Game machine
Patent Information
- Application Number
- JP2022200063
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-12-15
- Publication Date
- 2025-12-22
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines equipped with a customization function that allows the probability (reliability) of an effect occurring to be changed are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-069289 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem that the present invention aims to solve is to provide a gaming machine that can clearly indicate whether or not a customized effect has occurred. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, is equipped with an effect execution means capable of executing a target effect as an effect that constitutes an effect during the change from when the decorative pattern starts to change to when it stops in a manner according to the result of a win / lose lottery, and a customization function that can set the reliability, which is the probability that the result of the win / lose lottery will be a win when the target effect occurs, to a special mode different from the normal mode, and is characterized in that when the target effect occurs in the special mode, an effective notification effect that is not executed when the target effect occurs in the normal mode is executed. Effect of the Invention
[0006] The gaming machine according to the present invention can clearly indicate whether or not a customized effect has occurred. [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 specific effect. [Diagram 5] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 6] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] This is a diagram to explain red-based effects (targeted effects) and basic red effects (non-targeted effects). [Figure 9] FIG. 13 is a diagram for explaining a non-changing customization screen (operations when customizing) and a changing customization screen (operations when customizing). [Figure 10] FIG. 11 is a diagram for explaining a change waiting period. [Figure 11] A diagram to explain the valid notification presentation. [Figure 12] This is a diagram to explain that if a target effect occurs during the change waiting period after a request to change from high reliability mode to normal mode is accepted, a valid notification effect will occur. [Figure 13] This is a diagram to explain that if a target performance occurs during the change waiting period after a request to change from normal mode to high reliability mode is accepted, a valid notification performance does not occur. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-3-1. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-3-2. [Figure 17]FIG. 1 is a diagram (part 1) for explaining specific example 2-4. [Figure 18] FIG. 2 is a second diagram for explaining specific example 2-4. [Figure 19] A diagram to explain specific reach effects including operation effects. [Figure 20] 11 is a diagram for explaining a normal post-image (normal operation presentation) and a special post-image (special operation presentation). FIG. [Figure 21] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 23] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 24] FIG. 13 is a diagram for explaining specific example 3-5. [Diagram 25] FIG. 13 is a diagram for explaining a stage image. [Figure 26] FIG. 13 is a diagram for explaining step-up in a normal mode and step-up in a special mode. [Figure 27] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 28] FIG. 13 is a diagram for explaining specific example 4-4. [Figure 29] FIG. 13 is a diagram for explaining specific example 4-5. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of gaming machines Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail 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.
[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, 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. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired, but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information to be described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "reserved change") 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 indicating 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 72 before change 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). In this embodiment, the reserved pattern 71 during change is displayed larger than the reserved pattern 72 before change, but the basic form of both is the same. The basic form of the reserved pattern 71 during change and the reserved pattern 72 before change may be completely different. In addition, the pending pattern 71 during the change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before the change are notified (the so-called pending "consumption order") is earlier on the right side.
[0015] 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 state is such that 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 state is such that the game ball should be launched aiming at the second starting area 904b (special 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).
[0016] 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). The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] 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.
[0018] In this embodiment, a normal game state and a special game state are set as game states (see FIG. 3). The special 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 special 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. In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, a so-called "left hit" is performed. In the special game state, the player launches the game ball aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. The special game state is a state in which it is easy to win the lottery for opening the second starting area 904b, which is triggered by the game ball entering the normal starting area 905, so that the game ball enters the second starting area 904b relatively easily.
[0019] In this embodiment, the special game state is entered after all jackpot games are completed. The special game state is ended when the winning / losing lottery results are a miss a predetermined number of times (for example, 100 times). When the special game state is ended, the normal game state is entered. If the jackpot is won before the predetermined number of consecutive misses after the transition to the special game state, the game state is entered again (the count of the predetermined number 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 a jackpot before the predetermined number of consecutive misses after the transition to the special game state. Note that, unless otherwise specified in the following description, the gaming characteristics (specifications) are merely an example. For example, it may be a so-called probability loop machine. It may also be a V probability machine. It may also be a gaming machine (one-type / two-type mixed machine) in which a so-called small win is installed and a jackpot can be acquired by a game ball entering a predetermined area when the small win is won. In addition, a game state different from the normal game state and the special game state may be set, for example, a low probability game state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the game ball is more likely to enter the starting area 904.
[0020] 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 are 10-round jackpots.
[0021] 2) The following describes the effects (contents and control of effects) that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects described below can be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and decorative symbols 80 may be omitted.
[0022] 2-1) Specific production The gaming machine 1 according to this embodiment is capable of executing a specific performance as a performance constituting a during-change performance. In the following description of the specific performance, a during-change performance including a specific performance is referred to as a target during-change performance (target change), and a winning / losing lottery result corresponding to the target change (a winning / losing lottery result notified by the target change) is referred to as a target winning / losing lottery result.
[0023] A specific performance is a performance that leads to a predetermined result (see FIG. 4(c-2)) or not (see FIG. 4(c-1)). If the specific performance leads to a predetermined result (see FIG. 4(c-2)), a predetermined event (hereafter referred to as a post-event) occurs in the target variation after the specific performance ends (see FIG. 4(d-2)). In other words, if the specific performance does not lead to a predetermined result (see FIG. 4(c-1)), the post-event does not occur (see FIG. 4(d-1)). The player considers the occurrence of a post-event to be more advantageous than its not occurring. Therefore, it can be said that a specific performance resulting in a predetermined result is more advantageous to the player than not resulting in the predetermined result (a predetermined result is a "positive result" for the player).
[0024] In this embodiment, the specific presentation is a presentation in which one character (the player's character) fights another character (the opponent's character) (in the drawings, the player's character is indicated with an X and the opponent's character with an E). The predetermined result is that the player's character wins (the opponent's character loses) (see FIG. 4(c-2)). In other words, if the player's character wins, a subsequent event occurs in the target change (see FIG. 4(d-2)). On the other hand, if the player's character is defeated (see FIG. 4(c-1)), no subsequent event occurs in the target change (see FIG. 4(d-1)).
[0025] The subsequent event in this embodiment is a transition to a predetermined super reach performance (see FIG. 4(d-2)). The specific form of the super reach performance may be any, but the outcome of the super reach performance will result in the announcement of the target winning / losing lottery result. If the specific performance does not result in the predetermined result, the super reach performance will not occur, and the target winning / losing lottery result will be announced as a miss. In other words, the occurrence of the subsequent event (occurrence of the super reach performance) is more advantageous for the player than the non-occurrence of the subsequent event (non-occurrence of the super reach performance) in that there remains a probability that the target winning / losing lottery result will be a jackpot. In the technical field of the present application, such a transition to a super reach performance is sometimes referred to as "development" or the like. In other words, the occurrence of the subsequent event is "development" (to a super reach performance) (non-occurrence of the subsequent event is "non-development" (to a super reach performance)).
[0026] As the patterns (modes) of the special effects, normal patterns and special patterns are provided. In the following description, the special effects of the normal patterns are sometimes referred to as normal special effects, and the special effects of the special patterns are sometimes referred to as special special effects.
[0027] In the normal specific performance, the condition display 11 is displayed in the display area 911 at the beginning of the performance (when it is not clear whether a predetermined result is reached). The condition display 11 is a display that indicates (explains to the player) that a subsequent event (transition to a super reach performance) will occur if a predetermined result (in this embodiment, the result in which the player's character wins) is reached. On the other hand, it can also be said to be a display that indicates that a subsequent event will not occur if the predetermined result is not reached. In this embodiment, the condition display 11 "Develop if X wins" is displayed (see FIG. 4(b-1)). Note that X is the name of the player's character. In this way, the condition display 11 indicates to the player that "development" (a subsequent event will occur) will occur if the condition "X wins" is met, and can also be said to indicate to the player that the condition "X wins" may be met or may not be met (X may lose).
[0028] Usually, a specific presentation may result in the player's character winning (see FIG. 4(c-2)) or in the player's character losing (see FIG. 4(c-1)). In other words, it may or may not result in a predetermined result. As mentioned above, "development" is commonly used to indicate an event that is advantageous to the player, so a player who sees the condition display 11 "develop if X wins" will hope that X will win.
[0029] In the case of a special special effect, at the beginning of the effect, a confirmation display 12 is displayed in the display area 911 instead of a condition display 11 (see FIG. 4(b-2)). From the start of the special effect, until a predetermined time is reached (in this embodiment, a time point about a few seconds after the start of the effect), it is impossible to tell whether the special effect is a normal special effect or a special special effect (the presentation form is the same for both normal and special special effects). When the predetermined time is reached, the condition display 11 is displayed in the normal special effect (normal pattern), and the confirmation display 12 is displayed in the special special effect (special pattern).
[0030] The confirmation display 12 is a display that indicates (explains to the player) that a subsequent event (a transition to a super reach effect) will occur because a predetermined result (in this embodiment, the result in which the player's character wins) is reached. The major difference from the condition display 11 is that it definitively indicates (asserts) that "a predetermined result is reached" (the condition display 11 is a "hypothetical" expression of "when a predetermined result is reached"). In this embodiment, the condition display 11 is "X wins, so development" (see FIG. 4(b-2)). In other words, it definitively indicates that X, the player's character, will win. Note that the special specific effect in this embodiment is in a form that is no different from the normal specific effect if the confirmation display 12 is replaced with the condition display 11. In other words, the difference between the normal specific effect and the special specific effect before the result is known is whether the condition display 11 or the confirmation display 12 is displayed (however, this does not include differences in the performance elements other than the performance elements that constitute the normal specific effect and the special specific effect, such as differences in the form of the decorative pattern 80 and the reserved pattern 70).
[0031] The special specific effect results in the player's character winning (see FIG. 4(c-2)), and never results in the player's character losing. In other words, it results in a predetermined result, and there is no possibility that it will not result in the predetermined result. If the predetermined result is reached, there will be a "development" (a subsequent event will occur) (see FIG. 4(d-2)), so it can be said that the special specific effect is an effect that "develops" (a subsequent event will occur). However, in the special specific effect of this embodiment, an image showing the player's character and the opponent's character fighting is displayed, just like in the normal specific effect. In other words, even in the special specific effect, the player's character will fight the opponent's character, and then the player's character will win (a predetermined result).
[0032] As described above, "development" is commonly used to indicate an advantageous event for the player, so when the player sees the confirmation display 12 "X wins, so development", he or she will sense that X will win and development is decided. Since development is an event that is more advantageous to the player than no development, it can be said that the special specific performance (the specific performance becomes a special pattern) is more advantageous to the player than the normal specific performance (the specific performance becomes a normal pattern). In other words, the normal pattern is the so-called "default", and the special pattern is the so-called "chance up". In this embodiment, it is set so that 90% or more of the specific performances that have occurred become the normal pattern. However, even if a special specific performance occurs, there is a possibility that the result of the target hit / miss lottery will be notified through the subsequent super reach performance. In other words, the special specific performance in this embodiment is not a performance that confirms a big win.
[0033] In this way, the specific presentation in this embodiment usually displays a condition display 11 indicating that a subsequent event will occur on the premise that a condition for a predetermined result is met, but a confirmation display 12 may be displayed indicating that a subsequent event is determined to occur because it is determined that a predetermined result will be reached. The confirmation display 12 can be said to be unexpected for the player (for players who are accustomed to seeing the condition display 11 that has been used conventionally), so the display of such a confirmation display 12 can give a surprise to the player.
[0034] It should be noted that the condition display 11 and the final display 12 in this embodiment are merely examples. The condition display 11 may be any display that indicates that if a predetermined result is reached (if it is "assumed" that a predetermined result is reached), a subsequent event will occur. If the predetermined result is "XX" and the subsequent event is "XX", for example, it may be displayed as "XX if XX", "XX if XX occurs", or "XX if XX occurs". The final display 12 may be any display that indicates that it is determined that a predetermined result will be reached. For example, it may be displayed as "XX because XX", "XX because XX occurs", or "XX because there is no other option but XX".
[0035] In addition, because the specific presentation in this embodiment is a battle presentation, the condition display 11 and the final display 12 include the element "win" ("if you win", "because you win") (an element representing a predetermined result), and the element changes according to the specific aspect of the specific presentation. For example, if the specific presentation is one in which the player's character challenges some kind of mission, the condition display 11 could be "develop if successful" and the final display 12 could be "develop because you will succeed".
[0036] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific performance-related matters. 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.
[0037] 〇Specific example 1-1 In the above embodiment, it has been explained that when a special specific effect occurs, it is determined that a subsequent event will occur after a predetermined result has been reached, but it is also possible to configure the system so that even if a special specific effect occurs (see FIG. 5(a)), the predetermined result is not reached (see FIG. 5(b-2)) and the subsequent event does not occur. However, if the special specific effect does not reach the predetermined result, a jackpot is determined (see FIG. 5(c-2)). In other words, the confirmation display 12 (see FIG. 5(a)) definitely indicates that a predetermined result will be reached, so in the case where the predetermined result is not reached (see FIG. 5(b-2)), there will be a "contradiction" between the prediction by the confirmation display 12 and the result. This kind of "contradiction" can occur as a so-called premium effect.
[0038] If the subsequent event is a transition to a super reach performance as in the above embodiment (where there is also the possibility that a miss will be announced in the super reach performance), then if the special specific performance leads to a predetermined result (if the process progresses as shown in Figure 5(a) → (b-1) → (c-1)), a jackpot is not confirmed, but if the special specific performance does not lead to a predetermined result (if a "contradiction" occurs), a jackpot is confirmed (if the process progresses as shown in Figure 5(a) → (b-2) → (c-2)).
[0039] 〇Specific example 1-2 The subsequent event is assumed to be an event that occurs only when the result of the target winning / losing lottery is a jackpot. In other words, the execution of a premium effect that occurs only when a jackpot is confirmed, the display of an image notifying the player that a jackpot has been confirmed (see FIG. 6(d-2)), etc. are set as subsequent events. In this way, when a special specific effect occurs (see FIG. 6(b-2)), it is determined that a predetermined result will be reached (see FIG. 6(c-2)), so that a jackpot will be confirmed (see FIG. 6(d-2)). In other words, the special specific effect functions as an effect that confirms a jackpot.
[0040] In the case of this example, the subsequent event represented by the condition display 11 and the final display 12 may be words that directly or indirectly indicate a big win (win). For example, if it is directly indicated, the condition display 11 may be in the form of "If X wins, it's a win" and the final display 12 may be in the form of "Because X wins, it's a win" (see Fig. 6 (b-1) and (b-2)), or "If X wins, it's a bonus" and the final display 12 may be in the form of "Because X wins, it's a bonus" (not shown). If it is indirectly indicated, the condition display 11 may be in the form of "If X wins, it's super lucky" and the final display 12 may be in the form of "Because X wins, it's super lucky" (not shown), or the condition display 11 may be in the form of "If X wins, it's confirmed" and the final display 12 may be in the form of "Because X wins, it's confirmed" (not shown).
[0041] 〇Specific example 1-3 It is to be emphasized that the confirmation display 12 is displayed. For example, it is possible to use different colors, different sizes, or different fonts for the characters of the condition display 11 and the confirmation display 12.
[0042] Also, the part of the final display 12 that is different from the condition display 11 is emphasized. In other words, since the final display 12 indicates (determines) that a predetermined result will be reached, the part is emphasized. For example, in the above embodiment, when the condition display 11 is "Develop if X wins" and the final display 12 is "Develop because X wins," all the characters in the condition display 11 are black, while the final display 12 is configured such that the part "because it will win" (hereinafter referred to as the emphasized part) is red and the rest (hereinafter referred to as the non-emphasized part) is black (see FIG. 7; the character "red" is shown with hatching). In other words, the non-emphasized part that is part of the final display 12 is the same color as the condition display 11, but the emphasized part that is at least a part of the part that indicates that a predetermined result will be reached is a different color from the condition display 11. The font of the highlighted portion may be different from that of the non-highlighted portion and the condition display 11, and the size of the highlighted portion may be different from that of the non-highlighted portion and the condition display 11. This reduces the risk of overlooking the fact that the confirmation display 12 is being displayed (that a special specific effect is occurring).
[0043] 〇Specific example 1-4 In this embodiment, the specific effect may be a normal pattern (normal specific effect) or a special pattern (special specific effect), but the normal pattern may not be provided. In other words, the specific effect is the one in which the confirmation display 12 described in the above embodiment is displayed, and the condition display 11 is not displayed.
[0044] The condition display 11 such as "If XX occurs, then XX" is an expression form that has been used conventionally. Therefore, the player predicts that the condition display 11 corresponding to the currently executing performance will be displayed (for example, when a battle performance such as that of the above embodiment occurs, the player predicts that the condition display 11 such as "If you win, then XX" will be displayed). In other words, since the player will predict that the condition display 11 corresponding to the currently executing performance will be displayed, even if such a condition display 11 is not actually displayed (even if the normal pattern does not actually occur), the player can be surprised by the confirmation display 12 being displayed.
[0045] 2-2) Effective notification The gaming machine 1 according to this embodiment has a customization function. This type of customization function itself is well known, so a detailed description will be omitted, but the customization function allows a player to change the occurrence probability of one or more types of target effects that can occur as part of a variable performance. Since the target effect occurs as an indication of the reliability (probability of a jackpot) of a certain winning / losing lottery result (target winning / losing lottery result), changing the occurrence probability of the target effect leads to changing the reliability of the target effect. Specifically, increasing the reliability when a certain target effect occurs means decreasing the occurrence probability of the target effect. The type and number of effects set as the target effect can be changed as appropriate.
[0046] In this embodiment, multiple types of target effects can be customized. The multiple types of target effects include two types: "pre-reading effect" and "red effect". These effects themselves are publicly known, so detailed explanations will be omitted. The pre-reading effect suggests that the reliability of the target winning / losing lottery result has increased by a change (pre-reading) before the change of the target winning / losing lottery result begins. Examples of pre-reading effects include displaying a predetermined pre-reading image during the future change, and making a combination (loss combination) of decorative patterns 80 that notifies that the winning / losing lottery result corresponding to the future change (pre-reading lottery result) is a loss, so-called a chance eye. Changing the state of the reserved pattern 72 before the change may be included in the pre-reading effect.
[0047] The red-based effect is a well-known chance-up effect that suggests that the reliability of the target winning / losing lottery result is increased by making a predetermined effect image red. Examples of red-based effects include making a character's clothes, which are usually white, red, and making a telop (text), which is usually black, red. In other words, it is assumed that the standard effect (default) is that a predetermined effect image (an image having a certain shape) is displayed in a normal color (reference color) (see FIG. 8(a-1)), and that the predetermined effect image is set to a red color different from the normal color (reference color) as a good chance effect (chance up) (see FIG. 8(a-2)), and that good chance effect corresponds to the target effect (red-based effect). Note that the standard effect does not correspond to the target effect (red-based effect).
[0048] However, assuming the existence of a standard effect that is a normal color (reference color), a red-based effect is when a specific effect image is made red, but not all red images are red-based effects (red images are displayed as a chance-up effect). In other words, displaying an image in which red is the reference color (default color) (a red image that does not indicate a chance-up effect) (such as the effect in Figure 8(b)) is not a red-based effect. For example, an effect in which an image having a certain shape is displayed, and that image is always made red (it is never displayed in a color other than red), is not a red-based effect. Hereinafter, such effects in which a red image is displayed but which are not red-based effects (effects in which the display of a red image is not a chance-up effect) will be referred to as "basic red effects."
[0049] The gaming machine 1 according to this embodiment can execute two or more kinds of look-ahead effects, and can execute two or more kinds of red-based effects. When the look-ahead effects are customized, all of the two or more kinds of look-ahead effects are targeted, and when the red-based effects are customized, all of the two or more kinds of red-based effects are targeted. However, this does not deny the setting that only one of these effects is present.
[0050] In this embodiment, a "normal mode" and a "high reliability mode" are provided as modes that govern the reliability (occurrence probability) of each of the look-ahead performance and the red performance. The normal mode is the default mode (the reference mode). When a predetermined reset condition is met (when the power is turned off, when the player performs a reset operation, etc.), the normal mode is set. The high reliability mode is a mode in which the reliability of the target performance is higher (i.e., the occurrence probability of the target performance is lower) than when the normal mode is set. In other words, the probability that the target hit / miss lottery result when the target performance occurs is a jackpot is higher when the high reliability mode is set than when the normal mode is set. Each of the target performances can be customized independently, such as setting the look-ahead performance to the "normal mode" and the red performance to the "high reliability mode."
[0051] In this embodiment, customization can be performed by operating the operating means (push button 61 or cross key 62) while viewing the customization image displayed in the display area 911. A movement operation can be performed by operating the cross key 62 to move the cursor to a desired mode (moving the cursor). A decision operation can be performed by operating the push button 61 to decide the selection of the mode on which the cursor is positioned. A change from the currently set mode to another mode is accepted by this decision operation (a change request is accepted). Note that the specific aspects of the above movement operation and decision operation themselves (customization method itself) can be changed as appropriate. Any configuration can be used as long as it can reflect the player's intentions.
[0052] In this embodiment, the player can request a change to a preferred mode (the change request is accepted) whether the mode is not changing and the performance during change is not being performed (see FIG. 9(a)), or changing and the performance during change is being performed (see FIG. 9(b)). During change, an image for customization is displayed by operating the cross key 62. Although not shown, in this embodiment, an image indicating that customization is possible during change is displayed.
[0053] However, in this embodiment, even if a change request is accepted, the mode change (transition to the mode that is the target of the decision operation) may not be immediately executed. Specifically, a change waiting period is provided during which the mode change is not executed until a predetermined condition is satisfied (until the mode change prohibition condition is released), and the mode change may not be executed until the change waiting period ends.
[0054] If a change request is accepted during non-variable mode, no change waiting period is provided. In other words, as soon as a decision operation is performed, a transition to the mode that is the subject of the decision operation (the mode requested by the player) is executed.
[0055] On the other hand, as shown in FIG. 10, if a change request is accepted during a change, a change waiting period is set. In other words, as soon as a decision operation is made, a transition to the mode that is the subject of the decision operation (the mode requested by the player) is not executed. The change waiting period is not a fixed length. In this embodiment, the change waiting period is set to the time when all notifications of the winning / losing lottery results based on one or more winning / losing lottery information acquired at the time when the change request is accepted are completed (new winning / losing lottery information acquired after the change request is made and before the mode transition is executed is irrelevant). In other words, the predetermined condition is satisfied (the mode transition prohibition condition is lifted) when all notifications of the winning / losing lottery results based on one or more winning / losing lottery information acquired at the time when the change request is accepted are completed. From the player's point of view, the change waiting period is the period until all the results of the winning / losing lottery corresponding to the reserved patterns 70 (changing reserved patterns 71, pre-changing reserved patterns 72) (in the example of FIG. 10, one changing reserved pattern 71 and three pre-changing reserved patterns 72) that exist at the time the change request is accepted are notified (from FIG. 10(b) to (c)). In other words, the change waiting period is the period until the results of the winning / losing lottery corresponding to the reserved pattern 70 that is consumed the latest (shown with "L" in FIG. 10) among the reserved patterns 70 that exist at the time the change request is accepted are notified, and the change (see FIG. 10(c)) after the results of the winning / losing lottery corresponding to the reserved pattern 70 are notified is the mode for which the change request was made. However, if any of one or more winning / losing lottery information acquired at the time the change request is accepted becomes a jackpot, the change waiting period may be terminated as a trigger. In other words, the first change after the end of the big win game may be the mode requested by the player. At least, when the win / loss lottery results corresponding to one or more win / loss lottery information acquired at the time of accepting the change request are all losses, the mode transition is not executed until all of the losses are notified.
[0056] In this embodiment, the fact that the game is in the change waiting period is not shown to the player (an image indicating that the game is in the change waiting period is not displayed). However, this does not mean that it is not possible to display an image indicating that the game is in the change waiting period (for example, displaying an image such as "Waiting for customization change").
[0057] The valid notification effect is an effect that is executed when a target effect occurs in the high reliability mode. The valid notification effect itself is not a target effect. Even if a target effect occurs in the normal mode, the valid notification effect is not executed. The occurrence of the target effect in the high reliability mode is a more pleasing event for the player than the occurrence of the target effect in the normal mode, so a valid notification effect that notifies the occurrence of the event is executed (see FIG. 11). In this embodiment, the valid notification effect is executed by outputting a notification sound, which is a predetermined sound effect, from the speaker 65. The notification sound is a sound that is not output as an effect other than the valid notification effect (the valid notification effect is a "dedicated effect" for notifying the occurrence of the target effect in the high reliability mode). Therefore, there is a low possibility that the player will mistakenly believe that the notification sound has been output as an effect other than the valid notification effect.
[0058] The effective notification effect is also executed when a target effect occurs during a change standby period when a request to change from the high reliability mode to the normal mode is made. That is, since the high reliability mode is still set during the change standby period when a request to change from the high reliability mode to the normal mode (see FIG. 12(b)) is made, if a target effect occurs during the change standby period to the normal mode, the effective notification effect is executed (see FIG. 12(c)).
[0059] On the other hand, when a request to change from the normal mode to the high reliability mode (see FIG. 13(b)) is made and a target performance occurs during the change waiting period, the valid notification performance is not executed (see FIG. 13(c)). Even if a request to change from the normal mode to the high reliability mode is made, the normal mode is still set during the change waiting period, so that even if a target performance occurs, the valid notification performance is not executed.
[0060] In this way, in this embodiment, when a target effect occurs in the high reliability mode, a valid notification effect occurs to notify that the effect is the target of the high reliability mode (the target effect has occurred while the high reliability mode is active). By doing so, it is possible to reduce the risk of a situation in which the player does not notice that a target effect has occurred even though the high reliability mode has been set.
[0061] In particular, when the target effect is something that is difficult to tell whether it is a target effect or not, such as the red-based effect in this embodiment (it is difficult to tell whether it is a red-based effect, which is the target effect, or a red basic effect, which is not the target effect), it is effective in that it is possible to clearly determine whether the target effect has occurred based on whether a valid notification effect is executed (the risk that the player will mistake the occurrence of a red basic effect (not a specific effect) in high reliability mode for the occurrence of a target effect in high reliability mode is reduced).
[0062] Furthermore, in the case of the present embodiment, where the mode change is not executed during the change waiting period even if the mode change by the player is accepted, it is difficult for the player to know whether the mode change has been executed (whether the change waiting period is in progress). Therefore, when the target effect occurs soon after the player executes the mode change operation (decision operation), it is difficult for the player to determine in which mode the target effect occurred (even more so in the case of the present embodiment, where the player is not informed that the change waiting period is in progress). In this embodiment, if the target effect occurs in the high reliability mode even during the change waiting period, the valid notification effect is executed, and if the target effect occurs in the normal mode even during the change waiting period, the valid notification effect is not executed, so that it is possible to clearly determine in which mode the target effect occurred.
[0063] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned effective notification 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.
[0064] 〇Specific example 2-1 Although the valid notification effect in the above embodiment has been described as an effect in which a notification sound is output from the speaker 65, it may be any effect that can be recognized by the player's senses. For example, it is conceivable that the valid notification effect is executed when a predetermined image (notification image) is displayed. Also, for example, it is conceivable that the valid notification effect is executed when a device with a vibration function (for example, it is publicly known to provide such a function to the push button 61) vibrates.
[0065] 〇Specific example 2-2 In the high reliability mode, an image (hereinafter referred to as a setting image) that is not displayed in the normal mode is displayed in the display area 911. Note that a display device (sub-display device) other than the main display device 91 on which the decorative pattern 80 is displayed may be provided, and the setting image may be displayed on the sub-display device. The setting image is controlled to be displayed or not for each target performance. The setting image has contents that allow the target performance to be understood. When the look-ahead performance is in the high reliability mode, for example, a setting image (look-ahead setting image 21) including the characters "look-ahead chance" is displayed (see FIG. 14(a)). Note that, when the look-ahead performance is in the normal mode, the look-ahead setting image 21 is not displayed. When the red performance is in the high reliability mode, for example, a setting image (red setting image 22) including the characters "red chance" is displayed (see FIG. 14(a)). Note that, when the red performance is in the normal mode, the red setting image 22 is not displayed. Other types of target effects are provided, and when the target effect is set to a high reliability mode, a setting image indicating the target effect (see "XX Chance" in Figure 14(a)) may be displayed.
[0066] Assuming that such a configuration is used, when a target effect occurs in high reliability mode, the state of the set image is changed to a state (valid notification state) different from the normal state as a valid notification effect. The valid notification state may be a state that the player can recognize as being different from the normal state. For example, it is conceivable that a state that is brighter (a state with increased brightness) than the normal state (see FIG. 14(a)) is set as the valid notification state (see FIG. 14(b)).
[0067] When a look-ahead performance occurs in a state where the look-ahead performance is set to a high reliability mode, the look-ahead setting image 21 is changed from the normal state to the valid notification state (see FIG. 14(b)). Note that, even if a look-ahead performance occurs in a normal mode, such a change does not occur (the look-ahead setting image 21 is not displayed in the first place). Although not shown, when a red-based performance occurs in a state where the red-based performance is set to a high reliability mode, the red-based setting image 22 is changed from the normal state to the valid notification state. Note that, even if a red-based performance occurs in a normal mode, such a change does not occur (the red-based setting image 22 is not displayed in the first place). Naturally, when a certain type of target performance occurs, the setting image showing a different type of target performance does not change to the valid notification state. For example, the red-based setting image 22 does not change to the valid notification state before the look-ahead performance occurs, and the red-based setting image 22 remains in the normal state (see FIG. 14(b)).
[0068] The time during which the setting image is in the valid notification mode when the target performance occurs in the high reliability mode can be set appropriately. However, if the target performance occurs two or more times in one change and it is necessary to be able to notify the occurrence of the second and subsequent target performances, it is preferable to set the setting image to return to the normal state in a relatively short time (about 2 to 3 seconds).
[0069] In this example, the target notification effect is an effective notification mode of the setting image showing the target effect, so that the occurrence of the target effect in the high reliability mode can be clearly indicated (a situation in which the player does not understand what the occurrence of the target notification effect indicates is prevented). In addition, there is an advantage that it is easy to understand which of the multiple types of target effects the effect that occurred in the high reliability mode is.
[0070] 〇Specific example 2-3 In the above embodiment, it has been explained that a high reliability mode is provided as a mode that controls the reliability (occurrence probability) of the target performance, and that can increase the reliability of the target performance (reduce the occurrence probability of the target performance) more than the normal mode. However, a low reliability mode that lowers the reliability of the target performance (increases the occurrence probability of the target performance) more than the normal mode may be provided. A low reliability mode may be provided only for some of the multiple types of target performance. In such a configuration in which a low reliability mode is provided, it is possible to control the effective notification performance as follows.
[0071] (a) Example 2-3-1 When a target performance occurs while the low reliability mode is set, this triggers the execution of a valid notification performance (see FIG. 15(b)). In this way, it is possible to clearly indicate that the target performance has occurred while the low reliability mode is enabled. If the valid notification performance is also configured to occur in the high reliability mode as in the above embodiment, the valid notification performance will be generated when the target performance occurs in a special mode (low reliability mode (see FIG. 15(b)), high reliability mode (see FIG. 15(a))) other than the normal mode (default mode) in which the reliability of the target performance is normal.
[0072] The mode of the effective notification effect in the high reliability mode may be made different from the mode of the effective notification effect in the low reliability mode. For example, the mode of the sound output from the speaker 65 when the target effect occurs in the high reliability mode (see FIG. 15(a)) is made different from the mode of the sound output from the speaker 65 when the target effect occurs in the low reliability mode (see FIG. 15(b)). In this way, it is possible to clearly indicate whether the target effect occurs in a state where the reliability is higher than normal or the reliability is lower than normal.
[0073] (b) Example 2-3-2 When the target performance occurs in the low reliability mode, the valid notification performance is not executed. In other words, when the target performance occurs in the high reliability mode, the valid notification performance is executed (see FIG. 16(a)), but when the target performance occurs in the low reliability mode, the valid notification performance is not executed (see FIG. 16(b)).
[0074] In the low reliability mode, the probability of the target effect occurring is higher than in the normal mode. In other words, the target effect is more likely to occur than in the normal mode, and the "value" of the effect occurring is lower than normal. Since it is not necessary to notify the occurrence of the target effect even in such a case, the occurrence of the target effect is not notified by a valid notification effect in the low reliability mode. On the other hand, in the high reliability mode, where the target effect is less likely to occur than normal and the "value" of the effect occurring is higher than normal, a valid notification effect is generated to emphasize the occurrence of the target effect.
[0075] 〇Specific example 2-4 The change waiting period may differ depending on the type of the target performance. For example, for the look-ahead performance, the change waiting period is until all notifications of the winning / losing lottery results based on one or more winning / losing lottery information acquired at the time the change request is accepted are completed, as in the above embodiment (see FIG. 17). On the other hand, for the red performance, the change waiting period is until the in-change performance being executed at the time the change request is accepted ends (until the first change end time arrives after the change request is accepted) (see FIG. 18). Since the look-ahead performance can occur across two or more changes, the mode change is executed after all pending changes that exist at the time the change request is accepted are consumed. Since the red performance occurs as a part of one in-change performance, the mode change is executed after the one change being executed at the time the change request is accepted ends.
[0076] In this example, the period (conditions) from when the change request is accepted (from when the player performs the decision operation) until the mode change is actually executed will differ, making it difficult for the player to grasp the timing when the mode change will actually be executed. However, even in such a case, even during the change waiting period when the mode change has not yet been executed, whether or not to execute the effective notification effect when the target effect occurs is determined according to the currently set mode, so it is easy to grasp whether the target effect occurred in the normal mode or the high reliability mode.
[0077] 2-3) Operation effects (normal operation effects, special operation effects) The gaming machine 1 according to the present embodiment is capable of executing an operation presentation that prompts the player to operate the operation means. In the following description, an operation presentation that prompts the player to operate a push button 61, which is one type of operation means, will be described.
[0078] The period during which the operation performance is performed includes the operation effective period (see FIG. 19(b)) and the post-event period (see FIG. 19(d) and FIG. 20). The operation effective period is a period during which the operation of the push button 61 is reflected. When the operation of the push button 61 during the operation effective period satisfies a predetermined condition, the operation effective period ends and the period transitions to the post-event period. During the post-event period, one of the post-event images 32 (normal post-event image 32n and special post-event image 32s) described later is displayed. In this embodiment, the predetermined condition is satisfied when the push button 61 is operated once during the operation effective period (see FIG. 19(c)). In other words, the player is requested to perform a "single operation" of the push button 61. In this embodiment, if the operation of the push button 61 during the operation effective period does not satisfy the predetermined condition (if the operation does not satisfy the predetermined condition and the time is up), the period transitions to the post-event period upon the end of the operation effective period. However, if the operation of the push button 61 does not satisfy a predetermined condition during the valid operation period, the system may be configured not to transition to the post-event period (the post-event image 32 is not displayed).
[0079] During the operation valid period (see FIG. 19(b)), an operation image 37 showing the push button 61 (the operation means to be operated) is displayed to show the player that the push button 61 should be operated. The operation image 37 may be in any form that the player can recognize as showing the push button 61. During the operation valid period, an image (instruction image 38) showing the operation mode of the push button 61 required of the player is displayed. As described above, in this embodiment, a single operation is required, so an instruction image 38 including the word "press" is displayed so that the player can understand that a single operation is required. During the operation valid period, a time image 39 showing the remaining time (elapsed time) of the operation valid period (until the time is up) is displayed. In this embodiment, a "meter" that changes over time is displayed as the time image 39. The time image 39 showing the time until the time is up in numbers (including numbers that count down) may be displayed.
[0080] In the operation presentation in this embodiment, a suggestion image 30 is displayed during the valid operation period (see FIG. 19(b)). The suggestion image 30 suggests a normal post-action image 32n (details will be described later) that is displayed in the post-action period when the normal operation presentation is performed. The suggestion image 30 represents a predetermined presentation element. In this embodiment, the suggestion image 30 represents the word "chance" as a presentation element. Specifically, an image that resembles the word "chance" with a transparent background (an image without "color") is displayed as the suggestion image 30.
[0081] In this embodiment, the operation presentation in which the suggestion image 30 is displayed during the operation valid period is divided into a normal operation presentation and a special operation presentation. During the operation valid period, it is not clear whether it is a normal operation presentation or a special operation presentation, and it becomes clear whether it is a normal operation presentation or a special operation presentation during the post-operation period. In other words, the end of the operation valid period (the point in time when the operation of the push button 61 satisfies a predetermined condition) can be said to be a turning point where it becomes clear whether it is a normal operation presentation or a special operation presentation.
[0082] In this embodiment, the operation presentation (normal operation presentation, special operation presentation) can occur as a part of a specific reach presentation (super reach presentation) that notifies the result of the winning / losing lottery (target winning / losing lottery result) depending on the type of the ending (see FIG. 19). The specific reach presentation leads to a favorable ending (see FIG. 19(e-1)) that indicates that the player has become in a favorable situation, or an unfavorable ending (see FIG. 19(e-2)) that is the ending when the favorable ending is not reached (however, the favorable ending includes a so-called reversal pattern in which an unfavorable ending appears to have been reached once and is then reversed). If the target winning / losing lottery result is a big win, the result is a favorable ending, and if it is a loss, the result is an unfavorable ending. The operation presentation (normal operation presentation, special operation presentation) is executed before the outcome of the specific reach presentation is known, and the after image 32 displayed in the operation presentation suggests the probability that the specific reach presentation leads to a favorable ending (i.e., the reliability of the target winning / losing lottery result (a big win)).
[0083] The normal operation presentation is a presentation in which normal post-event image 32n is displayed during the post-event period (see Figs. 20(a-1) to (a-3)). Normal post-event image 32n displays the word "chance." As described above, suggestion image 30 displays the word "chance," and therefore it can be said to display the same presentation element as normal post-event image 32n. Furthermore, it can be said that normal post-event image 32n is an image whose display is suggested in advance by suggestion image 30.
[0084] In the post-event period of the normal operation presentation, any one of a plurality of types of normal post-event images 32n is displayed. In this embodiment, any one of the first normal post-event image 321n (see FIG. 20(a-1)), the second normal post-event image 322n (see FIG. 20(a-2)), and the third normal post-event image 323n (see FIG. 20(a-3)) is displayed in the post-event period of the normal operation presentation. If the presentation in which the first normal post-event image 321n is displayed is the first normal operation presentation, the presentation in which the second normal post-event image 322n is displayed is the second normal operation presentation, and the presentation in which the third normal post-event image 323n is displayed is the third normal operation presentation, then any one of the first normal operation presentation to the third normal operation presentation can occur as the normal operation presentation. The three types of normal post-event images 32n are common in that they all show the character "chance", but their colors are different. In other words, the outer shape (the outer shape that resembles the character "chance") is common, but the colors inside are different. In this embodiment, the first normal post-event image 321n is "green", the second normal post-event image 322n is "purple", and the third normal post-event image 323n is "red". Comparing the first normal operation effect to the third normal operation effect, the first normal operation effect has the lowest reliability, and the third normal operation effect has the highest reliability. In other words, it can be expected that the specific reach effect will end successfully (the target hit / miss lottery result will be a jackpot) in the order of the first normal operation effect < the second normal operation effect < the third normal operation effect.
[0085] During the post-event period of the special operation effect, a special post-event image 32s different from the normal post-event image 32n is displayed (see FIG. 20(b)). As described above, the normal post-event image 32n (first normal post-event image 321n to third normal post-event image 323n) includes an effect element showing the character "Chance", but the special post-event image 32s does not include the effect element and is in a completely different form. In this embodiment, the special post-event image 32s includes an effect element showing the character "Super Hot". In addition, the color (character color) of the special post-event image 32s is "gold". In other words, the color applied to the character (Super Hot) in the special post-event image 32s is different from any of the colors (green, purple, red) applied to the character (Chance) in the first normal post-event image 321n to third normal post-event image 323n.
[0086] The probability that the specific reach effect will end in success is higher when a special operation effect occurs than when a normal operation effect occurs. In other words, the reliability of the target hit lottery result is higher when a special operation effect occurs than when a normal operation effect occurs. If normal operation effects are classified by type, it is expected that the specific reach effect will end in success (the target hit lottery result will be a jackpot) in the following order: first normal operation effect < second normal operation effect < third normal operation effect < special operation effect (see Figure 20).
[0087] When an operation effect occurs, most of the operation effects are normal operation effects (first normal operation effect to third normal operation effect). In this embodiment, it is set so that 90% or more of the operation effects are normal operation effects (including both cases where the target winning / losing lottery result is a loss and a big win).
[0088] After a normal operation effect or a special operation effect occurs, the specific reach effect moves to the conclusion. If the target hit / miss lottery result is a jackpot, it moves to a successful ending (see FIG. 19(e-1)), and if it is a miss, it moves to a failed ending (see FIG. 19(e-2)), and it becomes clear whether the target hit / miss lottery result is a jackpot or a miss. Note that an operation of the operation means (such as the push button 61) may be requested as a trigger for the specific reach effect to move to the conclusion (the operation request here is separate from the operation request for the operation effects (normal operation effect, special operation effect)). In other words, the configuration may be such that the target hit / miss lottery result becomes clear when the operation of the operation means is requested.
[0089] The operation presentation (specific reach presentation) configured in this way is presented as follows from the player's viewpoint. During the operation valid period, the push button 61 is prompted to be operated, and the suggestive image 30 is displayed (see FIG. 19(b-1)). A player who sees this (a player who is experiencing an operation presentation for the first time or a player who has already experienced a normal operation presentation) feels that the image suggested by the suggestive image 30 is displayed as a result of the operation. If the normal operation presentation actually occurs, the operation of the push button 61 during the operation valid period (see FIG. 19(c-1)) triggers a transition to the post-event period, and a normal post-event image 32n (one of the first normal post-event image 321n to the third normal post-event image 323n) that appears to have been colored (green, purple, or red) is displayed (see FIG. 19(d) and FIG. 20(a-1) to (a-3)). In other words, the suggestive image 30 and the normal post-event image 32n displayed thereafter are linked in the presentation form. The color of the normal post-event image 32n is a color that indicates the level of reliability as is commonly used in the technical field of the present application, so a player who is aware of this can sense the reliability (level of reliability) from the color of the normal post-event image 32n.
[0090] If a special operation presentation actually occurs, the operation of the push button 61 during the operation valid period (see FIG. 19(c-1)) triggers a transition to a post-event period, and the special post-event image 32s is displayed (see FIG. 19(d) and FIG. 20(b)). The special post-event image 32s (the characters "Super Hot") is an image of a completely different form from the suggestive image 30 (the characters "Chance"), so the display of the special post-event image 32s is an event that betrays the player's expectations (an event that gives the player a surprise). In particular, if the player has already encountered a normal operation presentation, he or she will have expected that the characters "Chance" will be colored (the change from the suggestive image 30 to the normal post-event image 32n) in response to the operation of the push button 61, and so an image contrary to this expectation is displayed.
[0091] In this embodiment, the display of the special post-event image 32s (occurrence of a special operation effect) is more reliable than the display of the normal post-event image 32n (occurrence of a normal operation effect). Therefore, the occurrence of an event that betrays the player's prediction is an advantageous event for the player.
[0092] In particular, the special post-event image 32s in this embodiment is "gold" (see Figure 20(b)), which is a different color from any of the normal post-event images 32n (first normal post-event image 321n "green," second normal post-event image 322n "purple," and third normal post-event image 323n "red") (see Figures 20(a-1) to (a-3)). Therefore, even if it is the first time a player has come into contact with the special post-event image 32s (special operation presentation), he or she can sense that the display of the special post-event image 32s (occurrence of the special operation presentation) indicates a situation in which a jackpot can be expected.
[0093] Below, we will explain specific examples of improvements, concrete changes, modifications, etc., made to the above-mentioned operation presentations (normal operation presentations, special operation presentations). Note that, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.
[0094] 〇Specific example 3-1 Although the performance element represented by the suggestion image 30 in the above embodiment is described as a character (the character "chance"), it may be something other than a character. For example, the suggestion image 30 may include a performance element representing a predetermined character (see FIG. 21(a)). In this case, the normal post-event image 32n displayed in the post-event period of the normal operation performance may include a performance element representing the predetermined character (see FIG. 21(b-1)). In other words, the normal operation performance is such that the predetermined character displayed in the operation effective period is also displayed in the post-event period (changes, etc., are allowed within the range that the player recognizes the character as the same type). If the color of the normal post-event image 32n is configured to suggest reliability as in the above embodiment, the reliability is suggested by the color of the predetermined character itself or the image (background) displayed around the predetermined character. That is, the suggestion image 30 is colored to be one of a plurality of normal post-event images 32n (although one normal post-event image 32n is shown in FIG. 21(b-1), one of a plurality of normal post-event images 32n is displayed). In this way, the normal operation presentation is a presentation form in which the target suggested by the suggestion image 30 is displayed as it is in the post-event period.
[0095] On the other hand, the special post-event image 32s does not include a presentation element showing the above-mentioned predetermined character (the character shown by the suggestive image 30) (see FIG. 21(a)). For example, it is possible to have a presentation element showing a character (a character that the player recognizes as a different type of character) different from the predetermined character (see FIG. 21(b-2)). In this way, it is a presentation form that betrays the player who predicts that the character shown by the suggestive image 30 (the predetermined character) will be displayed. The special post-event image 32s may be configured not to show a character. For example, it is possible to have a presentation element that shows the word "super hot" as in the above embodiment. In this case, while the normal operation presentation is a presentation of a flow of character (operation valid period) → character (post-event period), the special operation presentation is a presentation of a flow of character (operation valid period) → word (post-event period), which betrays the player's prediction.
[0096] Also, it is conceivable that the suggestive image 30 and the normal post-action image 32n include presentation elements showing the same characters (chance) as in the above embodiment, and the special post-action image 32s shows a certain character. In this case, the normal operation presentation is a presentation of a flow of characters (operation valid period) → characters (post-action period), whereas the special operation presentation is a presentation of a flow of characters (operation valid period) → characters (post-action period), resulting in a presentation form that betrays the player's prediction.
[0097] 〇Specific example 3-2 As explained above, the suggestion image 30 suggests the normal post-event image 32n that is displayed when the normal operation is performed, but the manner of suggestion (the method of suggestion) may be different from that of the above embodiment. For example, it is possible that the subject represented by the suggestion image 30 and the subject represented by the normal post-event image 32n are the same, but are expressed differently.
[0098] The suggestive image 30 includes the characters "〇△□" (see FIG. 22(a)). The "〇△□" is the name of a certain type of character (hereinafter referred to as a specific character). The normal post-action image 32n is an image representing the specific character (see FIG. 22(b-1)). In this way, in the normal operation presentation, the suggestive image 30 including the characters "〇△□" is displayed during the operation effective period, and the normal post-action image 32n representing the specific character is displayed during the post-action period. This allows the player (a player who knows the name of the specific character) to recognize that the suggestive image 30 displayed during the operation effective period and the normal post-action image 32n displayed during the post-action period represent the same object. If multiple types of normal post-action images 32n with different reliability are provided, the reliability can be suggested by the color of the specific character itself or the image (background) displayed around the specific character.
[0099] The special post-action image 32s may include a different presentation element, rather than a presentation element that represents a specific character. For example, an image that represents a character other than the specific character (hereinafter referred to as a non-specific character) is set as the special post-action image 32s (see FIG. 22(b-2)). By doing so, the special operation presentation becomes a presentation form that betrays the player's prediction that an image of a non-specific character is displayed in the post-action period, even though "〇△□" (the name of the specific character) is displayed as the suggestion image 30.
[0100] 〇Specific example 3-3 Two or more types of special operation effects may occur. In other words, two or more types of images that can be displayed as the special post-event image 32s may be provided. For example, two types of special post-event images 32s are provided, a first special post-event image 321s (see FIG. 23(b-2-1)) and a second special post-event image 322s (see FIG. 23(b-2-2)), and in the case of a special operation effect, one of these images is displayed during the post-event period. Each of the various special post-event images 32s represents an effect element different from either the suggestion image 30 or the various normal post-event images 32n. If the suggestive image 30 and the various normal post-event images 32n contain the word "chance" (see FIG. 23(a)) as in the above embodiment, then, for example, the first special post-event image 321s contains the word "super hot" (see FIG. 23(b-2-1)), and the second special post-event image 322s contains the word "super hot" (see FIG. 23(b-2-2)). By doing this, when either the first special operation presentation in which the first special post-event image 321s is displayed, or the second special operation presentation in which the second special post-event image 322s is displayed, occurs, a presentation form is created in which a post-event image 32 that betrays the player's prediction (different from the suggestion by the suggestive image 30) is displayed.
[0101] In the case of this example, the multiple types of special operation effects are set to have higher reliability than any of the normal operation effects, and the reliability is set to be different for each of the multiple types of special operation effects. For example, in the case where a first special operation effect and a second special operation effect are provided as described above, the reliability of the jackpot of the target winning / losing lottery result is set to be higher when the second special operation effect occurs (the second special post-event image 322s is displayed) than when the first special operation effect occurs (the first special post-event image 321s is displayed).
[0102] 〇Specific example 3-4 In the above embodiment, the suggestion image 30 is described as being in a form in which the background image can be seen through, but it can be changed as appropriate as long as it represents the same production element as the normal post-event image 32n but in a different form. For example, it is conceivable that the suggestion image 30 represents the word "chance" in a color (e.g., white) different from any of the multiple types of normal post-event images 32n. It is also conceivable that the suggestion image 30 represents the word "chance" in a font different from any of the multiple types of normal post-event images 32n.
[0103] 〇Specific example 3-5 The operation mode requested in the operation performance may be different. That is, the operation may be requested in the first operation mode during the operation valid period, and may be requested in the second operation mode. For example, a request to operate a first operation means (e.g., push button 61) may be considered as the first operation mode (see FIG. 24(b-1)), and a request to operate a second operation means (e.g., operation unit 63 (see FIG. 1) provided separately from push button 61) may be considered as the second operation mode (see FIG. 24(b-2)). In contrast to this, for one operation means capable of changing the mode (state), a first operation mode may be used to operate the operation means after it has become a certain mode, and a second operation mode may be used to operate the operation means after it has become a mode different from the certain mode.
[0104] Based on this premise, the setting is made so that the probability that the special post-action image 32s will be displayed as the post-action image 32 (i.e., the probability that the special operation presentation is higher) is higher when an operation request is made in the second operation mode than when an operation request is made in the first operation mode (see Figs. 24(b-1) and (b-2)). In this way, a presentation is created in which the operation mode requested during the operation valid period suggests the probability that the special post-action image 32s will be displayed. It may also be set so that when an operation request is made in the second operation mode, it is determined that the special post-action image 32s will be displayed (it is determined that the special operation presentation is). It may also be set so that when an operation request is made in the first operation mode, it is determined that the normal post-action image 32n will be displayed (it is determined that the normal operation presentation is).
[0105] 2-4) Image displacement during step-up performance The gaming machine 1 according to this embodiment can execute a step-up performance as a performance constituting a performance during a change. The step-up performance is a performance in which the performance progresses step by step (steps up). A stage image 40 corresponding to each stage is provided, and a stage image 40 indicating the current stage is displayed in the display area 911 during the execution of the step-up performance. In the following description, the stage image 40 corresponding to the stage "○" is referred to as the "○th stage image". Since the step-up performance in this embodiment can progress to a maximum of five stages, five types of images are provided: a first stage image 41 (an image corresponding to step 1), a second stage image 42 (an image corresponding to step 2), a third stage image 43 (an image corresponding to step 3), a fourth stage image 44 (an image corresponding to step 4), and a fifth stage image 45 (an image corresponding to step 5) (see FIG. 25). The fact that the maximum is five stages means that the maximum number of step-ups that can occur in a series of step-up performances is four times. In addition, it may be set so that step-up from one stage to two stages always occurs (in this case, the maximum number of step-ups that can occur in a series of step-up performances is three times). Two or more types of stage images 40 corresponding to a certain stage may be provided. When the step-up progresses, the state in which the Nth stage image (stage image 40 corresponding to a certain stage) is displayed will be changed to the state in which the N+1th stage image (next stage image 40 corresponding to the next stage of the certain stage) is displayed. The stage image 40 in this embodiment is assumed to include a number representing the number of stages. However, such a stage image 40 may be used without including a number. The step-up performance is basically configured such that the more the number of step-ups, the higher the jackpot reliability of the target winning / losing lottery result (the winning / losing lottery result corresponding to the variable performance including the step-up performance). Hereinafter, the stage at which the step-up performance ends may be referred to as the final stage. The step-up performance is basically configured such that the larger the final stage, the higher the jackpot reliability.
[0106] In such a step-up effect, when a step-up occurs (when progressing from N stage to N+1 stage), an image displacement effect may occur. The image displacement effect is an effect in which an image displayed in the display area 911 is displayed as if it is temporarily shifted relative to the display area 911, and is also called a shake effect (this type of shake effect itself is publicly known). If an image that is the subject of the image displacement effect is a target image, the target image changes from a state in which the target image is displayed in the entire display area 911 (reference state) (see FIG. 26(c)) to a state in which the target image appears to be shifted relative to the display area 911 (displaced state) (see FIG. 26(d-2)). When transitioning from the reference state to the displaced state, the state in which the target image can be recognized by the player as representing the same thing is maintained (this is an effect form in which an image that is identified by the player appears to be shifted relative to the display area 911). In this embodiment, the outer edge of the target image is displayed in the displaced state. That is, in the reference state, the outer edge of the target image, which is not visible because the target image is displayed over the entire display area 911, appears as if it has been exposed by the displacement state. In this embodiment, in the displacement state, the outer edge of the target image is displayed in a substantially parallelogram shape. In this way, the target image appears as if it has been displaced three-dimensionally relative to the display area 911. Note that the target image may also appear as if it has been displaced two-dimensionally relative to the display area 911.
[0107] In the step-up presentation of this embodiment, the presentation mode when a step-up occurs (when progression from one stage to the next occurs) is divided into a normal mode (normal step-up) that does not involve the above-mentioned image displacement presentation (see Figures 26(a)->(c)->(d-1)) and a special mode (special step-up) that involves an image displacement presentation (see Figures 26(a)->(c)->(d-2)).
[0108] In the normal mode, the state transitions from one in which the Nth stage image is displayed over the entire display area 911 (see FIG. 26(a)) to one in which the N+1th stage image is displayed over the entire display area 911 (see FIGS. 26(c) and (d-1)). After that, (if the N+1th stage is not stage 5 (the highest stage)) it is indicated whether or not a step-up to the next stage will occur.
[0109] In the case of the special mode, immediately after the state where the Nth stage image is displayed in the entire display area 911 (see FIG. 26(a)) is changed to the state where the N+1th stage image is displayed in the entire display area 911 (see FIG. 26(c)), an image displacement effect is executed with the N+1th stage image as the target image (see FIG. 26(d-2)). That is, the N+1th stage image is displayed as if it is shifted with respect to the display area 911. It can be said that such a special mode emphasizes (makes more noticeable) that a step-up has occurred than the normal mode. In this embodiment, the period during which the image displacement effect is executed is extremely short, and the state where the N+1th stage image is displayed in the entire display area 911 is immediately returned to. Then, (if the N+1th stage is not the 5th stage (the highest stage)) whether or not a step-up to the next stage will occur is indicated.
[0110] In this embodiment, in the case of a special mode (when an image displacement effect occurs), the decorative pattern 80 and reserved pattern 70 are not included in the image that is the target of the image displacement effect (see FIG. 26(d-2)). In other words, even if an image displacement effect occurs, the positions at which these patterns are displayed are maintained. Since the decorative pattern 80 and reserved pattern 70 indicate the current status of the varying effect (they are elements that can change depending on the game situation), the display positions of these are not changed. However, the part including the decorative pattern 80 and reserved pattern 70 may also be displayed as if they are shifted relative to the display area 911. In this case, the shifting of the image relative to the display area 911 can be expressed more realistically.
[0111] In either the normal mode or the special mode, a teasing effect occurs with the Nth stage image displayed over the entire display area 911 (see FIG. 26(a)). By generating such a teasing effect, the player is suggested to have the possibility of stepping up to the next stage. In this embodiment, the teasing effect is executed by outputting a specific sound effect (teasing sound) from the speaker 65. The teasing effect may also be executed by an image displayed in the display area 911. The teasing effect may also be executed by setting the Nth stage image to a predetermined mode (for example, temporarily stopping it).
[0112] Any method may be used to indicate the end of the step-up performance. In this embodiment, the step-up performance is ended when the N+1-th stage image (next stage image) is not displayed after the above-mentioned teasing performance is executed (see FIG. 26(b)). In this case, the stage corresponding to the N-th stage image is the final stage. Since the step-up performance in this embodiment has a maximum of five stages, when the fifth stage image 45 is displayed, the step-up performance ends with that (the step-up performance ends without the teasing performance occurring). In addition to this, a configuration may be provided in which a dedicated image (end image) indicating that the step-up has ended is provided. A configuration may be provided in which end images are provided in association with each of the first to fourth stages and are displayed when each stage ends.
[0113] In this embodiment, the probability of an event advantageous to the player occurring is higher when the performance mode at the time of the occurrence of the step-up is a special mode than when the performance mode is a normal mode. In this embodiment, when the N stage (a certain stage) progresses to the N+1 stage (next stage), the probability of progressing from the N+1 stage (next stage) to the N+2 stage (next stage) is higher (the probability of the next step up occurring is higher) when the special mode is set than when the normal mode is set. In other words, the occurrence of the next step up after the current step up is set as an "event advantageous to the player". (Although it is not certain whether the next step up will occur when the normal mode is set) It is also possible to configure that the occurrence of the next step up is confirmed when the special mode is set. Since the larger the final stage of the step-up performance is, the higher the jackpot reliability of the target hit / miss lottery result is, the higher the jackpot reliability is when the performance mode at the time of the step-up is a special mode than when the normal mode is set. Note that when the fifth stage (maximum stage) is reached, no further step-ups will occur, so the image displacement performance (special mode) will not occur. However, in order to emphasize that the image has been shifted to the fifth stage (the maximum stage), an image shift effect may be generated for all fifth stage images when the image has been shifted to the fifth stage.
[0114] In this way, the step-up presentation in this embodiment does not simply depend on whether or not a step-up has been achieved; rather, the likelihood of an event advantageous to the player occurring subsequently differs depending on whether or not an image displacement presentation has occurred when the step-up has been achieved, making this an interesting presentation format with more noteworthy elements than the conventional method (simple step-up presentation).
[0115] Hereinafter, specific examples of improvements, concrete changes, modifications, etc., made to the image displacement effect during the step-up effect will be described. Note that, to the extent possible, a configuration may be made in which multiple techniques described using the following specific examples are combined and applied.
[0116] 〇Specific example 4-1 In the above embodiment, it has been explained that when a step-up occurs, it may be a normal mode or a special mode, but it may be a special mode whenever a step-up occurs. In other words, the image displacement effect does not occur when a step-up does not occur, but occurs when a step-up occurs. In other words, the image displacement effect occurs only when a step-up occurs through the step-up effect. In this case, the occurrence or non-occurrence of a step-up is completely linked to the presence or absence of an image displacement effect, so that it is easy to know whether or not a step-up has occurred.
[0117] However, if one does as in this example, the occurrence of a step-up will always lead to the occurrence of an image displacement effect, so it is not possible to set it as in the above embodiment, where "if the effect mode when a step-up occurs is a special mode, there is a higher probability that an event advantageous to the player will occur thereafter than if it is a normal mode."
[0118] 〇Specific example 4-2 The contents of the suggestion by the occurrence of the image displacement performance are different from those of the above embodiment. For example, the more the number of occurrences of the image displacement performance that occurs through a series of step-up performances, the higher the jackpot reliability of the target winning / losing lottery result (see FIG. 27). As described above, the step-up performance is based on the principle that the more the number of occurrences of step-up (the larger the final stage), the higher the jackpot reliability of the target winning / losing lottery result. In addition to this, the number of occurrences of the image displacement performance also functions as an element suggesting the jackpot reliability. This means that when comparing step-up performances that have progressed to the same stage (same final stage), the more the number of occurrences of the image displacement performance, the higher the jackpot reliability. For example, in a step-up performance with a final stage of 4 (a step-up performance with 3 step-up occurrences), a maximum of 3 image displacement performances (special mode) can occur, and the jackpot reliability of the target winning / losing lottery result is set to be higher when the number of occurrences of the image displacement performance is 1 than when it is 0, when it is 2 than when it is 1, and when it is 3 than when it is 2.
[0119] However, it is preferable to set the reliability higher as the final stage is larger, regardless of how many times the image displacement effect has occurred. If the final stage is four stages, the reliability is higher than any of the cases where the final stage is three stages, regardless of how many times the image displacement effect has occurred, and if the final stage is three stages, the reliability is higher than any of the cases where the final stage is two stages, regardless of how many times the image displacement effect has occurred. In this way, the basic principle of the step-up effect that the more stages that have progressed, the higher the reliability, is maintained.
[0120] By doing as in this example, the player does not simply hope for a step-up to occur, but rather hopes that when a step-up occurs, an image displacement effect will also occur (a special mode will occur).
[0121] 〇Specific example 4-3 The timing (stage) at which the image displacement performance may occur is limited. As in the above embodiment, if the step-up performance has a maximum of 5 stages, a maximum of 4 step-ups (progression from N stage to N+1 stage) can occur, and only some of the 4 step-ups can cause the image displacement performance (can be a special mode). For example, the image displacement performance can occur (can be a special mode) when the progress from 2 stage to 3 stage is realized, but the image displacement performance does not occur otherwise. The setting is such that the jackpot reliability of the target winning / losing lottery result is higher when the image displacement performance occurs at the timing than when it does not occur. In this case, it is only necessary to pay attention to whether the image displacement performance occurs (whether it is a normal mode or a special mode) when progressing from 2 stage to 3 stage, and there is no need to pay attention to whether the image displacement performance occurs at other times, so it is an easy-to-understand performance form.
[0122] 〇Specific example 4-4 In the above embodiment, it has been described that when the N stage progresses to the N+1 stage, an image displacement performance may occur with the N+1 stage image (next stage image) as the target image (i.e., when a step-up occurs, an image displacement performance may occur). However, it may be configured such that an image displacement performance may occur with the N stage image (current stage image) as the target image when it is not clear whether the N stage progresses to the N+1 stage (when the N+1 stage image is not displayed). When an image displacement performance occurs for the N stage image (current stage image) (see FIG. 28(a)) (see FIG. 28(b-2)), the progression to the N+1 stage (the occurrence of a step-up) (see FIG. 28(c-2)) is confirmed. In this case, the occurrence of the image displacement performance functions as a notice of the occurrence of a step-up. It is also possible to have a configuration (not shown) in which a step-up can occur even if an image displacement performance does not occur for the Nth stage image (current stage image), or a configuration in which a step-up does not occur if an image displacement performance does not occur for the Nth stage image (current stage image) (see Figures 28 (b-1) and (c-1)). In the former case, this is a performance format in which a step-up can be expected even if an image displacement performance does not occur. In the latter case, this is an easy-to-understand performance format in which whether or not an image displacement performance occurs for the Nth stage image (current stage image) leads to the success or failure of a step-up.
[0123] Also, even if an image displacement effect occurs for the Nth stage image (current stage image), a step-up may not necessarily occur. In other words, the occurrence of an image displacement effect for the Nth stage image (current stage image) merely indicates that the probability of a step-up to N+1 stage occurring has increased (compared to the case where an image displacement effect does not occur), and the step-up may not occur.
[0124] 〇Specific example 4-5 A step-up of two or more steps (a step-up skipping some steps) can occur at once. For example, a step-up from N step (see FIG. 29(a)) to N+2 step (see FIG. 29(b-2)) (a jump from a state in which an N-step image is displayed to a state in which an N+2-step image is displayed) can occur.
[0125] A one-step step-up (step-up from N step to N+1 step) is defined as a normal step-up, and a two-step step-up (step-up from N step to N+2 step) is defined as a special step-up. When a normal step-up occurs, no image displacement effect occurs (see Fig. 29(a), (b-1), (c-1)). However, when a special step-up occurs, an image displacement effect occurs (an image displacement effect with the N+2 step image as the target image occurs) (see Fig. 29(a), (b-2), (c-2)). In this way, the image displacement effect functions as something that emphasizes the occurrence of a special step-up. In light of the fact that the larger the final step of the step-up effect is, the higher the reliability of the jackpot of the target winning / losing lottery result is, the occurrence of a special step-up can be said to be an event in which reliability is increased all at once compared to a normal step-up, and the image displacement effect can be said to emphasize the occurrence of this event.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0130] ·Means 1-1 A gaming machine capable of executing a specific presentation in which a subsequent event occurs after the presentation ends if a predetermined result is reached, characterized in that the specific presentation has two patterns: a normal pattern in which a conditional display is made that the subsequent event will occur if the predetermined result is reached, and then an indication is given as to whether or not the predetermined result will be reached, and a special pattern in which a definitive display is made that the subsequent event will occur because the predetermined result has been reached, and then the predetermined result is reached. The specific effects in the gaming machine are interesting in that a definite indication may be given that a subsequent event will occur because a predetermined result has been reached.
[0131] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the specific presentation is a presentation in which a player's character fights an opponent's character, with the predetermined result being that the player's character wins, the condition display is a display indicating that the subsequent event will occur if the player's character wins, and the confirmation display is a display indicating that the subsequent event will occur because the player's character wins. If a specific effect occurs as a so-called battle effect, the confirmation display should definitively indicate that "the player's character will win."
[0132] ·Means 2-1 A gaming machine comprising: an effect execution means capable of executing a target effect as an effect constituting an effect during the change from when the decorative pattern starts to change to when it stops in a manner according to the result of a win / lose lottery; and a customization function capable of setting the reliability, which is the probability that the result of the win / lose lottery will be a win when the target effect occurs, to a high reliability mode which is higher than the normal mode, and wherein when the target effect occurs in the high reliability mode, a valid notification effect which is not executed when the target effect occurs in the normal mode is executed. According to the gaming machine, it is possible to easily determine whether or not the target performance has occurred in the high reliability mode.
[0133] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that even if a player's request to change from one of the normal mode and the high reliability mode to the other is accepted, a change waiting period may be set in which the mode change is not executed until a specified condition is met, and if the target performance occurs in the high reliability mode, even during the change waiting period when the request to change to the normal mode has been accepted, the valid notification performance is executed. During the change waiting period, it is difficult for the player to know whether the mode is high reliability or not, so it is very meaningful to notify the player when the target effect occurs in the high reliability mode.
[0134] ·Means 2-3 The gaming machine described in means 2-1 or 2-2 is characterized in that in the high reliability mode, a setting image that is not displayed in the normal mode is displayed, and the valid notification effect is an effect in which the appearance of the setting image becomes a valid notification effect when the target effect occurs in the high reliability mode. By doing this, the occurrence of the target effect in the high reliability mode can be more clearly indicated.
[0135] ·Means 3-1 A gaming machine comprising: an operation means operable by a player; and an operation execution means for executing an operation effect which prompts the player to operate the operation means, the operation effect transitioning to a post-event period when operation of the operation means during a valid operation period satisfies a predetermined condition, the operation effect being such that a suggestive image is displayed during the valid operation period and a post-event image is displayed during the post-event period, the operation effect being such that a normal operation effect in which a normal post-event image suggested by the suggestive image is displayed as the post-event image, and a special operation effect in which a special post-event image different from the normal post-event image is displayed as the post-event image can occur. The gaming machine described above is capable of executing an interesting (unexpected and unexpected) operation presentation in which the normal post-image suggested by the suggestive image is not displayed, but a special post-image is instead displayed.
[0136] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the suggestive image is an image representing a predetermined presentation element, and the normal operation presentation is one of multiple types of normal post-images in which different colors are applied to the presentation element. In this way, the normal operation presentation (basic presentation that is not a special operation presentation) is a presentation form in which a certain image (suggestive image) is colored when an operation is performed (the colored image is displayed as the normal post-event image). Players who have come into contact with normal operation presentations will likely expect that the suggestive image will be colored when an operation is performed, and so will likely be very surprised when a special operation presentation occurs.
[0137] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2 is characterized in that the operation presentation can occur as part of a specific reach presentation that notifies the result of a win / lose lottery depending on the type of ending, and the probability that the result of the win / lose lottery will be a win is higher when the special operation presentation occurs than when the normal operation presentation occurs. In this way, a special operation effect (an unexpected effect in which a special post-action image contrary to the suggestion by the suggestive image is displayed) can be generated as a so-called chance increase.
[0138] ·Means 4-1 This gaming machine is characterized in that it comprises a display means having a display area, and an effect execution means capable of executing a step-up effect in which the effect progresses stepwise, and when the step-up effect progresses from one stage to the next stage, an image displacement effect can be generated in which a next-stage image indicating the transition to the next stage is displayed as if it were shifted relative to the display area. The gaming machine described above is capable of executing an interesting step-up presentation in which an image displacement presentation also occurs when progression to the next stage occurs (when a step-up occurs).
[0139] ·Means 4-2 The gaming machine according to claim 1, characterized in that when the step-up effect progresses from one stage to the next stage, if the image displacement effect occurs, there is a higher probability that an event advantageous to the player will occur thereafter than if the image displacement effect does not occur. By doing so, it becomes possible to obtain a presentation form in which the player will pay attention not only to the progression (step-up) to the next stage, but also to whether or not an image displacement presentation occurs during the progression.
[0140] ·Means 4-3 The gaming machine according to claim 2, characterized in that when the step-up effect progresses from one stage to the next stage, if the image displacement effect occurs, there is a higher probability of the next stage progressing to the stage after that than if the image displacement effect does not occur. In this way, the occurrence of an image displacement effect functions as an indication that the probability of a further step-up occurring has increased. [Explanation of symbols]
[0141] 1. Gaming machines 11 Condition display 12 Confirmation display 21 Read-ahead setting image 22 Red-based setting image 30 Suggested Images 32 Postmortem images 32n Normal postmortem image 32s Special Postmortem Image 40 step images (41~45 1st step images~5th step images) 61 Push button (operation means) 65 Speaker 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 80 Decorative Designs 91 Display device 911 Display area
Claims
[Claim 1] A winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when a gaming ball enters a starting area; A storage means for storing the winning / losing lottery information for which notification of the corresponding winning / losing lottery result has not yet been completed as pending information; a display means for displaying the presence of the reserved information stored in the storage means as a reserved symbol; an operating means operable by a player; an effect execution means for executing an operation effect that prompts a player to operate the operation means, the operation effect transitioning to a post-event period when the operation of the operation means during the operation valid period satisfies a predetermined condition; Equipped with The operation presentation is such that, together with an operation image representing the operation means, a suggestion image that is different from the operation image and that has not been displayed before the operation valid period is displayed during the operation valid period, and a post-event image is displayed during the post-event period, As the operation performance, A normal operation effect in which a normal post-image suggested by the suggestion image is displayed as the post-image; a special operation effect in which a special post-event image different from the normal post-event image is displayed as the post-event image; may occur, As the normal operation effect, a first normal operation effect in which a first normal post-action image is displayed as the normal post-action image; a second normal operation effect in which a second normal post-action image different from the first normal post-action image is displayed as the normal post-action image; may occur A gaming machine characterized by: However, the suggestive image and the subsequent image are not the reserved patterns.