Game machine
Patent Information
- Application Number
- JP2022100029
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-06-22
- Publication Date
- 2025-06-19
AI Technical Summary
【0006】 本発明によれば、当選後演出が実行される遊技機の趣向性を向上させることが可能である。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There are known gaming machines that can execute a promotion effect (post-winning effect) in which the jackpot is promoted to a more favorable jackpot after the result of a win / lose lottery has been determined to be a jackpot (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-115491 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem that the present invention aims to solve is to improve the entertainment value of a gaming machine in which a post-winning performance is executed. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises a bonus awarding means for awarding one of a plurality of bonuses when the result of a win / lose lottery is a win, and an effect execution means for executing a post-win effect that can occur after the result of a win / lose lottery is determined to be a win, as an effect that constitutes an in-flight effect from when the plurality of decorative patterns start to change until the change stops, and the post-win effect may result in announcing that a specific bonus, which is one of the plurality of bonuses, will be awarded, and a plurality of candidate effects are provided as effects that can be executed as the post-win effect, each having a different manner of notifying that the specific bonus will be awarded, and one of the plurality of candidate effects is executed as the post-win effect. Effect of the Invention
[0006] According to the present invention, it is possible to improve the entertainment value of a gaming machine in which a post-winning performance is executed. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] FIG. 13 is a diagram for explaining a selection presentation. [Diagram 5] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 6] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 8] FIG. 13 is a diagram for explaining the operation trigger presentation. [Figure 9] FIG. 11 is a diagram for explaining the operation trigger presentation (continuation of FIG. 8). [Figure 10] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 11] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 12] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 13] FIG. 13 is a diagram for explaining the exposure covering effect. [Figure 14] FIG. 13 is a diagram for explaining the exposed covering effect. [Figure 15] 13A and 13B are diagrams showing examples of regular and irregular patterns in the introduction portion of an exposed covering effect. [Figure 16] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 20] FIG. 13 is a diagram for explaining a sudden performance. [Figure 21] FIG. 11 is a diagram for explaining candidate timings and specific timings. [Figure 22] FIG. 13 is a diagram for explaining that the display of a sudden image is brought forward (earlier than the specific timing) if the display lottery is won before the specific timing is reached. [Figure 23] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 24] FIG. 13 is a diagram for explaining specific example 4-3. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of the gaming machine An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. In addition, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet 907, etc. The display area 911 of the display device 91 is a portion which can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a number of game pegs which act as obstacles against which the game balls collide to change the way the game balls flow down. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pegs.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.
[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.
[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of the so-called "special chart 1") and a second starting area 904b (a starting area of the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning number, it is a big win, and if it is different, it is a loss. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information acquired by the game ball entering the first starting area 904a is sometimes referred to as the first winning / losing lottery (special chart 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information acquired by the game ball entering the second starting area 904b is sometimes referred to as the second winning / losing lottery (special chart 2 lottery).
[0014] In this embodiment, the results of the win / lose lottery will be announced in the order in which the numbers are obtained, but if there is win / lose lottery information for which the results have not yet been announced, the newly acquired win / lose lottery information will be stored in a memory means provided on a control board (not shown) as pending information (strictly speaking, pre-variation pending information, as described later).
[0015] In this embodiment, as the reserved pattern 70, a reserved pattern during change 71 corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination showing the winning / losing lottery result, which is a performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern before change 72 corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). Note that the reserved pattern during change (reserved pattern during change 71) is not strictly included in the concept of "reserved", but is generally referred to as "reserved change" or the like, and is therefore defined as being included in the concept of "reserved" in this embodiment. In this embodiment, the pending pattern 71 during change is displayed larger than the pending pattern 72 before change, but the basic shapes of both are the same. The pending pattern 71 during change and the pending pattern 72 before change may be configured to be completely different in basic shape. Also, the pending pattern 71 during change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before change are notified (the so-called pending "consumption order") is earlier for the patterns located to the right.
[0016] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the game ball should be launched aiming at the second starting area 904b (specific game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).
[0017] When both the first pre-change reserve information and the second pre-change reserve information are stored in the storage means, the winning / losing lottery result based on the second pre-change reserve information (second winning / losing lottery information) is notified preferentially. That is, the gaming machine 1 according to this embodiment is a special chart 2 priority consumption.
[0018] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. When a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) is a predetermined combination (in this embodiment, three of the same kind of decorative symbols 80). When a loss occurs, the combination is other than that (other than the combination that results in a jackpot). In this embodiment, the various decorative symbols 80 include any of the numbers "1" to "9". Decorative patterns 80 with the same numbers are "same type" patterns (decorative patterns 80 with different numbers are "different type" patterns).
[0019] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.
[0020] In this embodiment, a normal game state and a specific game state are set as game states (see FIG. 3). The specific game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. The specific game state is a high-probability game state in which the probability of winning a jackpot is high, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a. In this embodiment, it is a state in which so-called "left shot" should be performed. Therefore, the normal game state can be said to be a game state in which the player aims to win a jackpot after the first winning / losing lottery. On the other hand, the specific game state is a state in which the game ball should be launched aiming at the second starting area 904b. In this embodiment, this is the state where so-called "right hit" should be performed. Therefore, the specific gaming state can be said to be a gaming state where the aim is to win a jackpot through the second winning / losing lottery. The specific gaming state is a state where it is easy to win the lottery to open the second starting area 904b triggered by the gaming ball entering the normal starting area 905, so the gaming ball enters the second starting area 904b relatively easily.
[0021] In this embodiment, a normal jackpot and a specific jackpot are provided as the jackpot. A normal jackpot is a jackpot that transitions to a normal game state after the jackpot game ends. A specific jackpot is a jackpot that transitions to a specific game state after the jackpot game ends. A jackpot obtained by winning the first win / lose lottery is a normal jackpot or a specific jackpot. A jackpot obtained by winning the second win / lose lottery is a specific jackpot. Except for special cases such as winning a lottery based on the reserved information stored in the storage means immediately after the game state transition (a lottery for the so-called remaining reserved portion), the normal game state is a game state that aims to win the first win / lose lottery, so a jackpot obtained in the normal game state is a normal jackpot or a specific jackpot. The specific game state is a game state that aims to win the second win / lose lottery, so a jackpot obtained in the specific game state is a specific jackpot.
[0022] The specific game state ends when the winning / losing lottery result is a loss for a predetermined number of times (for example, 100 times). When the specific game state ends, the game state transitions to a normal game state. If a jackpot (specific jackpot) is acquired before the predetermined number of consecutive losses occur after the transition to the specific game state, the game state transitions again to the specific game state (the count of the predetermined number of times is reset). In other words, the gaming machine 1 according to this embodiment is a so-called ST machine in which the condition for consecutive wins is to win the second winning / losing lottery before the predetermined number of consecutive losses occur after the transition to the specific game state. Note that, unless otherwise specified in the following description, the game characteristics (specifications) are merely one example. For example, it may be a so-called variable probability loop machine. It may also be a so-called V variable probability machine.
[0023] When the winning / losing lottery result is a jackpot, a jackpot game is executed. In a jackpot game, a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either a predetermined number of game balls (for example, 10 balls) enter the jackpot after the jackpot area 906 is opened (winning condition) or a predetermined time has passed after the jackpot area 906 is opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 in a jackpot game, the winning condition is established before the time condition is established. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also called a round (game). The number of unit games (number of rounds) included in a jackpot game can be set appropriately. In this embodiment, all jackpots (normal jackpots and special jackpots) are 10-round jackpots.
[0024] 2) Post-winning performance 2-1) Basic structure of post-winning performance The gaming machine 1 according to this embodiment can execute a post-winning performance as a performance constituting a variation performance. In this embodiment, the post-winning performance can occur as a performance constituting a variation performance in a normal gaming state (a variation performance corresponding to the result of a first win / lose lottery). In this embodiment, the specific gaming state (second win / lose lottery) is meaningless in executing a post-winning performance because the only jackpot that can be obtained is a specific jackpot. However, if there are multiple types of jackpots that can be obtained in the specific gaming state, the configuration may be such that a post-winning performance, which will be described in detail below, can occur in the specific gaming state.
[0025] As described above, in this embodiment, the jackpot obtained by winning the first winning / losing lottery in the normal game state is a normal jackpot or a specific jackpot. A "jackpot" can be said to be a "benefit" given to a player, and if the result of the first winning / losing lottery in the normal game state is a winning one, one of multiple types of benefits will be given. When comparing a normal jackpot and a specific jackpot, the game state after the end of the jackpot game for a normal jackpot is a normal game state, and the game state after the end of the jackpot game for a specific jackpot is a specific game state, so the specific jackpot is a jackpot that is more valuable to a player (has a higher expected value of (future) profit (balls)) than a normal jackpot. Among the multiple types of benefits that can be obtained in the game state in which the post-winning performance is executed, the one with the highest expected value of profit is the specific benefit, and the others are non-specific benefits. In this embodiment, the specific jackpot is the specific benefit, and the normal jackpot is the non-specific benefit.
[0026] The post-winning performance starts in the middle of the variation performance and ends at the same time as or before the end of the variation performance. The post-winning performance only occurs in a variation where the corresponding winning / losing lottery result is a jackpot (winning variation). In the winning variation, a winning combination consisting of three of the same decorative patterns 80 is finally displayed (at the end of the variation performance). In this embodiment, if the winning combination displayed as confirmed is a combination of three of the decorative patterns 80 of "7" (hereinafter sometimes referred to as a specific combination), it is confirmed as a specific jackpot, but if it is a combination of three of the other decorative patterns 80 (hereinafter sometimes referred to as a non-specific combination), there is a possibility of a normal jackpot (it may be that a normal jackpot is confirmed). It is possible to set the type of decorative patterns 80 that constitute the specific combination or non-specific combination as appropriate. It is sufficient that "the type of decorative patterns 80 that constitute the specific combination ≠ the type of decorative patterns 80 that constitute the non-specific combination".
[0027] In the variation performance, the variation may come to a pseudo-stop (meaning a state where the variation has not completely stopped, such as a slight shaking) when a winning combination is formed (the display of the winning combination due to the pseudo-stop may be called a provisional display (in contrast to the above-mentioned confirmed display)). At the time when the winning combination is provisionally displayed, the winning / losing lottery result is determined to be a jackpot (there is no possibility of it being a miss). In other words, the provisional display of a winning combination only occurs during a winning variation (it does not occur during a miss variation). If a winning combination is provisionally displayed during the variation performance, the winning combination will eventually be displayed as a confirmed combination, but if a specific combination (a winning combination of the decorative pattern 80 of "7") is provisionally displayed, the specific combination will be displayed as a confirmed combination afterwards. In other words, the so-called "downgrading" of the winning combination does not occur. Therefore, at the time when the specific combination is provisionally displayed, the winning of a specific jackpot is confirmed (the post-winning performance, which will be described in detail later, does not occur).
[0028] On the other hand, when a non-specific combination (a winning combination of decorative patterns 80 other than "7") is provisionally displayed, the non-specific combination may change to a specific combination and be displayed as a confirmed combination. In this embodiment, after the non-specific combination is provisionally displayed and the winning / losing lottery result is determined to be a jackpot, a post-winning performance may be executed (through a selection performance described later). The post-winning performance leads to a favorable result or an unfavorable result, which is a result when the favorable result is not reached. Note that the favorable result also includes a so-called reversal pattern in which an unfavorable result is once reached and then reversed. If the winning jackpot is a specific jackpot, the winning performance may lead to an advantageous result. In other words, the post-winning performance leading to an advantageous result notifies the winning jackpot that the winning jackpot is a specific jackpot (a specific benefit is given). When the post-winning performance leads to an advantageous result, the specific combination is displayed as a confirmed combination and the variable performance ends. In other words, the post-winning performance can be said to be a so-called promotion performance that suggests that what was a non-specific combination at the time of provisional display may change to a specific combination at the time of confirmed display.
[0029] 2-2) Select the performance after winning (select performance) A plurality of candidate effects are provided as effects that can be executed as post-winning effects. In this embodiment, three candidate effects (first candidate effect, second candidate effect, and third candidate effect) are provided. The various candidate effects differ in the manner of notifying that a specific jackpot has been acquired (a specific benefit is granted) when executed as post-winning effects, that is, the manner of the advantageous result. In short, when a "promotion" (non-specific combination -> specific combination) occurs, the manner of notifying that the promotion has been confirmed is different. In this embodiment, the player can arbitrarily select the effect to be actually executed as the post-winning effect from among the three candidate effects. A selection effect is executed as an effect to select the post-winning effect. The selection effect (see FIG. 4(b)) is executed after the non-specific combination is provisionally displayed (see FIG. 4(a)) and the winning / losing lottery result is determined to be a jackpot.
[0030] An introduction image 18 is displayed together with or after the provisional display of a non-specific combination, indicating that a post-winning performance (promotion performance) will be performed or that a specific jackpot may be confirmed in the post-winning performance (see FIG. 4(a)). After the introduction image 18 is displayed, a selection performance is performed (see FIG. 4(b)). The selection performance may be started without displaying such an introduction image 18. The selection performance is displayed with candidate images 10 (first candidate image 101, second candidate image 102, third candidate image 103) representing each of the above three candidate performances. Each candidate image 10 may directly indicate the corresponding candidate performance (for example, including characters representing the name (title) of each candidate performance), or may indirectly indicate the corresponding candidate performance (for example, indicating an image to be displayed when each candidate performance is performed as a post-winning performance). In this embodiment, a candidate image 10 including characters representing the characteristics of each candidate performance and a corresponding character (the corresponding character of each performance is different from each other) that appears when each candidate performance occurs as a post-winning performance is displayed. The first candidate image 101 includes the character "button" and "character A," the second candidate performance includes the character "beat" and "character B," and the third candidate image 103 includes the character "freeze" and "character C." Details of the specific aspects of each candidate performance (specific aspects when each candidate performance is executed as a post-winning performance) will be described later.
[0031] Any one of the multiple types of candidate images 10 is in an emphasized state, being emphasized (more conspicuous) than the other candidate images 10. The candidate image 10 in the emphasized state indicates that it is in a selectable state (a state in which the selection of the candidate image 10 can be determined). There are various methods for expressing the emphasized state. In this embodiment, the emphasized candidate image 10 is in a state where the "cursor C" is positioned (see FIG. 4(b)). Other methods include displaying the emphasized candidate image 10 in color and the non-emphasized candidate image 10 in monochrome, and displaying the emphasized candidate image 10 larger than the non-emphasized candidate image 10. The operation means 60 provided in the gaming machine 1 is used to change the emphasized candidate image 10 and to determine the selection of the emphasized candidate image 10. In this embodiment, the emphasized candidate image 10 can be changed (the cursor C can be moved) by operating the cross key 62, which is one of the operation means 60. In addition, the selection of the highlighted candidate image 10 is determined by operating a push button 61 (a button for effects), which is one type of the operating means 60. In the selection effect, a valid operation period during which the operation of the operating means 60 is valid is set. An image (meter image) showing an indication of the progress (remaining time) of the valid operation period is also displayed. If the push button 61 is not operated (a decision operation) before the valid operation period ends, the candidate image 10 that is highlighted at the time of the end of the valid operation period is considered to have been selected. Since the selection effect is at the discretion of the player, the probability that the post-winning effect executed thereafter will lead to an advantageous result remains unchanged regardless of which type of candidate effect (candidate image 10) is selected (the selection in the selection effect is not related to whether the post-winning effect will lead to an advantageous result).
[0032] The candidate effect corresponding to the candidate image 10 selected in the selection effect is actually executed as a post-winning effect after the selection effect ends (see FIG. 4(c-1) to (c-3)). If the post-winning effect leads to a favorable result, it is confirmed that it is a specific jackpot, and the specific combination is confirmed and displayed (the flow is as follows: provisional display of non-specific combination → favorable result of post-winning effect → confirmed display of specific combination). If the post-winning effect leads to an unfavorable result, it is not confirmed that it is a specific jackpot, and the non-specific combination is confirmed and displayed. Note that in this embodiment, even if the post-winning effect leads to an unfavorable result, it is considered that it may be a specific jackpot. Specifically, during the jackpot game after the unfavorable result is reached, a promotion effect (a promotion effect during a jackpot) may occur, and a notice may be given that the jackpot (the jackpot currently being executed) is a specific jackpot. The specific form of the promotion effect during a jackpot may be any, so a description thereof will be omitted. However, such a promotion effect during a jackpot may not occur. With this configuration, if the post-winning performance leads to an unfavorable result, there is no possibility that it is a specific jackpot (it will be confirmed that it is a normal jackpot).
[0033] In this way, with the gaming machine 1 of this embodiment, an interesting gameplay can be realized in which the post-winning performance (a performance constituting the during-variation performance) that can occur after the result of the win / lose lottery is determined to be a jackpot can be selected from a number of candidate performances, allowing for selection of the preferred performance.
[0034] Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to the above-mentioned post-winning performance and the selection of post-winning performance (selection performance). In addition, to the extent possible, a configuration may be made in which multiple technologies described using the following specific examples are combined and applied.
[0035] 〇Specific example 1-1 In the above embodiment, it has been explained that the post-winning performance occurs when two types of jackpots (benefits), a normal jackpot and a specific jackpot, can be obtained, but it may occur when three or more types of jackpots (benefits) can be obtained. In other words, any of the three or more types of jackpots may be a specific benefit (the rest may be non-specific benefits), and the granting of the specific benefit may be announced when the post-winning performance reaches a favorable result.
[0036] In the above embodiment, the specific benefit to be notified in the post-winning performance is the most valuable jackpot (the jackpot with the highest expected profit value) for the player among the multiple benefits. However, the specific benefit may include a jackpot that is not the most valuable. For example, assume that three types of jackpots are provided: a 2-round normal jackpot, a 5-round specific jackpot, and a 10-round specific jackpot. In light of the number of rounds (the number of unit games) of the jackpot game and the game state to which the jackpot game is transitioned after the jackpot game ends, the value to the player (the expected profit value brought by winning the jackpot) is 2-round normal jackpot < 5-round specific jackpot < 10-round specific jackpot. In this configuration, if the post-winning performance results in a favorable result, it may be determined that the jackpot is a 5-round specific jackpot or a 10-round specific jackpot (it is determined that the jackpot will be 5-round specific jackpot or more). In other words, the 5-round specific jackpot, which is not the most valuable jackpot (benefit) that can be obtained, may be the target of notification in the post-winning performance.
[0037] 〇Specific example 1-2 In the above embodiment, it has been explained that when a specific combination is provisionally displayed, it is confirmed to be a specific jackpot (the winning combination is not "downgraded"), and therefore the post-winning effect (selection effect) is not executed, but the post-winning effect (selection effect) may be executed even when a specific combination is provisionally displayed. Even when a specific combination is provisionally displayed, the post-winning effect (candidate effect selected in the selection effect) may be executed via the selection effect, and the acquisition of a specific jackpot (specific bonus) may be announced once again when the post-winning effect reaches a favorable result.
[0038] In this embodiment, the post-winning performance is executed as part of the during-variation performance. In other words, the time required for the post-winning performance is considered to be part of the time required for the during-variation performance (so-called variation time). As in this example, by executing the post-winning performance regardless of whether a specific combination or a non-specific combination is provisionally displayed, it becomes easy to determine the variation time (there is no need to perform control such as determining the (length of) the variation time depending on whether a specific combination or a non-specific combination is displayed).
[0039] 〇Specific example 1-3 In the above embodiment, the selection effect is described as one that the player can arbitrarily select from among a plurality of types of candidate effects. However, the selection effect may be automatically selected (see FIG. 5(a)) instead of being arbitrarily selected by the player. In the case of the present example, the setting may be such that the probability that the subsequent post-winning performance will lead to an advantageous result differs depending on the type of the automatically selected candidate performance. For example, the setting may be such that the probability that the post-winning performance will lead to an advantageous result is higher when the second candidate performance (second candidate image 102) is selected than when the first candidate performance (first candidate image 101) is selected, and the probability that the post-winning performance will lead to an advantageous result is higher when the third candidate performance (third candidate image 103) is selected than when the second candidate performance (second candidate image 102) is selected (see FIG. 5(b)). In this way, a game that requires attention to which type of candidate performance (candidate image 10) is selected in the selection effect is realized.
[0040] The configuration may be such that the selection effect is an "optional choice" by the player as in the above embodiment (see FIG. 4(b)), or that the selection effect is an "automatic choice" as in this example (see FIG. 5(a)). In other words, when a situation arises in which a selection effect (post-winning effect) should be generated, a lottery is held to determine whether the selection effect is an optional choice or an automatic choice, and one of the selection effects is executed based on the result of the lottery.
[0041] 〇Specific example 1-4 The reach effect that can be executed during the variation effect corresponds to the content of the selection effect. The reach effect is an effect that, when it occurs, can be expected to result in a big win in the lottery result. When a reach effect occurs during a variation effect, there is a higher probability (reliability) that the lottery result corresponding to the variation effect will be a big win than when it does not occur. The reach effect leads to an ending according to the lottery result. When the lottery result is a big win, it leads to a successful ending indicating that the player has entered an advantageous situation, and when it is a miss, it leads to a failed ending indicating that the player has entered an unfortunate situation (it should be noted that a successful ending includes a so-called reversal pattern in which a failed ending appears to have been reached but is then overturned).
[0042] As the reach performance, a plurality of kinds of reach performances can occur. For example, a first reach performance, a second reach performance, and a third reach performance can occur. The first reach performance is a performance in which character A appears (see FIG. 6(a-1)), the second reach performance is a performance in which character B appears (see FIG. 6(b-1)), and the third reach performance is a performance in which character C appears (see FIG. 6(c-1)). That is, different characters (corresponding characters) are associated with each reach performance. The corresponding characters may be used in any manner in each reach performance. For example, it is conceivable to set a reach performance in which each corresponding character fights an enemy character, and victory is set as the above-mentioned successful ending (see FIG. 6(a-2), (b-2), (c-2)), and defeat is set as the above-mentioned failed ending (not shown).
[0043] When the reach effect reaches a successful conclusion, it means that a big win has been decided, so a winning combination is provisionally displayed. Therefore, after the reach effect, a selection effect may be executed, followed by a post-winning effect. Based on this, in one variation effect, the type of reach effect that has reached a successful conclusion is linked to the content of the selection effect executed thereafter. Specifically, the first candidate image 101 is highlighted (see FIG. 6(a-3)) at the start of the selection effect executed after the first reach effect reaches a successful conclusion (see FIG. 6(a-2)), the second candidate image 102 is highlighted (see FIG. 6(b-3)) at the start of the selection effect executed after the second reach effect reaches a successful conclusion (see FIG. 6(b-2)), and the third candidate image 103 is highlighted (see FIG. 6(c-3)) at the start of the selection effect executed after the third reach effect reaches a successful conclusion (see FIG. 6(c-2)). In other words, the first reach effect and the first candidate image 101 (first candidate effect), the second reach effect and the second candidate image 102 (second candidate effect), and the third reach effect and the third candidate image 103 (third candidate effect) are in a corresponding relationship, and the type of reach effect executed immediately before the selection effect and the type of candidate image 10 (candidate effect) that is in a highlighted state at the start of the selection effect are in a corresponding relationship. As explained in the above embodiment, in light of the fact that the corresponding characters that appear when each candidate effect occurs as a post-winning effect are character A for the first candidate effect, character B for the second candidate effect, and character C for the third candidate effect, the corresponding reach effect and candidate effect (candidate image 10) have common effect elements that are output when the effect is executed.
[0044] By doing as in this example, an easy-to-understand gameplay is realized in which the reach effect executed in a certain variation effect (win variation) and the initial state of the selection effect executed thereafter are linked. As explained in the above embodiment, if the decision operation (operation of the push button 61) is not performed during the operation effective period in the selection effect, the candidate image 10 (candidate effect) in the highlighted state at the end of the operation effective period is selected, so if the operation means 60 is not operated at all during the operation effective period of the selection effect (if the candidate image 10 in the highlighted state does not change (movement of the cursor C)), the candidate image 10 (candidate effect) in the highlighted state at the start of the selection effect will be selected. In other words, if the operation means 60 is not operated at all during the operation effective period, the reach effect executed and the post-winning effect that occurs thereafter will correspond to each other (the characters that appear will be the same).
[0045] In addition, one or more types of reach effects that do not correspond to any of the candidate images 10 (candidate effects) (reach effects different from any of the above-mentioned first to third reach effects; hereinafter, referred to as non-corresponding reach effects) may occur. The initial state of a selection effect that is executed when such a non-corresponding reach effect ends in success may be anything. For example, a certain predetermined candidate image 10 may be highlighted, such as the first candidate image 101 being highlighted every time a selection effect that occurs when a non-corresponding reach effect ends in success begins.
[0046] 〇Specific example 1-5 As explained in the specific example 1-4, it is assumed that the reach performance corresponding to various candidate images 10 (candidate performance) may occur. It is assumed that the type of reach performance executed in a certain variation performance (win variation) (see FIG. 7(a)) and the type of candidate image 10 (candidate performance) in the highlighted state at the start of the selection performance executed thereafter correspond to each other (hereinafter, referred to as the corresponding pattern) (see FIG. 7(b-1)), and that the type of reach performance and the type of candidate image 10 (candidate performance) in the highlighted state at the start of the selection performance executed thereafter do not correspond to each other (are not corresponding to each other) (hereinafter, referred to as the non-corresponding pattern) (see FIG. 7(b-2)). It is assumed that the probability that the post-winning performance executed after the selection performance will lead to an advantageous result is higher in the non-corresponding pattern than in the corresponding pattern (the probability that the winning jackpot is a specific jackpot (specific bonus) is higher). In this way, an interesting gameplay is realized in which the player remembers the type of reach effect that indicates a big win, and pays attention to whether or not the candidate image 10 (candidate effect) corresponding to that reach effect is highlighted when the selection effect starts (hoping that the character in the reach effect and the character in the highlighted candidate image 10 do not match).
[0047] The opposite setting to the above example may be used. In other words, the probability that the post-winning effect executed after the selection effect will lead to a favorable result may be higher when the corresponding pattern is selected than when the non-corresponding pattern is selected. In this case, the game is such that the player hopes that the character in the reach effect will match the character in the highlighted candidate image 10.
[0048] 2-3) Various post-winning performances The following describes the types of post-winning effects (candidate effects) that can be selected in the selection effect. In this embodiment, three types of post-winning effects can be executed: an operation trigger effect, an exposure cover effect, and a sudden effect. The operation trigger effect corresponds to the first candidate effect (first candidate image 101; "button", "character A"), the exposure cover effect corresponds to the second candidate effect (second candidate image 102; "beat", "character B"), and the sudden effect corresponds to the third candidate effect (third candidate image 103; "freeze", "character C"). In this embodiment, the operation trigger effect, the exposure cover effect, and the sudden effect are post-winning effects (promotion effects) that are executed when selected in the selection effect, but they can also be used as post-winning effects (promotion effects) in gaming machines that do not have such selection effects. In addition, these effects can also be executed as effects other than the post-winning effects (promotion effects). In other words, the above effects can be used as effects that notify the player of whether or not an advantageous event will occur (effects that leading to an advantageous result will notify the player of the occurrence of an advantageous event).
[0049] 2-3-1) Operation trigger production The operation trigger presentation leads to a result (advantageous result or unfavorable result) triggered by the operation of the operation means 60. In this embodiment, the result is revealed by the operation of the push button 61. Therefore, the first candidate image 101 includes the character "button" (see FIG. 4(b)).
[0050] The operation trigger performance in this embodiment is roughly divided into a first half before the result is known and a second half when the result is known. In the first half, the first operation of the push button 61 is prompted. Specifically, an operation valid period is set, and a single operation of the push button 61 is prompted during the operation valid period (see FIG. 8(a)). If the push button 61 is not operated during the operation valid period, it is considered that the operation was performed at the end of the operation valid period. When the push button 61 is operated for the first time (when an operation that satisfies a predetermined condition is performed), a suggestion image 20 is displayed in the display area 911 (see FIG. 8(b-1) to (b-3)). In this embodiment, a normal suggestion image 21 and a specific suggestion image 22 can be displayed. The normal suggestion image 21 is an image that suggests a normal jackpot (non-specific bonus). The specific suggestion image 22 is an image that suggests a specific jackpot (specific bonus). The specific form of the suggestion image 20 may be any, as long as it can be roughly understood that the corresponding jackpot is suggested. In this embodiment, the normal suggestion image 21 includes the word "BOUNUS" representing a normal jackpot, and the specific suggestion image 22 includes the word "BIG BONUS" representing a specific jackpot. In addition, a color difference may be set to suggest that the specific suggestion image 22 is of higher value than the normal suggestion image 21. For example, the normal suggestion image 21 may be set on a "white" background, and the specific suggestion image 22 may be set on a "gold" background.
[0051] The display patterns of the suggestive image 20 displayed upon the first operation of the push button 61 are roughly divided into a basic pattern and a special pattern. In the basic pattern, both the normal suggestive image 21 and the specific suggestive image 22 are displayed, and the size of each suggestive image 20 (the range in which each suggestive image 20 is displayed in the display area 911) is approximately equal (see FIG. 8(b-1)). In this embodiment, a first special pattern and a second special pattern may occur as special patterns. In the first special pattern, the normal suggestive image 21 is smaller (the range in which the normal suggestive image 21 is displayed is smaller) and the specific suggestive image 22 is larger (the range in which the specific suggestive image 22 is displayed is larger) than in the basic pattern (see FIG. 8(b-2)). In the second special pattern, the normal suggestive image 21 is not displayed (or is almost invisible), and only the specific suggestive image 22 is displayed (see FIG. 8(b-3)). The probability of a favorable result (the probability that the winning jackpot is a specific jackpot) is higher when the first special pattern occurs than when the basic pattern occurs, and higher when the second special pattern occurs than when the first special pattern occurs. In other words, the larger the size of the specific suggestion image 22 displayed (the larger the range in which the specific suggestion image 22 is displayed in the display area 911), the higher the probability of a favorable result. In the first half, the probability of the basic pattern being selected is preferably 50% or more. In other words, it is preferable that the basic pattern is selected in most cases, and the probability of the first special pattern and the second special pattern, which are so-called chance-up patterns, being selected is set lower than the probability of the basic pattern being selected. In addition, in this embodiment, when the second special pattern occurs, it is determined that a favorable result will be obtained. In other words, the first half is basically a "teasing" performance that suggests that a notification will be made about whether a normal jackpot or a special jackpot has been won, but if only the specific suggestion image 22 corresponding to the special jackpot is displayed at that stage (the normal suggestion image 21 is not displayed), it is determined that it is a special jackpot (there is no possibility of it being a normal jackpot).
[0052] In a state where such a suggestive image 20 is displayed (either the basic pattern, the first special pattern, or the second special pattern), the second operation of the push button 61 is prompted. Specifically, an effective operation period is set, and a single operation of the push button 61 is prompted during the effective operation period (see Figs. 8(a-1) to (a-3)). If the push button 61 is not operated during the effective operation period, it is considered that the operation was performed at the end of the effective operation period. The second operation of the push button 61 (the operation that satisfies a predetermined condition) is the trigger for moving to the latter half, and the result is determined. In this embodiment, it is considered to be an advantageous result that the specific suggestive image 22 is displayed and the normal suggestive image 21 is not displayed (see Fig. 8(b-1)). On the other hand, it is considered to be an unfavorable result that the normal suggestive image 21 is displayed and the specific suggestive image 22 is not displayed (see Fig. 8(b-2)). In other words, whether or not the image suggesting a specific jackpot remains is considered to be a branch of whether or not the advantageous result is obtained (whether or not the acquisition of a specific jackpot is confirmed). In addition, when an advantageous result is achieved, a specific combination is displayed as confirmed at the same time as or after the advantageous result is achieved. In case an unsuccessful result is achieved, a non-specific combination is displayed as confirmed at the same time as or after the advantageous result is achieved.
[0053] In this way, the operation trigger presentation in this embodiment is interesting in that the suggestion image 20 suggests the likelihood of reaching a favorable result when the first operation of the operation means 60 (an operation that satisfies a specified condition) is made, and the result becomes clear when the second operation of the operation means 60 (an operation that satisfies a specified condition) is made.
[0054] The suggestion by the suggestive image 20 is easy to understand because it is based on the size of the specific suggestive image 22, which suggests a specific bonus (specific jackpot) advantageous to the player (the larger it is displayed, the higher the probability of a favorable result). Also, since the fact that a favorable result has been reached is indicated by the fact that the specific suggestive image 22, which has been displayed since before the result is known, remains (the fact that an unfavorable result has been reached is indicated by the fact that the normal suggestive image 21, which has been displayed since before the result is known, remains), the connection before and after the result is known is smooth and easy to understand.
[0055] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned operation trigger performance will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0056] 〇Specific example 2-1 As described above, the operation trigger performance requires the operation of the operation means 60 (operation that satisfies a predetermined condition) twice, and the result is revealed by the second operation. However, the configuration may include a plurality of types of operation means 60, and the operation means 60 that is the first operation target and the operation means 60 that is the second operation target may be different. For example, as in this embodiment, if two types of operation means 60 are provided, namely, a push button 61, a special operation unit 63 (operation means that can be operated by pressing in the depth direction; see FIG. 1) different from the push button 61, and the push button 61, the first operation is prompted to operate the push button 61 (see FIG. 10(a)), and the second operation is prompted to operate the special operation unit 63 (see FIG. 10(b)). Since the first operation is not the operation that triggers the result to be revealed, and the second operation is the operation that triggers the result to be revealed, in order to clearly distinguish between the two, the operation means 60 that is the first operation target and the operation means 60 that is the second operation target are made different.
[0057] If the device is provided with an operating means that can be operated in different operating modes (one operating means that is integrally configured but has two or more operating modes), the operating mode required for the first operation may be different from the operating mode required for the second operation. In other words, since the first operation is not an operation that triggers the result to be known, and the second operation is an operation that triggers the result to be known, in order to clearly distinguish between the two, the operating mode required for the first operation is different from the operating mode required for the second operation. For example, if the device is equipped with an operating means that can perform a reciprocating motion as described as "operating means 10" in JP 2018-140012 A, it is possible to configure the device so that the first operation requires a "forward operation" and the second operation requires a "return operation."
[0058] 〇Specific example 2-2 As the operation trigger performance, normal performance and special performance may occur. In the normal performance, as in the above embodiment (as shown in FIG. 8 and FIG. 9), the operation of the operation means 60 (operation that satisfies a predetermined condition) is requested twice, and the result is revealed by the second operation. On the other hand, the result of the special performance is revealed by the first operation (see FIG. 11). The operation trigger performance is set so that the probability of the normal performance being a special performance is higher than the probability of the special performance. It is preferable that the setting is such that 80% or more will be the normal performance (the probability of the special performance being less than 20%). A player who has already been exposed to the normal performance does not expect the result to be revealed by the first operation. Therefore, when the special performance occurs, the result will be revealed by the first operation, so that a player who does not expect the result to be revealed by the first operation can be surprised.
[0059] The special effects may be selected only when a favorable result is reached. In other words, since the special effects are special in that they are reached immediately with the first operation, it is preferable that the results are limited to favorable results. In this way, it is possible to prevent a situation in which the player loses interest because an unfavorable result is reached immediately with the first operation.
[0060] 〇Specific example 2-3 In the above embodiment, it has been explained that the special patterns other than the basic patterns are so-called chance-up patterns in which the probability of achieving an advantageous result is higher than that of the basic patterns, but the configuration may be such that the special patterns are set with a pattern in which the probability of achieving an advantageous result is lower than that of the basic patterns. For example, a special pattern (see FIG. 12) may be set in which the normal suggestion image 21 is larger (the range in which the normal suggestion image 21 is displayed is larger) and the specific suggestion image 22 is smaller (the range in which the specific suggestion image 22 is displayed is smaller) than that of the basic patterns, and when such a special pattern is set, the probability of achieving an advantageous result is lower than that of the basic patterns.
[0061] 2-3-2) Exposed covering effect In the exposed covering performance, in a state before the result is known (hereinafter referred to as an introduction portion), an exposed state in which the suggestion image 20 is displayed in the display area 911 and a covered state in which the suggestion image 20 is not displayed in the display area 911 and a covered state in which the covered image 30 is displayed are repeated (see Figs. 13 and 14). In this embodiment, the covered image 30 is also displayed in the exposed state, but its size (the size of the range it occupies in the display area 911) is smaller than that in the covered state. Specifically, in the exposed state, the suggestion image 20 is displayed in a range near the center of the display area 911, and the covered image 30 is displayed so as to surround it. However, the entire suggestion image 20 does not have to be exposed. It is sufficient to be able to understand what kind of suggestion image 20 is displayed from the exposed part. In the covered state, the range in which the suggestion image 20 was displayed in the exposed state is also covered by the covered image 30. In this embodiment, the covered image 30 is displayed in almost the entire display area 911. The change from the exposed state to the covered state is a presentation mode in which the exposed image gradually becomes larger toward the center of the display area 911, and the suggestion image 20 appears to be covered. The change from the covered state to the exposed state is a presentation mode in which the exposed image gradually becomes smaller from the center of the display area 911, and the suggestion image 20 appears to be visible through the range created by the exposure image becoming smaller. The specific form of the covered image 30 may be any. In this embodiment, a solid black image is displayed as the covered image 30.
[0062] In this embodiment, the introduction section starts from a covered state (see FIG. 13(a)). From there, it becomes an exposed state (see FIG. 13(b)), and then it repeats to become a covered state again (see FIG. 13(c)). In this embodiment, a total of six exposed states occur in the introduction section. The number of times the exposed state occurs can be changed as appropriate, but since the exposed covered performance gives the player the impression that the exposed state and the covered state are repeated, it is preferable that the number of times the exposed state occurs in the introduction section is not too small. In addition, when an alternating pattern occurs, which will be described later in detail, in order to make the number of times the normal suggestive image 21 is displayed the same as the number of times the specific suggestive image 22 is displayed, it is preferable that the number of times the exposed state occurs is an even number. Therefore, more preferably, the number of times the exposed state occurs in the introduction section is four or more, and is preferably an even number. In this embodiment, after the sixth exposed state, it becomes a covered state again, and the introduction section ends. In other words, just before the result is revealed, it is in a covered state.
[0063] As the presentation pattern of the introductory portion, an alternating pattern and an irregular pattern may occur (see FIG. 15). The alternating pattern is an exposure state in which the normal suggestion image 21 (first suggestion image) is displayed and an exposure state in which the specific suggestion image 22 (a second suggestion image different from the first suggestion image) is displayed alternately. In other words, the transition is as follows: an exposure state in which one of the normal suggestion image 21 and the specific suggestion image 22 is displayed → a covered state → an exposure state in which the other of the normal suggestion image 21 and the specific suggestion image 22 is displayed → a covered state → an exposure state in which one of the normal suggestion image 21 and the specific suggestion image 22 is displayed, etc. The example shown in FIG. 15 is an alternating pattern in which the specific suggestion image 22 is displayed in the first exposure state, but an alternating pattern opposite to that (an alternating pattern in which the normal suggestion image 21 is displayed in the first exposure state) may occur. The alternating pattern can also be said to be a regular pattern (regular pattern) in which the normal suggestion image 21 and the specific suggestion image 22 are displayed regularly.
[0064] The irregular pattern is one in which the exposed state in which the specific suggestion image 22 is displayed occurs successively in the introductory portion. In other words, the following occurs at least once: exposed state in which the specific suggestion image 22 is displayed → covered state → exposed state in which the specific suggestion image 22 is displayed → covered state, etc. Note that the irregular pattern shown in FIG. 15 is merely an example. It is also possible to make it possible for another irregular pattern to occur.
[0065] The probability that the exposed covering effect will result in a favorable outcome differs between when the introductory portion is an alternating pattern and when it is an irregular pattern. In this embodiment, the setting is such that the probability of a favorable outcome is higher when the introductory portion is an irregular pattern than when it is an alternating pattern. As described above, the irregular pattern in this embodiment is a series of specific suggestion images 22 indicating a specific jackpot (specific bonus), so it can be said that the player can easily sense that there is a high probability of a favorable outcome in which a specific jackpot is confirmed.
[0066] The probability that the introductory portion will be an alternating pattern is set to be higher than the probability that it will be an irregular pattern. Preferably, the probability of the alternating pattern is set to 80% or higher. In other words, it is preferable to set the "default" mode to be an alternating pattern. By doing so, the player will come into contact with alternating patterns more frequently, and the effect will be such that the player feels "uncomfortable" when an irregular pattern occurs (the occurrence of "uncomfortable" feeling will increase the chance of winning).
[0067] After the end of the final covering state of the introduction part (see FIG. 14(b)), the result of the exposed covering effect is displayed. In the case of an advantageous result, the specific suggestion image 22 is displayed (see FIG. 14(c-1)), and in the case of an unfavorable result, the normal suggestion image 21 is displayed (see FIG. 14(c-2)). In this embodiment, the covering image 30 is erased, so that it appears as if one of the normal suggestion image 21 and the specific suggestion image 22 has appeared. The final covering state immediately before the result is revealed is set to be longer than the other covering states constituting the introduction part. In this way, the player can sense that the result is about to be revealed (the next suggested image 20 displayed indicates the result). In addition, when an advantageous result is reached, a specific combination is displayed as a confirmed combination at the same time as or after the advantageous result is reached. In the case of an unfavorable result, a non-specific combination is displayed as a confirmed combination at the same time as or after the advantageous result is reached.
[0068] In addition, an image (an image not identified by the player) different from the specific suggestion image 22 or the normal suggestion image 21 may be displayed as the image indicating the result. In other words, an image indicating that the acquisition of a specific jackpot has been confirmed or an image indicating that the acquisition of a specific jackpot has not been confirmed may be different from the normal suggestion image 21 or the specific suggestion image 22 displayed in the introduction section. However, since the display of the normal suggestion image 21 or the specific suggestion image 22 in the introduction section can be said to be a warning in advance that the result will result in the display of one of the images, it can be said that the presentation is easier to understand if the image displayed in the result and the image displayed in the introduction section are the same (meaning that they are images identified by the player), as in this embodiment.
[0069] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned matters related to the exposed covering performance will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0070] 〇Specific example 3-1 In the above embodiment, as explained in the introduction, the irregular pattern is one in which a succession of exposure states in which a specific suggestion image 22 is displayed occurs (hereinafter, this irregular pattern may be referred to as a specific irregular pattern). However, another irregular pattern may also occur in which a succession of exposure states in which a normal suggestion image 21 is displayed occurs (hereinafter, this irregular pattern may be referred to as a normal irregular pattern) (see Figure 16).
[0071] When such a normal irregular pattern occurs, it is preferable to set the probability of a favorable result to be lower than when an alternating pattern occurs. This is because the normal irregular pattern is a series of normal suggestive images 21 indicating a normal jackpot (non-specific bonus), and thus seems to suggest a low probability of a favorable result in which a specific jackpot is confirmed. If the configuration is such that three types of patterns, the alternating pattern, the specific irregular pattern, and the normal irregular pattern, can occur, the order of the probability of a favorable result should be normal irregular pattern < alternating pattern < specific irregular pattern (see FIG. 16).
[0072] However, it may be set so that the probability of a favorable result is higher when a normal irregular pattern occurs than when an alternating pattern occurs. If it is desired to use the "breaking of the rule of alternating occurrence" as an indication of increased chances, it is sufficient to set so that the probability of a favorable result is higher for an irregular pattern than for an alternating pattern.
[0073] 〇Specific example 3-2 As the irregular pattern, a number of different patterns are provided, each of which has a different number of consecutive times (the maximum number of consecutive times throughout one introduction portion) in which the specific suggestion image 22 is displayed, and the more consecutive times, the higher the probability of a favorable result. For example, if a "2x irregular pattern" with a consecutive number of times of 2, a "3x irregular pattern" with a consecutive number of times of 3, and a "4x irregular pattern" with a consecutive number of times of 4 can occur, the probability of a favorable result when an irregular pattern occurs increases in the order of "2x irregular pattern" < "3x irregular pattern" < "4x irregular pattern" (see FIG. 17).
[0074] By doing this, when the exposure state in which the specific suggestion image 22 is displayed continues, it becomes an interesting presentation form in which the player will likely pay attention to how long the series will continue (how many consecutive times it will occur).
[0075] 〇Specific example 3-3 The more times an exposure state in which the specific suggestion image 22 is displayed occurs throughout one introductory portion, the higher the probability of a favorable result is set (see FIG. 18). As explained in the above embodiment, if six exposure states occur in the introductory portion, the number of times the specific suggestion image 22 is displayed among the six exposure states indicates the probability of a favorable result. In this way, a presentation is created in which the player hopes that the specific suggestion image 22 will be displayed each time an exposure state occurs.
[0076] In this example, if the specific suggestion image 22 is displayed in all exposure states in the introductory portion (six exposure states in the above embodiment), the setting may be such that a favorable result is confirmed. The introductory portion can be said to be a "teasing" effect by showing candidate images that may be displayed as a result before the result is known, so if the specific suggestion image 22 is displayed as all of the candidate images, it is advisable to ensure that the result (favorable result) in which the specific suggestion image 22 is displayed is ultimately reached.
[0077] 〇Specific example 3-4 The setting is made so that the probability of a favorable result is higher when a specific suggestion image 22 is displayed in the final exposure state in the introductory portion than when it is not displayed (hereinafter, the suggestion image 20 displayed in the final exposure state is referred to as the final suggestion image 20). Since the final exposure state of the introductory portion is the last exposure state before the result is known, the type of the final suggestion image 20 displayed there is important (has a large influence on the result).
[0078] In addition to the suggestions by the alternating pattern and the irregular pattern described in the above embodiment, the configuration may be such that the suggestion is given as in this example. That is, even in the case of an alternating pattern, the last suggestion image 20 may be a normal suggestion image 21 (first alternating pattern) or a specific suggestion image 22 (second alternating pattern), and the probability of a favorable result is higher when the second alternating pattern occurs than when the first alternating pattern occurs (see FIG. 19(a)). Similarly, even in the case of an irregular pattern, the last suggestion image 20 may be a normal suggestion image 21 (first irregular pattern) or a specific suggestion image 22 (second irregular pattern), and the probability of a favorable result is higher when the second irregular pattern occurs than when the first irregular pattern occurs (see FIG. 19(b)).
[0079] 〇Specific example 3-5 The number of exposure states included in one introductory portion is set to be variable (unfixed) each time. For example, the number of exposure states can be changed within a range of 4 to 9 times each time. In this way, a game feature is achieved in which it is not clear how long the introductory portion will last. However, there is an advantage in that the presentation is easier to understand when the number of exposure states included in one introductory portion is set to be constant, as in the above embodiment.
[0080] 2-3-3) Sudden performance The sudden performance (see FIG. 20) is a performance that leads to a display result (see FIG. 20(c-1)) in which the sudden image 40 is displayed during the target period, or a non-display result (see FIG. 20(c-2)) in which the sudden image 40 is not displayed throughout the target period. In this embodiment, the display result is a favorable result, and the non-display result is an unfavorable result. In other words, if the sudden image 40 is displayed during the target period, a specific jackpot (specific bonus) is confirmed (a specific combination is confirmed and displayed) (see FIG. 20(d-1)), but if the sudden image 40 is not displayed during the target period (if the target period ends without the sudden image 40 being displayed), the specific jackpot (specific bonus) is not confirmed (a non-specific combination is confirmed and displayed) (see FIG. 20(d-2)). Thus, the sudden performance is a performance form in which the player hopes that the sudden image 40 will be displayed.
[0081] In this embodiment, a predetermined image (staged image) and music (staged music) associated with the staged image are output after the target period starts. Hereinafter, the stage in which the staged image and staged music are output is referred to as the target stage. Even if a display result is reached, the staged image and staged music continue to be output continuously until the sudden image 40 is displayed (see Fig. 20(a)(b)). When the sudden image 40 is displayed, the output of the staged image and staged music stops suddenly (the target stage stops suddenly) (see Fig. 20(c-1)) triggered by the display of the sudden image 40. In other words, when a non-display result is reached, the staged image and staged music do not stop, and the staged image and staged music continue to be output without stopping from the start to the end of the target period (the target stage is "completed") (see Fig. 20(c-2)).
[0082] In this embodiment, the length of the target period (the length from the start to the end of the target performance assuming that the non-display result is reached) is a predetermined fixed time. Therefore, the target performance is set according to the fixed time (no performance longer than the fixed time is prepared). In this embodiment, the fixed time is set to 15 seconds. Therefore, whether or not the sudden image 40 is displayed before the 15 seconds have elapsed is a performance form in which whether or not the display result (advantageous result) is reached is a branching effect. In this embodiment, in order to make the performance easy to understand, an image (remaining time image) indicating the remaining time until the end of the target period is displayed (see FIG. 20(b) and the like). The remaining time image may directly indicate the remaining time with a numerical value, or may visually indicate the approximate remaining time with a meter or the like. Reaching the display result means that the remaining time does not become 0, and reaching the non-display result means that the remaining time becomes 0. From the player's perspective, this is a performance form in which the sudden image 40 is hoped to be displayed before the remaining time becomes 0. However, such a remaining time (remaining time image) may not be displayed. In this way, the player can hope for the sudden image 40 to be displayed without knowing exactly when the target period will end. Unlike the present embodiment, if the length of the target period is not constant, it is better not to display the remaining time (remaining time image).
[0083] The specific form of the sudden image 40 may be any. In this embodiment, a solid black image is displayed (see FIG. 20(c-1)). Therefore, the display of the sudden image 40 is an effect that looks as if a blackout "freeze" has occurred. In this embodiment, during the target effect, a message "Freeze occurs, BIG BOUNS" is displayed (see FIG. 20(b) and the like). Therefore, the player can understand that a specific jackpot will be confirmed when the target effect ends and a freeze occurs. After the sudden image 40 is displayed, a message "BIG BOUNS" is displayed, and the confirmation of a specific jackpot (specific bonus) is notified (see FIG. 20(d-1)).
[0084] When the display result is reached, the timing at which the sudden image 40 is displayed varies. That is, the timing at which the sudden image 40 is displayed is unpredictable to the player. A plurality of candidate timings are provided as the timing at which the sudden image 40 is displayed. In this embodiment, the candidate timings are 1 second, 3 seconds, 6 seconds, 7 seconds, 8 seconds, 9.5 seconds, 10 seconds, 11 seconds, 12.5 seconds, and 14 seconds (a total of 10 points) from the start of the target period (see FIG. 21(a)). When executing the sudden performance that is the display result, one of the plurality of candidate timings is determined in advance as the specific timing. Specifically, when it is determined to execute the sudden performance that is the display result (advantageous result) in a winning fluctuation that is internally determined to have won a specific jackpot, a specific timing determination lottery is executed before the sudden performance is started. One of the plurality of candidate timings is determined as the specific timing by the lottery (see FIG. 21(b)). The player is not shown which candidate timing has been determined to be the specific timing (in fact, the player does not even know whether the sudden performance will result in a display result). Therefore, even if a display result is reached, the player cannot predict the timing at which the sudden image 40 will be displayed. Naturally, if the sudden performance results in a non-display result, the sudden image 40 will not be displayed, and so the specific timing determination lottery is not executed.
[0085] The trigger for displaying the sudden image 40 in the sudden performance that results in the display is roughly divided into a basic trigger and a special trigger. The basic trigger is triggered by reaching a specific timing, while the special trigger is triggered by the establishment of a predetermined condition before reaching the specific timing (see the lower part of FIG. 21(b)).
[0086] If the predetermined condition is not met until the specific timing is reached, the sudden image 40 is displayed at the specific timing (basic trigger). That is, the sudden image 40 is displayed at a predetermined timing. As described later, in this embodiment, the predetermined condition is not met unless the push button 61 is operated, so if the player is simply watching the target performance without taking any particular action, the sudden image 40 will be automatically displayed when the specific timing is reached.
[0087] On the other hand, if the predetermined condition is satisfied before the specific timing is reached, the sudden image 40 is displayed with the satisfaction of the predetermined condition as a trigger (special trigger). That is, the sudden image 40 is displayed before the predetermined timing is reached. In other words, the sudden image 40 is displayed "ahead of the specific timing". In this embodiment, the predetermined condition is a condition that can be satisfied with the operation of the operating means 60 (push button 61) during the target period (a condition that will not be satisfied unless the push button 61 is operated during the target period). Specifically, a display lottery is executed with the operation of the push button 61 during the target period as a trigger, and winning the display lottery is regarded as the satisfaction of the predetermined condition. In this embodiment, the winning probability of the display lottery is 1 / 32. That is, a display lottery with a winning probability of 1 / 32 is executed each time the push button 61 is operated during the target period, and if the lottery is won, the sudden image 40 is displayed (see FIG. 22(a)→(b-1)). From the player's perspective, this is an effect in which the player feels that the sudden image 40 has been displayed as a result of the operation of the push button 61. During the target period, no image prompting the player to operate the push button 61 is displayed (see FIG. 22(a)). Therefore, the display of the sudden image 40 by the operation of the push button 61 can be said to be a type of so-called "hidden button" effect. No matter how many times the push button 61 is operated during the target period, if the player does not win the display lottery until the specific timing is reached, the sudden image 40 will be displayed at the specific timing (basic trigger) (see FIG. 22(a)→(b-2)→(b-3)).
[0088] Even in a situation where the operation of the operating means 60 such as the push button 61 is not prompted, there are a certain number of players who hope that something good will happen by operating the operating means 60 continuously (there are a certain number of players who hope that something good will happen but turn it into the action of operating a button). The sudden performance in this embodiment is interesting in that if a player repeatedly presses the push button 61 in the target period (a state in which the sudden image 40 is not displayed) in the hope that the sudden image 40 will be displayed, there is a possibility that the player will win the display lottery and the sudden image 40 will be displayed before the specific timing (the player's actions as described above may lead to the "early" display of the sudden image 40).
[0089] The winning probability of the display lottery can be set as appropriate, but is preferably less than 100%. If the winning probability of the display lottery is set to 100%, this would result in an extremely simple presentation in which an unfavorable result would be confirmed if the operating means 60 is operated during the target period and the sudden image 40 is not displayed as a result of the operation.
[0090] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the matters related to the above-mentioned sudden performances will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0091] 〇Specific example 4-1 In the above embodiment, it was explained that in the sudden performance resulting in a display result (advantageous result), if a specified condition is satisfied during the target period, the sudden image 40 is displayed even before a specific timing is reached. However, the sudden performance resulting in a display result may be a performance in which there is a possibility that a specified condition is satisfied (referred to as sudden performance A) (see FIG. 23(a-1)), or a performance in which there is no possibility that a specified condition is satisfied (referred to as sudden performance B) (see FIG. 23(b-1)) (the player cannot tell whether sudden performance A or sudden performance B is occurring). In other words, in sudden performance A, a display lottery is executed in response to operation of the operation means 60 (there is a possibility that the display lottery will be won and the sudden image 40 will be displayed "early") (see Figure 23 (a-1) → (a-2)), whereas in sudden performance B, a display lottery is not executed in response to operation of the operation means 60 (or the probability of winning the display lottery is 0%) (see Figure 23 (b-1) → (b-2) → (b-3)).
[0092] By doing this, even if the sudden effect ultimately leads to a display result, if it is sudden effect B, the sudden image 40 will not be displayed no matter how much the operation means 60 is operated during the target period. In other words, with sudden effect B, it is determined that the sudden image 40 will be displayed at a specific timing (see FIG. 23(b-3)). A player who knows that there is a possibility that the sudden image 40 will be displayed "ahead of schedule" as a result of operating the operation means 60 may give up on the display result (advantageous result) if the sudden image 40 is not displayed even after operating the operation means 60 multiple times during the target period. Even in such a situation, it is possible to create a surprising form of effect in which the display result (advantageous result) can still be achieved.
[0093] 〇Specific example 4-2 The winning probability of the display lottery can be changed every time a sudden performance leading to a display result occurs. For example, there are four possible probabilities (candidate probabilities) that can be adopted as the winning probability of the display lottery: 1 / 64, 1 / 32, 1 / 16, and 1 / 8. When it is determined that a sudden performance leading to a display result will occur, it is decided at random which candidate probability will be adopted (the player does not know which candidate probability has been adopted). In this way, a game feature is realized in which the probability that the sudden image 40 will be "advanced" when the operating means 60 is operated during the target period can be different each time.
[0094] In the above embodiment, it has been explained that it is preferable that the winning probability of the display lottery is not equal to 100%, but if the present example is used, 100% (1 / 1) may be set as one of the candidate probabilities. If the present example is used, the winning probability of the display lottery can change each time, so even if 100% is set as one of the candidate probabilities, the unexpected performance will not become extremely simple.
[0095] 〇Specific example 4-3 Although the predetermined condition in the above embodiment is explained as one that is not satisfied unless the operation means 60 (push button 61) is operated, a different predetermined condition may be used. However, it is preferable that the predetermined condition is one that is not satisfied unless the player takes some kind of action. In other words, if the player simply watches the target performance (takes no action) during the target period of the sudden performance that leads to the display result, the sudden image 40 will be displayed at a specific timing (basic trigger).
[0096] For example, it is possible to configure the predetermined condition not to be satisfied unless the game ball enters the predetermined area during the target period. In other words, the predetermined condition is not satisfied unless the game ball is launched during the target period. The above-mentioned predetermined area may be an area into which the game ball can enter in a situation in which the sudden performance is executed. For example, it is possible to set the first starting area 904a as the predetermined area. Also, it is possible to configure the predetermined condition to be satisfied when the game ball enters the predetermined area, or to configure the predetermined condition to be satisfied when a display lottery (with a winning probability of less than 100%) is executed in response to the game ball entering the predetermined area as shown in FIG. 24, and the predetermined condition is satisfied when the display lottery is won.
[0097] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.
[0098] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0099] In the above embodiment, the winning / losing lottery results are set as a big win and a losing lottery result, and the big win is acquired (the big win game is executed) when the winning / losing lottery result is acquired, but the big win may be acquired via a so-called small win. Since the gameplay that allows the big win to be acquired via a small win (the gameplay of the so-called "two-type game machine") is well known, detailed explanations are omitted, but for example, if the small win is won (except in the case of an irregular event such as a malfunction of the game machine or the player not playing as instructed), it is set to lead to the acquisition of the big win (a setting in which the winning of the small win and the winning of the big win can be regarded as essentially the same), the winning of the big win described in the above embodiment includes winning the small win.
[0100] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0101] ·Means 1-1 A gaming machine comprising: a bonus awarding means for awarding one of a plurality of bonuses when the result of a win / lose lottery is a win; and an effect execution means for executing a post-win effect that may occur after the result of a win / lose lottery is determined to be a win, as an effect that constitutes an in-fluctuating effect from when the plurality of decorative patterns start to fluctuate until the fluctuating effect stops, wherein the post-win effect may result in announcing that a specific bonus, which is one of the plurality of bonuses, will be awarded, and a plurality of candidate effects having different manners of notifying that the specific bonus will be awarded are provided as effects that may be executed as the post-win effect, and a player can freely select which of the plurality of candidate effects to execute as the post-win effect in a selection effect. According to the gaming machine, an interesting game feature is realized in which the post-winning performance to be actually executed can be selected from a number of candidate performances each having a different manner of notifying that a specific benefit will be awarded.
[0102] ·Means 1-2 The selection performance is a performance in which a plurality of candidate images corresponding to each of the plurality of candidate performances are displayed, and one of the plurality of candidate images is emphasized more than the other candidate images, thereby indicating that the candidate image in the emphasized state is selectable; as a performance constituting the during-variation performance, if the result of the win / lose lottery is a win, it is possible to execute a plurality of reach performances that lead to a successful conclusion, each of the plurality of reach performances corresponding to one of the plurality of candidate performances, and after it is determined that the result of the win / lose lottery is a win by the reach performance of a certain type reaching a successful conclusion, at the start of the selection performance, the candidate image showing the candidate performance corresponding to a certain type of reach performance is emphasized. In this way, the reach effect, which indicates that the result of the lottery is a win, is linked to the initial state of the selection effect that occurs afterwards (a candidate image in a highlighted state), making the game easy to understand.
[0103] ·Means 1-3 The selection performance is a performance in which a plurality of types of candidate images corresponding to the plurality of types of candidate performances are displayed, and one of the plurality of types of candidate images is emphasized more than the other candidate images to indicate that the candidate image in the emphasized state is selectable. As a performance constituting the during-variation performance, if the result of the lottery for determining whether or not a win is a win, it is possible to execute a plurality of types of reach performances that lead to a successful conclusion, and each of the plurality of reach performances is associated with one of the plurality of candidate performances. After the result of the lottery for determining whether or not a win is a win is determined to be a win by the reach performance of a certain type reaching a successful conclusion, at the start of the selection performance, the probability of the result being notified in the post-winning performance that the specific benefit will be granted differs between a corresponding pattern in which the candidate image showing the candidate performance corresponding to a certain type of reach performance is emphasized and a non-corresponding pattern in which the candidate image showing the candidate performance corresponding to a certain type of reach performance is not emphasized. In this way, an interesting gameplay is realized in which whether or not the reach effect, which indicates that the result of the lottery is a win, is linked to the initial state (the candidate image in a highlighted state) of the selection effect that occurs afterwards indicates whether or not the post-winning effect will have a favorable result.
[0104] ·Means 2-1 A gaming machine comprising: a display means having a display area; and an effect execution means for executing an exposed-covered effect in which, in an introductory portion before the result is known, an exposed state in which a suggestive image is displayed in the display area and a covered state in which a covered image is displayed in the display area without the suggestive image being displayed, are repeated, wherein the suggestive image displayed in the exposed state suggests the likelihood that a result advantageous to the player will be reached after the introductory portion. According to the gaming machine, it is possible to execute an interesting exposed covered effect in which the suggestive image revealed between the covered states suggests the probability of achieving a favorable result.
[0105] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that a first suggestion image and a second suggestion image are provided as images that can be displayed as the suggestion image, and the introduction portion is more likely to result in an advantageous result for the player after the introduction portion if it is one of an alternating pattern in which the exposure state in which the first suggestion image is displayed and the exposure state in which the second suggestion image is displayed alternately, and an irregular pattern in which the exposure state in which either the first suggestion image or the second suggestion image is displayed occurs consecutively, than if it is the other. By doing this, the player will be drawn to whether the suggestive image exposed between the covering states changes "alternately."
[0106] ·Means 2-3 The gaming machine described in means 2-1 is characterized in that a specific suggestion image is provided as an image that can be displayed as the suggestion image, and the more times the exposure state in which the specific suggestion image is displayed occurs in the introductory portion, the higher the probability that a result advantageous to the player will be achieved after the introductory portion. By doing so, the presentation will draw the player's attention to how many times the specific suggestive image is displayed throughout the introductory portion.
[0107] ·Means 2-4 The gaming machine described in means 2-1 is characterized in that a specific suggestion image is provided as an image that can be displayed as the suggestion image, and if the specific suggestion image is displayed in the final exposure state in the introduction portion, there is a higher probability that a result favorable to the player will be achieved after the introduction portion than if it is not displayed. By doing this, it becomes an important aspect of the presentation whether or not a specific suggestion image is displayed in the final exposure state before the result is known.
[0108] ·Means 3-1 A gaming machine capable of executing a sudden performance that leads to a display result in which a sudden image is displayed during a target period, or a non-display result in which the sudden image is not displayed throughout the target period, wherein when executing the sudden performance that leads to the display result, one of a plurality of candidate timings during the target period is predetermined as a specific timing, and if a specified condition is not met until the specific timing is reached, the sudden performance results in the sudden image being displayed at the specific timing, whereas if the specified condition is met before the specific timing is reached, the sudden performance results in the sudden image being displayed in response to the fulfillment of the specified condition. According to the gaming machine, it is possible to execute an interesting sudden effect in which the timing of displaying a sudden image can be "advanced."
[0109] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that it is equipped with an operating means that can be operated by a player, the target period is a period during which the player is not prompted to operate the operating means, and the specified condition is met by winning a display lottery triggered by operating the operating means. In this way, when the operating means is operated in the hope that a sudden image will be displayed (leading to a display result), this may trigger the sudden image to be displayed. [Explanation of symbols]
[0110] 1. Gaming machines 10 Candidate images C Cursor 20 Suggested Images 21 Normal suggested image (first suggested image) 22 Specific suggested image (second suggested image) 30 Coverage images 40 Sudden Images 80 Decorative Designs 91 Display device 911 Display area
Claims
1. A display means having a display area; A specific operation means operable by a player; an effect execution means for executing an image effect in which a display result in which a sudden image is displayed in the display area during a target period is a result that is more advantageous to a player than a non-display result in which the sudden image is not displayed during the target period; Equipped with During the target period, the operation of the specific operation means is not prompted, The image presentation leading to the display result is In some cases, the sudden image may be displayed when a specific timing is reached. The sudden image may be displayed when a display lottery that is executed in response to an operation of the specific operation means during the target period before the specific timing is reached is won. A gaming machine characterized by:
2. The gaming machine described in Claim 1, characterized in that the image presentation leading to the display result may be in a form such that the sudden image will not be displayed as a result of any operation of the specific operating means, no matter how much operation of the specific operating means is performed during the target period prior to reaching the specific timing.