Gaming machine
Patent Information
- Application Number
- JP2023042669
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-17
- Publication Date
- 2026-08-18
- Estimated Expiration
- 2043-03-17
AI Technical Summary
【0006】 本発明にかかる遊技機は、分かりやすいステップアップ演出を実行することが可能である。
Smart Images

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Figure 0007906284000002 
Figure 0007906284000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of executing a step-up effect in which a predetermined effect element steps up in response to an operation of an operation means (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an easy-to-understand step-up effect.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes an operation means operable by a player, and an effect execution means that executes an effect that prompts the player to operate the operation means and that is a step-up effect that progresses step by step. In the step-up effect, an operation sound is output when the operation of the operation means satisfies a predetermined condition, and the mode of the operation sound changes when the step-up effect progresses from N steps (N is a natural number other than 0) to N + 1 steps.
Effects of the Invention
[0006] The gaming machine according to the present invention can execute an easy-to-understand step-up effect.
Brief Description of the Drawings
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a schematic diagram showing the state of the big prize area in a unit game (a unit game that makes up a jackpot game) where a specific area is closed, and (b) is a schematic diagram showing the state of the big prize area in a unit game (a minor prize game) where a specific area is open. [Figure 4] This is a diagram illustrating the gameplay (transitions in game states) of the gaming machine according to this embodiment. [Figure 5] This is a diagram to explain specific example 1-1. [Figure 6] This is a diagram to explain specific example 1-2 (loop-type gameplay). [Figure 7] This is a diagram to explain specific example 1-2 (the gameplay of the ST type). [Figure 8] This is a diagram to explain specific examples 1-3. [Figure 9] This diagram illustrates the gameplay (control of displayed images) in the first advantageous game state. [Figure 10] This is a diagram to explain specific example 2-1. [Figure 11] This is a diagram to explain Specific Example 2-2 (Specific Example 2-2-1). [Figure 12] This is a diagram to explain specific example 2-3. [Figure 13] This is a diagram to explain specific example 2-4. [Figure 14] This diagram illustrates the control of standby images in each game state. [Figure 15] This is a diagram to explain specific example 3-1. [Figure 16] This is a diagram to explain specific example 3-3. [Figure 17]This is a diagram for explaining a selection effect (preliminary effect) that is executed during the target variation when winning a sudden hit H in a beneficial first game state. [Figure 18] This is a diagram for clarifying that the effect mode in the second game state is also reflected during the jackpot game. [Figure 19] This is a diagram for explaining that when winning the second jackpot in the beneficial first game state, a selection effect is executed during the jackpot game. [Figure 20] This is a diagram for explaining Specific Example 4-2-1. [Figure 21] This is a diagram for explaining Specific Example 4-2-2. [Figure 22] This is a diagram for explaining Specific Example 4-3. [Figure 23] This is a diagram for explaining the control of privilege information. [Figure 24] This is a diagram (continuation of FIG. 23) for explaining the control of privilege information. [Figure 25] (a) is a diagram for explaining Specific Example 5-6, and (b) is a diagram for explaining Specific Example 5-7. [Figure 26] This is a diagram for explaining the step-up effect (operation sound). [Figure 27] This is a diagram for explaining Specific Example 6-2. [Figure 28] This is a diagram for explaining Specific Example 6-3. [Figure 29] This is a diagram for explaining Specific Example 6-4. [Figure 30] This is a diagram for explaining Specific Example 6-5.
Mode for Carrying Out the Invention
[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, embodiments of the pachinko game machine 1 (hereinafter simply referred to as the game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the images in the following description include not only still images but also videos. Furthermore, when it is stated that "a game ball enters (wins) in ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, unless otherwise specified, the various values (probabilities, etc.) described below can be increased or decreased. Furthermore, in the following description, a state in which various areas are "closed" means that a game ball cannot enter, and a state in which they are "open" means that a game ball can enter, and any method can be used to achieve the states of being unable to enter or being able to enter. Furthermore, unless otherwise specified, the following description is based on the premise that no abnormalities occur and the player plays the game as instructed (the player does not play any special games and plays the game normally).
[0009] First, the overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. The gaming machine 1 is equipped with a game board 90. The game board 90 is formed from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding the game balls launched by the operation of the launching device 908 (launching handle) to the game area 902 are provided in a roughly arc shape. The game area 902 is equipped with a starting area 904, a big prize area 906, an out opening 907, and so on.
[0010] The display area 911 of the display device 91 is visible through the opening 901 formed in the game board 90. In some figures, the shape of the display area 911 that is exposed and not covered by the game board 90 is simplified (shown as a rectangle), but the size and shape of this part can be changed as appropriate.
[0011] Furthermore, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.
[0012] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0013] 2) Gameplay (game elements) 2-1) Special drawing When a game ball enters the starting area 904, a numerical value (hereinafter sometimes referred to as lottery information) is obtained from a random number source. A special lottery (special symbol lottery) is performed using this numerical value. In this embodiment, the results of the special lottery include a big win, a small win, a loss, and a sudden time reduction (C time reduction) (hereinafter sometimes referred to as "sudden time reduction"). If the numerical value of the lottery information is the same as the value for a big win, it is a big win; if it is the same as the value for a small win, it is a small win; if it is the same as the value for a loss, it is a loss; and if it is the same as the value for a sudden time reduction, it is a sudden time reduction. Strictly speaking, a "sudden time reduction" is not a win (big win or small win), but it is not a loss, so in the following explanation, when the result of the special lottery is a sudden time reduction, it may be referred to as a "win" for a sudden time reduction.
[0014] In this embodiment, the starting area 904 is provided as a first starting area 904a and a second starting area 904b located at a different position from the first starting area 904a. When a game ball enters the first starting area 904a, first lottery information is acquired, and based on this, the first special lottery (special figure 1 lottery) is executed. When a game ball enters the second starting area 904b, second lottery information is acquired, and based on this, the second special lottery (special figure 2 lottery) is executed. The first starting area 904a is the area into which a game ball enters when it is launched so that it flows down the left side of the game area 902 (to the left of the display area 911) (so-called "left-handed shooting"). The second starting area 904b is the area into which a game ball enters when it is launched so that it flows down the right side of the game area 902 (to the right of the display area 911) (so-called "right-handed shooting"). In this embodiment, the game ball does not enter the first starting area 904a when "hitting to the right" is performed, and the game ball does not enter the second starting area 904b when "hitting to the left" is performed.
[0015] If a player wins a jackpot, the jackpot game is executed. To distinguish it from a jackpot (game) that follows a minor win, which will be described in detail later, a jackpot win is sometimes referred to as a "direct win." In a jackpot game, a unit game (a game equivalent to one "round"; sometimes referred to as a "round" in the following explanation) is repeated one or more times in which the large prize area 906 (which is normally closed) is opened until a predetermined condition is met. In this embodiment, the unit game ends (the large prize area 906 closes) when either the prize condition (10 game balls entering the large prize area 906) or the time condition (a predetermined amount of time elapsed) is met. The more unit games (rounds) included in a jackpot game, the greater the player's profit (expected value of profit) obtained from that jackpot game. In this embodiment, the grand prize area 906 is located to the right of the game area 902, and the player plays the game so that the game ball enters the right side of the game area 902 (so-called "right-handed play").
[0016] If a minor win is achieved, the minor win game is executed. In the minor win game, the major prize area 906 is opened, and a specific area 906x located within the major prize area 906 is also opened (see Figure 3(b)). The letter "V" is placed near the specific area 906x, and this "V" is used to indicate the specific area 906x to the player. The specific area 906x is normally closed (see Figure 3(a)), but is opened when a minor win is achieved (see Figure 3(b)). The major prize area 906 has two exit areas, and game balls that enter the major prize area 906 will pass through one of these two exit areas. One of these two exit areas is the specific area 906x. Sensors are installed in each of these exit areas, and game balls that pass through either of these exit areas are treated as having entered the major prize area 906. In other words, a game ball that enters a specific area 906x also enters the big prize area 906.
[0017] When a game ball enters the specific area 906x (see Figure 3(b)), a jackpot game is executed. In other words, it is possible to win a jackpot not only through a lottery, but also via a minor win (to win a jackpot, one game ball needs to enter the specific area 906x). Note that the specific area 906x may be located outside the jackpot area 906.
[0018] A minor win game is considered a unit game equivalent to one round of a major win game obtained through it. For example, a 10-round major win (a major win in which the unit game is executed 10 times) obtained via a minor win is considered to be a game in which the minor win game (a game in which the major prize area 906 is opened and the specific area 906x is opened) is the first round of the game, and the opening of the major prize area 906, which is executed as the subsequent major win game, is executed as rounds 2 to 10 of the game (if no game ball enters the specific area 906x, rounds 2 to 10 of the game are not executed, and the game ends with only the minor win game). A 10-round major win, which is a direct win, is executed in 10 rounds without including any minor win games. A minor win game ends when at least one of the time condition and the prize condition (10 prizes in this embodiment) is met, similar to the unit games that make up a major win game. If the game balls are continuously launched, the conditions for winning will be met first, so in a small-win game, you can obtain the same number of prize balls as in a single unit game.
[0019] In this embodiment, when a minor win is achieved, the special area 906x is opened along with the major prize area 906 (see Figure 3(b)), and the time is sufficient to allow the game ball to enter the special area 906x. The special area 906x is located to the right of the game area 902, and in order for the game ball to enter the special area 906x, the player must shoot to the right. If the player continues to shoot to the right, the game ball will almost certainly enter the special area 906x. When a minor win is achieved, an instruction to shoot to the right is displayed in the display area 911, so the player only needs to follow this instruction. Even if the player starts shooting to the right more than ten seconds after the instruction is given, the game ball is set to almost certainly enter the special area 906x. Thus, in this embodiment, winning a minor win is essentially equivalent to winning a major win (winning a minor win leads to winning a major win). In this embodiment, in the unit game that constitutes the jackpot game, the specific region 906x is in a closed state (see Figure 3(a)).
[0020] Furthermore, a game machine like the one described in this embodiment, in which it is possible to win a jackpot not only when a big win is achieved but also when a small win is achieved, is referred to as a "Type 1 and Type 2 mixed machine" (winning a jackpot via a small win is a "Type 2" gameplay).
[0021] Big wins (including those via minor wins) are broadly divided into first big wins and second big wins. Details of each game state will be described later, but a first big win is a big win that transitions to the first game state after the big win game ends, and a second big win is a big win that transitions to the second game state after the big win game ends. Furthermore, first big wins are divided into first big win A and first big win B. Details of each game state will be described later, but first big win A is a big win that transitions to the advantageous first game state after the big win game ends, and first big win B is a big win that transitions to the standard first game state after the big win game ends. The game states are in the order of standard first game state, advantageous first game state, and second game state (the second game state is the most advantageous), so in terms of the game state transitioned to after the big win game ends, it can be said that the order of advantages to the player is first big win B, first big win A, and second big win (the second big win is the most advantageous).
[0022] The number of rounds for a jackpot can be set as appropriate. In this embodiment, all jackpots are set to 10 rounds.
[0023] The special lottery results are announced by decorative symbols 80 (see Figure 2) displayed in the display area 911. In this embodiment, three groups of decorative symbols 80g are set, each containing multiple types of decorative symbols 80. Specifically, these are the left decorative symbol group 80gL displayed on the left side of the display area 911, the right decorative symbol group 80gR displayed on the right side, and the middle decorative symbol group 80gC displayed between the left decorative symbol group 80gL and the right decorative symbol group 80gR. The lottery results are announced by a combination of three decorative symbols 80 (left decorative symbol 80L, right decorative symbol 80R, middle decorative symbol 80C) selected and displayed from each of the decorative symbol groups 80g. The performance from when the three decorative symbol groups 80g start to change until the change stops and the combination indicating the lottery result is displayed is called the change performance (hereinafter, unless otherwise specified, "change" or "rotation" refers to this change performance). Note that in some drawings, the illustration of the decorative symbols 80 is omitted. In this embodiment, when a big win or a small win (a small win that can result in a big win) occurs, a "winning combination" consisting of three matching decorative symbols 80 of the same type is displayed. When a sudden time occurs, a "sudden time combination" is displayed. The sudden time combination can be different from the winning combination. As will be described in detail later, in this embodiment, sudden time H and sudden time B are provided, so when sudden time H occurs, a "sudden time H combination" is displayed, and when sudden time B occurs, a "sudden time B combination" is displayed. In this embodiment, the "sudden time H combination" is a combination of "1, 3, 5" from left to right, and the "sudden time B combination" is a combination of "2, 4, 6" from left to right. When a loss occurs, a "losing combination" is displayed. The losing combination is different from both the winning combination and the sudden time combination (sudden time H combination, sudden time B combination). However, since the sudden combinations are not all of the same type and may appear to be misses, in a variation that indicates a sudden win, the sudden combination is displayed in a small size near the outer edge of the display area 911 at the end of the variation (in a less conspicuous manner than the display of winning or losing combinations at the end of winning or losing variations (in a manner in which the decorative symbols 80 that make up the combination are displayed in a smaller size)).
[0024] In addition, other symbols (not shown) besides the decorative symbols 80 may be displayed. For example, in this embodiment, three of the same type of decorative symbols 80 are displayed when a minor win or a major win occurs, but the appearance of the other symbols may differ depending on whether a major win or a minor win occurs (the other symbols may distinguish whether a major win or a minor win has been won). Furthermore, when a sudden win occurs, the other symbols may be displayed in a different manner than when a win (major win, minor win) or a loss occurs (a manner in which it can be understood that a sudden win has been achieved by the other symbols). The other symbols may be displayed in the display area 911, or they may be displayed outside the display area 911 (a lighting pattern of lamps, etc., displayed outside the display area 911).
[0025] 2-2) Game state The game state in which a player aims to win a jackpot can be broadly divided into the first game state and the second game state (see Figure 4). The first game state is a game state in which the player should aim to launch the game ball at the first starting area 904a (so-called "left-handed shooting" should be performed). If a player "shoots to the right" in the first game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to when "shooting to the left" is performed), so if "shooting to the right" is detected, the player will be warned to "shoot to the left". On the other hand, the second game state is a game state in which the player should aim to launch the game ball at the second starting area 904b (so-called "right-handed shooting" should be performed). If a player performs a "left-handed shot" during the second game state, they will not be able to enjoy the intended profit (the profit they can enjoy will be significantly lower compared to when they perform a "right-handed shot"). Therefore, if it is detected that a player is performing a "left-handed shot," they will be advised to perform a "right-handed shot."
[0026] The first game state is divided into a favorable first game state (sometimes referred to as state A) and a standard first game state (sometimes referred to as state B). The favorable first game state is a state in which a low opening / closing mode (details described later) is set. The standard first game state is a state in which a high opening / closing mode (details described later) is set. As will be described in detail later, due to this difference in opening / closing modes, the favorable first game state is considered more advantageous to the player than the standard first game state. The second game state (sometimes referred to as state H) is also a state in which a high opening / closing mode is set. The second game state is the most advantageous state (highest state) for the player. In this embodiment, the second game state is named "○○ Chance".
[0027] 2-3) Opening / Closing Modes There are two opening / closing modes: a low opening / closing mode and a high opening / closing mode. The low opening / closing mode is a state without so-called time reduction (no time reduction state), and the high opening / closing mode is a state with so-called time reduction (time reduction enabled state). The low opening / closing mode and the high opening / closing mode differ in how easily the second starting area 904b is opened. The second starting area 904b is an area that is normally closed (when closed, game balls cannot enter) and is opened when the normal lottery is won (it is the so-called "electric tuner (area)"). The normal lottery is performed when a game ball enters the normal area 905. The normal area 905 is located to the right of the game area 902 (see Figure 1). In other words, it is located in a position where game balls can enter when "right-handed shooting" is performed. When the second starting area 904b is open, game balls can enter the second starting area 904b relatively easily by "right-handed shooting".
[0028] The probability of winning a regular lottery when the high opening / closing mode is set is higher than the probability of winning a regular lottery when the low opening / closing mode is set. The probability of winning a regular lottery when the low opening / closing mode is set may be 0%. Also, the probability of winning a regular lottery when the high opening / closing mode is set may be 100%. Therefore, basically, it can be said that when the high opening / closing mode is set, the game ball is more likely to enter the second starting area 904b (starting area 904) than when the low opening / closing mode is set, which is advantageous for the player. However, as will be explained in detail later, the advantageous first game state and the standard first game state do not have this kind of relationship.
[0029] When the low opening / closing mode is set, there is a possibility of transitioning to the high opening / closing mode triggered by a special lottery. Specifically, if the result of the special lottery is "Sudden Time," after the spin ends, the transition to the high opening / closing mode (with time reduction) will be executed (the next spin will be in "high opening / closing mode"). In other words, "Sudden Time" is a transition in the game state that occurs without going through a jackpot game, and can be said to be a lottery result that grants the "right to transition in game state (transition to high opening / closing mode)." On the other hand, if the machine is already in high opening / closing mode, such a mode transition without going through a jackpot game will not occur ("Sudden Time" will not be won). In other words, since the machine is already in the "Time Reduction" state, it will not suddenly transition to the "Time Reduction" state without going through a jackpot (this only means that in the "Time Reduction Not Available" state, it is possible to transition to the "Time Reduction" state without going through a jackpot).
[0030] 2-4) On hold The gaming machine 1 according to this embodiment includes a storage means (not shown) that stores the new lottery information as reserved information (reserved) when a game ball enters the starting area 904 and new lottery information is acquired, if a spinning animation corresponding to previously acquired lottery information is being performed (in the case of a spinning decorative symbol 80). The reserved information stored in the storage means may be displayed as reserved symbols 70 (see Figure 2). The reserved symbols 70 are divided into spinning reserved symbols 71 and pre-spinning reserved symbols 72. Spinning reserved symbols 71 indicate the existence of lottery information (hereinafter sometimes referred to as spinning reserved information) for which a spinning animation for the result of the corresponding special lottery has started but the spinning animation has not finished. Pre-spinning reserved symbols 72 indicate the existence of lottery information (hereinafter sometimes referred to as pre-spinning reserved information) for which a spinning animation for the result of the corresponding special lottery has not started. Note that while the reel-changing reserve symbol 71 is not strictly a "reserve" (reserve information), it is generally referred to as "the reserve in question" (and is recognized as a type of reserve), so it will be included in the concept of "reserve." Also, the order in which the special lottery results corresponding to the reserve symbol 72 before the reel change are announced (the so-called reserve "consumption order") is faster for symbols closer to the reel-changing reserve symbol 71.
[0031] The maximum number of pre-variation reserved information items that can be stored is limited. In this embodiment, a maximum of four pre-variation reserved information items obtained by entering the first starting area 904a can be stored (maximum number of reserved items for Special Feature 1 = 4). On the other hand, there is no area provided for storing pre-variation reserved information obtained by entering the second starting area 904b (maximum number of reserved items for Special Feature 2 = 0). Therefore, in this embodiment, the reserved symbol 70 is not displayed in the second game state, which is the state in which the game ball should be launched toward the second starting area 904b (should be shot to the right). Also, in the first game state, which is the state in which the game ball should be launched toward the first starting area 904a (should be shot to the left), the advantageous first game state is a state that ends in one rotation, so the reserved symbol 70 is not displayed, while the reserved symbol 70 is displayed in the standard first game state. Note that the illustration of the reserved symbol 70 is omitted in some drawings.
[0032] 2-5) Transitions in game state, etc. (See Figure 4) In the reset state, after a predetermined reset operation (an operation that can be performed by the arcade staff who have access to the inside of the arcade machine, and not by the player), the machine enters the advantageous first game state (state A). Note that this reset operation is not simply turning the power OFF / ON. Therefore, if no reset operation is performed and only the power is turned OFF / ON, the previous game state is retained. In this embodiment, the reset operation is defined as resetting the RAM (performing a RAM clear) of the arcade machine 1. However, unlike the arcade machine 1 in this embodiment, the reset operation may be defined as turning the power OFF / ON.
[0033] In the advantageous first game state (state A), the player plays by shooting left-handed. When the game ball enters the first starting area 904a, the first lottery information is acquired, and the first special lottery (special figure 1 lottery) is executed based on this first lottery information. In the advantageous first game state, the first special lottery is set so that the result is a "jackpot" at 1 / 349 and a "sudden time" at 348 / 349. In other words, in the advantageous first game state, the first special lottery does not result in a "miss". "Sudden time" is divided into sudden time H and sudden time B. When the lottery result is sudden time H, the game transitions to the second game state (state H) from the next spin. When the result is sudden time B, the game transitions to the standard first game state (state B) from the next spin. In this embodiment, the probability of sudden time H is 68 / 349, and the probability of sudden time B is 280 / 349.
[0034] In the standard first game state (state B), the player plays with left-handed shots (the reason why right-handed shots are not appropriate will be explained later). When a game ball enters the first starting area 904a, the first lottery information is acquired, and the first special lottery (special figure 1 lottery) based on this first lottery information is executed. In the standard first game state, the result of the first special lottery is a "jackpot" at a rate of 1 / 349 and a "miss" at a rate of 348 / 349. In other words, the jackpot probability is the same as in the advantageous first game state, but there is no chance of winning a "sudden time" and the result is either a jackpot or a miss. To put it another way, since the standard first game state is already a high opening / closing mode (a state with time reduction), a "sudden time" (acquisition of the right to transition to the high opening / closing mode (special transition right, explained later)) does not occur as a result of the first special lottery. When a jackpot is hit, the distribution (jackpot distribution) is as follows: 50% for the second jackpot, 18% for the first jackpot A, and 32% for the first jackpot B.
[0035] In this embodiment, a rescue function is activated if the special lottery fails a predetermined number of times in the standard first game state. The value of the predetermined number can be set as appropriate, but it is preferable to set it to a value of three times or more the denominator of the jackpot probability (349 in this embodiment). In this embodiment, the predetermined number is set to 1324 times. When the rescue function is activated (after 1324 consecutive losses), the game transitions to the advantageous first game state without the jackpot game being played. Note that a configuration without such a rescue function is also possible.
[0036] In the second game state, the player plays by shooting to the right. Since the second game state is a state in which it is easier to win the regular lottery, the second starting area 904b is opened relatively easily, and the second lottery information is acquired when the game ball enters the second starting area 904b. In other words, the second game state is a "high base state" in which it is easy to get the game ball into the second starting area 904b. The second special lottery (special figure 2 lottery) is executed when the second lottery information is acquired. The second special lottery is set so that the result is a "jackpot" at 1 / 349 and a "small win" at 348 / 349 (ultimately, the jackpot probability is the same in all game states (1 / 349)). In other words, there are no "losing" results in the lottery, and there is a 1 / 1 (100%) chance of winning (a big win or a small win) (since the second game state is already in high-opening mode, it is not possible to win a "sudden win" in the second game state). Furthermore, when a small win is obtained through the second special lottery, the opening time of the specific area 906x is extremely long, and if the player continuously aims the game ball at the specific area 906x, the game ball will enter the specific area 906x with almost 100% probability (see Figure 3(b)). In other words, winning a small win through the second special lottery leads to winning a big win with almost 100% probability, and is essentially equivalent in value to winning a big win. Therefore, the second game state can be said to be a state in which a big win can be obtained with a 1 / 1 (100%) probability, and is the most advantageous game state for the player (the state that the player should aim for). Furthermore, since the second game state is a high-opening / closing mode (a state with reduced playtime), a "sudden time" will not occur as a result of the second special lottery. Also, the second game state is a state that ends when the second special lottery is executed once (a reduced playtime state that ends when the special lottery for special symbol 2 is executed once), and does not end even if the first special lottery is executed. As mentioned above, the probability of winning a jackpot in the second special lottery is effectively 1 / 1, so it is sufficient to have a configuration that ensures the second special lottery is executed once (although this is meaningless since the effective probability of winning a jackpot is 1 / 1, it is also acceptable to set the number of executions of the second special lottery, which is the condition for the reduced playtime to end, to be two or more).
[0037] In the second game state, the distribution of big wins (including those obtained via minor wins) is such that 81% are second big wins and 19% are first big win A. In other words, there is an 81% chance that the game will return to the second game state after the big win ends. To put it another way, the probability of a winning streak (the probability of continuing in the second game state) is 81%.
[0038] The standard first game state is a high-opening mode, but the opening time of the second starting area 904b (the time during which the game ball can enter) when a normal lottery is won is extremely short (to the point that it is impossible to enter without cheating), making it virtually impossible (extremely difficult or impossible) to get the game ball into the second starting area 904b. Therefore, unlike the second game state (high base state), which is also a high-opening mode, the standard first game state is a state (low base state) in which the player cannot benefit from the high-opening mode. Consequently, shooting to the right in the standard first game state is more disadvantageous to the player than shooting to the left (given this setting, the standard first game state is a game state in which the player should shoot to the left). Therefore, in the standard first game state, the player should shoot to the left and aim to win a jackpot by getting the game ball into the first starting area 904a (first special lottery).
[0039] 2-6) Characteristics of each game state (see Figure 4) The difference between the advantageous first game state and the standard first game state, both of which are the same first game state (a state where left-handed play is required), (differences in terms of player benefits) is as follows: If a jackpot is won in the first special lottery in the advantageous first game state, and that jackpot is the second jackpot, the player transitions to the second game state, which is the best state ("R11" in Figure 4). Also, because the advantageous first game state is a low opening / closing mode, it is possible to win a "sudden time" in the first special lottery. If that sudden time is "sudden time H" (68 / 349), the player transitions to the second game state, which is the best state, without having to go through a jackpot (second jackpot) ("R12" in Figure 4). On the other hand, in the standard first game state, it is not possible to win a "sudden time" in the first special lottery. Therefore, the only way to transition to the second game state, which is the best state, is to win a jackpot (second jackpot) (the player can only transition to the second game state at "R2" in Figure 4). Thus, the advantageous first game state and the standard first game state are similar in that they both have a route to win the second jackpot (jackpot route) as a way to transition to the second game state, which is the highest state (the probability of winning the second jackpot (0.5 / 349) is also the same). In the advantageous first game state, in addition to the jackpot route, there is also a route to transition to the second game state without winning a jackpot by winning "Sudden H" (hereinafter, the right to transition to the second game state without going through a jackpot obtained by winning "Sudden H" may be called a "special transition right," and the transition to the second game state by winning "Sudden H" may be called a "jackpot-free transition"), which makes it more advantageous than the standard first game state (the value of one first special lottery is higher). In other words, the advantageous first game state is a state in which it is possible to win "Sudden H" because it is a low opening / closing mode, and for that reason it is more advantageous than the standard first game state, which is a high opening / closing mode (a state in which it is a high opening / closing mode but does not receive its benefits).
[0040] As described above, in the first special lottery in the advantageous first game state, "1 / 349 jackpot" and "68 / 349 sudden time H" are advantageous results (effectively "wins") for the player, while "280 / 349 sudden time B" is an unfavorable result (effectively "lose"). If sudden time B is won, the player immediately transitions to the standard first game state (hereinafter, the right to transition to the standard first game state without going through a jackpot, obtained by winning "sudden time B", may be referred to as the "normal transition right"). Therefore, the advantageous first game state is a state in which drawing a probability of "69 / 349" ("1 / 349 jackpot" + "68 / 349 sudden time H") in a single first special lottery is an advantageous result for the player. From this, it can be said that the advantageous first game state is a state with a greater advantage than the standard first game state, where the only advantageous outcome is winning the "1 / 349 jackpot" (all other outcomes are unfavorable (misses)).
[0041] Furthermore, since the result of the first special lottery in the advantageous first game state is either "jackpot" or "sudden time," and there are no misses, it can be said that the advantageous first game state is a state in which only "one special lottery" is performed after transitioning (after the execution of one special lottery, a jackpot win or transition to a game state is guaranteed). If the result of the first special lottery in the advantageous first game state is "sudden time B," which has the highest probability, the game transitions to the standard first game state, and in the standard first game state, the first special lottery of either "jackpot" or "miss" is performed, it can be said that playing in the standard first game state is the same as playing in the conventional normal game state (playing with the aim of winning a jackpot and transitioning to an advantageous game state thereafter). Among the game states, the standard first game state is the most frequent (longest stay), and the advantageous first game state is the least frequent (shortest stay).
[0042] Furthermore, in this embodiment, after a reset operation is performed, the game is set to the advantageous first game state. Since the reset operation can be performed by the arcade operator, the arcade operator can choose whether or not to set the game to the advantageous first game state (they can choose whether or not to set the game to the advantageous first game state at opening time). Therefore, this has the advantage of broadening the range of business operations for the arcade operator.
[0043] Furthermore, in this embodiment, the second game state, which is the highest state, has a continuous win probability (continuation probability) of 81% (probability of hitting the second jackpot). However, if this is not achieved (19%), it becomes the first jackpot A, and after the jackpot game, it transitions to the advantageous first game state. In other words, even if a continuous win is unfortunately not achieved (the player does not transition back to the second game state), the player can still transition to the advantageous first game state and receive the benefits of that advantageous first game state (a lottery with a "69 / 349" chance of a favorable result for the player). Not only if the "second jackpot" of 0.5 / 349 is won in the advantageous first game state, but also if the "sudden time H" of 68 / 349 is won, a transition without going through a jackpot occurs, and the player can immediately return to the second game state. Since winning 68 / 349 in a single lottery is a realistic probability, there is a good chance of returning to the second game state (the so-called "comeback").
[0044] Furthermore, in this embodiment, even if a jackpot is won in the first game state (advantageous first game state, standard first game state), the game will not transition to the second game state unless it is a second jackpot. However, even if it is not a second jackpot, if it is a first jackpot A, the game will transition to the advantageous first game state after the jackpot game, so there is a chance of winning a sudden H in that advantageous first game state.
[0045] Furthermore, in this embodiment, if the standard first game state results in a predetermined number of consecutive losses (1324 times in this embodiment), a relief function is activated and the game transitions to the advantageous first game state. In other words, a predetermined number of consecutive losses triggers a chance for a special lottery in which there is a possibility of winning "Sudden H" (a transition without going through a jackpot). This makes it possible to encourage gameplay in the standard first game state (the most unfavorable state).
[0046] The following describes specific examples of improvements, modifications, and concretizations of the above-mentioned aspects of gameplay. Furthermore, whenever possible, configurations may be created that apply multiple aspects described using the following specific examples.
[0047] ○Specific Example 1-1 It is also possible to make it possible to get a "miss" in the first special lottery while in the advantageous first game state. For example, the probabilities of each event that result from the first special lottery in the advantageous first game state may be set to be 1 / 349 for a jackpot, 40 / 349 for sudden H, 40 / 349 for sudden B, and 268 / 349 for a miss (see Figure 5). If it is a miss, there is no transition in the game state, and the advantageous first game state continues. In other words, the first special lottery in the advantageous first game state is executed again.
[0048] In this way, the gameplay is such that the advantageous first game state continues as long as the result of the first special lottery is a loss. From another perspective, it is possible to achieve a gameplay where the goal is to win a jackpot or sudden time H before winning sudden time B and transitioning to the standard first game state (end of the advantageous first game state), and if it is a loss, the state continues (carries over).
[0049] ○Specific Examples 1-2 It is also possible to make it possible to have a "miss" in the second special lottery during the second game state. For example, the probabilities of each event that result from the second special lottery during the second game state may be set to be 1 / 349 for a big win, 100 / 349 for a small win, and 248 / 349 for a miss. In other words, the combined probability of a big win, including direct wins and wins via small wins, may be set to 101 / 349 (see Figures 6 and 7).
[0050] In the example shown, the gameplay differs depending on the number of time-saving rounds X (the number of times the high-opening / closing mode continues) in the second game state. For example, if the number of time-saving rounds X is set to a very large number (for example, X = 10,000 times) (see Figure 6), the gameplay becomes a so-called "loop type" configuration in which the continuation of the second game state until the next big win or small win is virtually guaranteed (a "loop type" is defined as a configuration where the probability of the second game state continuing until the next big win or small win is 99.9% or higher). Furthermore, a configuration in the second game state of the above embodiment where the number of time-saving rounds is 1, but the actual probability of winning a big win is 1 / 1, can be said to be a "loop type" configuration in which the next big win is guaranteed.
[0051] On the other hand, if the number of time-saving rounds X is reduced to such an extent that it is uncertain whether the second game state will continue until the next big or small win is achieved (for example, X = 10 rounds) (see Figure 7), the game becomes a so-called "ST type" game. When the game is an ST type, the game state to which the player transitions after the end of the second game state (after X consecutive losses) may be the advantageous first game state or the standard first game state. As shown in the example in Figure 7, if the game transitions to the advantageous first game state after the end of the second game state, the game becomes one in which there is a chance to transition to the second game state again after the so-called ST ends (a chance to win a sudden time H).
[0052] If the game is designed as a loop type, it is necessary to set it so that some of the jackpots that can be won in the second game state are not second jackpots (the first jackpot must be included as part of the jackpots that can be won) (see Figure 6). In other words, it is necessary to distribute the jackpots that result in a drop from the second game state. On the other hand, if the game is designed as an ST type, it is also possible to set it so that all of the jackpots that can be won in the second game state are second jackpots (it is possible to set it so that winning a jackpot equals a winning streak) (see Figure 7). Alternatively, it is also possible to set it so that some of them are first jackpots.
[0053] The second game state may be configured to include both a "loop type" as shown in Figure 6 and an "ST type" as shown in Figure 7. For example, the second jackpot may include a second jackpot A that transitions to a "loop type" second game state as shown in Figure 6 after the jackpot game ends, and a second jackpot B that transitions to an "ST type" second game state as shown in Figure 7 after the jackpot game ends.
[0054] ○Specific Examples 1-3 The configuration does not include a jackpot that transitions to the standard first game state after the jackpot game ends. In relation to the above embodiment, the configuration does not include a first jackpot B (see Figure 8).
[0055] With this configuration, even if a jackpot is won in the first game state (advantageous first game state, standard first game state) and it is not a second jackpot (i.e., a transition to the second game state is not achieved), the player will still transition to the advantageous first game state. In other words, if a jackpot is won, even if the player does not transition to the highest state, the second game state, the player will still transition to the advantageous first game state, thus achieving a gameplay feature where, upon winning a jackpot, the player will at least have a chance of winning a sudden H.
[0056] 3) Control of various images in the advantageous first game state In the advantageous first game state, an advantageous image 10, which is a special image that is only displayed in the advantageous first game state (and not displayed in the standard first game state or second game state), is displayed (see Figure 9(a)). The advantageous image 10 is displayed before the start of the variation in the advantageous first game state (hereinafter sometimes simply referred to as "before variation") and is said to represent the characteristics of the advantageous first game state. As described above, the advantageous first game state is an advantageous state in that it is possible to receive one first special lottery without winning a jackpot by winning the sudden H (acquiring the right to special transition), which means that the player can transition to the second game state (a transition without a jackpot occurs). Therefore, in this embodiment, before variation, the advantageous image 10 containing the words "Put your bet on this one ball" is displayed in the display area 911. That is, the words "one ball" suggest one lottery (entry of the game ball into the starting area 904), and the words "Put your bet on it" suggest that it is a state in which there is some expectation. Furthermore, the advantageous image 10 in this embodiment is also a background image (a background image exclusive to the advantageous first game state) that is displayed as the background for the decorative symbols 80 that are waiting in preparation for the change.
[0057] Before the first advantageous game state changes, an instruction image 12 is displayed in addition to the advantageous image 10. The instruction image 12 is an image that indicates to the player that the game ball should be launched aiming at the first starting area 904a. In this embodiment, the instruction image 12 includes an "arrow" pointing to the first starting area 904a (see Figure 9(a)). In addition to or instead of such an image pointing to the first starting area 904a, the image may also include text such as "Aim".
[0058] In the first advantageous game state after a reset operation, the decorative symbols 80, which are waiting in preparation for a spin, are displayed along with the advantageous image 10 and instruction image 12 mentioned above. In the first advantageous game state after a reset operation, it is preferable that the decorative symbols 80 be displayed in a fixed pattern (post-reset pattern). For example, the combination of "1, 2, 3" arranged from left to right is considered the post-reset pattern (see Figure 9(a)). On the other hand, although not shown in the figure, in the first advantageous game state after the first jackpot A, the winning combination that notified the first jackpot A (three identical decorative symbols 80) is considered to be waiting in preparation for a spin. Therefore, before a spin in the first advantageous game state (before the start of the target spin described later), by looking at the decorative symbols 80 waiting in preparation for a spin, it is possible to distinguish whether it is the first advantageous game state after a reset operation or the first advantageous game state after the first jackpot A.
[0059] Following the instructions in the instruction image 12 above, the player fires a game ball towards the first starting area 904a (shot to the left). When the game ball enters the first starting area 904a, the first special lottery is executed, and a variation performance (hereinafter sometimes referred to as the target variation) that notifies the result is started. The instruction image 12 above is deleted when the target variation starts (see Figure 9(b)). In this embodiment, it is deleted simultaneously with the start of the target variation. In other words, the instruction image 12 is deleted when a variation performance that can notify the winning of Sudden H (acquisition of special transition rights) starts.
[0060] Furthermore, "triggered by the start of the target change" includes not only the moment the target change starts, but also the mode in which the image is erased after a certain period of time (up to about 2 seconds). In other words, a time lag is permitted in which, from the player's perspective, the instruction image 12 appears to be erased as a result of the game ball entering the first starting area 904a.
[0061] Since the advantageous first game state has not ended when the target variation begins, the instruction image 12 should remain displayed. However, the reason for deleting the instruction image 12 at the start of the target variation, as in this embodiment, is as follows: In the first special lottery in the advantageous first game state, there is a possibility of winning Sudden H and transitioning to the second game state (a transition without going through a jackpot occurs). However, if left-hand shooting continues while the target variation is being executed, and the game ball enters the first starting area 904a and Special Symbol 1 Reserve (pre-variation reserve information) is acquired, the first special lottery based on the said Special Symbol 1 Reserve will be executed even after transitioning to the second game state. Although the probability is not very high, if a jackpot is won in this first special lottery, there is a 50% chance that the jackpot will be the first jackpot A. In other words, the probability (50%) that a jackpot is won in the first special lottery using the remaining Special Symbol 1 reserve is that it is the first jackpot A, which is higher than the probability (19%) that a jackpot is won in the second special lottery is that it is the first jackpot A. In short, the first special lottery is less favorable to the player than the second special lottery, and if a jackpot is won in this less favorable lottery, there is a high probability that the second game state will end. Therefore, in this embodiment, when the target variation begins, instruction image 12 is displayed to prevent any further game balls from being launched (to prevent the acquisition of Special Symbol 1 reserve). In other words, in the advantageous first game state, it is preferable that only one game ball enters the first starting area 904a. Therefore, when the target variation starts (when one game ball enters the first starting area 904a), the instruction image 12 is deleted to prevent any further game balls from entering the first starting area 904a (to prevent two or more game balls from entering the first starting area 904a in the advantageous first game state).
[0062] In this embodiment, the advantageous image 10 is also erased along with the instruction image 12 (see Figure 9(b)). Since the advantageous image 10 is an image that suggests a situation in which the first starting area 904a should be targeted, when the target change begins, the advantageous image 10 is also erased to prevent any further game balls from being launched.
[0063] During the target change, an animation is performed to notify the result of the first special lottery in the advantageous first game state. The specific form of this animation may be anything. In this embodiment, the player is prompted to operate the operation means 60 (for example, the push button 61) (see Figure 9(b)), and an animation corresponding to the result of the first special lottery is performed as a result. As described above, winning a jackpot or sudden time H is an advantageous result for the player, so when a jackpot or sudden time H is won, an animation (advantageous animation) (see Figure 9(c-1)) is performed to indicate that the situation is favorable for the player, and when sudden time B is won, an animation (disadvantageous animation) (see Figure 9(c-2)) is performed to indicate that the situation is unfortunate for the player. The animations for winning a jackpot and winning sudden time H may be different. That is, if it is a jackpot, an animation for jackpots is performed, and if it is sudden time H, an animation indicating a transition to the second game state (○○ Chance) is performed. The unfavorable animation could be an animation indicating a transition to the standard first game state (XX stage) (see Figure 9(c-2)). Although not shown in Figure 9, before the end of the target variation, if a sudden H is won, the sudden H combination will be displayed, and if a sudden B is won, the sudden B combination will be displayed.
[0064] The following describes specific examples of improvements, modifications, and concretizations of the control of various images in the advantageous first game state described above. Furthermore, whenever possible, configurations may be created that apply multiple aspects of the specific examples described below.
[0065] ○Specific Example 2-1 As soon as the target variation begins, the instruction image 12 is erased, and an image indicating that the launch of any further game balls (launch of game balls toward the first starting area 904a) should be stopped (hereinafter referred to as the stop request image 14) is displayed in the display area 911 (see Figure 10(b)). For example, the stop request image 14 that includes the words "Stop" or "STOP" is displayed. Naturally, the stop request image 14 is not displayed before the target variation begins (see Figure 10(a)).
[0066] If only instruction image 12 is deleted, it is conceivable that a certain number of players will continue firing without noticing. By doing as in this example, it can be expected that more players will stop firing after the target change has begun.
[0067] ○Specific Example 2-2 Depending on the result of the first special lottery in the advantageous first game state, the instruction image 12 may not be erased when the target spin begins. In other words, the instruction image 12 may be erased when the target spin begins, or it may not be erased when the target spin begins. However, in any configuration, if the result of the first special lottery is "Sudden H", the instruction image 12 will be erased when the target spin begins (see Figure 11(b-1)). Furthermore, "the instruction image 12 is not erased when the target spin begins" means that it will not be erased at the timing when the instruction image 12 is erased in the case of "Sudden H" (when the target spin begins), but will be erased at a later timing (before the advantageous first game state ends). However, in the example shown, the result of the first special lottery is limited by whether or not the instruction image 12 is deleted when the target change begins (the result of the lottery can be predicted to some extent at the beginning of the target change), which is a drawback. To eliminate this drawback, it is better to delete the instruction image 12 when the target change begins, regardless of the result of the first special lottery, as in the embodiment described above.
[0068] <Specific Example 2-2-1> (See Figure 11) Even if a target variation begins in which the result of the first special lottery is "Sudden Time B", the instruction image 12 will not be erased as a result (see Figure 11(b-2)). In the case of "Sudden Time B", the game transitions to the standard first game state after the target variation ends. The standard first game state is the most unfavorable game state for the player, and it is a game state in which the player aims to win a jackpot, so winning a jackpot with the special symbol 1 reserve (remaining reserve) acquired in the advantageous first game state is not disadvantageous to the player. Therefore, even if a target variation begins in which the result of the first special lottery is "Sudden Time B", the instruction image 12 will remain.
[0069] <Specific Example 2-2-2> (Not shown) As explained in the specific example 1-1 above, the configuration is such that a "miss" can occur as a result of the first special lottery. In such a configuration, even if a target spin in which the result of the first special lottery is a "miss" begins, the instruction image 12 is not deleted as a result. In the case of a "miss," the advantageous first game state is maintained even after the target spin ends, so the disadvantage of acquiring another Special Symbol 1 reserve is not considered significant, and the instruction image 12 is left in place. However, if the maximum number of Special Symbol 1 reserves is 2 or more, after the target spin is a "miss," there is a possibility of winning "Sudden H" in the next spin and transitioning to the second game state, and then winning a jackpot (first jackpot A) with the remaining Special Symbol 1 reserves. Therefore, considering this point, if the maximum number of Special Symbol 1 reserves is 2 or more, it could be said that it would be better to delete the instruction image 12 as a result of the start of the target spin, even if the target spin is a "miss."
[0070] ○Specific Examples 2-3 Before the target variation begins (before the variation), an image (game explanation image 16) is displayed in the display area 911 to show the player that it is preferable to enter the first starting area 904a with "only one" game ball. For example, the game explanation image 16 may include text such as "Stop launching once one ball has entered" (see Figure 12(a)). In this way, the player can understand in advance that they only need to enter the first starting area 904a with one game ball, making it less likely that they will enter with two or more game balls. The game explanation image 16 should be deleted when the target variation begins.
[0071] The deleted game explanation image 16 may be replaced with a stop request image 14, as explained in specific example 2-1 (see Figure 12(b)). In this way, after the event explained by the game explanation image 16 (that only one game ball needs to enter the first starting area 904a) occurs, the game explanation image 16 is replaced with a stop request image 14 indicating that no further shots are needed, making it easy to understand that the situation requires stopping the shots.
[0072] ○Specific Example 2-4 At least a portion of the game board 90 (game board) is made of a light-transmitting material (hereinafter, the light-transmitting portion will be referred to as the light-transmitting portion 90a). At least the area above the location where the first starting area 904a is provided on the game board 90 is defined as the light-transmitting portion 90a. A portion of the display area 911 is made to overlap with the light-transmitting portion 90a. The instruction image 12 is displayed in the portion of the display area 911 that overlaps with the light-transmitting portion 90a (see Figure 13). That is, at least a portion of the instruction image 12 is visible through the light-transmitting portion 90a of the game board 90. In this way, the instruction image 12 can be displayed near the first starting area 904a, making it easier to understand that the first starting area 904a should be targeted. At least a portion of the advantageous image 10 may also be made visible through the light-transmitting portion 90a of the game board 90.
[0073] 4) Control of standby images In this embodiment, a standby image 20 (see Figure 14(a-2)(b-2)) may be displayed when no variation performance is being executed (non-variation state). The standby image 20 is an image intended to emphasize that the state is non-variation (that no game is being played). The specific form of the standby image 20 can be anything. It could be a video introducing the original work that served as the motif for the game machine 1, a video introducing the manufacturer that created the game machine 1, a video introducing the game method, a video introducing the effects that can be executed as effects that constitute the variation performance, or a combination thereof. It is also preferable that it includes an element that clearly indicates to the player that it is in standby mode (not in variation mode) (for example, the words "Demo Movie"). Furthermore, the standby image 20 may include a so-called customization screen for volume, brightness, the probability of various effects occurring, etc.
[0074] In this embodiment, the image layer representing the standby image 20 is placed at the forefront (at least in front of the image layers of the decorative symbols 80 and their background images that are waiting in preparation for the start of the variation). In this embodiment, the standby image 20 is displayed across the entire display area 911. Therefore, when the standby image 20 is displayed, the decorative symbols 80 and their background images that are waiting in preparation for the start of the variation are not visible (see Figure 14(a-2)(b-2)). However, this does not negate the possibility of the standby image 20 being displayed in part of the display area 911. In any case, when the standby image 20 is displayed, the decorative symbols 80 and the like that are waiting in preparation for the start of the variation are not visible or are difficult to see (visibility is obstructed by the standby image 20). When the entry of a game ball into the starting area 904 is detected while the standby image 20 is displayed, the corresponding variation animation is started and the standby image 20 is erased.
[0075] The conditions under which the standby image 20 is displayed are defined as predetermined conditions. In this embodiment, the predetermined condition is met when the non-changing state is maintained for a predetermined time (20 seconds) after the non-changing state is reached (i.e., the state does not change). In short, the standby image 20 may be displayed if the state of not playing continues for a certain period of time. However, although the predetermined condition is an essential condition for the display of the standby image 20, it is not guaranteed that the standby image 20 will be displayed even if the predetermined condition is met, and whether or not the standby image 20 is displayed depends on the type of game state at that time (the state in which game balls should be launched toward the starting area 904). Hereinafter, a game state in which the standby image 20 is displayed when the predetermined condition is met in the non-changing state may be referred to as the "standby permitted type" (game state), and a game state in which the standby image 20 is not displayed even if the predetermined condition is met in the non-changing state may be referred to as the "standby prohibited type" (game state).
[0076] In this embodiment, of the three game states, the standard first game state and the second game state are "standby permission type" game states. That is, in the standard first game state and the second game state, if a non-changing state continues for a predetermined time, the standby image 20 is displayed (see Figures 14(a) and (b)). The standby image 20 displayed in the standard first game state and the standby image 20 displayed in the second game state may be of different forms. In other words, the standby image 20 for the "standard first game state" and the standby image 20 for the "second game state" may be prepared separately.
[0077] On the other hand, the first advantageous game state is a "waiting prohibited" game state. That is, in the first advantageous game state, the waiting image 20 is never displayed no matter how long the non-changing state continues (see Figure 14(c)). As mentioned above, in the first advantageous game state, the advantageous image 10 and instruction image 12 are displayed before the start of the target change (before the change). In other words, it can be said that the game is promoted by displaying images that suggest the first advantageous game state is an advantageous situation, or images that show how to play in that state. However, if the waiting image 20 were to be displayed, the waiting image 20 would make it impossible (or difficult) to see the advantageous image 10 and instruction image 12. Therefore, before the change in the first advantageous game state, even if the predetermined conditions are met, the waiting image 20 is not displayed, so that the advantageous image 10 and instruction image 12 can always be seen in their original form.
[0078] The following describes specific examples of improvements, modifications, and implementations of the control aspects of the above-mentioned standby image 20. Furthermore, whenever possible, configurations may be implemented that apply multiple aspects described using the following specific examples.
[0079] ○Specific Example 3-1 The above embodiment explains that the advantageous first game state is always set to the "waiting prohibited type." However, even within the same advantageous first game state, there may be cases where it is set to the "waiting permitted type" or the "waiting prohibited type." Specifically, there are multiple conditions (transition conditions) for transitioning to the advantageous first game state. In the advantageous first game state that is entered when certain transition conditions (specific transition conditions) are met, it is set to the "waiting prohibited type," while in the advantageous first game state that is entered when other transition conditions (non-specific transition conditions) are met, it is set to the "waiting permitted type."
[0080] There are various ways to distinguish between specific transition conditions and non-specific transition conditions. One suitable example is to distinguish them based on whether or not they are reset conditions that are established by a reset operation that the player cannot perform (or, from another perspective, whether or not they are game conditions that are established by the player playing the game). In the above embodiment, there are three transition conditions: (1) after a reset operation, (2) after the end of the first jackpot A game, and (3) after the rescue function is activated. (1) is a reset condition, and (2) and (3) are game conditions. The reset condition in (1) is designated as a specific transition condition, and the game conditions in (2) and (3) are designated as non-specific transition conditions.
[0081] The fact that the reset condition is met means that the arcade has performed a reset operation, and it is highly likely that this has happened immediately after opening. Therefore, if the waiting image 20 is displayed in this situation, it will become impossible to determine whether or not the player is in the advantageous first game state, so it will be designated as a "waiting prohibited type". In other words, after the reset operation is performed, the advantageous image 10 and instruction image 12 will continue to be displayed until the target variation begins (see Figure 15(a)). On the other hand, the fact that the game condition is met means that it is highly likely that the player has been playing continuously up to that point, and the player will be aware that they have entered the advantageous first game state, so it is considered that there is no problem even if the waiting image 20 is displayed, and it will be designated as a "waiting permitted type" (see Figures 15(b) and (c)).
[0082] As mentioned above, a configuration without a rescue function is also acceptable. In this case, whether the system is "waiting prohibited" or "waiting permitted" depends on whether or not a jackpot game has ended. That is, the advantageous first game state after a jackpot game has ended is considered "waiting permitted" (see Figure 15(b)), while the advantageous first game state that has not ended after a jackpot game is considered "waiting prohibited" (see Figure 15(a)).
[0083] ○Specific Example 3-2 Even in gaming machines with specifications other than those of the above embodiment, it is conceivable to provide a "standby permitted" game state and a "standby prohibited" game state. For example, in a configuration in which a normal game state and one or more special game states that are more advantageous to the player than the normal game state are provided, the normal game state may be a "standby permitted" type, and the special game states may be a "standby prohibited" type. The normal game state can be said to be the most unfavorable of the multiple game states. The special game state may be advantageous in that the ease with which game balls enter the starting area 904 (the so-called base) is higher than in the normal game state, or it may be advantageous in that the probability of winning the special lottery is higher than in the normal game state (it is a probability variation state) (it may be a combination of these). For example, a configuration may be provided in which a first special game state with low probability and high base, and a second special game state with high probability and high base are provided.
[0084] It is common for players to stop playing during normal gameplay, and it is unlikely they would stop during special gameplay. Therefore, the normal gameplay state is designated as a "standby permission type," where a standby image 20 is displayed when no one is playing to emphasize that the game is playable. On the other hand, the special gameplay state is designated as a "standby prohibition type," as it is assumed that the previous player has been playing continuously, and there is no need to display a standby image 20 even if the game temporarily stops.
[0085] ○Specific Example 3-3 The configuration is such that whether the game is set to "standby permitted" or "standby prohibited" is determined not by the current game state, but by other factors. For example, the player can arbitrarily choose whether to set the game to "standby permitted" or "standby prohibited." In other words, the selection of "standby permitted" or "standby prohibited" is made possible as a type of so-called player customization function. The method of selection can be anything. For example, as shown in Figure 16, the selection (switching) can be made by operating various operating means 60 (push buttons 61 or directional keys 62). Since how players perceive the display of the standby image 20 in a non-changing state will differ, the player can arbitrarily choose whether or not to allow the standby image 20 to be displayed. For example, if a player gets frustrated when the standby image 20 is displayed when they are aiming for the starting area 904 but do not win, they can choose "standby prohibited" so that the standby image 20 is not displayed even in such a situation.
[0086] Although not shown in the diagram, the player may be allowed to arbitrarily choose whether to set the game state to "allowed waiting" or "prohibited waiting." For example, in a configuration with two game states, the first game state and the second game state, the player may be allowed to choose between "allowed waiting" and "prohibited waiting" for the first game state, and the player may also be allowed to choose between "allowed waiting" and "prohibited waiting" for the second game state.
[0087] 5) Pre-production If you win "Sudden H" (acquire the right to transition to a special state) in the advantageous first game state, an effect (advantageous effect) will be executed in the target spin to indicate that you will transition to the second game state (○○ Chance) (see Figure 17(b)). In the target spin in which you win Sudden H, a pre-effect will be executed after the advantageous effect (see Figure 17(c)(d)). The target spin is from when the decorative symbol 80 starts spinning until the Sudden H combination is displayed and then disappears, and the pre-effect is executed during this target spin. Note that if you win Sudden H, the spin following the target spin will be in the second game state, so the target spin can be said to be the "pre-transition spin" (effect during the pre-transition spin) immediately before transitioning to the second game state.
[0088] The in-game animation during the second game state (○○ Chance) is set to one of several animation modes. The animation mode is the element that governs the manner of the in-game animation. Different animation modes will result in clearly different manners of the in-game animation (the manner of the animation that notifies the result of the special lottery). However, the animation mode does not affect the expected value of actual profit (payout). In this embodiment, three animation modes (animation mode X, animation mode Y, and animation mode Z) are provided. The differences between each animation mode (the differences in the in-game animation when each animation mode is set) may be anything. In this embodiment, the motif (main character) of each animation mode is different. Specifically, animation mode X is based on character X, animation mode Y is based on character Y, and animation mode Z is based on character Z. In the in-game animation during the second game state, it is preferable to display a unique image (mode-corresponding image) that represents the set animation mode. For example, in performance mode X, an image containing the text "Mode X" is displayed in the display area 911; in performance mode Y, an image containing the text "Mode Y" is displayed; and in performance mode Z, an image containing the text "Mode Z" is displayed (see Figure 17(f). Figure 17(f) shows the case when Mode Z is selected). Naturally, a mode-corresponding image representing a certain performance mode will not be displayed when a different performance mode is set. In addition, although not shown in the diagram, the background image displayed as the background of the decorative pattern 80 should be different for each performance mode.
[0089] In this embodiment, the performance mode during the reel spinning animation in the second game state is also reflected during the jackpot game (during the round). Specifically, in this embodiment, notification of whether the jackpot won in the second game state (second special lottery) is a second jackpot or a first jackpot A is performed during the jackpot game. That is, the reel spinning animation in the second game state notifies that a jackpot has been won (see Figure 18(b)), and the type of jackpot is notified during the jackpot game as the basic configuration. There are also three types of performance animations that notify the type of jackpot (type notification animation), corresponding to each of the three types of performance modes: performance mode X, performance mode Y, and performance mode Z, and the type of animation differs depending on which is selected. In this embodiment, the type notification animation is a battle animation in which the player's character and the enemy character fight, and at least the player's character differs depending on the performance mode (see Figure 18(c)). The type notification animation leads to a victory ending where the player's character wins if it is the second jackpot (this victory ending includes a so-called reversal pattern where the player initially appears to lose but then reverses the outcome) (see Figure 18(d-1)), and to a defeat ending where the player's character loses if it is the first jackpot A (see Figure 18(d-2)). The "notification" of the type of jackpot mentioned above refers to notification that is clearly understandable to all players, and it does not refer to the display of different symbols or other rules that make it possible to determine the type of jackpot. Furthermore, it is possible to set it up so that there are cases in the second game state's variation animation that definitively notify the player of winning the second jackpot.
[0090] The pre-animation in this embodiment is a selection animation that selects the animation mode for the animation during the variation in the second game state. As mentioned above, it can also be said to be a selection animation that selects the animation mode for the type notification animation in a jackpot game. In the target variation, after the player is notified that the game will transition to the second game state by an advantageous animation, the selection animation occurs as a pre-animation. In the selection animation, three choice images 30 representing animation modes X to Z are displayed in the display area 911, and the player is prompted to select one of these choices within the selection period (see Figure 17(c)). The player can select their preferred choice by operating the operation means 60. The method of selection may be anything. In this embodiment, the choice (animation mode) that the cursor is pointing to is considered selected by moving the cursor with the directional keys 62 and pressing the push button 61 (performing a confirmation operation) (see Figure 17(d)). If a confirmation operation is not performed within the selection period, the choice (animation mode) that the cursor is pointing to at the end of the selection period is considered selected. Since this selection animation is executed as a pre-animation during the target change, the selection period is designed to end before the target change ends.
[0091] After this selection sequence (preliminary sequence), the target variation ends and the second game state begins. In the second game state, the variation sequence according to the sequence mode selected in the selection sequence is executed (see Figures 17(f), 18(a) and 18(b)). After the jackpot is announced by the variation sequence in the second game state, the type announcement sequence corresponding to the sequence mode selected in the selection sequence is executed in that jackpot game (see Figure 18(c)).
[0092] In this embodiment, the performance mode cannot be changed after the selection performance is completed (after transitioning to the second game state). Specifically, the performance mode selected in the selection performance is maintained until the first jackpot A is won in the second game state and the game transitions to the advantageous first game state (until the specified period described later ends). However, this does not negate the possibility of setting the performance mode to be changeable (changeable midway) after the selection performance is completed and the game transitions to the second game state. If changes are made midway, the performance during the second game state's variation and the type notification performance during the jackpot will be executed in the changed performance mode.
[0093] As described above, in this embodiment, if a sudden H is won in the advantageous first game state, the game transitions to the second game state without going through a jackpot game (a transition without going through a jackpot occurs) (see the time chart in Figure 17). Therefore, a selection animation (preliminary animation) that determines the animation mode in the second game state is executed in the target variation where the win of sudden H is announced, so that the game progresses smoothly.
[0094] In this embodiment, if a second jackpot is won in the advantageous first game state (see Figures 19(a) and 19(b)), the game will transition to the second game state after the jackpot game ends. In this case, a selection animation for selecting the performance mode is performed during the jackpot game (during the rounds) of the second jackpot (see Figure 19(c)), and is not performed during the target spin (unlike when a sudden H is won, it is performed after the target spin ends). Thus, when transitioning to the second game state via a jackpot, a selection animation (an animation equivalent to the pre-animation described above) is performed during the jackpot game. In other words, since the jackpot game is performed before transitioning to the second game state, there is no need to perform a selection animation during the target spin that announces the win of the second jackpot.
[0095] The following describes specific examples that improve, modify, or elaborate upon the above-mentioned pre-show production aspects. Furthermore, to the extent possible, a structure that applies multiple aspects described using the following specific examples may be adopted.
[0096] ○Specific Example 4-1 In the above embodiment, the pre-show was described as a selection show for selecting a show mode, but other shows related to the second game state may also be shown. Examples of other shows include the following. Note that shows related to the second game state as referred to here also include shows related to jackpots obtained in the second game state.
[0097] A pre-game animation explaining the specifications of the second game state will occur. For example, this could include an animation explaining the probability of hitting a jackpot (effective jackpot probability) in the second game state, or an animation explaining the so-called continuation rate.
[0098] A pre-game animation will be generated to explain how to play in the second game state. For example, a pre-game animation will be generated to inform the player in advance of the area to be targeted in the second game state (the second starting area 904b in the above embodiment).
[0099] A pre-show sequence explaining the type notification sequence will occur. This sequence will explain the content of the type notification sequence and what kind of ending would be pleasing to the player. If the type notification sequence is as in the above embodiment, it will explain that it is a battle sequence in which the player's character and the enemy character fight, and that if the player's character wins, it will result in a second jackpot (consecutive wins).
[0100] ○Specific Example 4-2 The pre-show effects shall be performed during the confirmation period of the target variation. The confirmation period shall be the period from the time when the sudden H combination, which is the result of the special lottery corresponding to the target variation, is shown (hereinafter referred to as the display time) until the time when the sudden H combination is erased (hereinafter referred to as the erasure time; the erasure time is the end of the target variation) (see Figures 20 and 21). The display time may be configured as the time when the sudden H combination is displayed in a stopped state (Specific Example 4-2-1) (see Figure 20), or as the time when it is displayed in a pseudo-stop state (Specific Example 4-2-2) (see Figure 21).
[0101] <Specific Example 4-2-1> (See Figure 20) The display time is defined as the time when the sudden H combination is displayed in a stopped state (see Figure 20(b)). Here, "displayed in a stopped state" means that the movement of the decorative symbols 80 (decorative symbols 80 that constitute the sudden H combination) has completely stopped (displayed as if it is not moving). In this case, the confirmation period is the period from when the decorative symbols 80 that constitute the sudden H combination are displayed in a stationary state (display time) until they are erased (erasing time) (the period from Figure 20(b) to (e)), and the pre-performance (selection performance) (see Figure 20(c)(d)) is executed during this period.
[0102] <Specific Example 4-2-2> The display time is defined as the time when the sudden H combination is displayed as a pseudo-stop (see Figure 21(b)). Here, a pseudo-stop display refers to a state in which the decorative symbols 80 (decorative symbols 80 that make up the sudden H combination) appear to be stopped but are not completely stopped (for example, a state in which they are slightly swaying). Between the display time and the disappearance time, the decorative symbols 80 that make up the sudden H combination come to a complete stop (are displayed as stopped) (see Figure 21(d)). In other words, the decorative symbols 80 that make up the sudden H combination come to a complete stop in the middle of the confirmation period. The pre-performance (selection performance) is executed during this confirmation period (the period from Figure 21(b) to (e)) (see Figure 21(c) and (d)).
[0103] In both of the above examples 4-2-1 and 4-2-2, the display time (the time shown in Figures 20(b) and 21(b)) is the time when the configuration (combination) of the decorative pattern 80 becomes a configuration (combination of Sudden H) that indicates that a Sudden H has been won (that a special transition right has been acquired). In other words, the period after the winning of Sudden H is indicated by the decorative pattern 80 (the period from Figures 20(b) to (e), and the period from Figures 21(b) to (e)) is defined as the confirmation period, and the pre-show (Figures 20(c)(d), Figures 21(c)(d)) is executed during this confirmation period. In this way, during the confirmed period, the state is already indicated by the decorative symbol 80 that a sudden H has been won, so (for players who know that the sudden H combination is a combination that indicates a sudden H win (transition to the second game state)) it becomes easier to understand that the pre-show is related to the second game state (the game state to which the transition was indicated by the decorative symbol 80), even if the pre-show is executed during the target variation.
[0104] ○Specific Example 4-3 The setting is such that a pre-animation may or may not be performed during the target spin that announces the win of Sudden H. In other words, if the predetermined conditions for performing the performance are met, the pre-animation (selected performance) will be performed during the target spin that announces the win of Sudden H, but if the conditions for performing the performance are not met, the pre-animation (selected performance) will not be performed during the target spin.
[0105] The conditions for executing the performance can be set from various perspectives. For example, one of several different candidate times may be set as the time required for the target variation that notifies the win of Sudden H (the variation time) (the variation time of the target variation may change each time). In such a configuration, if the variation time of the target variation that notifies the win of Sudden H is greater than or equal to a predetermined time (above or below the threshold), the pre-performance will be executed, but if it is less than the predetermined time (below the threshold), the pre-performance will not be executed (see Figure 22(a)). In short, if the variation time of the target variation that notifies the win of Sudden H is relatively short, the pre-performance will not be executed because there is not enough time to execute it. This example has the advantage that it is not necessary to set the variation time of the target variation while considering the time required for the pre-performance. For example, it is possible to make it possible for a target variation to occur in which the win of Sudden H is notified in a very short time.
[0106] Furthermore, the conditions for executing the performance can also be configured so that whether or not they are met depends on the trigger for transitioning to the advantageous first game state. For example, as in the embodiment described above, if the first jackpot A is obtained in the second game state and a sudden time-based bonus H is won in the advantageous first game state to which the player transitioned, the pre-performance will not be executed in that spin. In other words, the advantageous first game state after the end of the second game state is considered to be a state in which the performance execution conditions are not met, while other advantageous first game states (in the embodiment described above, the advantageous first game state after the reset operation, the advantageous first game state after winning the first jackpot A in the standard first game state, and the advantageous first game state after the rescue function is activated) are considered to be states in which the performance execution conditions are met (see Figure 22(b)). Winning a sudden time-based bonus H in the advantageous first game state after the end of the second game state corresponds to a so-called "comeback," and the player will have already experienced the second game state (the player who was playing in the second game state will not have changed), so in this case, the pre-performance will not be executed in the spin.
[0107] In the above embodiment, where the pre-animation is a selection animation, if the animation execution conditions are not met and the selection animation is not executed, a predetermined specific option should be automatically set and the second game state should start. For example, if a selection animation that allows the player to choose between animation modes X to Z may occur as in the above embodiment, it is conceivable that if the animation execution conditions are not met and the selection animation is not executed, animation mode X should be automatically set and the second game state should start. Alternatively, a lottery may be performed internally, and the animation mode selected by the lottery should be automatically set (the type of animation mode that is automatically set when the animation execution conditions are not met may change each time). Since the type of animation mode does not affect the expected value of actual profit (payout), there is no major problem in automatically setting the animation mode regardless of the player's choice if the animation execution conditions are not met and the selection animation is not executed. However, in this case, since the player's preferred animation mode may not be set, it is preferable to have a configuration that allows the player to change the animation mode even after transitioning to the second game state (allows for mid-game changes).
[0108] 6) Control of bonus information The prescribed period is defined as a period that starts based on predetermined start conditions and ends based on predetermined end conditions. In this embodiment, the prescribed period starts when the conditions for transitioning to a new second game state are met, and ends when the conditions for ending the second game state are met. Specifically, the start condition is winning a second jackpot or sudden time H in the first special lottery (winning a second jackpot in the second special lottery is not a start condition), and the end condition is winning a first jackpot A in the second special lottery. In this embodiment, the jackpots obtained during the prescribed period include the second jackpot obtained through the first special lottery (the so-called first jackpot, the second jackpot), and the first jackpot A obtained through the second special lottery (the jackpot that triggers a drop from the second game state, which is the highest state). However, it is also possible to set it so that at least one of these jackpots is not included in the jackpots obtained during the prescribed period.
[0109] When the specified period ends (see Figure 23(a)), bonus information 40 showing the status of bonuses obtained during the specified period is displayed (see Figure 23(b)). Note that "bonuses" can be anything related to the profit (payouts) that the player can obtain. In this embodiment, the bonus information 40 may display the number of jackpots obtained during the specified period (corresponding to the so-called number of consecutive wins) and the total number of prize balls obtained by adding up the prize balls obtained from each jackpot. Other bonus information 40 may also be displayed. Note that the total number of prize balls may or may not include prize balls obtained other than those obtained by entering the jackpot area 906. Furthermore, it may or may not include so-called over-entries to the jackpot area 906 that may occur in each round of play.
[0110] In this embodiment, bonus information 40 is displayed after the end of the final round of the first jackpot A obtained through the second special lottery in the second game state (ending period) (see Figure 23(b)). In other words, bonus information 40 is displayed just before the end of the specified period. During the ending period, the number of jackpots is represented as "BONUS × ○" (where "○" is a number representing the number of jackpots), and the total number of prize balls is represented as "□□□□□pt" (where "□□□□□" is a number representing the total number of prize balls). Bonus information 40 may also be displayed during periods other than the ending period. Although not shown in the figures, for example, the number of jackpots may be displayed during the fluctuations of the second game state, or the total number of prize balls may be displayed during the round of the second jackpot obtained in the second game state (showing how the total number of prize balls changes over time). In addition, when displaying various bonus information 40 during periods other than the ending period, they may be displayed in a different manner. For example, in this embodiment, the number of jackpots at the start of a winning game is represented as "○th time" (where "○" is a number representing the number of jackpots) (see Figures 24(c-1) and (c-2)).
[0111] After the prescribed period ends (after the jackpot game of the first jackpot A obtained in the second game state has ended), the game transitions to the advantageous first game state (see Figure 23(c)). As mentioned above, the advantageous first game state is a state in which the probability of winning Sudden H is relatively high, that is, a state in which there is an expectation of "re-entering" the second game state (○○ Chance) (re-entering state). If Sudden B is won in the advantageous first game state, the game transitions to the standard first game state. In other words, the state in which there is an expectation of "re-entering" the second game state ends. If winning Sudden B is considered "fulfillment of a specific condition", then fulfillment of the specific condition in the advantageous first game state means that the state in which there is an expectation of "re-entering" the second game state ends. Note that if the first jackpot A is won in the advantageous first game state, the game does not transition to the second game state, but the game transitions back to the advantageous first game state and the state in which there is an expectation of "re-entering" the second game state continues, so this is not considered fulfillment of a specific condition. In other words, in this embodiment, the fulfillment of a specific condition is defined as winning the sudden bonus B in the advantageous first game state (transitioning to the standard first game state), and no other condition is defined.
[0112] If a sudden H or second jackpot is won in the advantageous first game state (see Figure 23(d)), the game transitions to the second game state (a "re-entry" into the second game state occurs). In other words, the prescribed period starts again before the specific conditions are met. In this case, as described above, a selection animation occurs during the second jackpot round or during the target spin in which a sudden H is won, allowing the player to select the performance mode in the second game state (see Figure 24(a)).
[0113] When a "pullback" occurs, the selection animation (hereinafter sometimes referred to as the pullback selection animation) determines whether the selected animation mode is the same type as the animation mode of the previous prescribed period (the one before the previous prescribed period). In other words, it is determined whether the animation modes of the two consecutive prescribed periods (the previous prescribed period and the subsequent prescribed period) that occur via the advantageous first game state are of the same type. Since a selection animation also occurs at the start of the previous prescribed period, it also means that it is determined whether the animation modes selected in the two consecutive selection animations that occur via the advantageous first game state are of the same type. If the animation mode selected in the pullback selection animation (the animation mode of the subsequent prescribed period) is the same type as the animation mode of the previous prescribed period (see Figure 24(b-1)), the bonus information 40 is not reset (see Figure 24(c-1)), and if it is a different type (see Figure 24(b-2)), the bonus information 40 is reset (see Figure 24(c-2)). In other words, in the former case, the bonus information 40 is controlled so that the numerical values representing the various benefits obtained in the later specified period are added to the numerical values representing the various benefits at the end of the earlier specified period. On the other hand, in the latter case, regardless of what the numerical values representing the various benefits at the end of the earlier specified period are (regardless of what the bonus information 40 is at the end of the earlier specified period), the bonus information 40 is controlled so that the numerical values representing the various benefits in the later specified period are counted from the beginning (initial value).
[0114] Thus, when a player selects the same type of presentation mode as in the previous specified period during the return selection presentation, the bonus information 40 is not reset, as it is considered highly probable that the player desires to continue playing in the later specified period, continuing from the previous specified period. In other words, the bonus information 40 is continuously counted, emphasizing the "continuity" from the previous specified period. On the other hand, when a player selects a different type of presentation mode than in the previous specified period during the return selection presentation, the bonus information 40 is reset, as it is considered highly probable that the player desires to play in a different manner in the later specified period. In other words, the bonus information 40 is counted from the beginning, making it appear as if the "continuity" from the previous specified period has been terminated.
[0115] Furthermore, if certain conditions are met (for example, if you win Sudden B and transition to the standard first game state), bonus information 40 will be reset. In other words, if, after certain conditions are met, it is decided that you will transition to the second game state and a selection animation is performed, regardless of which type of animation mode is selected in that selection animation, bonus information 40 will be counted from the beginning.
[0116] The following describes specific examples of improvements, modifications, and concretizations of the matters related to the control of the above-mentioned benefit information 40. Furthermore, whenever possible, configurations may be created that apply multiple of the matters described using the following specific examples.
[0117] ○Specific Example 5-1 After the selection animation ends and the game transitions to the second game state, the animation mode can be changed midway through (it is possible to change to a different animation mode from the one selected in the selection animation during the specified period). In this case, "the animation mode for the previous specified period" refers to the animation mode set at the end of the previous specified period (when the first jackpot A is won). That is, the animation mode selected by the player at the end of the previous specified period is used as the basis, and if the animation mode selected in the comeback selection animation is of the same type, the bonus information 40 is not reset, and if it is of a different type, the bonus information 40 is not reset.
[0118] ○Specific Example 5-2 In the above embodiment, the prescribed period is defined as a period in which the condition for transitioning to a new second game state is met as the starting condition, and the condition for ending the second game state is met as the ending condition (a so-called continuous win state), but it is not limited to this. Any period that starts when a predetermined starting condition is met and ends when a predetermined ending condition is met, and in which a selection event occurs at the start of the period that allows the player to select a performance mode for that period, is acceptable.
[0119] For example, one jackpot game can be considered as a specified period. At the start of a jackpot game, a selection sequence will occur allowing the player to choose the performance mode for that jackpot game (during the rounds). If the same type of performance mode as the one set in the previous jackpot game (previous selection sequence) is selected in the newly occurring selection sequence, the bonus information 40 will be reset. However, if a different type of performance mode is selected, the bonus information 40 will not be reset.
[0120] ○Specific Example 5-3 In the return selection sequence, if the player selects the same type of presentation mode as the previously specified period, some of the multiple types of bonus information 40 will be reset, while others will not. For example, if the bonus information 40 is configured to display the number of jackpots (number of consecutive wins) and the total number of prize balls, as described in the above embodiment, when the player selects the same type of presentation mode as the previously specified period in the return selection sequence, one of the jackpot count and total number of prize balls will not be reset, but the other will be reset. In other words, by ensuring that one of the jackpot count and total number of prize balls continues to be counted, the "continuity" from the previously specified period is shown, while by resetting the other, it is possible to understand that the specified period has ended. Furthermore, when the player selects a different type of presentation mode from the previously specified period in the return selection sequence, both the jackpot count and total number of prize balls will be reset.
[0121] ○Specific Example 5-4 In the pull-back selection sequence, if the player selects a different performance mode from the previously specified period, some of the multiple types of bonus information 40 will be reset, while others will not. For example, if the bonus information 40 is configured to display the number of jackpots (number of consecutive wins) and the total number of prize balls, as described in the above embodiment, when the player selects a different performance mode from the previously specified period in the pull-back selection sequence, one of the jackpot count and the total number of prize balls will be reset, but the other will not. In other words, by resetting one of the jackpot count and the total number of prize balls, it appears as if the "continuity" from the previously specified period has been terminated, while the other continues to be counted, indicating that the consecutive wins are continuing due to the pull-back. Note that when the player selects the same type of performance mode as the previously specified period in the pull-back selection sequence, neither the jackpot count nor the total number of prize balls will be reset.
[0122] ○Specific Examples 5-5 The selection animation is not limited to the selection of an animation mode. In other words, even when a selection animation is performed that prompts the player to select an element other than an animation mode when a predetermined period begins, it can be controlled in the same way as in the above embodiment. Specifically, in the selection animation during a comeback, if the player selects the same type of option as in the previous selection animation, the bonus information 40 will not be reset, but if a different type of option is selected, the bonus information 40 will be reset.
[0123] The elements prompted for selection in the selection sequence only need to relate to a specified period (the second game state or the jackpot game won in the second game state). For example, in the selection sequence, the player can arbitrarily select the background music that will be played during the specified period (music that is continuously played regardless of the sequence that notifies the result of the special lottery or the type of jackpot). In the selection sequence when a player is pulled back, if the player selects the same type of background music as in the previous selection sequence, the bonus information 40 will not be reset, but if a different type of background music is selected, the bonus information 40 will be reset.
[0124] ○Specific Examples 5-6 In the selection animation during a comeback, it will be clearly indicated which animation mode was the same type as the previously specified period. For example, in the selection animation during a comeback, a distinguishing image 45 containing the words "Previous Mode" will be displayed along with the selection image 30 indicating the same type of animation mode as the previously specified period (the distinguishing image 45 will not be attached to other selection images 30) (see Figure 25(a)). In this way, it will be easy to understand which animation mode was the same type as the previously specified period. Note that the distinguishing image 45 will not be displayed in selection animations other than the comeback selection animation (such as the first selection animation after a reset operation, or the selection animation after the previous second game state has ended and the game has temporarily transitioned to the standard first game state).
[0125] ○Specific Examples 5 and 7 In the selection animation during a comeback, if the same type of animation mode as the previously specified period is selected, an image (preliminary image 47) will be displayed to indicate in advance that the bonus information 40 will not be reset. For example, in the selection animation during a comeback, a preliminary image 47 containing the text "If you select the same mode as last time, you can continue" will be displayed (see Figure 25(b)). In this way, if the same type of animation mode as the previously specified period is selected, the player will understand that they can continue playing from where they left off (that it will not be reset). In this example, it is preferable to clearly indicate which animation mode was the same type as the previously specified period, as shown in specific examples 5-6 above.
[0126] 7) Sound of operation for step-up effect The gaming machine 1 according to this embodiment can perform a step-up animation (see Figure 26). The step-up animation can occur as part of an animation during reel spinning. In this embodiment, it can occur as part of an animation during reel spinning in the standard first game state (normal game state). However, it may also occur as an animation during reel spinning in other game states or as an animation that occurs during a jackpot game. In other words, the situation in which it occurs is basically irrelevant. The step-up animation in this embodiment is an animation that prompts the player to operate the operation means 60. In this embodiment, the player is prompted to operate the push button 61.
[0127] Step-up effects are effects in which predetermined effects elements progress in stages. The change in stages is indicated by a change in the image displayed in the display area 911 (hereinafter referred to as the stage image 50). In this embodiment, the stage image 50 represents an enemy character, and the type of enemy character changes each time a step-up occurs. The number of stages in the step-up effect can be set as appropriate. In this embodiment, the step-up effect can progress from one stage (step 1) to a maximum of five stages (step 5). In this embodiment, the step-up effect indicates the probability (reliability) that the result of the first special lottery corresponding to the effect during the variation, including the step-up effect (hereinafter sometimes referred to as the target special lottery result), will be a jackpot. The result stage is determined based on the target special lottery result before the step-up effect begins. The result stage is the stage that indicates the result of the step-up effect, and it is assumed that the effect will not progress to a stage higher than this stage. The higher the result stage, the higher the reliability of the target special lottery result being a jackpot. The result stage may be set to always be at least two stages (to prevent cases where no step-up occurs at all). Note that this is just one example of how the step-up animation can indicate the likelihood of a big win. Any animation in which a predetermined animation element progresses in stages is acceptable, and the event indicated by the step-up animation can be anything.
[0128] The step-up animation in this embodiment is an animation that prompts the player to repeatedly operate the push button 61 (in the case of a push button 61 as in this embodiment, this is called "rapid pressing"). In the step-up animation, an operation validity period is provided during which the operation of the operation means 60 is effective. When the result stage has not yet been reached, a lottery (progression lottery) is held to determine whether or not to advance the stage (change the stage image 50 by one step) when the operation of the push button 61 is detected once during the operation validity period. If the progress lottery is won, the stage is advanced. After the result stage is reached, even if the operation of the push button 61 is detected, the progress lottery is not held or the progress lottery is not won so that no further step-ups occur.
[0129] In this embodiment, if the result stage has not been reached at the end of the operation validity period, the game is forcibly moved to the result stage. For example, even if no operation is performed on the operation means 60 (no progress lottery is performed), the game is controlled to eventually reach the result stage. Therefore, in any case, the player can grasp the result stage. However, a configuration without such control (forced transition to the result stage) is also possible. That is, if the operation validity period ends without reaching the result stage, the step-up performance ends as is (the performance ends without the player being able to grasp the result stage).
[0130] Furthermore, in a step-up sequence with five stages (the highest stage), if the player reaches the fifth stage, the game will not progress any further, and the period during which the player can operate the game ends. In other words, once the fifth stage is reached, the player is not prompted to operate the game.
[0131] Furthermore, instead of conducting a progress lottery each time the operating means 60 is operated, the progress lottery may be triggered by two or more predetermined operations. For example, the progress lottery may be conducted every five operations.
[0132] Furthermore, in this embodiment, if a maintenance operation (a so-called "long press" in the case of a push button 61 as in this embodiment) is performed to maintain the state in which the push button 61 is pressed during the operation validity period, a function (automatic rapid-fire function) is provided in which the maintenance operation is replaced with a rapid-fire operation. This automatic rapid-fire function considers that one operation has been performed when the state in which the push button 61 is pressed continues for a predetermined time (for example, 0.2 seconds) during the operation validity period. Therefore, the progress lottery is performed when the state in which the push button 61 is pressed continues for a predetermined time.
[0133] In the step-up sequence, when the operation of the operating means 60 satisfies predetermined conditions, an operation sound (a short sound with an output time of less than 1 second (it is more preferable that the output time be less than the predetermined time so that the previous operation sound and the subsequent operation sound do not overlap if the automatic rapid-fire function is used)) is output from the speaker 65 (see Figure 1). If the operation of the operating means 60 does not satisfy predetermined conditions, no operation sound is output. For example, if the operating means 60 is not operated at all, no operation sound will be output. In this embodiment, the predetermined conditions are met when the operating means 60 is operated once during the operation valid period. In other words, in this embodiment, the output of the operation sound coincides with the trigger for the progress lottery.
[0134] Multiple types of operation sounds are provided, each with a different characteristics. In this embodiment, four types of operation sounds are provided: the first operation sound, the second operation sound, the third operation sound, and the fourth operation sound. Each operation sound corresponds to a stage in the step-up animation. The first operation sound corresponds to stage 1, the second operation sound to stage 2, the third operation sound to stage 3, and the fourth operation sound to stage 4 (see Figures 26(b) to (d)). As mentioned above, the operation validity period ends (no operation request is made) when stage 5 is reached, so no operation sound is provided for stage 5. In other words, the operation sounds are associated with each stage where a situation in which an operation request may occur (stages below the highest stage).
[0135] Therefore, when a player encounters the step-up animation in this embodiment, they will feel the following. For example, consider a step-up animation with five result stages. If the player performs continuous operations according to the instructions, the first operation sound will be continuously output in the first stage (see Figure 26(b)). If the player wins the progression lottery and progresses to the second stage (see Figure 26(c)), the first operation sound will change to the second operation sound. If the player wins the progression lottery in the second stage and progresses to the third stage (not shown), the second operation sound will change to the third operation sound. If the player wins the progression lottery in the third stage and progresses to the fourth stage (see Figure 26(d)), the third operation sound will change to the fourth operation sound. If the player wins the progression lottery in the fourth stage and progresses to the fifth stage (not shown), the operation validity period will end and the operation sound will no longer be output.
[0136] Thus, in the step-up presentation of this embodiment, the nature of the operation sound changes when the game progresses from N stages (where N is a natural number excluding 0) to N+1 stages. In other words, not only does the image (stage image 50) actually change, but the operation sound also changes, making it easier for the player to understand that a step-up has occurred (the change in operation sound emphasizes that a step-up has occurred).
[0137] The following describes specific examples that improve, modify, or elaborate upon the above-mentioned step-up presentation techniques. Furthermore, whenever possible, the following examples may be used to create a configuration that applies multiple of the points described.
[0138] ○Specific Example 6-1 Although the step-up animation in the above embodiment was described as requiring continuous operation from the player, it may also require a sustained operation (a so-called "long press" in the case of the push button 61). In other words, a progression lottery is performed based on the detection of a sustained operation of the operation means 60, and the step-up occurs when the player wins this lottery. The fulfillment of a predetermined condition is defined as the sustained operation being performed for a predetermined time (for example, 0.5 seconds), and an operation sound is output when this predetermined condition is fulfilled. It is preferable that the length of a single operation sound be less than the predetermined time. This prevents the preceding and succeeding operation sounds from overlapping. It is preferable that the trigger for the execution of the progression lottery coincides with the trigger for the output of the operation sound. That is, the progression lottery is executed when the sustained operation is performed for a predetermined time.
[0139] Furthermore, the nature (type) of the above-mentioned operation sound will change when a step-up occurs. This will result in a presentation where the occurrence of a step-up is emphasized by the change in the nature of the operation sound.
[0140] ○Specific Example 6-2 In the above embodiment, it was explained that each type of operation sound is associated with a single stage. However, it is also possible that at least some of the multiple types of operation sounds are associated with two or more stages. For example, suppose there are three types of operation sounds, operation sound A, operation sound B, and operation sound C, each with a different manner. Suppose operation sound A is associated with stages 1 and 2, operation sound B with stage 3, and operation sound C with stage 4 (see Figure 27). In this way, the manner of the operation sound does not change when stepping up from stage 1 to stage 2, but the manner of the operation sound changes when stepping up from stage 2 to stage 3, and from stage 3 to stage 4, thus emphasizing the occurrence of these step-ups.
[0141] Furthermore, as shown in the example in Figure 27, it is preferable to set it so that the sound of the operation does not change at one or more timings close to the start of the performance, but changes at subsequent timings, among the possible step-up timings that can occur in the step-up performance (the first timing is from the 1st to the 2nd stage, the second timing is from the 2nd to the 3rd stage, the third timing is from the 3rd to the 4th stage, and so on). Since the step-up performance is a type of performance where the player pays more attention to the step-up as it progresses (and can expect the result of the special lottery to be a jackpot), it is preferable to have a change in the sound of the operation occur when the step-up occurs in the latter half to emphasize it.
[0142] ○Specific Example 6-3 An operation sound is output when the operation of the operating means 60 satisfies predetermined conditions, and an operation trigger image 55 is displayed in the display area 911 along with the output of the operation sound. The operation trigger image 55 is an image that emphasizes the operation sound, and for example, an effect image that makes it appear as if an "impact" has occurred due to the operation may be displayed as the operation trigger image 55. Preferably, the display time of the operation trigger image 55 that is displayed in response to a single operation is approximately the same as the output time of the operation sound. The differences in the form of the various operation trigger images 55 can be anything. The shape and size of the operation trigger images 55 may differ, or they may differ in color.
[0143] When a step-up occurs, the form of the operation trigger image 55 will also change along with the form of the operation sound. As in the above embodiment, if four types of operation sounds are provided, namely the first operation sound, the second operation sound, the third operation sound, and the fourth operation sound, then it will be assumed that corresponding operation trigger images 55 are provided for each, namely the first operation trigger image 551 corresponding to the first operation sound (see Figure 28(a)), the second operation trigger image 552 corresponding to the second operation sound (see Figure 28(b)), the third operation trigger image 553 corresponding to the third operation sound (see Figure 28(c)), and the fourth operation trigger image 554 corresponding to the fourth operation sound (see Figure 28(d)).
[0144] As in this example, the nature of the operation sound changes when the game progresses from N stages (where N is a natural number excluding 0) to N+1 stages, and the nature of the operation trigger image 55 also changes, resulting in a presentation style that more easily conveys the occurrence of a step-up to the player.
[0145] Furthermore, among the multiple types of operation trigger images 55, one type of operation trigger image 55 may be associated with two or more types of operation sounds. For example, a configuration may be provided in which operation trigger images A are associated with the first and second operation sounds, operation trigger image B is associated with the third operation sound, and operation trigger image C is associated with the fourth operation sound (operation trigger images A to C are not shown). In this case, when stepping up from stage 1 to stage 2, the operation sound changes, but the operation trigger image 55 does not change (it remains operation trigger image A). When stepping up from stage 2 to stage 3, and from stage 3 to stage 4, the operation trigger image 55 changes along with the operation sound. Thus, a configuration may be provided in which the operation trigger image 55 does not change when some step-ups occur.
[0146] ○Specific Example 6-4 The configuration is such that the appearance of the image representing the operation of the operation means 60 required of the player (hereinafter referred to as the request image 574) changes in accordance with the change in the operation sound. As in the above embodiment, if continuous operation of the operation means 60 is required, the request image 574 containing the words "continuous tapping" is displayed in the display area 911. Various request images 574 with different appearances are associated with various operation sounds. As in the above embodiment, if four types of operation sounds are provided as the operation sound, namely the first operation sound, the second operation sound, the third operation sound, and the fourth operation sound, then a corresponding request image 574 is provided for each, namely, the first request image 571 corresponding to the first operation sound (see Figure 29(a)), the second request image 572 corresponding to the second operation sound (see Figure 29(b)), the third request image 573 corresponding to the third operation sound (see Figure 29(c)), and the fourth request image 574 corresponding to the fourth operation sound (see Figure 29(d)). The request image 574 is maintained in a state that allows the player to understand the operation of the operation means 60 required of them. For example, the first requested image 571 to the fourth requested image 574 are structured such that they differ in at least one of their colors and sizes, but their overall shape is the same, so that the operation mode of "rapid tapping" can be understood (readable).
[0147] As in this example, the nature of the operation sound changes when the game progresses from N stages (where N is a natural number excluding 0) to N+1 stages, and the nature of the requested image 574 also changes, resulting in a presentation style that more easily conveys the occurrence of a step-up to the player.
[0148] Furthermore, among the multiple types of request images 574, one type of request image 574 may be associated with two or more types of operation sounds. For example, a configuration may be provided in which request image A is associated with the first and second operation sounds, request image B is associated with the third operation sound, and request image C is associated with the fourth operation sound (request images A to C are not shown). In this case, when stepping up from stage 1 to stage 2, the operation sound changes, but the request image 574 does not change (it remains request image A). When stepping up from stage 2 to stage 3, and from stage 3 to stage 4, the request image 574 changes along with the operation sound. Thus, a configuration may be provided in which the request image 574 does not change when some step-ups occur.
[0149] ○Specific Examples 6-5 The configuration is such that the appearance of the image representing the operation means 60 required of the player changes in accordance with the change in the operation sound. As in this embodiment, if the operation means 60 is a push button 61, an image representing the push button 61 (hereinafter referred to as the button image 59) is displayed, and the appearance of the button image 59 changes in accordance with the change in the operation sound. As in the above embodiment, if four types of operation sounds are provided as the operation sound, namely the first operation sound, the second operation sound, the third operation sound, and the fourth operation sound, then a corresponding button image 59 is provided for each, namely the first button image 591 corresponding to the first operation sound (see Figure 30(a)), the second button image 592 corresponding to the second operation sound (see Figure 30(b)), the third button image 593 corresponding to the third operation sound (see Figure 30(c)), and the fourth button image 594 corresponding to the fourth operation sound (see Figure 30(d)). The button image 59 is maintained in a state that allows the player to understand the object (push button 61) for which an operation request has been made. For example, the first button image 591 to the fourth button image 594 may differ in color and size, but they will all maintain the state of representing a "push button 61".
[0150] As in this example, the nature of the operation sound changes when the game progresses from N stages (where N is a natural number excluding 0) to N+1 stages, and the nature of the button image 59 also changes, resulting in a presentation style that more easily conveys the occurrence of a step-up to the player.
[0151] Furthermore, among the multiple types of button images 59, one type of button image 59 may be associated with two or more types of operation sounds. For example, a configuration may be provided in which button image A is associated with the first and second operation sounds, button image B is associated with the third operation sound, and button image C is associated with the fourth operation sound (button images A to C are not shown). In this case, when stepping up from stage 1 to stage 2, the operation sound changes, but the button image 59 does not change (it remains button image A). When stepping up from stage 2 to stage 3, and from stage 3 to stage 4, both the operation sound and the button image 59 change. Thus, a configuration may be provided in which the button image 59 does not change when some step-ups occur.
[0152] 8) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.
[0153] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.
[0154] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0155] ○Means 1-1 The game includes a display means having a display area, a starting area into which a game ball can enter, a lottery means that executes a special lottery based on lottery information acquired when a game ball enters the starting area, an effect execution means that executes an effect during the variation from when the decorative symbols start to vary until they stop in a manner corresponding to the special lottery, and a storage means that stores a predetermined number of the lottery information for which the corresponding effect during variation has not yet been started, wherein the game state is a first game state in which a game ball should be launched aiming at a first starting area, which is a type of starting area, and a state that is more advantageous than the first game state and is a starting area A gaming machine is provided in which a second game state is provided in which the game ball should be launched aiming at a second starting area of one type, and as the first game state, an advantageous first game state is provided in which a special transition right can be acquired to transition to the second game state through the special lottery even without winning a jackpot through the special lottery, and in the advantageous first game state, when the in-spin performance is not being performed an instruction image is displayed in the display area indicating that the game ball should be launched aiming at the first starting area, and the instruction image is erased when the in-spin performance that notifies the acquisition of the special transition right is started. According to the above-mentioned gaming machine, it is possible to suppress the occurrence of a situation where, after acquiring a special transition right and transitioning to the second game state, a special lottery is executed based on the lottery information (lottery information stored in the memory device) acquired during the advantageous first game state.
[0156] ○Means 1-2 The gaming machine according to means 1-1, characterized in that the instruction image is deleted when the in-game performance is initiated in the advantageous first game state, regardless of the result of the special lottery. This prevents the outcome of the special lottery from being predicted based on whether or not the instruction image is deleted when the reel spinning animation begins. Furthermore, since the instruction image only needs to be deleted when the reel spinning animation begins, regardless of the outcome of the special lottery, control is easy.
[0157] ○Means 1-3 The gaming machine according to means 1-1, wherein a standard first gaming state is provided as the first gaming state in which the special transition right cannot be acquired, the advantageous first gaming state is a state in which the normal transition right to transition to the standard first gaming state can be acquired through the special lottery without acquiring a jackpot through the special lottery, and the instruction image is not erased even when the in-game performance that notifies the acquisition of the normal transition right in the advantageous first gaming state is started. In the first game state where special transition rights cannot be acquired, it is acceptable to execute the lottery based on the lottery information acquired during the first advantageous game state. Therefore, the instruction image may be prevented from being erased when the in-game animation during the first advantageous game state begins.
[0158] ○Means 2-1 A gaming machine comprising: a starting area into which a game ball can enter; a lottery means for executing a special lottery based on lottery information acquired when a game ball enters the starting area; and an effect execution means for executing a variation effect from the time the decorative symbols start to vary until they stop in a manner corresponding to the special lottery, wherein the game state for which a game ball should be launched aiming at the starting area is characterized by being provided as a standby permission type in which a standby image is displayed when predetermined conditions are met while the variation effect is not being executed, and a standby prohibition type in which the standby image is not displayed even if the predetermined conditions are met while the variation effect is not being executed. By doing so, the display of a standby image and / or the absence of a standby image can be prevented, thus preventing inconveniences such as a decrease in performance.
[0159] ○Means 2-2 The gaming machine according to means 2-1, wherein the aforementioned gaming states include a first gaming state and a second gaming state which is more advantageous than the first gaming state, and the aforementioned first gaming state includes an advantageous first gaming state in which a transition without a jackpot can occur, where the player can transition to the second gaming state via the special lottery even without winning a jackpot via the special lottery, and a standard first gaming state in which the transition without a jackpot does not occur, and the advantageous first gaming state is of the standby-prohibition type. This prevents a situation where the player is unable to recognize that they are in the advantageous first game state due to the display of a standby image (i.e., the image indicating that they are in the advantageous first game state becomes invisible due to the display of the standby image).
[0160] ○Means 2-3 The gaming machine according to means 2-1, wherein the aforementioned gaming states include a first gaming state and a second gaming state which is more advantageous than the first gaming state, and the aforementioned first gaming state includes an advantageous first gaming state in which a transition without a jackpot can occur, where the player can transition to the second gaming state via the special lottery even without winning a jackpot via the special lottery, and a standard first gaming state in which the transition without a jackpot does not occur, and the advantageous first gaming state may be entered after a predetermined reset operation that the player cannot perform, or it may be entered when a predetermined condition is met during gameplay, and the advantageous first gaming state entered after the reset operation is designated as the standby prohibited type, while the advantageous first gaming state entered when the predetermined condition is met is designated as the standby permitted type. This prevents a situation where, in the advantageous first game state transitioned upon the fulfillment of the reset conditions, the player is unaware that they are in the advantageous first game state because a standby image is displayed (the image indicating the advantageous first game state is not visible due to the display of the standby image). On the other hand, in the advantageous first game state transitioned upon the fulfillment of the game conditions, the player will likely be aware of the transition to that state from having played up to that point, so it is acceptable to display a standby image.
[0161] ○Means 2-4 The game machine according to means 2-2 or means 2-3, characterized in that a first starting area and a second starting area are provided as the starting area, a normal area is provided as an area into which a game ball can enter, the second starting area is an area that is opened when a normal lottery is won, triggered by a game ball entering the normal area, a low opening / closing mode and a high opening / closing mode are provided, the probability of winning the normal lottery is higher than in the low opening / closing mode, the first game state is a state in which the game ball should be launched aiming at the first starting area, the advantageous first game state is a state in which the low opening / closing mode is set, the standard first game state is a state in which the high opening / closing mode is set, but even if the normal lottery is won, it is difficult or impossible to get the game ball into the second starting area, so it is disadvantageous for the player to launch the game ball aiming at the second starting area, and the second game state is a state in which the game ball should be launched aiming at the second starting area in which the high opening / closing mode is set. As described above, because the low opening / closing mode is set, it is possible to create a first advantageous game state in which a transition without going through a jackpot can occur.
[0162] ○Means 3-1 A gaming machine comprising: a starting area into which a game ball can enter; a lottery means for executing a special lottery based on lottery information acquired when a game ball enters the starting area; and an effect execution means for executing an effect during variation from when the decorative symbols start to vary until they stop in a manner corresponding to the special lottery, wherein the game states include a first game state and a second game state which is more advantageous than the first game state, and the first game state includes an advantageous first game state in which the player can transition to the second game state without winning a jackpot by acquiring a special transition right through the special lottery, even without winning a jackpot through the special lottery, and a pre-transition variation effect, which is an effect during variation in which the acquisition of the special transition right in the advantageous first game state is announced, is characterized in that a pre-effect related to the second game state is executed. According to the above-mentioned gaming machine, a pre-animation related to the second gaming state is performed during the pre-transition animation in the first advantageous gaming state, thus eliminating the inconvenience of transitioning to the second gaming state without hitting a jackpot.
[0163] ○Means 3-2 The gaming machine according to means 3-1, wherein the performance during the variation of the second game state is set to one of a plurality of performance modes, and the pre-performance is a selection performance that prompts the player to select the performance mode for the second game state that is subsequently started from among the plurality of performance modes. This allows you to select the performance mode to be set in the second game state before transitioning to the second game state.
[0164] ○Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that, after the appearance of the decorative symbols in the pre-transition variation performance indicates that the special transition right has been acquired, the pre-performance is executed during the confirmation period until the pre-transition variation performance ends. In this way, the pre-show is executed when the acquisition of a special transition right (transition to the second game state) is indicated by the appearance of the decorative patterns, making it easy to understand that the pre-show relates to the second game state.
[0165] ○Means 4-1 A gaming machine in which, when a specified period begins, a selection animation is performed prompting the player to choose one of several types of animation modes for the animation mode during the specified period, wherein during the specified period, bonus information indicating the status of bonuses obtained during the specified period is displayed, and if the specified period begins again after the specified period has ended but before a specific condition is met, the bonus information is not reset if the same type of animation mode as the previous specified period is selected in the selection animation, and the bonus information is reset if the same type of animation mode as the previous specified period is not selected in the selection animation. According to the above-mentioned gaming machine, if the same type of performance mode is selected, the bonus information can be made to appear as if the specified period is continuing without being reset.
[0166] ○Means 4-2 The gaming machine according to means 4-1, characterized in that when the aforementioned prescribed period ends, it transitions to a pullback state, and the termination of the pullback state constitutes the fulfillment of the aforementioned specific condition, and the pullback state is a state in which not only a transition via a jackpot occurs, in which a jackpot is won through a special lottery triggered when a game ball enters a predetermined area, and then the machine returns to the prescribed period, but also a transition without a jackpot occurs, in which the machine returns to the prescribed period without winning a jackpot through the special lottery. Thus, the condition under which the bonus information may not be reset is that the specified period starts again before the comeback state, which is advantageous in that a transition without going through a big win occurs, ends (winning a "comeback" during a specific period in the comeback state).
[0167] ○Means 5-1 A gaming machine comprising: an operating means that can be operated by a player; and an effect execution means that performs a step-up effect that prompts the player to operate the operating means, wherein in the step-up effect, an operation sound is output when the operation of the operating means satisfies predetermined conditions, and the manner of the operation sound changes when the step-up effect progresses from N stages (where N is a natural number excluding 0) to N+1 stages. The step-up feature in the above-mentioned gaming machine is easy to understand (and communicate) because the sound of the operation changes as the stages progress.
[0168] ○Means 5-2 The gaming machine according to means 5-1, characterized in that when the operation of the operating means satisfies the predetermined conditions, an operation trigger image is displayed along with the operation sound, and when the step-up performance progresses from N stages (where N is a natural number excluding 0) to N+1 stages, the appearance of the operation trigger image changes. By doing this, the trigger image changes along with the change in the operation sound, making it easier to understand when a step-up occurs. [Explanation of symbols]
[0169] 1. Gaming machine 10 advantageous images 12 Instructional images 20 Standby Images 30 Image Options 40 Bonus Information 50-level image 60 Operating methods (61 Push buttons 62 Directional buttons) 65 speakers 70 Reserved Symbols 80 Decorative patterns 90 Game Boards 90a Light transmission part 904 Starting Region (904a First Starting Region 904b Second Starting Region) 906 Grand Prize Area 906x specific area 91 Display device 911 Display area
Claims
[Claim 1] A means of operation that can be operated by the player, An effect execution means that prompts the player to operate the aforementioned operating means, and executes a step-up effect that progresses in stages, Equipped with, The aforementioned step-up animation displays stage images corresponding to the current stage. In the aforementioned step-up sequence, when the operation of the control means satisfies predetermined conditions, an operation sound is output. In the step-up sequence, when the operation of the operating means satisfies the predetermined conditions, an operation trigger image, which is different from the step image, is displayed. In each stage of the step-up sequence, even if the operation of the operating means does not satisfy the predetermined conditions, the stage image corresponding to the current stage is displayed. However, if the operation of the operating means does not satisfy the predetermined conditions, the operation sound is not output, and if the operation of the operating means does not satisfy the predetermined conditions, the operation trigger image is not displayed. The manner in which the operation sound is output when the operation of the operating means satisfies the predetermined conditions when the step-up effect is at stage N (where N is a natural number excluding 0) is different from the manner in which the operation sound is output when the operation of the operating means satisfies the predetermined conditions when it is at stage N+1, The appearance of the operation trigger image displayed when the operation of the operating means satisfies the predetermined conditions when the step-up animation is at stage N (where N is a natural number excluding 0) is different from the appearance of the operation trigger image output when the operation of the operating means satisfies the predetermined conditions when it is at stage N+1. A gaming machine characterized by the following features.
Citation Information
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