, the allocation differs between when there is time reduction and when there is no time reduction). [Figure 7] This is a diagram to explain the reserved storage instruction effect and reserved storage completion effect that are executed at the final time-saving fluctuation (missing fluctuation) of the first specific game state. [Figure 8] This is a diagram to explain the outline of the variable effect that is executed during the remaining hold chance. [Figure 9] This is a diagram to explain the outline of the presentation (presentation executed during jackpot play) that notifies players whether the jackpot obtained after winning the second win / lose lottery (small win) and without time reduction is a second specific jackpot or a normal jackpot. [Figure 10] A figure to explain the reserved storage instruction display and reserved storage completion display that are executed when the winnings change in the second specific game state. [Figure 11](a) is a diagram for explaining the positional relationship between the main display device and the sub-display device, (b) is a diagram for explaining the display mode of the benefit name of the target benefit, (c) and (d) are diagrams for explaining another example of the sub-display device, and (e) is a diagram for explaining another example of the profit section. [Figure 12] FIG. 10 is a diagram for explaining a specific effect. [Figure 13] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 14] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 15] 10A and 10B are diagrams for explaining specific examples 1-3 and 1-4. [Figure 16] FIG. 10 is a diagram for explaining specific example 1-5. [Figure 17] FIG. 10 is a diagram for explaining character presentation. [Figure 18] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 19] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 20] FIG. 10 is a diagram for explaining specific example 2-5 (an example in which a decorative device is placed above or below the display area). [Figure 21] FIG. 10 is a diagram for explaining specific example 2-5 (an example in which a decoration device is placed on the left or right side of a display area). [Figure 22] 10A is a diagram showing an example of an operation presentation, and FIG. 10B is a diagram for explaining meter images (normal mode, special mode). [Figure 23] FIG. 10 is a diagram showing a state in which an accompanying image is displayed before the start of the valid operation period. [Figure 24] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 25] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 26] FIG. 10 is a diagram for explaining specific example 3-5. DETAILED DESCRIPTION OF THE INVENTION

[0008] 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. Unless otherwise specified, the various images in the following description include not only still images but also moving images. Furthermore, unless otherwise specified, the following description is based on the premise that normal play (play as intended) is being played. Furthermore, when it is said that "a gaming ball has entered XX (a winning prize)," strictly speaking, it means that the sensor installed in the XX has detected the entering gaming ball.

[0009] 1) Basic configuration of gaming machines The overall configuration of the gaming machine 1 (see FIG. 1) will be briefly described. The gaming machine 1 is equipped with a gaming board 90. The gaming board 90 is made of a substantially square piece of plywood, and is provided with a guide rail 903 in a substantially arc shape, which constitutes 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 of the 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 (Specifications) 2-1) Win / lose lottery (special design lottery) When the gaming ball enters the starting area 904, a numerical value (hereinafter sometimes referred to as winning / losing lottery information) is obtained from a random number source. A winning / losing lottery (generally referred to as a special symbol (special symbol) lottery, etc.) is executed using this numerical value. Basically, as with well-known gaming machines, the numerical value is compared with a predetermined judgment value (winning / losing lottery table) to derive the winning / losing lottery result. The numerical value is also used to determine what kind of effect will be executed as a variable effect (described below).

[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. The first starting area 904a is an area into which a gaming ball enters by firing the gaming ball so that it flows down the left side of the gaming area 902 (the left side of the display area 911) (performing a so-called "left shot"). The second start area 904b is an area into which a game ball enters when the game ball is shot (a so-called "right hit") so as to flow down the right side of the game area 902 (the right side of the display area 911). In this embodiment, the game ball is set so that a "right hit" will not cause the game ball to enter the first start area 904a, and a "left hit" will not cause the game ball to enter the second start area 904b.

[0015] In this embodiment, the result of the win / loss lottery is either a "small win" or a "loss." In other words, when the win / loss lottery results in a "win," it is always a "small win" and there is no "jackpot." However, as will be described later, all small wins lead to the acquisition of a jackpot unless an abnormality occurs, so essentially, a small win = a jackpot. Therefore, in the following explanation, "jackpot" in terms of jackpot probability, winning a jackpot, etc., strictly refers to a small win. Various effects, etc. are designed to make winning a small win seem like winning a jackpot. Note that a gaming machine that can acquire a jackpot via such a small win is called a "type-two" gaming machine. As mentioned above, in this embodiment, the result of the win / loss lottery does not result in a jackpot and a jackpot can be acquired (so-called direct wins do not occur), so it does not have "type-one" gameplay (it is not a "type-one-type-two mixed" gaming machine). However, with the exception of configurations that can only be realized with "type two" machines, the technical matters described below can also be applied to "type one" gaming machines and "type one and two mixed" gaming machines.

[0016] In this embodiment, the probability of a small win in the first win / loss lottery (= (effective) jackpot probability) is 1 / 319 (anything else is a loss). In addition, the probability of a small win in the second win / loss lottery (= (effective) jackpot probability) is 1 / 47 (anything else is a loss). Therefore, the second win / loss lottery can be said to be a more advantageous lottery (high-probability lottery) for the player than the first win / loss lottery. Details will be described later, but the normal gaming state is a state in which the aim is to win a jackpot through the first win / loss lottery, and the specific gaming state is a state in which the aim is to win a jackpot through the second win / loss lottery, so the specific gaming state is a more advantageous gaming state than the normal gaming state.

[0017] 2-2) Winning games When a jackpot is won, a jackpot game is executed. A jackpot game involves one or more unit games (each consisting of one "round" of play; hereafter, this may be referred to as a "round"). The jackpot game involves opening the jackpot area 906 (which is normally closed) until a predetermined condition is met. A single unit game ends (the jackpot area 906 is closed) when either the winning condition (C balls entering the jackpot area 906) or the time condition (a predetermined time period) 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, 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 more unit games (number of rounds) included in a big prize game, the greater the profit (expected profit) the player can obtain in that big prize game. In this embodiment, the big prize area 906 is located to the right of the play area 902 (see Figure 1), and the player plays so that the gaming ball enters the right side of the play area 902 (so-called "right hit").

[0018] As described above, in this embodiment, a jackpot can be won via a small jackpot. When a small jackpot is won, a small jackpot game is executed. In the small jackpot game, the large prize area 906 is opened, and the bonus area 10 (see FIG. 2) located within the large prize area 906 is also opened. The letter "V" is marked near the bonus area 10 (see FIGS. 1 and 2), and this "V" is used to indicate the bonus area 10 to the player. The bonus area 10 is normally closed, but is temporarily opened when a small jackpot is won. The large prize area 906 has two exit areas, and a gaming ball that enters the large prize area 906 passes through one of the two exit areas. One of the two exit areas is designated as the bonus area 10 (see FIG. 2). 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, the gaming ball that enters the bonus area 10 also enters the big prize area 906.

[0019] The condition for winning a jackpot is that a gaming ball enters the bonus area 10 during the small jackpot game (to win a jackpot, it is sufficient for one gaming ball to enter the bonus area 10). In the following explanation, the entry of a gaming ball into the bonus area 10 is also referred to as a "V entry" ("V entry = winning a jackpot (guaranteed jackpot)"). Note that the bonus area 10 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) that results from a small jackpot is defined as follows: the small jackpot game (a game in which the large prize area 906 is opened and the bonus area 10 is opened) is the first round of play, and the subsequent opening of the large prize area 906, which is executed as the jackpot game, is executed as rounds 2 to 10 of play (if a game ball does not enter the bonus area 10, a so-called "break" occurs, and the games in rounds 2 to 10 are not executed, and only the small jackpot game ends). Like the unit games that constitute a jackpot game, the 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 the small jackpot game, the same prize balls can be obtained as in one unit game.

[0020] In this embodiment, in a small win game, the bonus area 10 is opened together with the big win area 906, and the time during which the bonus area 10 is opened is long enough to allow the gaming ball to enter the bonus area 10. The bonus area 10 is located on the right side of the gaming area 902, and in order to allow the gaming ball to enter the bonus area 10, 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 10 (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 (see FIG. 2(c)), so the player only needs to follow the instruction. The system is set up so that the gaming ball will almost certainly enter the bonus area 10 even if the player starts hitting the ball to the right about 10 seconds after the instruction is displayed. In this way, when a small win game is executed due to a small win, the game ball will enter the bonus area 10 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 10 is in a closed state (see FIG. 2(a)).

[0021] 2-3) Decorative designs The winning / losing lottery result is announced by the decorative symbols 80 (see FIG. 3) displayed in the display area 911. In this embodiment, three decorative symbol groups 80g are set, each containing multiple types of decorative symbols 80. Specifically, the three decorative symbol groups are 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 announced 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 a combination indicating the winning / losing lottery result is displayed is the during-change effect (hereinafter, sometimes simply referred to as "change" or "rotation"). Note that the decorative symbols 80 are not shown in some drawings. In this embodiment, decorative symbols 80 containing the same number are considered to be of the same type (decorative symbols 80 containing different types of numbers are considered to be of different types).

[0022] In this embodiment, when the result of the lottery is a win (small win), a winning combination consisting of three of the same type of decorative patterns 80 is displayed. As described above, in this embodiment, the setting is such that "winning a small win = winning a big win," so it can be said that the display of three of the same type of decorative patterns 80 essentially indicates winning a big win. If the result of the lottery is a loss, a combination that is not a winning combination (a losing combination) is displayed.

[0023] Although not explained further, a pattern (another pattern) other than the decorative pattern 80 may be displayed, and the result of the lottery may be indicated by the other pattern. The other pattern may be displayed small near the outer edge of the display area 911, or may be displayed outside the display area 911 (a lighting pattern of a lamp or the like displayed outside the display area 911). However, an ordinary player can enjoy the game by looking at the decorative pattern 80 and various effects executed in the display area 911 without being aware of the appearance of the other pattern.

[0024] 2-4) On hold When a gaming ball enters the starting area 904 and new winning / losing lottery information is acquired, if a variable effect corresponding to the winning / losing lottery information acquired earlier is being executed (if the decorative pattern 80 is changing), the newly acquired winning / losing lottery information is stored in a storage means (not shown) as reserved information (reserved). In this embodiment, the maximum number of first reserved information (special chart 1 reserved) acquired as the first winning / losing lottery information is four, and the maximum number of second reserved information (special chart 2 reserved) acquired as the second winning / losing lottery information is four.

[0025] The reserved information stored in the storage means may be displayed in the display area 911 as reserved symbols 70 (see FIG. 3). In this embodiment, the reserved symbols 70 are divided into during-change reserved symbols 71 and pre-change reserved symbols 72. The during-change reserved symbols 71 indicate the presence of winning / losing lottery information for which the during-change performance for the corresponding winning / losing lottery result has not started, but the notification of the winning / losing lottery result has not been completed (the during-change performance has not ended). Note that, although the winning / losing lottery information does not strictly correspond to reserved information, it is generally referred to as "the relevant pending change" or the like, and therefore the symbol indicating the presence of the winning / losing lottery information is referred to as the during-change reserved symbol 71. The pre-change reserved symbol 72 indicates the presence of winning / losing lottery information (reserved information) for which the during-change performance for the corresponding winning / losing lottery result has not started.

[0026] In this embodiment, in a state where the game ball should be launched aiming at the first starting area 904a (a state where it should be hit from the left; a normal game state described in detail below), a reserved symbol 70 (special symbol 1 reserved) indicating the presence of first winning / losing lottery information (first reserved information) is displayed. In a state where the game ball should be launched aiming at the second starting area 904b (a state where it should be hit from the right; a specific game state described in detail below), a reserved symbol 70 (special symbol 2 reserved) indicating the presence of second winning / losing lottery information (second reserved information) is displayed. Note that in some drawings, the reserved symbol 70 is omitted from illustration.

[0027] When both the first winning / losing lottery information (first reserved information) and the second winning / losing lottery information (second reserved information) are stored in the storage means, the effect during fluctuation based on the second winning / losing lottery information is executed with priority (the result of the second winning / losing lottery is announced with priority), and the effect during fluctuation based on the first winning / losing lottery information does not start (the result of the first winning / losing lottery is not announced) until all the second winning / losing lottery information stored in the storage means is exhausted. In other words, the gaming machine 1 according to this embodiment is what is called "special chart 2 (reserved) priority consumption."

[0028] 2-5) Game status 2-5-1) Normal gaming state and specific gaming state The gaming state in which a player plays with the aim of winning a jackpot (launching a gaming ball aiming at the starting area 904) is roughly divided into a normal gaming state and a specific gaming state (see Figure 4). Basically, the specific gaming state is more advantageous to the player than the normal gaming state because it is easier to win a jackpot and easier for the gaming ball to enter the starting area 904 (easiness to be selected for the win / lose lottery).

[0029] The normal gaming state is a gaming state in which the gaming ball should be aimed at the first starting area 904a and fired (a "left shot" should be performed). If the player performs a "right shot" in the normal gaming state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to a "left shot"). Therefore, if a "right shot" is detected, the player is urged to perform a "left shot." As mentioned above, the winning probability (small win probability) of the first win / lose lottery, which is executed on the condition that the gaming ball enters the first starting area 904a, is 1 / 319, so the normal gaming state can be said to be a gaming state in which the player is playing with the aim of winning a jackpot with a jackpot probability of 1 / 319.

[0030] On the other hand, the specific gaming state is a gaming state in which the gaming ball should be aimed at the second starting area 904b and fired (a "right hit" should be performed). If the player "hits left" in the specific gaming state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to a "right hit"). Therefore, if a "left hit" is detected, the player is urged to "hit right." As mentioned above, the winning probability (small win probability) of the second win / lose lottery, which is executed on the condition that the gaming ball enters the second starting area 904b, is 1 / 47, so the normal gaming state can be said to be a gaming state in which the player plays with the aim of winning a jackpot with a 1 / 47 chance.

[0031] 2-5-2) Opening / closing mode (time-saving or not) The opening and closing modes are a low opening and closing mode and a high opening and closing mode. The low opening and closing mode and the high opening and closing mode differ in the ease with which the second starting area 904b (see FIG. 1) opens. The second starting area 904b is an area that is normally closed (a gaming ball cannot enter when closed), and is an area that opens when a player wins an opening lottery (a lottery different from a win / lose lottery (special symbol lottery) that is executed when a gaming ball enters the starting area 904, and is generally referred to as a normal lottery, a normal symbol (regular symbol) lottery, etc.) (the so-called "electric chute (area)").

[0032] The opening lottery is executed based on a numerical value (opening lottery information) acquired when a gaming ball enters the normal area 905. In this embodiment, the normal area 905 is provided to the right of the gaming area 902 (see FIG. 1). A gaming ball enters the normal area 905 relatively easily by hitting to the right. The method of notifying the result of the opening lottery can be performed in the same way as in a general gaming machine, so a detailed explanation will be omitted. In this embodiment, the notification is made by the lighting pattern of a lamp provided outside the display area 911 (the lighting pattern of the lamp corresponds to the "normal symbol"). Note that if a gaming ball newly enters the normal area 905 while the notification of the result of the opening lottery has not been completed (while the normal symbol is changing), the opening lottery information is stored in a storage means (not shown). In this embodiment, the maximum number of opening lottery information that can be stored is four (the maximum value of the normal symbol reserve = 4).

[0033] The probability of winning the opening lottery when the high opening mode is set is higher than the probability of winning the opening lottery when the low opening mode is set. The probability of winning the opening lottery when the low opening mode is set may be 0%. Furthermore, the probability of winning the opening lottery when the high opening mode is set may be 100%. In this embodiment, even if the opening lottery is won when the low opening mode is set, the opening time of the second starting area 904b is extremely short, making it virtually impossible for a gaming ball to enter the second starting area 904b. Therefore, when the low opening mode is set, left-handed play (play aiming at the first starting area 904a) is recommended. On the other hand, when the high opening mode is set, it is easy to win the opening lottery, and the opening time of the second starting area 904b is sufficiently long. Therefore, when the high opening mode is set, right-handed play (play aiming at the second starting area 904b) is recommended, and if right-handed play is performed continuously, the gaming ball will frequently enter the second starting area 904b.

[0034] In this embodiment, the normal game state is a state in which the low opening / closing mode is set. The specific game state is a state in which the high opening / closing mode is set. Since the high opening / closing mode is generally referred to as a "time-saving (state)," the normal game state can be said to be a "no time-saving (state)" and the specific game state can be said to be a "time-saving (state)." In the following description, the low opening / closing mode may be referred to as a "no time-saving (state)" and the high opening / closing mode as a "time-saving (state)." Furthermore, the number of win / loss lotteries (second win / loss lotteries in this embodiment) that are the conditions for ending the high opening / closing mode (time-saving) may also be referred to as the number of time-saving times. In this embodiment, a predetermined number of prize balls are paid out when a game ball enters the start area 904 (first start area 904a, second start area 904b) (the start area 904 is a prize-winning area). Therefore, the rate at which the number of balls in the player's possession decreases (the number of prize balls per number of game balls fired) is slower in the high opening / closing mode than in the low opening / closing mode. That is, the low opening / closing mode is a "low base state" in which the base is relatively low, and the high opening / closing mode is a "high base state" in which the base is relatively high.

[0035] 2-5-3) Types of specific game states In this embodiment, the specific game states (high opening / closing modes) are provided as a first specific game state, a second specific game state, and a special specific game state. The various specific game states have different termination conditions for terminating the high opening / closing mode. The termination conditions are established when either the "variable number condition" is established when the number of second winning / losing lotteries executed since the start reaches a specified value (a predetermined number of time-saving times), or the "small win condition" is established when the number of small wins won since the start reaches a specified value (the earlier of the variable number condition and the small win condition).

[0036] Note that, since winning a jackpot and playing a jackpot game means that the game state is no longer one in which the player aims to win a jackpot, winning a jackpot can also be considered a de facto termination condition for the high opening / closing mode. Furthermore, since each specific game state is a game state to which the player transitions after the corresponding jackpot game ends, the "start" point of each specific game state (high opening / closing mode) refers to the end point of the corresponding jackpot game. In other words, when the player transitions to a specific game state after the end of a jackpot game, the variable number condition and small win condition are reset. However, the variable number condition is reset only when a "jackpot" is won (when the game ball enters the bonus area 10), and is not reset simply by winning a "small win."

[0037] The first specific gaming state is one in which the variable number condition is that the second win / loss lottery is executed 70 times after the start of the state (see Figure 5). In other words, the number of time-saving times is set to 70. As mentioned above, the probability of the second win / loss lottery being a win (small win) is 1 / 47, so the probability of winning the second win / loss lottery before the first specific gaming state is started and there are 70 consecutive losses (before the high opening / closing mode ends) is approximately 78%.

[0038] The small win condition for the first specific gaming state is to win a small win "two times" after the start of the first specific gaming state (see Figure 5). In other words, after the start of the first specific gaming state, winning a small win once will not terminate the high opening / closing mode. Note that the number of small wins required to establish the small win condition for the first specific gaming state needs to be two or more.

[0039] The second specific gaming state is one in which the variable number condition is that the second win / loss lottery is executed 1,000 times after the start of the second specific gaming state (see Figure 5). In other words, the number of time-saving periods is set to 1,000. As mentioned above, the probability of the second win / loss lottery resulting in a win (small win) is 1 / 47, making it unlikely that the second specific gaming state will result in 1,000 consecutive losses without winning the second win / loss lottery. In other words, the second specific gaming state can be said to be a state in which the high-speed mode is virtually guaranteed to continue until the next small win (winning a big win via a small win). In this way, a specific gaming state in which the number of time-saving periods is set so that the probability of ending without winning the win / loss lottery is astronomically low (less than 0.1%) is considered to be a state in which the next big win is virtually guaranteed before the specific gaming state (high-speed mode) ends (the same applies to the special specific gaming state described below). Unlike this embodiment, the second specific gaming state may be configured to continue until the next big win (the number of time-saving periods = ∞). Such a specific game state that continues until the next big win is acquired is also considered to be a state in which "the acquisition of the next big win is virtually guaranteed" before the specific game state (high opening / closing mode) ends.

[0040] The condition for the small win of the second specific gaming state is that a small win is won "once" after the start of the second specific gaming state (see Figure 5). In other words, after the start of the second specific gaming state, the high opening / closing mode ends when a small win is won once.

[0041] The special specific gaming state is a state in which the variable number condition is that the second win / loss lottery is executed 1,000 times after the start of the special specific gaming state (see Figure 5). In other words, the number of time-saving periods is set to 1,000. As mentioned above, the probability of the second win / loss lottery being a win (small win) is 1 / 47, so it is unlikely that the special specific gaming state will be initiated and the player will lose 1,000 times in a row without winning the second win / loss lottery. In other words, the special specific gaming state is a state in which the high opening / closing mode is virtually guaranteed to continue until the next small win (winning a big win via a small win). In other words, it is a state in which the player is virtually guaranteed to win the next small win (winning a big win via a small win) before transitioning to the normal gaming state (before transitioning to a state in which the player should play by aiming for the first starting area 904a).

[0042] The condition for the special specific game state is to win a small win "two times" after the start of the state (see Figure 5). In other words, after the special specific game state has started, the high opening / closing mode will not end even if a small win is won once. Note that the small win condition for the special specific game state is met as long as the number of small wins is two or more.

[0043] 2-5-4) As mentioned above, if we express the normal game state and the special game state in terms of the probability of winning the lottery (the actual probability of winning the jackpot) and whether or not there is time reduction, then (a) Normal game state: Low probability, no time reduction (b) Specific game state: "High probability, time-saving" This means that...

[0044] In addition, if various specific game states are expressed by the probability of winning the lottery (actual probability of winning), the presence or absence of time reduction (number of time reductions), and the number of small wins that will end the high opening / closing mode, (b-1) First specific game state: "High probability, time-saving (70 times), 2 small wins" (b-2) Second specific game state: "High probability, time-saving (1000 times), 1 small win" (b-3) Special specific game state: "High probability, time-saving (1000 times), 2 small wins" This means that...

[0045] 2-6) Types of jackpots In this embodiment, the types of jackpots are a normal jackpot and a special jackpot. A normal jackpot is a jackpot that transitions to a normal game state after the end of a jackpot game (after the end of the last unit game that constitutes a jackpot game). A special jackpot is a jackpot that transitions to a special game state after the end of a jackpot game. Since a special game state (high probability, with time reduction) is a game state that is more advantageous to the player than a normal game state (low probability, no time reduction), in terms of the game state after the end of a jackpot game (excluding the number of rounds), it can be said that a special jackpot is more advantageous to the player than a normal jackpot.

[0046] There are three types of specific jackpots: a first specific jackpot, a second specific jackpot, and a special specific jackpot. A first specific jackpot is a jackpot that transitions to a first specific game state after the jackpot game ends. A second specific jackpot is a jackpot that transitions to a second specific game state after the jackpot game ends. A special specific jackpot is a jackpot that transitions to a special specific game state after the jackpot game ends. Of the specific game states, the special specific game state is the most advantageous game state (the special specific game state is the most advantageous game state of all game states), so in terms of the game state after the jackpot game ends (disregarding the number of rounds), the special specific jackpot is the most valuable of the specific jackpots.

[0047] In this embodiment, the normal jackpot is a 2-round (2R) or 10-round (10R) jackpot. The first specific jackpot, the second specific jackpot, and the special specific jackpot are all 10-round (10R) jackpots. Note that, except as specifically explained below, the number of rounds can be changed as appropriate.

[0048] 2-7) Game flow 2-7-1) "Number cut type" (first specific game state) and "loop type" (second specific game state) Below, we will explain the flow of play on the gaming machine 1 according to this embodiment, although some of the explanation will overlap with the above. The flow explained below is for the case where no abnormalities occur and the player plays as instructed (hitting left when he should hit left, and hitting right when he should hit right).

[0049] In the initial state after a predetermined reset operation (which can be performed by the gaming establishment (a gaming establishment staff member) and not by the player) is performed, the game is in a normal gaming state (the gaming state that is most disadvantageous to the player). In this embodiment, the RAM clear operation corresponds to the reset operation, and turning the power off / on is not a reset operation. However, it is also possible to configure the game so that turning the power off / on is the reset operation.

[0050] In the normal game mode, the player plays with a left-handed shot. When the gaming ball enters the first starting area 904a, first lottery information is acquired. If a small jackpot is won in the first win / lose lottery (special drawing 1 lottery) based on the first lottery information (first win / lose lottery information), a small jackpot game is executed, and a jackpot can be won by the gaming ball entering the bonus area 10 (winning a V) during the small jackpot game. The type of jackpot won through the first win / lose lottery is determined by referring to the jackpot allocation table for the first win / lose lottery. In this embodiment, jackpots won through the first win / lose lottery (jackpots won through the first win / lose lottery) are allocated as follows: 40% to a normal jackpot (2R), 10% to a first specific jackpot (10R), and 50% to a special specific jackpot (10R) (see FIG. 6(a)). In the case of a normal jackpot, the game state shifts to the normal game state after the jackpot game ends (see FIG. 4), and the player will play again in the normal game state, aiming to win a jackpot.

[0051] If a first specific jackpot is achieved, the game transitions to the first specific game state (see Figure 4). In the first specific game state, the player plays a right-hand shot. When the game ball enters the second starting area 904b, second lottery information is acquired. If a small jackpot is won in the second win / loss lottery (special chart 2 lottery) based on the second lottery information (second win / loss lottery information), a small jackpot game is executed, and the jackpot can be won by the game ball entering the bonus area 10 (V entry) during the small jackpot game. The first specific game state is a "high probability with time reduction (70 times)" state. Therefore, this is a state in which the player plays with the aim of winning the jackpot by winning (small jackpot) in the second win / loss lottery (70 times in a row) before the second win / loss lottery results in a loss 70 times in a row. In other words, if the second winning / losing lottery result is a loss 70 times in a row, the game will transition to the normal game state (however, first the game will transition to the remaining reserve chance state (details will be described later)), so in order to avoid transitioning to the normal game state, the game state is played with the aim of winning a jackpot before the second winning / losing lottery result is a loss 70 times in a row. This type of gameplay, in which a state in which it is easy to win a jackpot continues until a specified number of losses (70 times in this embodiment) occur in a row, is generally referred to as a "number-cut" or "ST" (hereinafter referred to as a "number-cut type").

[0052] The type of jackpot obtained through the second win / loss lottery (special chart 2 lottery) is determined based on the jackpot allocation table for the second win / loss lottery. Regarding the second win / loss lottery, the table referenced differs depending on whether the jackpot is in high-speed mode (with time reduction) or not (without time reduction) when the jackpot is obtained. In other words, the "jackpot allocation" differs depending on whether the jackpot is in the "time reduction" mode or the "no time reduction" mode when the jackpot is obtained. In addition, in this embodiment, the time when the game ball enters the bonus area 10 in a small win game, i.e., the time when the V win is made, is the "time when the jackpot is obtained" (the time when the jackpot is determined to be obtained). Therefore, the "jackpot allocation" differs depending on whether the V win is in the "time reduction" mode or the "no time reduction" mode (see FIG. 6(b)).

[0053] Since the first specific game state requires two small wins (see Figure 5), the high opening / closing mode (time-saving mode) does not end (the small win condition is not met) when the first small win (one small win) is won after the first specific game state is entered. Therefore, when a V win is made in the small win game executed after the first small win (when a jackpot is determined), the game is in a "time-saving mode." If no abnormalities occur and the player continuously fires game balls aiming at the bonus area 10 as instructed, a V win will almost certainly be made in the first small win game (no jackpot break will occur), and the type of jackpot won in the first specific game state is determined by referring to the "time-saving mode" table. Therefore, the distribution of jackpots won in the first specific game state is basically (unless a jackpot break occurs), with 95% being first specific jackpots (10R) and 5% being special specific jackpots (10R) (see Figure 6(b-1)).

[0054] If the second winning / losing lottery result is a losing result ("losing the time-saving win") for 70 consecutive times after the start of the first specific game state, the variable number condition is met, and the first specific game state ends and transitions to the normal game state. However, immediately after the end of the first specific game state, the second reserved information (special chart 2 reserved) remains in the storage means (hereinafter, the second reserved information remaining at the time the first specific game state ends may be referred to as the remaining reserved), so a "high probability" (1 / 47) second winning / losing lottery is executed for the remaining reserved information (hereinafter, the high probability lottery for the remaining reserved information is referred to as the "remaining reserved chance") (see Figure 4).

[0055] In this embodiment, in the 70th losing variation (final variation of time-saving) after the start of the first specific game state, before the variation ends, an effect (reserved storage instruction effect) (see Figure 7(a)) is executed to prompt the player to set the second reserved information to four (hereinafter, the state in which four second reserved information is stored may be referred to as "reserved full"). When the reserved information is full, an effect (reserved storage completion effect) (see Figure 7(b)) indicating this is executed. Note that if the reserved information is already full at the specified point in time of the final variation of time-saving, the reserved storage instruction effect may not be generated.

[0056] Since the reserved storage instruction effect described above is executed at the final time of the time-saving final change, normally, four pieces of second reserved information remain when the first specific game state ends. In other words, there is a right to four second lottery draws (high probability lotteries) with a winning probability of 1 / 47. This is the remaining reserved chance. In other words, when the remaining reserved chance is executed, strictly speaking, it is already normal game state, but because there are four opportunities for high probability lotteries remaining, an effect corresponding to the "remaining reserved chance" is executed to make it appear as if the state is still advantageous (not normal game state) until it ends.

[0057] The fluctuation effect (four fluctuation effects) executed during the remaining reservation chance is a special effect that is not executed when there is no remaining reservation chance. In this embodiment, a residual reservation chance effect called "XX chance" (see FIG. 8(a)) is executed. During the residual reservation chance, the result of the winning / losing lottery corresponding to the second reserved information (second winning / losing lottery information) that was acquired first is announced. In this embodiment, if the winning / losing lottery result is a winning (small winning), an effect is executed that leads to a success result (see FIG. 8(b) → (c-1)) indicating that the situation is favorable to the player, and if it is a losing, an effect is executed that leads to a failure result (see FIG. 8(b) → (c-2)) indicating that the situation is unfavorable to the player (note that a successful result includes a so-called reversal pattern in which a false initial failure is assumed and then reversed). If the result is a success, a small winning game is executed. If the result is a failure, the next fluctuation effect is started. If all four of the second lotteries (high probability lotteries) result in a loss, the remaining reserve chance ends and the machine transitions to a state where left-hand play is encouraged. In other words, the machine will go through the first lottery to aim for a jackpot.

[0058] Although details will be described later, the jackpot acquired by winning the second lottery during the remaining reservation chance will be either a normal jackpot or a second specific jackpot. In this embodiment, which jackpot has been won is notified by a battle effect (see FIG. 9) during the jackpot game, and the name of the jackpot (benefit) that collectively includes the normal jackpot and the second specific jackpot is called a "battle bonus." Therefore, during fluctuations in the remaining reservation chance, an effect is executed using an image representing the battle bonus benefit (hereinafter referred to as a "benefit image"). Specifically, in each fluctuation, a benefit image is displayed at a stage where it is not clear whether the outcome will be a success or failure (see FIG. 8(b)). In this way, the player can know in advance that if the effect is successful, the player will acquire the benefit represented by the benefit image (the effect becomes easier to understand). If the result is successful, an image indicating that a favorable situation has been reached (in this embodiment, the word "SUCCESS") is displayed together with the bonus image that was displayed in the previous stage (stage of FIG. 8(b)) (see FIG. 8(c-1)), making it easy to understand that the bonus has been obtained. On the other hand, if the result is unsuccessful, an image indicating that a disappointing situation has been reached (in this embodiment, the word "FAIL") is displayed together with the bonus image that was displayed in the previous stage (stage of FIG. 8(b)) is not displayed (see FIG. 8(c-2)), making it easy to understand that the bonus has not been obtained.

[0059] If a player wins a small jackpot in the second lottery for the remaining reserve chance, a small jackpot game will be played (see Figure 9(a)). A jackpot can be won by winning a V in the small jackpot game. Here, the state in which the remaining reserve chance is played is a state in which the high opening / closing mode has already ended and there is no time reduction, and therefore, when the V wins, i.e., the point at which the jackpot is won, there is also no time reduction. Therefore, the type of jackpot won through the second lottery for the remaining reserve chance is determined by referring to the "no time reduction" table. In other words, the distribution of jackpots won through the remaining reserve chance is as follows: 79% are second specific jackpots (10R) and 21% are regular jackpots (10R) (see Figure 6(b-2)). When a player wins a second specific jackpot, the game transitions to the second specific game state after the jackpot game ends (see Figure 4). When a player wins a regular jackpot, the game transitions to the regular game state after the jackpot game ends (see Figure 4).

[0060] In this embodiment, whether a second specific jackpot or a normal jackpot has been won is announced during the jackpot game after the V win. In this embodiment, which jackpot has been won is announced by a battle effect (see FIG. 9(b)). The battle effect leads to a winning ending (an ending advantageous to the player) in which the player's character wins (see FIG. 9(c-1)) or a losing ending (an ending disadvantageous to the player) (see FIG. 9(c-2)). (Note that a winning ending includes a so-called reversal pattern in which a player appears to have lost but then reverses the result.) If the jackpot won is a second specific jackpot, the winning ending is reached, and if it is a normal jackpot, the losing ending is reached. If the winning ending is reached, the second specific game state will begin after the jackpot game ends. On the other hand, if the losing ending is reached, the game will transition to the normal game state after the jackpot game ends.

[0061] In addition, if a player wins a small jackpot in the first to third second win / loss lotteries of the four remaining reserve chances and wins a regular jackpot, a second win / loss lottery for the remaining second reserve information (any of the first to third win / loss lotteries) will be held after the regular jackpot (see (A) below in Figure 9(c-2)). For example, suppose a player wins the third second win / loss lottery from the start of the remaining reserve chance and wins a regular jackpot. In that case, after the regular jackpot game ends, a second win / loss lottery for the remaining second reserve information will be held. If the player wins the second win / loss lottery again and wins a second specific jackpot, the game will transition to the second specific game state after the jackpot game ends. In other words, the remaining reserve chance ends either when a second specific jackpot is won or when the fourth second win / loss lottery from the start of the remaining reserve chance ends. Therefore, even if a player wins a regular jackpot in the first to third second win / loss lotteries, the game may transition to the second specific game state after the remaining reserve chance if the player wins a second specific jackpot in the remaining second win / loss lottery.

[0062] If the fourth second lottery from the start of the remaining reservation chance ends in a loss, or if the jackpot obtained after that is a regular jackpot even if it is a win, the state will shift to one where left-hand play is encouraged. In other words, the state will shift to one where the aim is to win the jackpot after the first lottery.

[0063] If a second specific jackpot is won during the remaining reserve chance, the game will transition to the second specific gaming state (see Figure 4). In the second specific gaming state, the number of time-saving cycles is 1000, and it is virtually guaranteed that the next jackpot will be won before the high opening / closing mode ends. Therefore, in the second specific gaming state, the losing variations are rapidly consumed until a small jackpot is won. Then, after winning a small jackpot in the second winning / losing lottery, the jackpot can be won.

[0064] Here, the second specific game state (unlike the first specific game state) requires a single small win (see Figure 5), and therefore the high opening / closing mode (time-saving mode) ends upon the first (first) small win after the second specific game state begins. Therefore, when a V win is achieved in the small win game (when a jackpot is determined) following the first small win, the game is in a "no time-saving" state. If no abnormalities occur and the player continuously fires game balls aiming at the bonus area 10 as instructed, a V win will almost certainly occur in the first small win game (no jackpot break). Therefore, the type of jackpot won in the second specific game state is determined by referring to the "no time-saving" table. Therefore, the distribution of jackpots won in the first specific game state is basically (if a jackpot break does not occur), with 79% of the jackpots being second specific jackpots (10R) and 21% being regular jackpots (10R) (see Figure 6(b-2)). This distribution is the same as the distribution of the jackpot won during the remaining reserve chance.

[0065] In this way, the second specific gaming state is a state in which the next jackpot is virtually guaranteed, and if that jackpot becomes a second specific jackpot with a 79% probability, the game will transition back to the second specific gaming state. In other words, once the game transitions to the second specific gaming state, the advantageous gaming state (high probability and high opening / closing mode) that is guaranteed to continue until the next jackpot will loop with a predetermined probability, resulting in a "loop type" game.

[0066] If a normal jackpot is won in the second specific gaming state, the game transitions to the normal gaming state after the jackpot game ends. In this embodiment, the game transitions to the "remaining reservation chance" even after the normal jackpot game won in the second specific gaming state ends. In order to transition to such a remaining reservation chance, the game must be in a state where four second reservation information items are stored (reservation full state) at the end of the second specific gaming state. Therefore, in this embodiment, the following control is performed in the second specific gaming state.

[0067] As described above, the second specific gaming state is a state in which the next big win is virtually guaranteed, and therefore, a loss variation in which the second win / loss lottery result is a loss is rapidly consumed. Then, in a win variation in which the win / loss lottery result is a win (small win), an effect to accumulate reserves (reserve storage instruction effect) is executed (reserve storage instruction effect is not executed in a loss variation) (see FIG. 10(a)). In other words, unlike a loss variation, a win variation has a relatively long fluctuation time, ensuring sufficient time for the second reserve information to be filled up. After the reserve storage instruction effect, an effect indicating that the reserve is full (reserve storage completion effect) is executed when the reserve becomes full (see FIG. 10(b)). Note that these reserve storage instruction effect and reserve storage completion effect may be the same as or different from those executed in the final time-saving variation of the first specific gaming state described above. After that, it is announced that the win / loss lottery result is a win (small win) (see FIG. 10(c)). At this point, the player is not clearly informed whether the jackpot to be won is a second specific jackpot or a normal jackpot. In other words, the reserved storage instruction effect described above will be executed in a variable win state regardless of whether the jackpot to be won in the future is a second specific jackpot or a normal jackpot. Furthermore, in the jackpot game after the V win, whether the jackpot won is a second specific jackpot or a normal jackpot will be announced in the battle effect, so in this embodiment, the name "Battle Bonus" is displayed (see FIG. 10(c)). In other words, the name "Battle Bonus" indicates that the jackpot won after the V win will be either a normal jackpot or a second specific jackpot.

[0068] The subsequent process is the same as when a small win is won in the remaining reserve chance. That is, in the small win game, an instruction is given to aim the game ball at the bonus area 10 and shoot it (see FIG. 9(a)). When a V is entered, a big win is won and the big win game starts. During the big win game, a battle effect (see FIGS. 9(b), (c-1), (c-2)) is performed to inform the player whether the won big win is a second special big win or a normal big win.

[0069] As mentioned above, the reserve storage instruction effect is executed during the winning variation in the second specific game state, so the reserve should already be full when the winning variation ends. Therefore, even if the jackpot obtained is a normal jackpot (the battle effect during the jackpot game ends in a loss) and the game transitions to the normal game state, the player is entitled to four second lottery draws (a remaining reserve chance occurs) (see (b) below in Figure 9(c-2)).

[0070] In addition, a case may occur in which the jackpot obtained is determined to be a second specific jackpot due to a winning variation. In such a case, after the second specific jackpot game ends, the game will transition to the second specific game state again (it will not transition to the remaining reserve chance), so the reserved storage instruction effect may not be executed due to a winning variation.

[0071] The remaining reservation chance is the same as that executed after the first specific game state (after the time reduction ends) described above, so the explanation will be omitted. The remaining reservation chance executed after the first specific game state and the remaining reservation chance executed after the second specific game state may be made different in effect (the form of the effect that notifies the winning / losing lottery result, the effect name, etc.).

[0072] As described above, the gaming machine 1 according to this embodiment has a "number-limiting type" (ST type) gameplay in the first specific gaming state, in which the aim is to win a jackpot before a specified number of consecutive wins (70 in this embodiment) result in a loss, and a "loop type" gameplay in the second specific gaming state, in which the aim is for the next jackpot, which is virtually guaranteed to be won, to be a second specific jackpot (not a normal jackpot). In other words, it is a novel feature that allows players to experience both the "number-limiting type" (ST type) gameplay and the "loop type" gameplay in the same gaming machine (one model).

[0073] Furthermore, in this embodiment, there is no possibility of transitioning from the normal gaming state (excluding the remaining reservation chance) to the second specific gaming state (the second specific jackpot cannot be won in the normal gaming state (excluding the remaining reservation chance)), and the condition for transitioning to the second specific gaming state is to win the second specific jackpot at the remaining reservation chance after the first specific gaming state has ended. Therefore, a player who starts playing from the normal gaming state (excluding the remaining reservation chance) first aims to transition to the first specific gaming state, and when the first specific gaming state has ended, aims to win the right to transition to the second specific gaming state at the remaining reservation chance.

[0074] In particular, in this embodiment, the probability of winning a small jackpot and acquiring a first specific jackpot before the first specific gaming state ends due to a variable number condition (the time-saving feature ends) is approximately 78%, while the probability of winning a second specific jackpot in the second specific gaming state is approximately 79%. In other words, the so-called continuation rate is higher in the second specific gaming state than in the first specific gaming state. Therefore, it can be said that the second specific gaming state, which is relatively difficult to transition to, is a more valuable state than the first specific gaming state, which is relatively easy to transition to. On the other hand, it can be said that this is an interesting game feature in that winning a jackpot during a remaining reserved chance after the end of the first specific gaming state is the condition for transitioning to the second specific gaming state, which is a more advantageous gaming state.

[0075] 2-7-2) Special specific jackpot (special specific game state) A special specific jackpot can be won by winning the first lottery in the normal game mode (excluding the remaining reserved chance) and by winning the second lottery in the first specific game mode, and all of these jackpots have 10 rounds (see Figures 4 and 6). Therefore, in one special specific jackpot game, if you hit the right button continuously to a certain extent so that the winning conditions are met before the time condition is met in each unit game, you will receive a minimum of 15 x 10 x 10 (number of prize balls x count x number of rounds) = 1,500 prize balls. In the following explanation, the term "minimum number of prize balls" refers to the case where you hit the right button continuously to a certain extent so that the winning conditions are met before the time condition is met in each unit game (if a prize of the count number is won in each unit game).

[0076] The special specific game state that transitions after the special specific jackpot game ends has a time-saving count of 1000, and is a state in which it is virtually guaranteed that the next jackpot will be won before the high opening / closing mode ends. In other words, it is the same as the second specific game state in that the next jackpot is virtually guaranteed. Because the next jackpot is virtually guaranteed in this way, in the special specific game state, the loss fluctuations end quickly until a small jackpot is won. And, as with other game states, a jackpot can be won by winning a small jackpot.

[0077] Here, the special specific game state (unlike the second specific game state) has a small win condition of two (see Figure 5). Therefore, the first small win (one small win) after the first specific game state begins does not end the high opening / closing mode (time-saving mode) (the small win condition is not met). Therefore, when a V win is made in the small win game executed after the first small win (when a jackpot is determined), the state is "with time-saving mode." If no abnormalities occur and the player continuously fires game balls aiming at the bonus area 10 as instructed, a V win will almost certainly be made in the first small win game (a jackpot will not occur), and therefore the type of jackpot won in the special specific game state is determined by referring to the "with time-saving mode" table. Therefore, the distribution of jackpots obtained in the special specific game state will basically (unless a puncture occurs) be 95% first specific jackpot (10R) and 5% special specific jackpot (10R) (see Figure 6 (b-1)).

[0078] In other words, the second specific game state and the special specific game state share the commonality of virtually guaranteeing the next jackpot before the high-speed opening / closing mode ends. However, because the small jackpot condition in the second specific game state is one small jackpot, while the small jackpot condition in the special specific game state is two small jackpots, the reference table (jackpot allocation) for the jackpot is different: the former has no time reduction (see Figure 6(b-2)), while the latter has time reduction (see Figure 6(b-1)). One major difference is that the former has the potential for a normal jackpot, while the latter does not. From the player's perspective, the second specific game state carries the risk of transitioning to the normal game state after a jackpot game ends, while the special specific game state does not transition to the normal game state after a jackpot game ends (it transitions to either the first specific game state or the special specific game state).

[0079] In addition, the first specific jackpot and special specific jackpot that can be won in the special specific game state are both 10 rounds. In other words, even if you win a jackpot in the special specific game state, you will get a minimum of 15 x 10 x 10 (number of prize balls x count x number of rounds) = 1500 prize balls.

[0080] 3) Specific production 3-1) Profit figures for the target bonus (special specific jackpot) The gaming machine 1 according to this embodiment is capable of executing a specific effect as an effect constituting a variation effect. The specific effect will be explained below. In this embodiment, the specific effect may occur during variation effect in the normal gaming state. However, as will be described in detail later, since the specific effect can be executed when a special specific jackpot is won, it may also be possible for the specific effect to occur during variation effect in other gaming states (for example, the first specific gaming state) as long as the gaming state is one in which the special specific jackpot can be won.

[0081] The three types of jackpots that can be won in normal game mode (jackpots that can be won after the first win / lose lottery) are the normal jackpot (2R), the first specific jackpot (10R), and the special specific jackpot (10R) (see Figures 4 and 6(a)). If these jackpots are considered "benefits" awarded to players, if the first win / lose lottery is a win in normal game mode, the player will be able to win one of the three types of benefits. Of these three types of benefits, the special specific jackpot (10R) is the target benefit, and benefits other than the target benefit, i.e., the normal jackpot (2R) and the first specific jackpot (10R), are considered non-target benefits. The specific effects, which will be described in detail later, may occur in win variations that result in the target benefit being awarded, but will not occur in win variations that result in the non-target benefit being awarded.

[0082] The special specific jackpot (10R), which is the target benefit, has a profit value of "3000" set based on the profit that will be brought by winning the target benefit. The basis for this "3000" is as follows. Because the special specific jackpot is a 10-round jackpot, the minimum number of prize balls that can be obtained in that jackpot game is 1500 (15 x 10 x 10 (number of prize balls x count x number of rounds) = 1500). In other words, the minimum number of prize balls that can be obtained in the special specific jackpot itself (in one special specific jackpot game), which is the target benefit, is 1500.

[0083] After the special specific jackpot game ends, the game transitions to a special specific game state. This special specific game state is a state in which it is virtually guaranteed that the next jackpot will be won without transitioning to the normal game state (a state in which consecutive jackpots are virtually guaranteed). The jackpot won in this special specific game state is allocated to either a first specific jackpot (10R) or a special specific jackpot (10R), both of which are 10 rounds. In other words, the special specific game state is a state in which it is virtually guaranteed that a 10-round jackpot will be won. The minimum number of prize balls that can be won in a 10-round jackpot won in the special specific game state is also 1500 (15 x 10 x 10 (number of prize balls x count x number of rounds) = 1500).

[0084] In light of these facts, the profit (number of prize balls) brought about by winning the special specified jackpot (10R), which is the target benefit, is 3000 balls, which is the sum of 1500 balls for the special specified jackpot itself and 1500 balls for the jackpot obtained by transitioning to the special specified gaming state. If we take the start of the special specified gaming state as the base point and define the benefit obtained immediately before the start as the "earlier benefit" (this earlier benefit is the target benefit), and the benefit obtained immediately after the start as the "later benefit," then the profit brought about by the special specified jackpot, which is the target benefit, is determined based on the sum of the profit obtained from the "earlier benefit" itself, which is the target benefit, and the profit obtained from the "later benefit" itself, which is obtained by winning the lottery result in the special specified gaming state.

[0085] If we were to hypothetically define a profit figure for non-eligible bonuses based on the above perspective, the profit figure would be "300" for a regular jackpot and "1500" for a first specific jackpot. Since a regular jackpot is a single jackpot that transitions to the regular game mode after the regular jackpot (a jackpot in the specific game mode is not guaranteed), the profit figure would be "300" (15 x 10 x 2 (number of prize balls x count x number of rounds) = 300), which is the minimum number of prize balls that can be obtained from a regular jackpot. After the first specific jackpot, the game transitions to the first specific game mode, which has 70 time-saving rounds, so it is not guaranteed that the second lottery will be won (a jackpot will be obtained) before the transition to the regular game mode. In other words, since a jackpot in the first specific game mode is not guaranteed, the profit figure would be "1500" (15 x 10 x 10 (number of prize balls x count x number of rounds) = 1500), which is the minimum number of prize balls that can be obtained from a first specific jackpot.

[0086] Furthermore, the subsequent bonus acquired in the special specific gaming state is either a first specific jackpot or a special specific jackpot. In other words, after acquiring the subsequent bonus, the game transitions back to the specific gaming state (first specific gaming state or special specific gaming state) and does not transition back to the normal gaming state (the consecutive game does not end). That is, the acquisition of the special specific jackpot, which is the target bonus, requires a minimum of 3,000 winning balls, after which the specific gaming state resumes (the consecutive game continues). This is what distinguishes it from a second specific jackpot. The second specific jackpot is similar to a special specific jackpot in that it requires a minimum of 3,000 winning balls, consisting of the 1,500 winning balls from the second specific jackpot itself and the 1,500 winning balls from the jackpot virtually guaranteed to be acquired in the second specific gaming state. However, it differs from a special specific jackpot in that a jackpot acquired in the second specific gaming state may be a normal jackpot (see Figures 4 and 6(b-2)). In other words, there is a possibility that the winning streak will end after obtaining the minimum number of winning balls, 3,000. The acquisition of the special special jackpot, which is the target benefit, can be said to be a premium jackpot (the highest jackpot) that is different from the second special jackpot in that it is "3,000 balls + high probability state continuation."

[0087] In this embodiment, the name (award name 50) of the special specific jackpot (target award) includes the above-mentioned profit value. Specifically, the award name 50 includes a main name section 51 and a profit section 52 representing the profit value. The main name section 51 effectively represents the name of the target award (since it is a non-numeric part, this part can be said to be the effective "title" of the target award), and in this embodiment, the main name section 51 is "Special Bonus." Note that none of the other jackpots (non-target awards) include the name "Special Bonus." In other words, the main name section 51 "Special Bonus" alone can distinguish the other jackpots (non-target awards). Adding the profit section 52 representing the profit value "3000" to this gives "Special Bonus 3000," which is the award name 50 of the target award. Therefore, players who have already experienced a special specific jackpot are likely to recognize the special specific jackpot as including the number "3000."

[0088] Here, in this embodiment, a display device (hereinafter referred to as a sub-display device 92) separate from the main display device 91 (the display device on which the decorative pattern 80 is displayed) is provided (see FIG. 11(a)). The sub-display device 92 in this embodiment is a transmissive display device provided in front of the display device 91 (display area 911). In this embodiment, an illumination panel (light guide plate) is used as the sub-display device 92. The non-display portion of the sub-display device 92 on which no image is displayed is transparent, and the image displayed on the display device 91 (display area 911) can be seen through this non-display portion. In this embodiment, the image displayed on the sub-display device 92 is also translucent, so that the image displayed on the display device 91 (display area 911) can be seen through this image. Note that, instead of a transmissive display device that displays a predetermined image (the number of images that can be displayed is fixed and finite) like such an illumination panel, a transmissive display device that can display an infinite number of images, such as a transmissive liquid crystal display device (see, for example, JP 2022-021711 A), may be used as the sub-display device 92. 11, and is omitted from the other drawings. The image (profit section 52) displayed on the sub-display device 92 is also shown by a dotted line.

[0089] In this embodiment, when a small prize that can be awarded as a special specific jackpot is won, an image including the characters "SPECIAL BONUS" in the main name section 51 is first displayed on the display device 91 (display area 911) (see FIG. 11(b-1)). Thereafter, when the game ball enters the bonus area (a V prize is awarded) during a small prize game, an image including the characters "3000" in the profit section 52 is displayed on the sub-display device 92 (see FIG. 11(b-2)). In other words, a "time difference" is set between the timing at which the main name section 51 is displayed and the timing at which the profit section 52 is displayed. Note that, unlike this embodiment, a configuration may be adopted in which the "time difference" is set without executing control triggered by a V prize. In other words, after the main name section 51 is displayed on the display device 91 (display area 911), the profit section 52 may be displayed on the sub-display device 92 after a certain time has elapsed.

[0090] In this embodiment, the main name section 51 (special bonus) and the benefit section 52 (3000) are displayed so that at least a portion of them overlap in the front-to-back direction (see FIG. 11(b-2)). As described above, since the sub-display device 92 is a transparent display device, even if the characters "special bonus" and "3000" overlap, it is possible to understand that the characters "special bonus" are displayed after the characters "3000". However, unlike this embodiment, the two may be displayed so that they do not overlap at all.

[0091] As described above, in this embodiment, the main name section 51 and the profit section 52 (profit numerical value) that make up the profit name 50 of the target prize (special specific jackpot) are displayed on different display devices (the display device 91 and the sub-display device 92). By doing so, the profit numerical value "3000" of the target prize is emphasized. Note that, contrary to this embodiment, the main name section 51 may be displayed on the sub-display device 92 and the profit section 52 on the display device 91 (display area 911). However, since the image displayed on the sub-display device 92, which is located in the foreground, appears to "float" to the player, if it is desired to emphasize the profit numerical value, it is preferable to display the profit section 52 on the sub-display device 92 as in this embodiment.

[0092] Furthermore, in this embodiment, the profit section 52 is displayed after the main name section 51 is displayed (there is a "time lag" in the display timing), so the profit section 52 (profit numerical value) that is displayed later is more emphasized. In particular, in this embodiment, the profit section 52 (profit numerical value) is displayed when a V win is triggered. In other words, the profit numerical value of "3000" is displayed only after the acquisition of the target benefit is confirmed, so there is no chance of a situation occurring where the profit numerical value is displayed but the player is unable to obtain the profit (minimum number of prize balls) equivalent to that profit numerical value. Furthermore, it is possible to clearly show that a V win is the trigger that brings about the profit equivalent to the profit numerical value.

[0093] However, unlike this embodiment, it is not denied that the timing at which the main name section 51 is displayed and the timing at which the profit section 52 (profit numerical value) is displayed may be set to coincide with each other.

[0094] As described above, the sub-display device 92 according to this embodiment is a transmissive display device that overlaps the main display device 91 in front of it. However, the sub-display device 92 may also be configured as follows. As shown in FIG. 11(c), the sub-display device 92 may be a separate display device (which does not have to be a transmissive display device) that is arranged so as not to overlap the display device 91 (display area 911) in a front view. Furthermore, the sub-display device 92 may be any device that can display a predetermined fixed value ("3000" in this embodiment). For example, as shown in FIG. 11(d), a light-emitting device having a light-transmitting member 95 on which the number "3000" is drawn (printed) and a light-emitting element 96 (such as an LED) disposed behind the member may be used as the sub-display device 92. The state in which the light-emitting element of the light-emitting device is illuminated corresponds to the state in which the information unit 52 is displayed (the state in which the light-emitting element is turned off corresponds to the state in which the information unit 52 is not displayed).

[0095] In this embodiment, the special specific jackpot is the target award, but other jackpots may be used as the target award and the award name 50 may be displayed as described above. For example, when displaying the award name 50 for the first specific jackpot (profit value "1500"), the main name of the first specific jackpot (XX bonus) and the profit section 52 (1500) showing the profit value may be displayed on different display devices.

[0096] In this embodiment, the profit section 52 represents a profit value. However, in addition to or instead of the profit value, the profit section 52 may include an element representing another profit provided by the target benefit. When the target benefit, a special specific jackpot, is obtained, the minimum number of prize balls combined from the above-described first and subsequent benefits is "3000." After the subsequent benefit (first specific jackpot or special specific jackpot) ends, the game enters a specific game state (first specific game state or special specific game state) (it does not enter the normal game state). The profit section 52 may represent the player's profit of entering the specific game state after obtaining the minimum number of prize balls. For example, given that the specific game state is named "XX RUSH" (the name is used to differentiate it from the normal game state), the characters "3000&RUSH" may be displayed as the profit section 52 (see FIG. 11(e)). Although not shown, the characters "RUSH" without the profit value may be displayed as the profit section 52.

[0097] 3-2) Contents of specific effects using profit figures The special effect occurs as a type of reach effect that shows the player the result of the first win / lose lottery depending on the outcome, and is roughly divided into a first half before the outcome is revealed and a second half after the outcome is revealed. In the first half, a special image 20 is displayed. The special image 20 is an image containing the profit value "3000" of the special special jackpot, which is the target benefit. In this embodiment, a special image 20 containing the words "XX Challenge 3000" is displayed (see FIG. 12(a)). Note that the special image 20 is not a decorative pattern 80. Furthermore, the special image 20 is an image that is not displayed when the special effect is not being executed. In this embodiment, the special image 20 is displayed during the initial period, including the start of the special effect. Therefore, it can be said that "XX Challenge 3000" is recognized by the player as the title (name) of the effect that is about to begin.

[0098] The specific effect will result in a favorable outcome (see Figure 12(c-1)) if the result of the first win / lose lottery corresponding to the effect during the variation in which the specific effect is executed is a win (small win), and will result in an unfavorable outcome (see Figure 12(c-2)) if it is a loss. In other words, a specific effect that results in a favorable outcome will only occur with a win variation, and a specific effect that results in an unfavorable outcome will only occur with a loss variation. The specific forms of the favorable outcome and the unfavorable outcome may be any. An effect for a favorable outcome will be displayed when an image indicating that a favorable situation has been reached for the player is displayed, and an effect for an unfavorable outcome will be displayed when an image indicating that a situation has been reached for the player is unfavorable. Note that a favorable outcome includes a so-called reversal pattern effect in which an unfavorable outcome appears to have been reached but is then reversed. In this embodiment, the player is prompted to operate the operating means 60 (push button; see FIG. 1) during the valid operation period (see FIG. 12(b)), and the transition to the second half (the outcome is revealed) is triggered by the detection of an operation (single operation) of the operating means 60 (if no operation is performed during the valid operation period, the transition to the second half is triggered by the end of the valid operation period). Note that the transition to the second half may be automatic (not due to the player's actions) rather than triggered by the operation of the operating means 60.

[0099] If the result of the first lottery is a win and a win variation occurs in which the special presentation leads to a favorable outcome, the jackpot won by winning a V in the small win game after the win variation is set to be a special special jackpot (target benefit). In other words, the jackpot won after a win variation in which the special presentation leads to a favorable outcome will not be a regular jackpot or a first special jackpot (non-target benefit). As mentioned above, the special presentation displays a special image 20 containing the profit value "3000" of the special special jackpot, which is the target benefit. If the result is a win (if a favorable outcome is reached), this presentation suggests to the player that the jackpot won will be a special special jackpot even before the outcome is reached.

[0100] In particular, one feature of the special specific jackpot in this embodiment is that the next jackpot is guaranteed by transitioning to a special specific game state after the jackpot game ends, and the profit figure contained in the specific image 20 is the sum of the minimum number of prize balls obtained by the previous benefit (target benefit) which is the special specific jackpot itself and the minimum number of prize balls obtained by the subsequent benefit (first specific jackpot (10R) or special specific jackpot (10R)) which is virtually guaranteed to be obtained in the special specific game state, so it can be made into a specific presentation that reflects the above feature of the special specific jackpot.

[0101] Furthermore, in this embodiment, when a winning combination using the "7" decorative pattern 80 (three "7" decorative patterns 80) is displayed and a winning lottery result is announced as a winning combination, the jackpot obtained through the winning combination is a special specific jackpot. As described above, the specific effect is a type of so-called "reach" effect, and in the first half of the specific effect (before the outcome is revealed), the "reach" state using the "7" decorative pattern 80 is established (a state in which the "7" decorative pattern 80 is selected from two of the three decorative pattern groups 80g) (see FIGS. 12(a) and 12(b)). In this way, a player who knows the rule that "a winning combination using the "7" decorative pattern 80 = a special specific jackpot" can sense that the specific effect suggests that a special specific jackpot will be obtained. If a favorable outcome is reached, a winning combination using the "7" decorative pattern 80 (see FIG. 12(c-1)) is displayed, and if an unfavorable outcome is reached, a reaching-miss combination (see FIG. 12(c-2)) is displayed. However, unlike this embodiment, it is not denied that the specific effect may be executed in a state where a reaching-miss combination using decorative patterns 80 other than "7" is achieved. Even if a rule is set that a "winning combination using the "7" decorative pattern 80 = special specific jackpot," it is sufficient to perform a so-called re-variation effect after a successful outcome so that a winning combination using the "7" decorative pattern 80 is finally displayed. Furthermore, in the first half of the specific effect, a "reaching-miss" state may be achieved (a state in which the three decorative pattern groups 80g are varying).

[0102] Below, we will explain specific examples in which the above-mentioned specific effects have been improved, modified, or embodied. Note that, to the extent possible, multiple items described using each of the following specific examples may be applied to the configuration.

[0103] ○Specific example 1-1 It has been explained that the above profit figures are determined based on the minimum number of winning balls that can be obtained by a jackpot game (benefit), but they can also be determined using other concepts as long as they are determined based on the profit that a jackpot game (benefit) brings.

[0104] As an example, a profit value may be set based on the number of rounds. The acquisition of the special specific jackpot, which is the target bonus, guarantees the execution of jackpot games for "20" rounds, which is the sum of the 10 rounds of the special specific jackpot (earlier bonus) itself and the 10 rounds of the first specific jackpot or special specific jackpot (later bonus) that is virtually guaranteed to be acquired in the special specific game state. Therefore, "20" is set as the profit value. In other words, the special image 20 displayed in the special effect includes the numerical value "20" (see Figure 13(a)).

[0105] As another example, a profit value can be determined based on the number of game balls (net increase) that increases when one game ball enters the large prize area. Assuming the number of prize balls is 15 as in the above embodiment, the number of game balls (net increase) that increases when one game ball enters the large prize area is 14. Therefore, in a single 10-round jackpot game (C=10), assuming no over-winning, the maximum increase in the number of balls held is 14 × 10 × 10 (net increase × count × number of rounds) = 1,400. When a special specific jackpot, which is the target special jackpot, is won, the sum of the 1,400 balls from the special specific jackpot (first special jackpot) itself and the 1,400 balls from the first specific jackpot or special specific jackpot (later special jackpot) that is virtually guaranteed to be won in the special specific game state is 2,800. Therefore, the profit value is set to 2,800. That is, the specific image 20 displayed in the specific effect includes the numerical value "2800" (see FIG. 13(b)).

[0106] ○Specific example 1-2 The specific image 20 includes not only the profit value but also an element representing the game state after the jackpot game ends. As described above, when a special specific jackpot, which is the target bonus, is acquired, the game transitions to a special specific game state after the special specific jackpot game (first bonus) ends, and then transitions to a specific game state (first specific game state or special specific game state) after the jackpot game acquired in the special specific game state (first specific jackpot game or special specific jackpot game; later bonus) ends. In other words, after acquiring the minimum number of prize balls, "3000," the game does not transition to the normal game state but instead transitions back to the specific game state, which is the "high probability / high opening / closing mode." Based on this, the specific image 20 includes not only the profit value but also an element representing the specific game state (game state element).

[0107] As the element representing the specific game state, it is preferable to use the characters actually used as the name of the specific game state (for example, the name displayed at the start of the specific game state). For example, if the first specific game state to which a player can move after a later bonus is named "XX RUSH" (see FIG. 14(a-1)), and the special specific game state is named "SUPER XX RUSH" (see FIG. 14(a-2)) (assuming the specific game state to which a player moves after a later bonus is named "RUSH"), then the specific image 20 should include the characters "3000&RUSH" (see FIG. 14(b)). In this way, the specific image 20 functions to suggest that the player will obtain the profit represented by the profit value and that the subsequent game state will become "RUSH" before the conclusion is reached (before it is known whether the bonus can be obtained).

[0108] ○Example 1-3 While the specific effects in the above embodiment were described as those in which a special specific jackpot was the target bonus, specific effects in which other jackpots were the target bonus may also be generated. For example, specific effects in which a first specific jackpot was the target bonus may also be generated (see FIG. 15). As described above, the first specific jackpot is a 10-round jackpot, but since the game state after the jackpot game ends is the first specific game state (a state in which the game does not transition to the normal game state and the acquisition of the next jackpot is not actually guaranteed), the profit value of the first specific jackpot (the minimum number of prize balls that can be obtained from the first specific jackpot itself) is set to "1500." Based on this, a specific effect in which a specific image 20 (see FIG. 15(a)) containing "1500" is displayed is generated, and the jackpot obtained through the winning fluctuation in which the specific effect results in a favorable outcome (see FIG. 15(c-1)) is set to be the first specific jackpot.

[0109] In the above embodiment, the special effect is a special image 20 containing a profit value (3000) based on two jackpot games. In contrast, a special effect may be executed in which a special image 20 containing a profit value (1500) based on one jackpot game is displayed, as in this example.

[0110] In addition, if the special effect is set to a special effect that does not have the highest value to the player (the highest profit (number of winning balls) obtained thereafter) as the target special effect, as in this example, the special effect may be set to a special effect that is not limited to the target special effect and may be set to a special effect equal to or greater than the target special effect. In accordance with the above embodiment, the jackpots (special effects) that can be obtained through the first lottery in the normal game mode (excluding the remaining reserve chance) in which the special effect can occur are the normal jackpot, the first special jackpot, and the special special jackpot, with the special special jackpot being the most valuable special effect, and the first special jackpot being the second most valuable of the three. Based on this, the jackpot that can be obtained when the special effect in which the special image 20 including "1500" is displayed ends in a special effect may be set to a special special jackpot or higher, i.e., either the first special jackpot or a special special jackpot that is more valuable than the first special jackpot (there is a possibility of a special special jackpot).

[0111] Furthermore, if the configuration is such that the rule that "winning combination with the decorative pattern 80 of "7" = special specific jackpot" is set as in the above embodiment, when a reach is achieved in a specific performance in which the first specific jackpot (a jackpot that is not a special specific jackpot) as in this example is the target benefit, it is necessary to make it so that a reach is achieved with a decorative pattern 80 other than "7" (a decorative pattern 80 other than the decorative pattern 80 that indicates that a special specific jackpot will be confirmed when a winning combination is formed) (see Figures 15(a) and (b)).

[0112] ○Example 1-4 As the special effects, a first special effect and a second special effect may occur. One of the multiple types of benefits (jackpots) that can be obtained by winning the lottery is designated as the first target benefit, and a benefit different from the first target benefit is designated as the second target benefit. For example, a special effect (first special effect) (see FIG. 15) in which the first specific jackpot described in Specific Example 1-4 above is designated as the target benefit (first target benefit) and a special effect (second special effect) (see FIG. 12) in which the special specific jackpot described in the above embodiment is designated as the target benefit (second target benefit) may occur. The second target benefit (special specific jackpot) can be said to bring about a greater benefit when obtained than the first target benefit (first specific jackpot). In the first special effect, a special image 20 (first specific image 21) (see FIG. 15(a)) containing the benefit value "1500" of the first specific jackpot, which is the first target benefit, is displayed before the outcome is revealed. In the second specific performance, a specific image 20 (second specific image 22) (see Figure 12(a)) containing the profit number "3000" of the special specific jackpot, which is the second target benefit, is displayed before the outcome is revealed.

[0113] In this example, the difference between the first specific image 21 and the second specific image 22 may be only the profit numerical value portion, with the other characters being the same. For example, the first specific image 21 may include the characters "XX Challenge 1500" (see FIG. 15(a)), and the second specific image 22 may include the characters "XX Challenge 3000" (see FIG. 12(a)) (the "XX Challenge" portion is the same). By doing so, the difference in the profit numerical value (number) portion becomes more prominent, and the difference between the first specific effect and the second specific effect becomes clearer.

[0114] As explained in specific example 1-3, if a specific effect (first specific effect) in which a first specific jackpot that is not the jackpot with the highest value that can be obtained is set as the target benefit (first target benefit) results in a favorable outcome, the configuration may be such that a ``first specific jackpot'' is confirmed, or that a ``first specific jackpot or higher'' (which may also be a special specific jackpot) is confirmed.

[0115] ○Example 1-5 When a specific effect reaches a favorable ending, a predetermined image (hereinafter referred to as the favorable ending image 25) is displayed. The favorable ending image 25 includes a profit value (see FIG. 16). Reaching a favorable ending means that the target benefit can be obtained, so an image including the profit value is displayed again to emphasize that the situation has become such that the target benefit can be obtained. Naturally, the favorable ending image 25 is not displayed when an unfavorable ending is reached.

[0116] It is preferable that the image 25 for a favorable ending (see FIG. 16) be in a different form from the specific image 20 (see FIG. 12(a)) (characters other than "3000" are different characters). The specific image 20 is displayed before the outcome is known, and indicates in advance that "if a favorable outcome is reached (if it is a win), the target benefit (3000 pieces) will be obtained," whereas the image 25 for a favorable ending emphasizes the benefit content of the target benefit that has virtually been obtained, and the two images have different purposes for display.

[0117] 4) Text effects 4-1) Decorative Devices The gaming machine 1 according to this embodiment includes a tangible decoration device 30 (see FIG. 1). The decoration device 30 is fixed so as not to move in a position adjacent to the display area 911 when viewed from the front (in this embodiment, above the display area 911). Note that at least a portion of the gaming board may be made of a light-transmitting material, and the decoration device 30 may be arranged through the light-transmitting portion (so that a character decoration section 31, described later, is visible through the light-transmitting portion).

[0118] The decoration device 30 has three or more character decoration sections 31, each representing a single character. In this embodiment, the decoration device 30 has four character decoration sections 31 (see FIG. 1). The character decoration sections 31 are arranged in a predetermined direction (linear in this embodiment, but not necessarily linear). From left to right, the first character decoration section 31a, the second character decoration section 31b, the third character decoration section 31c, and the fourth character decoration section 31d represent a character string (word) that is intended to be read in this order. In this embodiment, the first character decoration section 31a represents "G," the second character decoration section 31b represents "A," the third character decoration section 31c represents "M," and the fourth character decoration section 31d represents "O." In other words, the character string (word) "GAMO" is formed. The character string "GAMO" represents the title of the gaming machine 1. The characters displayed by each character decoration unit 31 have the same font and size. The decoration device 30 shown in the drawings other than FIG.

[0119] Each character decoration unit 31 has a character-forming portion and an illuminant (LED) located behind it. One character decoration unit 31 may have two or more illuminants. By illuminating the illuminants, each character appears to the player as if it is illuminating. However, even when the corresponding illuminant is not illuminating, it is possible to determine what character each character decoration unit 31 represents (G, A, M, O). In this embodiment, the illuminant color of each character decoration unit 31 can be changed. Furthermore, the illuminants of each character decoration unit 31 can be controlled independently. Since the construction of such a light-emitting structure is well known, a detailed explanation is omitted. In the following description, the light emitted by the illuminant of each character decoration unit 31 (making each character appear to the player as if it is illuminating) is referred to as the light emission of the character decoration unit 31. In the drawings, illuminating characters are represented in white (white-out characters) and non-illuminating characters are represented in black (solid characters).

[0120] 4-2) Contents of the text effects The gaming machine 1 according to this embodiment is capable of executing a character effect (see FIG. 17(b)) as an effect constituting the in-variation effect. In this embodiment, the character effect can occur in a normal gaming state (low probability, low opening / closing mode), but it may also occur in a specific gaming state (high probability, high opening / closing mode). The character effect occurs as a type of so-called chance-up effect. In other words, the probability that the result of the win / lose lottery corresponding to the in-variation effect in which the character effect occurs will be a win (so-called reliability) is higher than the probability that the result of the win / lose lottery corresponding to the in-variation effect in which the character effect does not occur will be a win.

[0121] The character presentation is a presentation using the decoration device 30. As described above, the decoration device 30 has three or more (four in this embodiment) character decoration units 31. Two or more of these are designated as target character decoration units 31T, and the remaining character decoration units 31 are designated as non-target character decoration units 31U (see FIG. 17(b)). The character presentation is a presentation in which the target character decoration unit 31T is illuminated in a manner different from that of the non-target character decoration units 31U. In this embodiment, to more clearly distinguish the target character decoration unit 31T and the non-target character decoration unit 31U in the character presentation, the target character decoration unit 31T is illuminated and the non-target character decoration unit 31U is not illuminated. In other words, if the non-target character decoration unit 31U is not illuminated, the target character decoration unit 31T necessarily satisfies the requirement that it "illuminates in a manner different from that of the non-target character decoration unit 31U."

[0122] In this embodiment, the first character decorative portion 31a "G" and the fourth character decorative portion 31d "O" are designated as target character decorative portions 31T, and the second character decorative portion 31b "A" and the third character decorative portion 31c "M" are designated as non-target character decorative portions 31U (see FIG. 17(b)). In other words, the first character decorative portion 31a and the fourth character decorative portion 31d, which are separated (not adjacent) because they are sandwiched between the second character decorative portion 31b and the third character decorative portion 31c (meaning that the non-target character decorative portion 31U is located between the target character decorative portions 31T in a predetermined direction (character string order)), are illuminated. This makes the first character decorative portion 31a and the fourth character decorative portion 31d, which are the target character decorative portions 31T, more noticeable than the second character decorative portion 31b and the third character decorative portion 31c, which are the non-target character decorative portions 31U. This makes the first character decorative portion 31a and the fourth character decorative portion 31d stand out to the player. In this embodiment, the "G" in the first character decorative portion 31a and the "O" in the fourth character decorative portion 31d stand out, and the word (character string) "GO" (go) appears to be constructed.

[0123] In addition, in the character presentation of this embodiment, a character image representing the same character string as the character string "GO" configured by the target character decoration unit 31T is displayed in the display area 911 (see FIG. 17(b)). That is, the character "G" same as the first character decoration unit 31a and the character "O" same as the fourth character decoration unit 31d are displayed as character images in the display area 911. Note that the characters represented by the non-target character decoration unit 31U ("A" and "M" in this embodiment) are not displayed as images. It is preferable that at least a portion of the period during which the target character decoration unit 31T emits light is the same as the period during which the character images are displayed in the display area 911.

[0124] In addition, in this embodiment, the character images are displayed so as to be displaced gradually away from the corresponding character decoration unit 31 (see FIG. 17(b)). That is, in this embodiment, since the decoration device 30 (first character decoration unit 31a, fourth character decoration unit 31d) is provided above the display area 911, the character images are displayed so as to be displaced from the top to the bottom of the display area 911. Furthermore, since the first character decoration unit 31a for "G" is provided to the left of the center in the width direction of the display area 911 and the fourth character decoration unit 31d for "O" is provided to the right of the center in the width direction of the display area 911, the character image for "G" is displayed so as to be displaced to the left of the center in the width direction of the display area 911 and the character image for "O" is displayed so as to be displaced to the right of the center in the width direction of the display area 911. In this way, an effect is achieved in which the character images appear to jump out from the target character decoration unit 31T.

[0125] Furthermore, in this embodiment, the character effect occurs immediately after the start of the change (immediately after the start of the change-in-progression effect). In other words, from a state in which no character effect is being executed before the change (pre-change) (see FIG. 17(a)), the character effect is generated when the decorative pattern 80 (decorative pattern group 80g) starts to change (see FIG. 17(b)). Therefore, the character string "GO" composed of the character effect also emphasizes that the change has started. As mentioned above, the character effect in this embodiment is a so-called chance-up effect, and therefore, it can be said to emphasize that the change has started, which gives rise to expectations of winning the win / lose lottery. However, this does not mean that the character effect may be executed at a timing other than the start of the change.

[0126] As described above, the character presentation in this embodiment is innovative in that some of the three or more character decoration sections 31 possessed by the decoration device 30 are illuminated as target character decoration sections 31T in a manner different from that of the non-target character decoration sections 31U, thereby expressing a character string (GO in this embodiment) different from the character string (GAMO in this embodiment) represented by the entire decoration device 30 (all character decoration sections 31).

[0127] Furthermore, as in this embodiment, at least one non-target character decoration part 31U is located between a certain target character decoration part 31T and another target character decoration part 31T, and even if the target character decoration parts 31T are not adjacent but separated, the target character decoration part 31T is illuminated in a manner different from the non-target character decoration part 31U, so that the separated target character decoration part 31T stands out, and it appears as if the target character decoration parts 31T form a predetermined character string (GO).

[0128] Furthermore, in the character effect in this embodiment, a character image representing the same character string as the character string (GO) configured by the target character decoration unit 31T is displayed in the display area 911, thereby emphasizing that the character string is configured by the target character decoration unit 31T. Note that a character effect in which a character image is not displayed may also be used.

[0129] In this embodiment, the characters represented by each character decoration part 31 (a character string made up of these characters) are the alphabet (English), but they may be hiragana or katakana (Japanese), or may be other languages, or may be a combination of multiple languages.

[0130] The following describes specific examples in which the above-described character effects have been improved, modified, or embodied. Note that, to the extent possible, a configuration may be created in which multiple items described using the following specific examples are applied.

[0131] ○Specific example 2-1 A single decoration device 30 (the same decoration device 30) can also be used to execute multiple types of character effects to create different character strings (words). For example, using a decoration device 30 having a first character decoration unit 31a "G," a second character decoration unit 31b "A," a third character decoration unit 31c "M," and a fourth character decoration unit 31d "O" as in the above embodiment, in addition to the character effect (first character effect) (see FIG. 17(b)) to create the character string "GO" described in the above embodiment, multiple types of character effects can be executed, such as a character effect (second character effect) (see FIG. 18(a)) to create the character string "GM" (an abbreviation for "Good Morning" or "General Manager") and a character effect (third character effect) (see FIG. 18(c)) to create the character string "AM" (meaning "before noon"). In such a configuration, inevitably, there will be character decoration units 31 that are target character decoration units 31T in some character effects but non-target character decoration units 31U in other character effects. As in the third character effect, the target character decoration sections 31T may be adjacent to each other (without the non-target character decoration section 31U positioned between them). Although not shown, when using a decoration device 30 having four or more character decoration sections 31, a character effect with three or more target character decoration sections 31T may be used.

[0132] In this example, the reliability may be different depending on the type of character effect. In this case, the reliability differs depending on the character string formed by the target character decoration unit 31T, so that the gameplay is realized in which the player will pay attention to the formed character string (which character decoration unit 31 is the target character decoration unit 31T).

[0133] ○Specific example 2-2 The target character decoration unit 31T of the character effect does not have to construct a character string that constitutes a general word (a word that appears in a dictionary). For example, the character string constructed by the target character decoration unit 31T may be the name (name) of a character that appears in an original work such as a manga that is the motif of the gaming machine.

[0134] ○Example 2-3 In the above embodiment, the character effects are described as the target character decoration section 31T being luminous and the non-target character decoration section 31U being non-luminous. However, both the target character decoration section 31T and the non-target character decoration section 31U may be configured to be luminous. Specifically, the target character decoration section 31T and the non-target character decoration section 31U are configured to have different luminous colors. This also allows the target character decoration section 31T and the non-target character decoration section 31U to be distinguished from each other.

[0135] In this example, in order to make the target character decoration part 31T stand out, it is preferable that the target character decoration part 31T be illuminated in a color that stands out more than the non-target character decoration part 31U. For example, (if colors other than "white" are considered "colored"), the non-target character decoration part 31U may be illuminated in "white," while the target character decoration part 31T may be illuminated in "colored" colors such as red, yellow, or green.

[0136] However, rather than the configuration in this example, it is preferable to configure the target character decoration section 31T in an illuminating state and the non-target character decoration section 31U in a non-illuminating state as in the above embodiment, because this makes the difference between the target character decoration section 31T and the non-target character decoration section 31U more apparent (the target character decoration section 31T stands out more than the non-target character decoration section 31U due to the difference in light and dark).

[0137] ○Example 2-4 In the above embodiment, the decorative device 30 is described as being fixed so as not to move, but it may also be one that can be displaced within a predetermined range (a movable decorative device 30) (the driving mechanism for the decorative device 30 may be of any type, so its description will be omitted).

[0138] Although not shown, even when using a decoration device 30 that can be displaced in this manner, the character presentation described in the above embodiment can be performed when the decoration device 30 is positioned (stationary) in a predetermined position.

[0139] Furthermore, character effects can be created by utilizing the fact that the decoration device 30 can be displaced within a predetermined range. Specifically, as the decoration device 30 displaces, the target character decoration unit 31T of the decoration device 30 emits light (see FIG. 19(b)). This draws the player's attention to the displacing decoration device 30, reducing the risk of the player not noticing that a character effect is occurring (the target character decoration unit 31T is emitting light). Furthermore, if the decoration device 30 is displaced toward the display area 911 (see the change from FIG. 19(a) to (b)), the effect of creating the impression that the character image displayed in the display area 911 is popping out from the decoration device 30 (the target character decoration unit 31T) is enhanced.

[0140] ○Example 2-5 The relationship between the decoration device 30 (character decoration unit 31) and the display area 911 is as follows: A vertical virtual line Lv (a line equidistant from the vertical line passing through the leftmost edge and the vertical line passing through the rightmost edge of the display area 911) that divides the display area 911 in the left-right direction (horizontal direction) and runs along the top-bottom direction (see FIG. 20) or a horizontal virtual line Lw (a line equidistant from the horizontal line passing through the topmost edge and the horizontal line passing through the bottommost edge of the display area 911) that divides the display area 911 in the top-bottom direction and runs along the left-right direction (see FIG. 21) is assumed.

[0141] When the decoration device 30 is arranged along the upper or lower edge of the display area 911, it is arranged as follows in relation to the vertical virtual line Lv. If the total number N of character decoration units 31 owned by the decoration device 30 (N=3 or more) is an even number, the number of character decoration units 31 located on the left side of the vertical virtual line Lv is the same as the number of character decoration units 31 located on the right side, and the vertical virtual line Lv passes between the N / 2-th character decoration unit 31 from the left and the N / 2-th character decoration unit 31 from the right (see FIG. 20(a)). If the total number N of character decoration units 31 owned by the decoration device 30 is an odd number, the vertical virtual line Lv passes through the one character decoration unit 31 that is exactly in the middle (the character decoration unit 31 located P-th (P=(N+1) / 2) whether counting from the left or the right) (see FIG. 20(b)).

[0142] Assuming that the character decoration units 31 are positioned in this way, a character effect is executed in which the Mth character decoration unit 31 counting from the left and the Mth character decoration unit 31 counting from the right are the target character decoration units 31T, with one or more non-target character decoration units 31U sandwiched between them (see FIGS. 20(a) and 20(b)). Simply put, a character effect is executed in which the character decoration units 31 located approximately equidistant from the vertical virtual line Lv are the target character decoration units 31T on both the left and right sides of the vertical virtual line Lv. It is also possible to set two or more target character decoration units 31T on each of the left and right sides of the vertical virtual line Lv (four or more target character decoration units 31T). This results in a character string composed of target character decoration units 31T positioned approximately symmetrically to the left and right, resulting in a beautifully balanced effect.

[0143] When the decoration device 30 is arranged along the left or right edge of the display area 911, it is arranged as follows in relation to the horizontal virtual line Lw. If the total number N of character decoration units 31 owned by the decoration device 30 is an even number, the number of character decoration units 31 located above the horizontal virtual line Lw is the same as the number of character decoration units 31 located below, so that the horizontal virtual line Lw passes between the N / 2-th character decoration unit 31 from the top and the N / 2-th character decoration unit 31 from the bottom (see FIG. 21(a)). If the total number N of character decoration units 31 owned by the decoration device 30 is an odd number, the horizontal virtual line Lw passes through the one character decoration unit 31 that is exactly in the middle of the order (the character decoration unit 31 located P-th (P=(N+1) / 2) whether counting from the top or the bottom) (see FIG. 21(b)).

[0144] Assuming that the character decoration units 31 are positioned in this way, a character effect is executed in which the Mth character decoration unit 31 counting from the top and the Mth character decoration unit 31 counting from the bottom are the target character decoration units 31T, with one or more non-target character decoration units 31U sandwiched between them (see FIGS. 21(a) and 21(b)). In short, a character effect is executed in which the character decoration units 31 located approximately equidistant from the horizontal virtual line Lw are the target character decoration units 31T on both the upper and lower sides of the horizontal virtual line Lw. It is also possible to set two or more target character decoration units 31T on each of the upper and lower sides of the horizontal virtual line Lw (four or more target character decoration units 31T). This results in a character string composed of target character decoration units 31T positioned approximately symmetrically above and below, resulting in a beautifully balanced effect.

[0145] 5) Meter image and accompanying images 5-1) Operation direction The gaming machine 1 according to this embodiment can execute an operation effect (see FIG. 22(a)) that prompts the player to operate the operation means 60 (a push button in this embodiment) as an effect constituting the effect during the variation. Note that this operation effect can also be executed during a jackpot game (during a round), etc.

[0146] In this operation presentation, a meter image 40 indicating the remaining time of the valid operation period (valid operation time) during which operation of the operating means 60 is valid is displayed in the display area 911 (see FIG. 22(a)). The size of the meter image 40 changes with the actual passage of time from the start of the valid operation period, and the size of the meter image 40 at a given point in time allows the player to roughly grasp the remaining time of the valid operation period (how much time is left) and how much time has passed since the start of the valid operation period (this serves as a guide for the player). Details of the meter image 40 and the accompanying image 45 that may be displayed together with the meter image 40 will be described later.

[0147] If the operation of the operating means 60 during the valid operation period satisfies a predetermined condition, the valid operation period ends and the result of the operation effect is displayed. The specific form of the operation effect (e.g., the content of the result) may be any, and therefore will not be described here. The operation effect may require the player to perform a variety of operations. Possible operations include a "single operation" in which the operating means 60 is operated only once, a "continuous operation" in which the operating means 60 is operated continuously (e.g., "rapid tapping" if the operating means 60 is a push button as in this embodiment), and a "maintenance operation" in which the operating means 60 is maintained in an operated state (e.g., a "long press" if the operating means 60 is a push button as in this embodiment). The predetermined condition varies depending on the required operation form. For example, if the operation effect requires a single operation, the valid operation period ends when a single operation of the operating means 60 is detected. If the operation effect requires a continuous operation or a maintenance operation, the valid operation period may end when the number of operations or the duration of the operation of the operating means 60 satisfy a predetermined condition. The detection of an operation that satisfies a predetermined condition triggers the end of the valid operation period (ending midway), and the meter image 40 is erased at the same time. Naturally, if the operation of the operation means 60 does not satisfy the predetermined condition during the valid operation period, the meter image 40 is erased at the same time as the end of the valid operation period. Note that the length (total length) of the valid operation period refers to the length in the case where the valid operation period does not end midway, that is, the length (time) in the case where the operation of the operation means 60 does not satisfy the predetermined condition during the valid operation period (when the valid operation period "times up" without ending midway).

[0148] 5-2) Details of meter images and accompanying images The meter image 40 (see FIG. 22(b)) is displayed within a predetermined frame (inside the frame image F). The size of the meter image 40 changes as the moving end 41 moves from one side of the frame image F to the other. In this embodiment, the moving end 41 moves from left to right. That is, the time it takes for the moving end 41 to move from the left end to the right end of the frame image F is the total length of the valid operation period.

[0149] When the meter image 40 is displayed, an accompanying image 45 may be displayed along with the meter image 40. The accompanying image 45 is displayed on the assumption that the meter image 40 is displayed, and therefore is not displayed when the meter image 40 is not displayed. Even if the accompanying image 45 is displayed together with the meter image 40, when the meter image 40 is erased, the accompanying image 45 is also erased. In the following description, a meter image 40 in which the accompanying image 45 is not displayed is referred to as a normal mode (see FIG. 22(b-1)), and a meter image 40 in which the accompanying image 45 is displayed is referred to as a special mode (see FIG. 22(b-2)).

[0150] The accompanying image 45 is displayed in association with the moving end 41 of the meter image 40. In this embodiment, the accompanying image 45 is an image of a character that moves to encourage the moving end 41 to move in a predetermined direction (from left to right in this embodiment). For example, an image of a character running in a predetermined direction is displayed as the accompanying image 45 (see FIG. 22(b-2)). In other words, by doing so, the character appears to be "pulling" the moving end 41. Note that the character referred to here is not limited to a human (including imaginary characters such as humans). It may also be an animal (including imaginary characters such as animals), or a machine such as a car or an airplane.

[0151] Furthermore, the auxiliary image 45 in this embodiment is partially protruding from the frame image F (see FIG. 22(b-2)). Therefore, it is emphasized that it is a separate element from the meter image 40 (an element "added" to the meter image 40).

[0152] The change rate is set to be higher when the auxiliary image 45 is displayed, i.e., when the meter image 40 is in a special mode (see FIG. 22(b-2)), than when the auxiliary image 45 is not displayed, i.e., when the meter image 40 is in a normal mode (see FIG. 22(b-1)). Here, the change rate of the meter image 40 is defined as the percentage (%) of the meter image 40 that changes per actual time (T). Specifically, the meter image 40 is 0% at the start of the valid operation period, and 100% at the end of the valid operation period (when the time expires if the valid operation period is not terminated midway). If the time required for the meter image 40 to change from 0% to 100% (i.e., the length of the valid operation period) is 2 seconds, the change rate is 100 / 2 = 50 (% / second). If the time required for the meter image 40 to change from 0% to 100% (i.e., the length of the valid operation period) is 4 seconds, the change rate is 100 / 4 = 25 (% / second). Furthermore, if we compare meter images 40 (frame images F) with the same size (size at 100%), the speed at which the meter image 40 changes will be proportional to the speed at which the moving end 41 moves (the faster the moving speed of the moving end 41, the faster the speed at which the meter image 40 changes).

[0153] The time required for the effect during the change (so-called change time) varies depending on the corresponding win / lose lottery result, the number of pending information at the start of the change, etc. In order to accommodate various change times, multiple types of operation effects with different times required for the effect are prepared. In other words, multiple types of operation effects with different lengths of effective operation period are prepared. In this embodiment, when an operation effect in which the length of the effective operation period is T1 is executed, a normal mode meter image 40 (see Figure 22(b-1)) is displayed, and when an operation effect in which the length of the effective operation period is T2 (T1>T2) is executed, a special mode meter image 40 (see Figure 22(b-2)) is displayed.

[0154] In this way, in this embodiment, when the operation presentation is such that the speed of change of the meter image 40 is relatively fast (when the operation effective period is relatively short), an accompanying image 45 that encourages the movement of the moving end 41 of the meter image 40 is displayed, so the player can easily understand that the speed of change of the meter image 40 is fast (since the display of the accompanying image 45 appeals to the player's visual sense, it takes a short time for the player to understand that the speed of change of the meter image 40 is fast).

[0155] Here, in the case of the meter image 40 in a special mode, it is preferable that the auxiliary image 45 is displayed before the valid operation period starts (before the size of the meter image 40 starts to change) (see FIG. 23). By doing so, (if the player has come into contact with the meter image 40 in a special mode several times) he or she can understand that the speed of change of the meter image 40 is large even before the valid operation period starts.

[0156] The following describes specific examples in which the above-described matters relating to the meter image 40 and the attached image 45 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.

[0157] ○Specific example 3-1 The auxiliary image 45 is an image of a character making an action to suppress the displacement of the moving end 41 toward a predetermined direction. For example, an image showing a character making an action to hold back the moving end 41 toward the direction opposite to the predetermined direction is displayed as the auxiliary image 45 (see FIG. 24(a-2)).

[0158] The change speed (% / sec) of the meter image 40 is set to be slower when the meter image 40 is in a special mode (see FIG. 24(a-2)) in which such an incidental image 45 is displayed than when the meter image 40 is in a normal mode (see FIG. 24(a-1)) in which the incidental image 45 is not displayed. In this way, by displaying an incidental image 45 that suppresses the change of the meter image 40 (displacement of the moving end 41 in a predetermined direction), the player can easily understand that the change speed of the meter image 40 will be slower when the incidental image 45 is displayed.

[0159] Note that the configuration may be such that a special mode (hereinafter referred to as special mode A) is displayed in which the accompanying image 45 (an image of a character that acts to encourage the displacement of the moving end 41 toward a predetermined direction) (see FIG. 22(b-2)) described in the above embodiment is displayed, or such that a special mode (hereinafter referred to as special mode B) is displayed in which the accompanying image 45 (an image of a character that acts to suppress the displacement of the moving end 41 toward a predetermined direction) (see FIG. 24(a-2)) described in this example is displayed. In such a configuration, the magnitude relationship of the speed of change of the meter image 40 is set to be "special mode B<normal mode<special mode A."

[0160] ○Specific example 3-2 The setting is such that different modes of the auxiliary image 45 can be displayed. For example, a first special mode (see FIG. 25(a)) in which a first auxiliary image 451 representing a human is displayed as an image of a character making an action to encourage the displacement of the moving end 41 toward a predetermined direction, or a second special mode (see FIG. 25(b)) in which a second auxiliary image 452 representing a car is displayed, may be configured. The speed of change of the meter image 40 is set to be faster when the second auxiliary image 452 is displayed (second special mode) than when the first auxiliary image 451 is displayed (first special mode). In other words, the speed of change of the meter image 40 differs depending on the content of the auxiliary image 45.

[0161] In addition, as the accompanying image 45 of the character that acts to suppress the displacement of the moving end 41 toward a predetermined direction as described in the above specific example 3-1, it is also possible to configure the configuration so that multiple types of accompanying images 45 that change at different speeds when displayed are provided.

[0162] ○Specific example 3-3 The setting is made such that the display of the accompanying image 45 (the meter image 40 in a special mode) is considered to be a so-called chance increase. In other words, the setting is made such that the reliability is higher when the accompanying image 45 is displayed during a certain variation effect than when it is not displayed. In this way, a game feature can be realized in which the display of the accompanying image 45 is considered a pleasing event for the player.

[0163] ○Example 3-4 The meter image 40 described in the above embodiment is displayed to indicate (the remaining time of) the operation valid period in the operation effect, but it can also be displayed to indicate other periods (time). For example, it can be applied as a meter image 40 that indicates the remaining time (elapsed time) until the selection is finalized when the player selects a preferred option from a plurality of options. It can also be applied as a meter image 40 that indicates the time until the end of a previous effect (the start of a subsequent effect) in a flow of progression from one effect (previous effect) to the next effect (subsequent effect). In other words, the meter image 40 described in the above embodiment can be applied in situations where it is preferable to visually indicate the elapsed time or the remaining time.

[0164] ○Example 3-5 Although the meter image 40 (frame image F) in the above embodiment has been described as being elongated and rod-shaped (changing in the longitudinal direction), it may be changed in a manner different from the above embodiment as long as its size changes over time. For example, the meter image 40 may be a fan-shaped meter image whose central angle increases over time (see FIG. 26). That is, the fan-shaped meter image 40 has a central angle that is 0 degrees at the start, increases over time, and becomes 360 degrees (a circle) at the end.

[0165] The accompanying image 45 for the meter image 40 of this example may be, for example, as follows. If the accompanying image 45 indicates a high rate of change as described in the above embodiment, it may be an image of a character that moves to encourage the displacement of the moving end 41 (the radius portion of the sector) in a direction that increases the central angle (see FIG. 26(a-2)). The meter image 40 in a special mode in which such an accompanying image 45 is displayed (see FIG. 26(a-2)) has a higher rate of change (a larger amount of change in the central angle per unit time) than the meter image 40 in a normal mode in which the accompanying image 45 is not displayed (see FIG. 26(a-1)). Although not shown, if the accompanying image 45 indicates a low rate of change as described in the above specific example 3-1, it may be an image of a character that moves to suppress the displacement of the moving end 41 (the radius portion of the sector) in a direction that increases the central angle (a movement that pushes the moving end 41 in a direction that decreases the central angle).

[0166] 6) 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.

[0167] It has been explained that the gaming machine 1 in the above embodiment has so-called "two-type" playability, which makes it possible to win a big win via a small win. However, except for the configuration that is only possible with this "two-type" playability, the configuration described in the above embodiment can also be applied to gaming machines with "one-type" playability (gaming machines equipped with so-called direct wins, including one-type / two-type mixed machines).

[0168] Furthermore, although the gaming machine 1 according to the above embodiment is a pachinko gaming machine, it can also be applied to other gaming machines such as slot machine gaming machines, except for configurations that can only be realized in pachinko gaming machines.

[0169] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0170] ○Means 1-1 A gaming machine comprising: a win / lose lottery means for conducting a win / lose lottery in which a win is a condition for making it possible to acquire one of a plurality of types of benefits; and an effect execution means for executing a specific effect that leads to a favorable outcome if the result of the win / lose lottery by the win / lose lottery means is a win, and to an unfavorable outcome if the result is a loss, and that, if the favorable outcome is reached, makes it possible to acquire a target benefit included in the plurality of types of benefits; and while the specific effect is being executed and the outcome is not yet known, a specific image including a profit numerical value determined based on the profit that will be brought by acquiring the target benefit is displayed. According to the gaming machine, the player can sense the possibility of obtaining the profit represented by the specific image (profit numerical value) even before the outcome is known, making the specific presentation easy to understand.

[0171] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that it has a normal gaming state and a specific gaming state in which it is easier to win a lottery than the normal gaming state as gaming states in which the player plays with the aim of winning the lottery result, and that the specific gaming state has a special specific gaming state to which the player is transitioned when the target benefit is acquired, and in which the lottery result is virtually guaranteed to be a win without the player transitioning to the normal gaming state, and the profit figure is determined based on the profit obtained from the target benefit itself, which is the previous benefit, and the profit obtained from the benefit itself after the lottery result in the special specific gaming state is a win. In this way, when it is virtually guaranteed that a later benefit will be acquired after the target benefit (earlier benefit) is acquired, the profit (profit figure) that will be brought about by acquiring the target benefit may be determined based on the profit obtained from the earlier benefit itself and the profit obtained from the later benefit itself.

[0172] ○Means 1-3 As the target benefits, a first target benefit is set as the profit figure, and a second target benefit is set as the profit figure, which brings a greater profit than the first target benefit when acquired, and which brings a second profit figure greater than the first profit figure; The gaming machine described in means 1-1 is provided with a first specific effect in which a first specific image, which is the specific image including the first profit value, is displayed, and a second specific effect in which a second specific image, which is the specific image including the second profit value, is displayed, as the specific effect. By doing this, different specific images (different profit figures) are displayed in the first specific effect and the second specific effect, so it is easy to understand that the resulting benefits are also different.

[0173] ○Means 2-1 A gaming machine characterized by comprising: a decoration device including three or more character decoration parts, each representing one character; and an effect execution means for illuminating target character decoration parts, which are two or more of the three or more character decoration parts included in the decoration device, in a manner different from non-target character decoration parts, which are the other character decoration parts, and executing a character effect using a string of characters composed of the two or more target character decoration parts. According to the gaming machine, it is possible to execute an interesting effect (character effect) in which a character string different from the character string formed by the decoration device is formed.

[0174] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that at least one of the non-target character decoration parts is located between one of the target character decoration parts and another of the target character decoration parts. Even if the target character decoration part is far away in this way, the target character decoration part is illuminated in a manner different from that of the non-target character decoration part, so it is easy to understand that a character string (different from the character string constructed by the decoration device) is constructed by the target character decoration part.

[0175] ○Means 2-3 A gaming machine described in means 2-1 or 2-2 is characterized in that it is equipped with a display device having a display area, and the character effect is characterized in that a character image representing the same character string as a character string composed of two or more of the target character decoration parts is displayed in the display area. By doing so, the character string configured in the target character decoration portion is emphasized by the character image, resulting in an easy-to-understand presentation.

[0176] ○Means 2-4 The gaming machine described in means 2-1 is characterized in that the character string formed by the target character decoration part is capable of executing two or more different character effects. By varying the combination of character decoration parts that are the target character decoration parts, it is possible to perform a plurality of types of character effects that are composed of different character strings.

[0177] ○Means 3-1 This gaming machine is capable of executing an effect in which a meter image, which is an image visually indicating the remaining time and changes in size over time, is displayed, and the speed at which the meter image changes is different between when an accompanying image accompanying the moving end of the meter image, which displaces over time in a predetermined direction, is displayed and when it is not displayed. According to the gaming machine, the speed of change of the meter image is indicated by the presence or absence of an accompanying image, which makes it easy to understand.

[0178] ○Means 3-2 The gaming machine described in claim 1, characterized in that the accompanying image is an image of a character that moves to encourage the displacement of the moving end toward the specified direction, and the rate of change of the meter image is greater when the accompanying image is displayed than when the accompanying image is not displayed. By displaying an accompanying image that encourages the displacement of the moving end, it is possible to easily grasp that the speed of change of the meter image is high.

[0179] ○Means 3-3 The gaming machine described in claim 1, characterized in that the accompanying image is an image of a character that acts to suppress the displacement of the moving end toward the specified direction, and the rate of change of the meter image is slower when the accompanying image is displayed than when the accompanying image is not displayed. By displaying an auxiliary image that suppresses the displacement of the moving end, it is possible to easily grasp that the speed of change of the meter image is small.

[0180] ○Means 4-1 A gaming machine in which a bonus name representing the target bonus may be displayed when the result of a lottery is a win, the bonus name including a main name section and a profit section representing a profit figure determined based on the profit brought about by obtaining the target bonus, the main name section being displayed on a first display device and the profit section being displayed on a second display device different from the first display device. According to the gaming machine, the profits brought about by the target benefit can be displayed in an easy-to-understand manner.

[0181] ○Means 4-2 The gaming machine described in means 4-1 is characterized in that the second display device is a transparent display device provided in front of the first display device. By doing this, the benefit section appears to be floating in the foreground, further emphasizing the benefits that the target benefit brings.

[0182] ○Means 4-3 A gaming machine described in means 4-1 or 4-2, characterized in that after the main name section is displayed on the first display device, the profit section is displayed on the second display device. By delaying the timing of displaying the benefit section from the timing of displaying the main name section in this way, the benefit provided by the target benefit is more emphasized.

[0183] ○Means 4-4 The gaming machine described in means 4-3 is characterized in that the target bonus is awarded when the gaming ball enters a bonus area that is opened when the result of the lottery is a win, the main name section is displayed on the first display device after it is announced that the result of the lottery is a win and before the gaming ball enters the bonus area, and the profit section is displayed on the second display device when the gaming ball enters the bonus area. By doing so, it is possible to clearly show that the entry of the gaming ball into the bonus area will bring about the profit represented by the profit section. [Explanation of symbols]

[0184] 1. Gaming machines 10 Bonus Area (21 First Specific Image 22 Second Specific Image) 20 Specific Images 30 Decorative Devices 31 Character decoration section (31a to 31d First character decoration section to fourth character decoration section) 30T Target character decoration part 30U Asymmetrical character decoration section 35 Character images 40 meter images 45 accompanying images 50 Benefit Name 51 Main name section 52 Profit Department 60 Operating means 70 Reserved Design 80 decorative designs 904 Starting Area 906 Big Winners Area 91 Display device 911 Display area 92 Sub display device

Claims

1. a winning / losing lottery means for conducting a winning / losing lottery in which winning is a condition for being able to acquire any of a plurality of types of benefits; a performance execution means for executing a specific performance that ends with a favorable outcome if the result of the winning / losing lottery by the winning / losing lottery means is a winning result, and ends with an unfavorable outcome if the result is a losing result, in which a target benefit included in the multiple types of benefits can be acquired if the favorable outcome is reached, but the target benefit cannot be acquired if the unfavorable outcome is reached; Equipped with While the specific effect is being executed, and it is not clear whether the outcome will be the advantageous outcome or the unfavorable outcome, and there is a possibility that either the advantageous outcome or the unfavorable outcome will be reached, a specific image including a profit value determined based on the profit brought about by acquiring the target benefit is displayed, The specific image is not displayed when either the advantageous ending or the unfavorable ending has been reached. A gaming machine characterized by:

2. As a game state in which a player plays with the aim of winning the lottery result, a normal game state and a specific game state in which it is easier to receive the lottery result than in the normal game state are provided, As the specific gaming state, a special specific gaming state is provided, which is a state to which the player is shifted when the target benefit is acquired, and in which the result of the lottery is virtually guaranteed to be a win without shifting to the normal gaming state, The profit figures are: The benefits obtained from the aforementioned benefit itself, which is the target benefit; The profit obtained by the benefit itself after the lottery result in the special specific game state is a win, 2. The gaming machine according to claim 1, characterized in that it is determined based on the above.

3. As the above-mentioned target benefits, A first target benefit having a first profit figure set as the profit figure; A second target benefit that brings a greater benefit when acquired than the first target benefit, and that has a second profit value that is greater than the first profit value as the profit value; is provided, As the specific performance, a first specific effect in which a first specific image is displayed, the first specific image being the specific image including the first profit value; a second specific effect in which a second specific image is displayed, the second specific image being the specific image including the second profit value; 2. The gaming machine according to claim 1, wherein:

Citation Information

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