Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-07-24
- Publication Date
- 2026-06-23
AI Technical Summary
Existing gaming machines lack the ability to enhance player engagement through look-ahead productions that provide insight into multiple candidate outcomes, making the gaming experience less engaging.
A gaming machine that implements a fluctuating decorative pattern indicating lottery results, allowing for pre-reading productions that suggest potential outcomes, while maintaining secrecy until the actual results are revealed, thereby enhancing player interaction.
The implementation of look-ahead productions improves player engagement by providing insights into potential outcomes, making the gaming experience more exciting and interactive.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A gaming machine is known in which a plurality of types of effects (candidate effects) that can occur as pre-reading effects are provided (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-051281 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 improve the entertainment value of the game by taking advantage of the fact that multiple types of candidate effects can occur as pre-reading effects. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, comprises: a during-change performance execution means for executing a during-change performance from the start of the change of a decorative pattern indicating the result of a win / lose lottery until the decorative pattern stops in a manner according to the result of the win / lose lottery; and a look-ahead performance execution means for executing a look-ahead performance that is started while a previous during-change performance, which is the during-change performance before the target during-change performance, which is the during-change performance for the target win / lose lottery result, is being executed, and suggests the probability that the target win / lose lottery result will be a win. A plurality of types of candidate performances that can occur as the look-ahead performance are provided, and the execution mode of the look-ahead performance is provided with a concealment mode in which it is not known which of the plurality of candidate performances has occurred, but it is suggested that the look-ahead performance has occurred. Effect of the Invention
[0006] The gaming machine according to the present invention can improve the entertainment value of the game by utilizing the fact that a plurality of candidate effects can occur as pre-reading effects. [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] A diagram to explain the types of candidate performances (normal type pre-reading performances). [Diagram 5] A diagram to explain the pre-reading performance of the secret mode. [Figure 6] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 7] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 8] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 10] FIG. 13A is a diagram illustrating a composite decorative pattern, and FIG. 13B is a diagram illustrating the control of the decorative pattern when transitioning to a standby state. [Figure 11] This is a diagram showing how a start winning occurs in the standby state (a start winning occurs in the state of Figure 10 (b-3)) and the fluctuation begins. [Figure 12] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 13] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 15] 11A and 11B are diagrams for explaining a display mode of an instruction image. [Figure 16] FIG. 13 is a diagram for explaining specific example 3-1. [Figure 17] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 18] FIG. 13 is a diagram for explaining specific example 3-4. [Figure 19] 11 is a diagram illustrating a vibration effect and a special effect that can occur when the operating means is operated during the vibration effect. FIG. [Figure 20] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 21] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 22] FIG. 13 is a diagram for explaining specific example 4-6. [Figure 23] FIG. 13 is a diagram for explaining specific example 4-7. [Figure 24] FIG. 13 is a diagram for explaining a specific effect. [Diagram 25] This is a diagram (continuation of Figure 24) to explain a specific effect (an example of a case where a beneficial result is achieved). [Figure 26] This is a diagram (continuation of Figure 24) to explain a specific effect (when an unfavorable result is reached). [Figure 27] FIG. 13 is a diagram showing an example of a case in which the performance value is forcibly changed (a case in which a unit game ends due to the establishment of a time condition). [Figure 28] FIG. 13 is a diagram for explaining specific example 5-4. [Figure 29] FIG. 13 is a diagram for explaining specific example 5-5. 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 game characteristics (specifications) are merely one 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 (with "two types" of game characteristics) 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 (a gaming machine with "two types" of game characteristics). 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. A jackpot game is a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened, and the unit game is repeated one or more times until a predetermined closing condition is established. The closing condition is established when either N (e.g., 10) game balls enter the jackpot area 906 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, some of the jackpots are 5-round jackpots and other 10-round jackpots.
[0021] 2) The following describes the effects that can be executed by the gaming machine 1 according to the present embodiment. Note that only some of the effects described below may be executed. Also, in some of the drawings that explain the effects, the reserved symbols 70 and the decorative symbols 80 may be omitted.
[0022] 2-1) Predictive performance of the secret mode The gaming machine 1 according to the present embodiment is capable of executing a look-ahead performance. The look-ahead performance itself is well known, so it will be explained briefly. The look-ahead performance suggests the probability (reliability) that a certain winning / losing lottery result (target winning / losing lottery result) will be a big win by using one or more consecutive future during-variation performances (future during-variation performances (future variation)) before the during-variation performance (target during-variation performance (target variation)) corresponding to the target winning / losing lottery result starts. The reserved pattern 70 corresponding to the target winning / losing lottery result is the target reserved pattern T. Note that the winning / losing lottery result (future winning / losing lottery result) corresponding to the previous variation is selected as a losing one. In other words, it suggests the reliability of the target winning / losing lottery result corresponding to the target variation executed subsequently by using one or more consecutive "losing variations" (when the reliability is used simply in the following explanation of the "secret mode of looking-ahead performance", it means the reliability of the target winning / losing lottery result). In the present embodiment, regardless of the content (type) of the pre-reading performance, the probability that the target winning / losing lottery result will be a jackpot is higher when it occurs than when it does not occur. In other words, the pre-reading performance can be said to be a type of so-called chance-up performance.
[0023] There are multiple types of effects as "candidate" effects (hereinafter referred to as candidate effects) that can occur as such look-ahead effects. The multiple types of candidate effects can also be said to be effects that are candidates for look-ahead effects in a secret mode, the details of which will be described later. Effects of the same type but with different reliability are considered to be the same type of candidate effects (look-ahead effects). For effects that suggest reliability by the color of a specific performance element, effects that have the same performance element are considered to be the same type of candidate effects (look-ahead effects) even if the colors are different. For example, the reserved change performance described later suggests reliability by the color of the reserved pattern 70, so they are considered to be the same type of candidate effects (look-ahead effects) even if the colors of the reserved pattern 70 are different.
[0024] In this embodiment, there are multiple types of candidate effects, such as reserve change effect, preview image effect, chance zone effect, and timer preview effect. Each effect will be briefly explained below. Note that FIG. 4 shows how each effect occurs in a normal mode (described later).
[0025] The reserved change presentation (see FIG. 4(a)) suggests the reliability by the color of the reserved pattern 70 (target reserved pattern T) corresponding to the target winning / losing lottery result. By making the state of the target reserved pattern T a special state different from the basic state (normal state) (shown as no mark in the drawing), it suggests that the probability that the target winning / losing lottery result is a jackpot has increased. In this embodiment, the special state is one of "blue," "green," "red," and "rainbow," and the reliability increases in this order ("rainbow" is the highest). Note that "rainbow" is a guaranteed jackpot (reliability 100%). Note that in the drawing, the color of the reserved pattern 70 is shown in letters.
[0026] The preview image effect (see FIG. 4(b)) displays a preview image 12 in the display area 911 to notify in advance of the effect that will occur as a result of the target change. In this embodiment, a preview image 12 is displayed that suggests one of several types of super reach effects (effects that notify the winner or loser of the lottery depending on the outcome). Specifically, one of "A reach," "B reach," or "C reach" is displayed as the preview image 12, with the reliability increasing in that order (with "C reach" being the highest). In this embodiment, the preview image 12 is displayed so as to accompany the target reserved pattern T.
[0027] The chance zone presentation (see FIG. 4(c)) is a presentation that suggests that a big win is expected by making the background of the decorative pattern 80 into a special background 14 that is different from the normal background (shown as "plain" in the drawing). In this embodiment, in addition to making it into the special background 14, an image including the characters "XX Zone" is displayed in the display area 911 to inform the player that he or she has moved to the "XX Zone."
[0028] The timer wait effect (see FIG. 4(d)) is a notice that a timer effect will occur. The timer effect itself is publicly known (a countdown begins when the timer starts, and when the time is up, one of several events (multiple types of events) that are advantageous to the player occurs). The timer wait effect displays an image (in this embodiment, a timer wait image 16 including the words "timer waiting") that suggests that a timer effect will occur in the future, to warn that a timer effect will occur.
[0029] The execution modes of these look-ahead performances include a normal mode and a secret mode. Note that the normal mode and the secret mode are provided as execution modes of the look-ahead performance in the normal game state, but may be provided as execution modes of the look-ahead performance in the special game state.
[0030] The normal mode is a mode in which it is possible to know which of a plurality of candidate effects (pre-reading effects) has occurred in the future change (a state in which the target reserved pattern T is the pre-change reserved pattern 72). In other words, it is executed in a mode in which the player can understand which of the reserved change effect, the notice image effect, the chance zone effect, and the timer waiting effect has occurred in the future change, and it can be said to be an execution mode of a general pre-reading effect. If the reserved change effect has occurred, the target reserved pattern T (pre-change reserved pattern 72) which is set as a special mode is displayed during the future change (see FIG. 4(a)), if the notice image effect has occurred, the notice image 12 is displayed during the future change (see FIG. 4(b)), if the chance zone effect has occurred, the special background 14 is displayed during the future change (see FIG. 4(c)), and if the timer waiting effect has occurred, the timer waiting image 16 is displayed during the future change (see FIG. 4(d)). Therefore, the player can know which pre-reading effect (candidate effect) has occurred.
[0031] On the other hand, the hidden mode of the look-ahead performance (see FIG. 5) is a mode in which it is not known which of the multiple candidate performances is occurring in the future change, but the look-ahead performance is occurring. In other words, it can be said that it is a mode in which it is suggested that the look-ahead performance is being performed "behind the scenes" so that the player cannot see it. In this embodiment, when the hidden mode of the look-ahead performance is performed, a hidden image 10 is displayed in the display area 911 during the future change (see FIG. 5(b)). The hidden image 10 suggests that the look-ahead performance is occurring but its contents are hidden. In this embodiment, an image including the characters "look-ahead concealed" is displayed as the hidden image 10. In addition, it is possible to use the hidden image 10 in a mode that suggests to the player that the look-ahead performance is occurring but its contents are hidden, such as "hidden look-ahead occurring" or "look-ahead (type is secret)".
[0032] In this embodiment, when a hidden mode pre-reading performance occurs, it is triggered by acquiring the hit / miss lottery information (target hit / miss lottery information) corresponding to the target hit / miss lottery result. In other words, it is triggered by the display of the target reserved pattern T (see FIG. 5(a)→(b)). Since new hit / miss lottery information is acquired when the game ball enters the start area 904 (first start area 904a), the hidden mode pre-reading performance in this embodiment can be said to be a type of so-called winning performance.
[0033] When a hidden mode pre-reading performance occurs, the hidden image 10 is displayed at least until the target change starts, and it is not known which type of candidate performance was executed as the pre-reading performance (see FIG. 5(b)), but it is configured to determine which type of candidate performance was executed as the pre-reading performance by the target change. In this embodiment, it is determined by the start of the target change (see FIG. 5(c)). If the hidden pre-reading performance (candidate performance) is a reserve change performance, the target reserve pattern T, which is the reserve pattern 71 during the change, becomes one of several types of special modes (see FIG. 5(c-1)), if it is a preview image performance, one of several types of preview images 12 is displayed (see FIG. 5(c-2)), if it is a chance zone performance, the background becomes a special background 14 (see FIG. 5(c-3)), and if it is a timer standby performance, a timer standby image 16 is displayed (see FIG. 5(c-4)) (a timer image that counts down with the start of the target change may be displayed, unlike the one shown in the figure). By doing this, the player feels as if the pre-reading effect, which was hidden during the previous fluctuation, has become apparent as a result of the start of the target fluctuation.
[0034] In addition, the fact that the configuration makes it clear which type of candidate performance was executed as a look-ahead performance in the target change means that various candidate performances are also executed in the target change. Generally, there are some look-ahead performances that are executed during the future change but not during the target change, but such performances are not subject to the concealed mode (not considered as candidate performances). In the case where a look-ahead performance occurs in the normal mode, the performances that are executed not only in the future change but also in the target change (executed from the future change to the target change) are considered as candidate performances.
[0035] In this way, the gaming machine 1 according to the present embodiment can execute an interesting effect (a secret pre-reading effect) in which it is not known what type of candidate effect is occurring as the pre-reading effect.
[0036] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of matters related to the pre-reading performance of the above-mentioned concealed mode 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.
[0037] 〇Specific example 1-1 A concealed image 10 is displayed in the concealed mode pre-reading performance, and a plurality of modes are provided as the mode of the concealed image 10. For example, a first concealed image 101 may be displayed, and a second concealed image 102 having a mode different from the first concealed image 101 may be displayed (see FIG. 6). The reliability of the target winning / losing lottery result is set to be higher when the second concealed image 102 is displayed than when the first concealed image 101 is displayed.
[0038] The reliability of the various candidate effects may be in any magnitude, but by using the present example, the probability that a highly reliable candidate effect is in a "hidden" state is higher when the second concealed image 102 is displayed than when the first concealed image 101 is displayed. Also, if the candidate effect "hidden" in the previous change is the same type of candidate effect, a more reliable form is "hidden". For example, if the reserved change effect is the one that is hidden, the probability that the target reserved pattern T (the form of the changing reserved pattern 71 that is revealed by the target change) is more reliable is higher when the second concealed image 102 is displayed than when the first concealed image 101 is displayed.
[0039] There are various methods for setting the difference in appearance between the first secret image 101 and the second secret image 102. Possible methods include setting the difference in appearance by different color tones, one being larger than the other, or different shapes (or a combination of these). As described above, the secret image 10 includes characters that suggest that the pre-reading performance is hidden, and it is also possible to use the characters to indicate the difference in reliability. For example, the first secret image 101 includes the characters "pre-reading hidden" and the second secret image 102 includes the characters "chance pre-reading hidden" (see FIG. 6). In other words, the characters "chance" are used to suggest that when the second secret image 102 is displayed, there is a higher chance of winning than when the first secret image 101 is displayed.
[0040] 〇Specific example 1-2 The reliability of the target winning / losing lottery result is set to be higher when a hidden mode pre-reading performance occurs than when a normal mode pre-reading performance occurs. By doing so, when the hidden mode occurs, it is possible to expect that the hidden pre-reading performance will be highly reliable.
[0041] In the case of this example, when any of the multiple types of candidate effects occurs as a pre-reading effect, it is preferable to set the probability of occurrence as a normal mode to be higher than the probability of occurrence as a concealed mode (the normal mode is more likely to occur than the concealed mode). By doing so, the pre-reading effect of the concealed mode is relatively unlikely to occur, and when it does occur, the result of the target winning / losing lottery can be expected.
[0042] 〇Specific example 1-3 In the above embodiment, when a hidden look-ahead performance occurs, it is not clear (concealed) which of the multiple candidate performances is being executed as the look-ahead performance during the future change, but it may be clear which candidate performance is being executed during the future change (the look-ahead performance is clear). For example, the hidden image 10 may be displayed (the look-ahead performance is not clear) during the change two steps before the target change (see FIG. 7(a-1)), but the hidden image 10 may be erased during the change one step before the target change, and the look-ahead performance may be clear (see FIG. 7(a-2)).
[0043] Also, the timing at which the type of candidate performance being executed is revealed (the timing at which the secret image 10 is erased) may be set to be different each time a secret mode pre-reading performance occurs. For example, it may be configured to be revealed in a future change or in a target change. Also, it may be configured so that the future change revealed can change each time, such as being revealed in a change two steps before the target change or being revealed in a change one step before the target change. In this case, it is also possible to set the reliability of the target winning / losing lottery result to differ depending on the timing of the discovery. For example, the later the timing of the discovery, the higher the reliability of the target winning / losing lottery result (the reliability is higher when the result is revealed in the previous change (when P2) than when the result is revealed in the change two steps before (when P1), and the reliability is higher when the result is revealed in the target change (when P3) than when the result is revealed in the change one step before (when P2)) (see FIG. 7(b)). Conversely, it is also possible to configure the lottery result so that the earlier the timing of the determination, the higher the reliability of the target winning / losing lottery result. By doing so, it becomes a performance form in which the player will pay attention to the timing of the determination of the type of candidate performance being executed.
[0044] 〇Specific example 1-4 In the above embodiment, when a hidden mode pre-reading performance occurs, the start of the target change is used as a trigger to determine which type of candidate performance was executed as the pre-reading performance, but the timing of the determination (the timing at which the secret image 10 is erased) may be set to a timing other than the start of the target change. For example, as shown in Fig. 8, the type of candidate performance (pre-reading performance) executed at one of multiple candidate locations in the target change may be determined, such as "start of target change" (Q1), "establishment of a reach in the target change" (Q2), or "start of a super reach performance in the target change" (Q3).
[0045] When performing as in this example, the reliability of the target winning / losing lottery result may be set to differ depending on the timing of the above-mentioned discovery. For example, it is possible to configure the lottery result so that the later the timing of the discovery in the target change, the higher the reliability of the target winning / losing lottery result (see FIG. 8). Conversely, it is also possible to configure the lottery result so that the earlier the timing of the discovery in the target change, the higher the reliability of the target winning / losing lottery result. By doing so, it becomes a presentation form in which the player will also pay attention to the timing at which the type of candidate presentation will be revealed after the target change has begun.
[0046] 〇Specific example 1-5 A pre-performance may occur before the secret mode pre-reading performance occurs (see FIG. 9(a)). The pre-performance suggests the occurrence of a secret mode pre-reading performance, and if the pre-performance ends in a success, the secret mode pre-reading performance occurs (see FIG. 9(b-1)), and if the pre-performance ends in a failure, the secret mode pre-reading performance does not occur (see FIG. 9(b-2)). Because the pre-performance is a chance-up performance, it can be said that a pre-performance ending in a success is a more advantageous outcome for the player than a failure.
[0047] The pre-performance may be in a form that makes the player feel that a pre-reading performance of a secret mode may occur. For example, a pre-performance image 11 that suggests a secret image 10 is displayed. The pre-performance image 11 may be in a form that makes the player imagine the secret image 10 when he sees it. For example, the pre-performance image 11 may be a representation of a "secret image in a semi-transparent state" (see FIG. 9(a)), and the pre-performance image 11 becoming opaque (changing into the secret image 10) may be a successful ending (see FIG. 9(b-1)), and not becoming opaque may be a failed ending (see FIG. 9(b-2)).
[0048] 2-2) Control of decorative patterns during standby In this embodiment, during a variable performance executed in a predetermined performance mode (hereinafter sometimes referred to as "performance mode X"), the decorative pattern 80 is displayed in a composite form. In addition, during performance mode X, a background image of the decorative pattern 80 dedicated to that mode is displayed (illustration of the background image is omitted). The decorative pattern 80 in the composite form includes a main element portion 81 and a sub-element portion 82 associated with the main element portion 81. The main element portion 81 is an element for distinguishing the type of decorative pattern 80. If the main element portion 81 is different, the type of decorative pattern 80 is different. In this embodiment, the main element portion 81 is a portion including "numbers", and if the numbers are the same, the patterns are the same type, and if the numbers are different, the patterns are different types. The sub-element portion 82 is a portion representing a character. In this embodiment, a different character is associated with each type of decorative pattern 80 (main element portion 81) (the "1" pattern is associated with "character A," the "2" pattern is associated with "character B," ..., and the "7" pattern is associated with "character G" (in the drawings, the characters are represented as "letters")) (see Figure 10(a)).
[0049] When a changing performance is not being executed, the machine may transition to a standby state. In this embodiment, if a new changing performance is not started within a predetermined time after a state in which a changing performance is not being executed (non-changing state) is reached, the machine transitions to a standby state. The standby state is a state in which a player is informed that a game is not being played. In this embodiment, an image is displayed indicating that the volume and light intensity can be adjusted (see FIG. 10(b-3)). In the standby state, it is preferable to display an image that is not displayed while a changing performance is being executed (changing state). For example, a demo movie introducing the gaming machine 1 may be displayed.
[0050] In this embodiment, when the variable performance executed in the performance mode X ends and the mode transitions to a standby state, a change occurs in the decorative pattern 80. In other words, after the variable performance ends in the performance mode X, a change occurs in the decorative pattern 80 when a predetermined time has elapsed since the variable performance was not executed. As described above, in the performance mode X, the decorative pattern 80 is displayed in a composite mode. Until the mode transitions to a standby state, the decorative pattern 80 is displayed in a composite mode (a "losing combination" composed of the decorative pattern 80 in the composite mode is displayed) (see Fig. 10(b-1) and (b-2)). The transition to the standby state triggers the decorative pattern 80 to change from the composite mode to the standby mode. The standby mode does not include the main element portion 81, but includes the sub-element portion 82 (see Fig. 10(b-3)). In accordance with this embodiment, the transition to the standby state triggers the main element portion 81 to be erased, and the sub-element portion 82 to remain. Since the sub-element parts 82 that constituted the losing combination remain, the combination of patterns (sub-element parts 82) displayed in the standby mode can change each time (it changes according to the losing combination displayed in the varying performance before transitioning to the standby state).
[0051] In this embodiment, the position where the sub-element part 82 is displayed is maintained before and after the transition to the standby state (the sub-element part 82 is not displaced and the main element part 81 is erased). Before the transition to the standby state, the decorative patterns 80 in the composite form are arranged in the order that constitutes the "losing combination" (see FIG. 10(b-2)), and even after the transition to the standby state, the sub-element parts 82 are still arranged in that order (see FIG. 10(b-3)).
[0052] When the game ball enters the starting area 904 while the decorative pattern 80 in this standby state is displayed (when the winning / losing lottery information is acquired), a new during-variation performance is started, and the decorative pattern 80 changes from the standby state (see FIG. 11(a)) to the composite state, and then the variation of the decorative pattern 80 starts (see FIG. 11(b)). In other words, the main element parts 81 corresponding to each of the sub-element parts 82 that were in the displayed state are displayed, and three decorative patterns 80 in the composite state are displayed, and the three decorative patterns 80 start to vary, indicating that the during-variation performance has started.
[0053] The reason for controlling in this way is as follows. The decorative pattern 80 changes from the composite mode to the standby mode when the reel is switched to the standby mode, which has the advantage that it is easy to understand that the reel has been switched to the standby mode. In particular, by making the main element portion 81 invisible as in this embodiment, the image showing whether the same type of pattern (pattern with the same number) is aligned is not displayed, which emphasizes that the performance during the change is not being performed (the reel is in the standby mode).
[0054] Furthermore, even when transitioning to the standby state, the sub-element portion 82 remains displayed, so the function (the essential function of the standby state) of indicating that the decorative pattern 80 is in a standby state in preparation for the start of variation ("waiting to vary") is realized.
[0055] Hereinafter, specific examples of improvements, concrete changes, modifications, etc., made to the matters related to the control of the decorative pattern 80 during the above-mentioned standby state will be described. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.
[0056] 〇Specific example 2-1 In the above embodiment, it has been described that the decorative pattern 80 is displayed in a composite form when in a predetermined presentation mode (presentation mode X), and when the standby state is entered at that time, a change occurs from the composite form to the standby state. However, the decorative pattern 80 may be configured to be displayed in a composite form regardless of the presentation mode. For example, the decorative pattern 80 may be configured to be displayed in a composite form at all times. In such a configuration, it is sufficient to control the decorative pattern 80 to change from the composite form to the standby state when the standby state is entered regardless of the presentation mode.
[0057] 〇Specific example 2-2 A configuration may be provided in which a plurality of types of composite modes are provided. For example, in the presentation mode X, a decorative pattern 80 in a composite mode in which the main element parts 81 of "1" to "7" are accompanied by the sub-element parts 82 of "character A" to "character G" is displayed (see FIG. 12(a-1)), and in the presentation mode Y different from the presentation mode X, a decorative pattern in a composite mode in which the main element parts 81 of "1" to "7" are accompanied by the sub-element parts 82 of "character H" to "character N" is displayed (see FIG. 12(a-2)). Although not shown, background images in different modes are displayed in the presentation modes X and Y (background images dedicated to each presentation mode are displayed).
[0058] When transitioning to a standby state in presentation mode X, a decorative pattern 80 in standby mode is displayed, which includes a sub-element portion 82 that is any one of "character A" to "character G" (see FIG. 12(b)). When transitioning to a standby state in presentation mode Y, a decorative pattern 80 in standby mode is displayed, which includes a sub-element portion 82 that is any one of "character H" to "character N" (see FIG. 12(c)). In this way, in the standby state, a decorative pattern 80 in standby mode corresponding to the state (sub-element portion 82) of the decorative pattern 80 before transitioning to the standby state is displayed.
[0059] 〇Specific example 2-3 Although the standby mode in the above embodiment does not include the main element portion 81 and includes the sub-element portion 82, the reverse configuration, that is, the main element portion 81 and the sub-element portion 82 may be included. In this way, the decorative pattern 80 changes from "a mode including both the main element portion 81 and the sub-element portion 82" (composite mode) (see FIG. 13(a)) to "a mode including the main element portion 81 but not the sub-element portion 82" (standby mode) (see FIG. 13(b)) when the decorative pattern 80 transitions to the standby state. It is preferable that the position where the main element portion 81 is displayed is maintained before and after the transition to the standby state (the main element portion 81 does not change position from FIG. 13(a) to (b)).
[0060] Even in this example, the state of the decorative pattern 80 changes when the device transitions to the standby state, so that the transition to the standby state is indicated by the change in the decorative pattern 80. In addition, since the main element portion 81 is displayed in the standby state, it is easier to understand that the decorative pattern 80 is stopped in preparation for a new change (compared to the configuration in which the sub-element portion 82 is displayed in the standby state as in the above embodiment). In other words, if you want to emphasize that the device is in a standby state, you can use the standby state as in the above embodiment (see FIG. 10(b-3)), and if you want to emphasize that the decorative pattern 80 is stopped in preparation for a change, you can use the standby state as in this example (see FIG. 13(b)).
[0061] 〇Specific example 2-4 Although it has been explained that the combination of symbols (sub-element parts 82) displayed in the standby mode can change each time, it may be configured to be constant. In other words, regardless of the losing combination (see FIG. 14(a)) displayed in the variable performance before the transition to the standby mode, a predetermined combination of sub-element parts 82 is displayed (see FIG. 14(b)) when the game transitions to the standby mode.
[0062] The reason for adopting the configuration of this example is as follows. For example, assume that the main characters of the original work that served as the motif for the gaming machine 1 are character A, character C, and character G. In light of this, when transitioning to a standby state, the sub-element parts 82 of character A, character C, and character G are displayed. In other words, in the standby state, the sub-element parts 82 (characters) that should be emphasized to the player are displayed without the main element parts 81 (numbers) being displayed.
[0063] 〇Specific example 2-5 The decorative pattern 80 in the standby mode may not be configured to be displayed throughout the standby state. For example, after a predetermined time has elapsed since the standby state was entered, a video introducing the gaming machine 1 may be displayed, and the decorative pattern 80 in the standby mode may not be displayed while the video is being output. However, the decorative pattern 80 in the standby mode is displayed at least until a predetermined time has elapsed since the transition to the standby state. In other words, the decorative pattern 80 is changed from the composite mode to the standby mode across the transition to the standby state.
[0064] 〇Specific example 2-6 In the above embodiment, it has been explained that if a new performance during change is not started within a predetermined time after the non-changing state in which the performance during change is not being executed, the state transitions to the standby state, but the state may be configured to transition to the standby state at the same time as the non-changing state is reached (non-changing state = standby state). In this case, the decorative pattern 80 changes from the composite state to the standby state (the main element portion 81 is erased) when the change ends in a state in which the pre-change reserved pattern 72 does not exist.
[0065] 2-3) Instruction images In this embodiment, the instruction image 20 may be displayed in the display area 911. The instruction image 20 is displayed when the game ball should be launched so as to flow down one side of the display area 911 in order to enter the target area. For example, when a big win is won, the big prize area 906 is set as the target area. In this embodiment, the big prize area 906 is provided at a position where the game ball can be reached by a so-called "right hit", so the instruction image 20 is displayed to indicate that the game ball should be launched so as to flow down the right side of the display area 911 (see FIG. 15). Hereinafter, the display mode (control) of the instruction image 20 will be described using the instruction image 20 as an example.
[0066] The instruction image 20 is displayed so as to repeat a unit operation, which will be described later, during the specific period. Here, the specific period is a period from when the start condition is satisfied to when the end condition is satisfied. The specific period in this embodiment is the opening period of the big win game (the period before the first round starts). The opening period starts T1 hours after the end of the winning variation. In other words, the start condition is that T1 hours have passed since the end of the winning variation. The opening period ends T2 hours after the winning variation has ended. In other words, the end condition is that T2 hours have passed since the end of the winning variation. Therefore, the length of the opening period (specific period) is "T2-T1". Although not shown, during the opening period in this embodiment, in addition to the instruction image 20, an image of the name representing the winning big win is also displayed in the display area 911.
[0067] One side of the display area 911 (the side to be aimed at) is the target side edge 911a. As described above, the instruction image 20 is an image that encourages "right hit", so the target side edge 911a in this embodiment is the right side edge. Also, the opposite side of the target side edge 911a of the display area 911 is the opposite side edge 911b. In this embodiment, the target side edge 911a is the left side edge. The instruction image 20 is an "arrow" that points toward the target side edge 911a side (right side) of the display area 911 (see FIG. 15). Note that the instruction image 20 in this embodiment includes the characters "right hit", but may not include such characters. Note that, in addition to the instruction image 20, a small display indicating right hit may be made near the outer edge of the display area 911 (the instruction image 20 is not an image that is displayed small near the outer edge of the display area 911).
[0068] The unit action includes a first action and a second action. The first action is an action in which the instruction image 20 "goes out of the target side edge 911a of the display area 911". Specifically, the instruction image 20 is displaced toward the target edge side, and the displayed range gradually becomes smaller as the instruction image 20 frames out of the display area 911 from the tip side of the "arrow" (see Figs. 15(a) to (d)). The second action is an action in which the instruction image 20 "enters from the opposite edge 911b of the display area 911". Specifically, the instruction image 20 frames in from the opposite edge 911b of the display area 911, and the displayed range gradually becomes larger, and moves toward the target side edge 911a of the display area 911 (see Figs. 15(d) to (g)). Note that both the first action and the second action in this embodiment are along the substantially horizontal direction. That is, the instruction image 20 does not displace in the up-down direction (height direction).
[0069] In this embodiment, between the first and second actions, there is a non-display period in which the entire instruction image 20 is not displayed in the display area 911 (no part of the instruction image 20 is displayed in the display area 911) (see FIG. 15(d)). In other words, there is a period in which the entire instruction image 20 is framed out and not displayed. Note that during the non-display period, no "image indicating the target area" other than the instruction image 20 is displayed (the non-display period is a period in which no image of an "arrow" pointing toward the target area is displayed). In this way, the instruction image 20 (arrow) that has left the target side edge 911a appears to return from the opposite edge 911b while passing behind the display device 91 (display area 911) (one instruction image 20 appears to be spinning around).
[0070] During the specific period, such a unit operation including the first operation (one time) and the second operation (one time) is repeated until the end condition is satisfied (the unit operation does not end with one time). In this embodiment, five unit operations are executed and the specific period ends.
[0071] By displaying such an instruction image 20, it is emphasized that the game ball should be shot toward one side (the target side edge 911a side) of the display area 911. Even an inexperienced player who cannot understand the concept of "right hit" is more likely to intuitively understand that the game ball should be shot toward one side of the display area 911 (the target side edge 911a side).
[0072] The following describes specific examples in which the matters related to the instruction image 20 are improved, embodied, modified, etc., in the above manner. 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.
[0073] 〇Specific example 3-1 The unit action includes a pre-action. The pre-action is executed before the first action. In other words, the instruction image 20 during the specific period repeats a unit action of "pre-action -> first action -> second action" once. The pre-action can also be said to be executed after the second action and before the first action.
[0074] The pre-action is an action in which the instruction image 20 moves toward the opposite edge of the display area 911 (see Figures 16(a) and 16(b)). It can also be said that the pre-action is an action in the opposite direction to the direction of the "arrow" represented by the instruction image 20. However, during the pre-action, the instruction image 20 is entirely displayed in the display area 911. In other words, during the pre-action, the instruction image 20 is not partially cut off (part of the instruction image 20 does not protrude from the opposite edge 911b of the display area 911). This is because if the pre-action is too large, the instruction image 20 appears to be moving toward the opposite edge 911b (left side).
[0075] By executing such a pre-action before the first action, the instruction image 20 moves in the opposite direction once before moving toward the target side edge 911a (moving in the direction of the "arrow"), making it appear as if the image is "gaining momentum." By making the unit action include such a pre-action, it is more emphasized that the game ball should be launched toward the target side edge 911a.
[0076] 〇Specific example 3-2 The instruction image 20 may be displayed when the target area is a so-called V area. That is, when the V area in a V probability variable machine or the V area in a two-type game machine is set as the target area, the instruction image 20 as described in the above embodiment is displayed. The V area in a V probability variable machine and the V area in a two-type game machine are publicly known, so they will be briefly explained. In a V probability variable machine, the V area is opened during a specific big win, and when a game ball enters the V area, the game state after the big win game ends transitions to a high probability state (a probability change state in which the probability of winning the winning / losing lottery result is higher than usual). If the game ball does not enter the V area, the game will not transition to the high probability state (which is disadvantageous to the player), so the instruction image 20 may be displayed when the V area is opened. In a two-type game machine, the V area is opened in a small win game that is executed when the winning / losing lottery result is a small win (a winning mode different from the big win), and a big win can be obtained by entering the game ball into the V area. If the game ball does not enter the V area, the player cannot win a jackpot (which would be disadvantageous to the player), so the instruction image 20 should be displayed when the V area is opened. In either case, if the game ball is shot toward the V area in accordance with the instruction image 20 and to a certain extent continuously, the game ball will almost certainly (with a probability of almost 100%) enter the V area unless an extremely irregular event occurs (there is almost no chance of the game ball not entering the V area, i.e., a "puncture").
[0077] In the case of this example, the game ball may enter the V area as the end condition. In other words, since the instruction image 20 is displayed to allow the game ball to enter the V area, it is erased when the game ball enters the V area. Therefore, the unit operation of the instruction image 20 is repeated until the game ball enters the V area. The start condition of the specific period (the condition under which the display of the instruction image 20 starts) can be set appropriately. For example, it is possible to set the start condition as the opening of the V area. Also, in order to reduce the risk of a so-called "puncture," it is possible to set the start condition as the time a certain time before the opening of the V area is reached (the instruction image 20 is displayed from a time before the timing when the opening of the V area starts). It is preferable that during the specific period, characters indicating that the player is in a situation where the player should aim at the V area, such as "Aim at V," are displayed together with the instruction image 20. The instruction image 20 may include characters indicating that the player is in a situation where the player should aim at the V area (for example, the characters "Aim at V" are included inside the "arrow").
[0078] 〇Specific example 3-3 In the above embodiment, the instruction image 20 moves in a substantially horizontal direction. However, the instruction image 20 may move in a direction inclined relative to the horizontal direction (hereinafter, the direction of the movement is referred to as the movement direction).
[0079] In the case of this example, it is preferable to set the movement direction ("tilt") according to the position of the target area. For example, the center line L that divides the display area 911 into upper and lower halves is used as a reference, and if the target area is located above the center line L, the movement direction is tilted to the upper right (see "Case (a)" in FIG. 17). In other words, the first movement and the second movement are movements that gradually move to the lower right. On the other hand, if the target area is located below the center line L, the movement direction is tilted to the lower right (see "Case (b)" in FIG. 17). The first movement and the second movement are movements that gradually move to the upper right. In this way, it is easy to understand the position where the target area to be aimed is located.
[0080] 〇Specific example 3-4 As described above, the unit action in the above embodiment has a non-display period (see FIG. 15(d)) between the first action and the second action during which the entire instruction image 20 is not displayed in the display area 911 (no part of the instruction image 20 is displayed in the display area 911). However, this embodiment is configured to have no such non-display period (see FIG. 18). In short, this embodiment is configured to have the instruction image 20 frame-in from the opposite edge 911b in the second action before the instruction image 20 completely frames out from the target edge 911a in the first action. In other words, this is a unit action that can cause a state in which a part of the left side of the instruction image 20 (the side opposite to the tip of the "arrow") is visible from the target edge 911a, and a part of the right side of the instruction image 20 (the tip of the "arrow") is visible from the opposite edge 911b (see FIG. 18(c)).
[0081] Doing so has the advantage that no state occurs in which the instruction image 20 is not displayed at all in the display area 911. However, unlike the above embodiment, the state in which one instruction image 20 appears to rotate around and around will not occur.
[0082] 2-4) Special effects The gaming machine 1 according to this embodiment is capable of executing a special effect as an effect that can occur during a variation effect. The special effect will be described below. In the description of the special effect, the target winning / losing lottery result refers to a winning / losing lottery result whose result (reliability) is suggested by the special effect. Also, a variation effect regarding the target winning / losing lottery result is called a target variation effect (target variation).
[0083] In this embodiment, a vibration effect may occur during the variation effect. The vibration effect is an effect in which the operating means vibrates. The gaming machine 1 according to this embodiment includes a push button 60 as an operating means used for the vibration effect (see FIG. 1). An operating means other than the push button 60 may be used for the vibration effect. A vibration device is provided inside the push button 60, and the push button 60 vibrates (vibrates) by driving the vibration device. In other words, the push button 60 is capable of vibrating automatically (vibrating on its own without being caused by the player's actions). The vibration device (the structure that vibrates the operating means) itself is publicly known, so a description is omitted. When a player is playing (touching the handle of the launching device 908), the vibration of the push button 60 is transmitted to the handle. In addition, the vibration of the push button 60 may become a sound and be heard by the player. In other words, normally, the player notices that the push button 60 is vibrating (the vibration effect is occurring).
[0084] The vibration effect may occur during target variation as a chance-up effect that suggests an increased probability that the result of the target winning / losing lottery will be a jackpot (see FIG. 19(b)). In other words, when a vibration effect occurs during target variation, there is a higher probability that the result of the target winning / losing lottery will be a jackpot (an event advantageous to the player will occur) compared to when the vibration effect does not occur. However, in this embodiment, the vibration effect is not a guaranteed jackpot effect (an effect with 100% reliability), and a vibration effect may occur during target variation even if the result of the target winning / losing lottery is a lose. Also, a vibration effect does not necessarily occur during a winning variation.
[0085] The timing at which the vibration effect occurs is not fixed. In other words, since it is not known which variation will be the target variation and it is impossible to predict at what timing during the target variation the vibration effect will occur, it can be said that the vibration effect occurs suddenly from the player's perspective. In this embodiment, the vibration effect can occur at the start of the target variation, after a specified time has elapsed since the start of the target variation, when a reach is achieved during the target variation, or at the start of a super reach effect during the target variation (FIG. 19(b) shows a vibration effect that occurs when a reach is achieved). The vibration effect will continue for the specified time regardless of the timing at which it occurs. In this embodiment, the vibration of the push button 60 continues for three seconds.
[0086] The special effect is an effect that can occur on condition that the vibration effect occurs. In other words, it can be said that it is an effect that will not occur unless the vibration effect occurs. The special effect can occur when the push button 60 is operated while the vibration effect occurs and the push button 60 is vibrating (see FIG. 19(c)). As described above, the vibration effect (vibration of the push button 60) continues for a specified time (3 seconds in this embodiment), and the special effect can occur when the push button 60 is operated during the specified time. During the vibration effect, an image that prompts the operation of the push button 60 (operation means) is not displayed in the display area 911 (display device 91). That is, an image representing the push button 60, an image that prompts the operation (for example, an image of "press"), and an image that indicates the valid operation period (for example, an image of a meter) are not displayed. In view of this, it can be said that the special effect can occur as a kind of so-called "hidden operation effect (hidden button effect)".
[0087] When the push button 60 is operated during the vibration effect, whether or not a special effect occurs is determined according to the result of the target hit / miss lottery. Specifically, based on the result of the target hit / miss lottery, it is internally determined in advance whether the state in which the special effect can occur (preparation state) or not (non-preparation state) is in which the special effect cannot occur. In the preparation state, if the push button 60 is operated during the vibration effect, the special effect occurs, and in the non-preparation state, even if the push button 60 is operated during the vibration effect, the special effect does not occur. Even in the preparation state (regardless of whether the state is preparation state or non-preparation state), if the push button 60 is not operated during the vibration effect, the special effect does not occur. When the target hit / miss lottery result is a jackpot, it is more likely to be in the preparation state than when it is a miss. Therefore, when the push button 60 is operated during the vibration effect, the probability that the target hit / miss lottery result will be a jackpot (an event advantageous to the player will occur) is higher when the push button 60 is operated (see FIG. 19(d-1)) than when the special effect does not occur (see FIG. 19(d-2)).
[0088] As described above, the vibration effect is a so-called chance-up effect that increases the probability that the target winning / losing lottery result will be a jackpot. The special effect can be said to be an effect that suggests a further chance-up (increased reliability) in addition to the vibration effect. However, in this embodiment, even if the special effect occurs, the target winning / losing lottery result may be a miss (reliability ≠ 100%). Also, in this embodiment, even if the special effect does not occur (in the non-prepared state) due to the operation of the push button 60 during the vibration effect, the target winning / losing lottery result may be a jackpot (reliability ≠ 0%). In summary, the jackpot reliability of the target winning / losing lottery result is in the following order: (1) both the vibration effect and the special effect occur > (2) the vibration effect occurs but the special effect does not occur (when the push button 60 is operated during the vibration effect) > (3) the vibration effect does not occur.
[0089] The special effect may be anything that can be recognized by the player's senses. In this embodiment, the special effect occurs when a special image 30 is displayed in the display area 911 (display device 91) (see FIG. 19(d-1)). It is preferable that the special image 30 is an image that is displayed only when a special effect occurs (an image "exclusive" to a special effect). If the special effect can occur when a special image 30 is displayed in the display area 911 in this way, it is preferable that the special image 30 is an effect mode that suggests that the result of the target hit / miss lottery can be expected to be a jackpot. For example, as shown in FIG. 19(d-1), a special image 30 containing the characters "super hot" is displayed.
[0090] In this way, the gaming machine 1 according to this embodiment can execute a vibration effect in which the operating means (push button 60) vibrates, and can realize an interesting gameplay in which a further effect (special effect) may occur by operating the vibrating operating means during the vibration effect. Generally, it is thought that a player who notices the vibration of the operating means will often touch (operate) the operating means, and this is a gameplay in which the reliability differs depending on whether or not the operation triggers the occurrence of a further effect (special effect).
[0091] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned special effects. 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.
[0092] 〇Specific example 4-1 In the above embodiment, the special effects may occur as a hint that the target winning / losing lottery result is a jackpot, but the hint is not limited to the winning / losing lottery result (winning) if it is an advantageous event to the player. For example, it is known that a notification is made as to whether an advantageous event (such as a so-called "promotion" or whether the game state after the jackpot game ends will be advantageous) will occur during a jackpot game. A vibration effect may occur before the advantageous event is notified, and a special effect may occur if the operating means is operated during the vibration effect. The configuration is such that the advantageous event is more likely to occur when the special effect does not occur than when the operating means is operated during the vibration effect.
[0093] 〇Specific example 4-2 In the above embodiment, the special effect is described as occurring during the target change (occurring during a change corresponding to the target win / lose lottery result suggested by the special effect), but it may also occur during a future change executed before the target change. In other words, a vibration effect may occur during a future change, and a special effect may occur (see FIG. 20(b)) when the operating means is operated during the vibration effect (see FIG. 20(a)). In FIG. 20, a "T" is added to the reserved pattern 70 corresponding to the target win / lose lottery result. In the example shown in FIG. 20, a special effect starts with a future change one step before the target change, but a special effect may also start with a future change two or more steps before the target change.
[0094] In other words, while a pre-reading effect is known that suggests the probability that a certain winning / losing lottery result will be a jackpot by a change prior to the change corresponding to the winning / losing lottery result, generating a special effect by a change prior to the winning / losing lottery result as described above means that the special effect functions as a pre-reading effect.
[0095] In addition, when doing as in this example, it is preferable that the special effect continues until the target change starts (so as not to end before the target change starts). In other words, it is preferable that the special effect that started in the previous change continues during or until the end of the target change. If the special effect is one in which the special image 30 is displayed as in the above embodiment, the special image 30 will remain displayed even when the target change starts (see Figure 20 (d)). By doing this, it is easy to see that the reliability suggestion by the special effect is aimed at the win / lose lottery result corresponding to the target change (target win / lose lottery result).
[0096] Specific example 4-3 Unlike the above embodiment, the special effect is configured such that the operation of the operating means during the vibration effect (see Figs. 21(a) and (b)) is not reflected as an image (special image 30) displayed in the display area 911 (display device 91) (see Fig. 21(c)). In short, the occurrence of the special effect is not reflected in the display area 911. For example, it is conceivable that a special sound is output from the speaker 65 (see Fig. 1) (see Fig. 21(c)) or a specific light-emitting device (a device different from the display device 91) emits light in a special manner (not shown) as a special effect. It is preferable that such an effect manner (output of a special sound or emission of light in a special manner) occurs only in the special effect. Since the vibration effect is not an effect represented by an image displayed in the display area 911 (display device 91), it is preferable that the special effects that can occur during the vibration effect are also similar and that both effects have common characteristics.
[0097] In particular, considering that the special effects are so-called "hidden operation effects" as in the above embodiment, the present example is particularly effective. During the vibration effect, which is the period during which the special effects can occur, and during the special effects, the fact that each effect is being executed is not reflected on the main display device 91, so it is effective in emphasizing that it is a "hidden effect."
[0098] 〇Specific example 4-4 In the above embodiment, it has been explained that even if a special effect occurs, it is not certain that the target winning / losing lottery result will be a jackpot (an advantageous event will occur), but in this embodiment, it is certain that the target winning / losing lottery result will be a jackpot (an advantageous event will occur) when a special effect occurs. In other words, at the stage when a vibration effect occurs, it is expected that the target winning / losing lottery result will be a jackpot, but a jackpot is not confirmed (the reliability of the vibration effect is ≠ 100%), and in the event that a special effect occurs as a result of the operation of the operating means during the vibration effect, a jackpot is confirmed (the reliability of the special effect is 100%).
[0099] By doing this, the difference in effect between when only a vibration effect occurs (increasing the chances of winning but with the possibility of a miss) and when a special effect occurs (without the possibility of a miss) becomes clear.
[0100] 〇Specific example 4-5 In the above embodiment, it has been explained that even if a special effect does not occur as a result of the operation of the operating means (push button 60) being operated during a vibration effect, there is a possibility that the target winning / losing lottery result will be a jackpot (an advantageous event will occur), but the setting is such that if a special effect does not occur as a result of the operation of the operating means (push button 60) being operated during a vibration effect, there is no possibility that the target winning / losing lottery result will be a jackpot (an advantageous event will occur). In other words, the setting is such that if a special effect occurs as a result of the operation of the operating means (push button 60) being operated during a vibration effect, it is a jackpot (an advantageous event will occur), and if it does not occur, it is a loss (an advantageous event will not occur).
[0101] In this way, a game feature is realized in which the result of the target winning / losing lottery (whether or not an advantageous event occurs) can be known in advance by operating the operating means during the vibration effect. From the player's point of view, the player can select whether or not to operate the operating means during the vibration effect depending on whether or not he or she wants to know the result of the target winning / losing lottery (whether or not an advantageous event occurs).
[0102] 〇Specific example 4-6 In the case where a special effect is generated as a result of the operation of the operating means during a vibration effect (see Figs. 22(a)(b)), the vibration of the operating means will stop as soon as the special effect occurs (starts) (see Fig. 22(c-1)). In other words, if a special effect is not generated as a result of the operation of the operating means during a vibration effect, the vibration of the operating means will continue (see Fig. 22(c-2)). Although not shown, the opposite setting is also conceivable. In other words, if a special effect is generated as a result of the operation of the operating means during a vibration effect, the vibration will continue, but if a special effect does not occur, the vibration may be stopped as a result of the operation.
[0103] By doing this, the vibration of the operating means will or will not stop depending on whether or not a special effect has occurred (the presence or absence of vibration felt by the player will differ depending on whether or not a special effect has occurred), making it easier to tell whether or not a special effect has occurred.
[0104] 〇Specific example 4-7 A plurality of types of special effects with different modes may occur. For example, a first special effect may occur (see FIG. 23(b-1)) triggered by operating the operating means during a vibration effect (see FIG. 23(a)), and a second special effect (different in mode from the first special effect) may occur (see FIG. 23(b-2)) triggered by operating the operating means during a vibration effect. If the special image 30 is displayed as in the above embodiment, the first special image 31 (see FIG. 23(b-1)) may be displayed when the first special effect occurs, and the second special image 32 (different in mode from the first special image 31) (see FIG. 23(b-2)) may be displayed when the second special effect occurs. Although not shown, if a special effect is to be output with a special sound or to emit light from a light-emitting device as described in the specific example 4-3, the mode of the special sound or the mode of light emission from the light-emitting device may be different between the first special effect and the second special effect. The probability that the target lottery result will be a jackpot (the probability that an event advantageous to the player will occur) is set to be higher when the second special effect occurs than when the first special effect occurs. The difference between the first special effect and the second special effect may be any, but preferably it should suggest that the second special effect is more likely to result in a jackpot than the first special effect.
[0105] In this way, a gameplay is realized in which the player hopes that a special effect will occur as a result of operating the operating means during the vibration effect, and, if a special effect does occur, the player will also pay attention to the type of special effect.
[0106] 〇Specific example 4-8 A customization function that can change the occurrence probability (occurrence frequency) of vibration effects is provided. Note that such customization functions themselves are well known, so explanations will be omitted. For example, a "normal mode" and a "vibration mode" that has a higher occurrence probability of vibration effects than the normal mode are provided, and the player can arbitrarily select which mode to set.
[0107] In this example, by increasing the probability of vibration effects, the probability of special effects (probability of special effects occurring when the operating means is operated during vibration effects) also increases. In other words, customizing the vibration effects indirectly leads to customizing the special effects.
[0108] 2-5) Specific production The gaming machine 1 according to this embodiment is capable of executing a special effect. A special effect can occur during a big win game. A special effect is an effect that may result in a special event occurring (see FIG. 25(d)), and the result in which the special event occurs is an advantageous result for the player. Hereinafter, a result in which the special event occurs may be referred to as an advantageous result, and a result in which the special event does not occur may be referred to as an unfavorable result.
[0109] In this embodiment, a specific effect is used to inform whether the winning jackpot is a 10-round jackpot or not. Specifically, if the winning jackpot is a 10-round jackpot, the specific effect will result in a favorable outcome (a specific event will occur), and if it is not a 10-round jackpot (if it is a 5-round jackpot), the specific effect will result in an unfavorable outcome (no specific event will occur). Specifically, the result of the specific effect is revealed before the end of the 5th round of unit play in the jackpot game, and if the result is a favorable outcome (see FIG. 25), the jackpot game will continue after the 5th round of unit play ends (the 6th round of unit play will be executed), whereas if the result is an unfavorable outcome (see FIG. 26), the jackpot game will end with the end of the 5th round of play.
[0110] The specific event may be any type of event (presentation), but since reaching an advantageous result is a joy for the player, it is preferable that the specific event be in a form that expresses this. In this embodiment, the occurrence of a specific event is determined to be the display of a specific image 45 representing a predetermined character in the display area 911 (and the output of a predetermined sound effect from the speaker 65) (see FIG. 25(d)).
[0111] It is not necessary that the special effects occur in all big win games. For example, if the setting is made such that when a big win is notified with a specific type of decorative pattern 80 (e.g., decorative pattern 80 of "7"), it is confirmed that the big win is a 10-round big win, there is no need to take the trouble to execute the special effects. In other words, it is sufficient that the special effects occur at least in part when notifying whether the big win is a 10-round big win (a big win with the maximum number of rounds) during a big win game.
[0112] Moreover, the target of notification by the special effect is not limited to the number of rounds. In the case of an advantageous result, it is sufficient that an event advantageous to the player occurs that does not occur in the case of an unfavorable result. For example, in a configuration in which a normal game state and a special game state that is more advantageous to the player than the normal game state are provided as game states after the end of a jackpot game, if a special effect executed during a jackpot game results in an advantageous result, the special game state will occur after the end of the jackpot game (if an unfavorable result occurs, the normal game state will occur after the end of the jackpot game). In other words, it is also possible to configure the game to notify whether the game state after the end of the jackpot game will be advantageous to the player based on the result of the special effect.
[0113] The specific performance is a performance in which the performance value 40 is displayed in the display area 911. In this embodiment, the performance value 40 decreases (the performance value 40 never increases). In this embodiment, the unit (minimum unit) of change in the performance value 40 is "1" (the minimum unit can be set appropriately). Therefore, the specific performance can be considered as a "countdown" performance in which the displayed performance value 40 decreases by "1". In this embodiment, the initial value of the performance value 40 is "30" (see FIG. 24(b)). Therefore, the performance value 40 never exceeds "30". In addition, the end value of the performance value 40 is "0" (see FIG. 26(c)). The specific performance ends when a specific event occurs (a specific image 45 is displayed) (see FIG. 25(d)) or when the performance value 40 reaches the end value (see FIG. 26(c)). The former is an advantageous result, and the latter is an unfavorable result. The special effect continues even if the special event does not occur until the effect value 40 reaches the end value. In other words, the special effect is advantageous if the special event occurs before the effect value 40, which decreases from the initial value (30), reaches the end value (0), and disadvantageous if the special event reaches the end value (0) without occurring. Therefore, from the player's point of view, it can be said that this is a form of effect in which the player hopes that the special event will occur before the effect value 40 reaches the end value (0).
[0114] The effect value 40 displayed in the specific effect can change to approach the end value when the gaming ball enters a specified area. In this embodiment, the effect value 40 can change to approach the end value when the gaming ball enters the big prize area 906 (specific prize area) (see Figures 24(c), 25(b), and 26(b)). Except for irregular cases described below, the effect value 40 will not change even if the gaming ball has not entered the big prize area 906. The specific effect can be said to be a "countdown" in which the effect value 40 gradually decreases, but since the timing at which the gaming ball enters the big prize area 906 is indefinite (not constant), the countdown does not progress at regular intervals.
[0115] As described above, the closing condition of a unit game (round) constituting a big win game is met when either N (N is called "count", etc., and in this embodiment, N=10) game balls enter the big win area 906 after it is opened (winning condition) or a predetermined time has passed after the big win area 906 is opened (time condition), and normally (if game balls are shot toward the big win area 906 continuously to a certain extent), the winning condition is met before the time condition. Therefore, if the game is played as instructed, at least 10 game balls enter the big win area 906 in one unit game (one round).
[0116] In this embodiment, the specific effect is explained in the first round of unit play (see FIG. 24(a)), and the effect value 40 starts decreasing (counting down) from the initial value from the second round of unit play (see FIG. 24(b)). If no specific event occurs during the specific effect, the effect value 40 reaches the end value in the fourth round of unit play. Specifically, in three unit plays from rounds 2 to 4, normally at least 30 game balls enter the big prize area 906, so if the effect value 40, which has an initial value of "30", decreases by "1" each time a game ball enters the big prize area 906, the effect value 40 will reach "0" (end value) at the end of the fourth round (if a specific event occurs and the specific effect does not end) (see FIG. 26(c)).
[0117] In this embodiment, the performance value 40 does not change when the N+1th or later game ball (the 11th or later in this embodiment) enters the large prize area 906 in one unit game (so-called "over win"). If a win other than an over win (a win up to the Nth ball in each unit game) is considered a "basic win", the performance value 40 changes when a basic win occurs but does not change when an over win occurs. If the performance value 40 were to change when an over win occurs, the timing at which the performance value 40 reaches the end value would vary depending on the number of over wins. However, by preventing the performance value 40 from changing when an over win occurs as in this embodiment, there is an advantage that the timing at which the performance value 40 reaches the end value does not vary significantly (the "variation" of the timing for each performance can be reduced). For example, as in this embodiment, it is easy to set it so that (in the case of an unfavorable ending) the final basic winning of a particular round (four rounds in this embodiment) causes the performance value 40 to reach the end value.
[0118] In addition, although it is an irregular case such as when the player does not continuously shoot game balls toward the big prize area 906, the unit game of the second to fourth rounds may not end due to the establishment of the winning condition (end due to the establishment of the time condition). In other words, it is possible that N (10) game balls do not win in one unit game. In this case, the effect value 40 is forcibly changed in this embodiment. For example, if only eight game balls win in the big prize area 906 in the unit game of the second round (the effect value 40 is "22") (see FIG. 27(a)), the end of the unit game of the second round (the establishment of the time condition) is used as a trigger to forcibly change the effect value 40 from "22" to "20" (see FIG. 27(b)). In other words, since the performance value 40 should be "20" at the end of the second round of unit play (if 10 game balls win), if the performance value 40 has not reached "20" at the end of the second round of unit play, the performance value 40 is forcibly changed to "20". If the determined value is set within the range to which the value is forcibly changed (in the above example, if the determined value is "21" or "20"), the change is made and a specific event is generated. Although not shown, the third round of unit play and the fourth round of unit play are controlled in the same way. In other words, since the performance value 40 should be "10" at the end of the third round of unit play, if the performance value 40 has not reached "10" at the end of the third round of unit play, the performance value 40 is forcibly changed to "10". At the end of the fourth round of the unit game, the performance value 40 should be "0", so if the performance value 40 has not reached "0" at the end of the fourth round of the unit game, the performance value 40 is forcibly changed to "0". In this way, if the second to fourth rounds of the unit game do not end due to the establishment of the winning condition, the performance value 40 may change without being triggered by the entry of a game ball into the big prize area 906. In other words, if the second to fourth rounds of the unit game end due to the establishment of the winning condition, the performance value 40 will only change due to the entry of a game ball into the big prize area 906.
[0119] It is internally predetermined whether the specific performance leads to an advantageous or unfavorable result. In this embodiment, whether the winning jackpot is a 10-round jackpot or not is not clearly notified to the player, but is determined at the time the specific performance starts. When the specific performance leads to an advantageous result, a specific event occurs while the performance value 40 reaches the end value (0) from the initial value (30) (a specific image 45 is displayed). Here, "a specific event occurs while the performance value 40 reaches the end value" may or may not include the occurrence of a specific event at the point where the performance value 40 reaches the end value. In this embodiment, when an advantageous result is reached, one of "29" to "0" is set in advance as a "decision value" (the "decision value" is determined by an internal lottery). The player cannot know the "decision value" in advance. As the specific performance progresses, the performance value 40 decreases, and a specific event occurs when the performance value 40 reaches the "decision value". For example, if the determined value is "8", when the performance value 40 is "9" (see FIG. 25(a)), a game ball enters the large prize area 906 (see FIG. 25(b)), causing the performance value 40 to change from "9" to "8" (see FIG. 25(c)), which triggers a specific event (see FIG. 25(d)).
[0120] Regarding the timing of the specific event occurring when an advantageous result is obtained, the method of predetermining a "decision value" as described above is merely one example, and other methods may be adopted as long as the timing of the specific event occurring cannot be predicted by the player (the timing of the specific event occurring can change each time). For example, when an advantageous result is obtained, a lottery may be drawn each time a game ball enters the big prize area 906 (each time the performance value 40 changes), and a specific event may be generated if the lottery is won. If the lottery is not won until the end, the specific event may be generated when the performance value 40 reaches the end value.
[0121] If the specific effect leads to an unfavorable result, the effect value 40 reaches the end value (0) without the specific event occurring (see Figures 26(a)-(c)). In other words, the effect value 40 decreases as a result of winning in the second to fourth rounds of the unit game, but the fourth round of the unit game ends without the specific event occurring. In this way, the specific effect continues until the effect value 40 reaches the end value, even if the specific event does not occur.
[0122] In the fifth round of the unit game, an effect according to the result of the specific effect is executed. In other words, if an advantageous result is achieved, an effect for advantageous result is executed, and if an unfavorable result is achieved, an effect for unfavorable result is executed. Although this is an example of such effects, in this embodiment, if an advantageous result is achieved, the jackpot game will continue after the fifth round, so an effect for advantageous result including the word "continue" is executed (see FIG. 25(e)), and if an unfavorable result is achieved, the jackpot game will end after the fifth round, so an effect for unfavorable result including the word "end" is executed (see FIG. 26(d)).
[0123] As explained above, the specific effect in this embodiment is an effect in which a specific event occurs or not while the effect value 40 reaches the end value (while the "remaining" effect value 40 is steadily decreasing), and since a change in the effect value 40 occurs as a trigger when the game ball enters the large prize area 906 (specific prize area) (the manner in which the effect value 40 changes depends on the winning situation), it is an interesting effect that is different from a general time limit effect (an effect in which a specific event occurs or not within a time limit).
[0124] 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.
[0125] Specific example 5-1 In the above embodiment, the specific performance is explained as the performance value 40 changes when the basic win occurs and does not change when the over win occurs, but it may be changed when the over win occurs. By doing so, it is possible to provide a rich performance form in which the manner of change (the speed of decrease) of the performance value 40 varies depending on the number of over wins.
[0126] However, if this example is used, it will not be possible to set the performance value 40 to reach the end value when the final basic winning of a specific round is the trigger, as in the above embodiment. In other words, the above embodiment can reduce the "fluctuation" in the timing at which the performance value 40 reaches the end value.
[0127] 〇Specific example 5-2 Although the specific performance in the above embodiment is described as being executed during a big win game, it is also possible to make it be executed during a variation performance. In this case, the area into which the game ball can enter during the variation performance is set as the area (predetermined area) that triggers the change in the performance value 40 when the game ball enters. For example, it is possible to set the start area 904 as the predetermined area. In other words, the performance value 40 can be changed by the game ball entering the start area 904. In particular, it is preferable to make it possible to generate a specific performance with the second start area 904b as the predetermined area during the variation performance in the high base state. Since the game ball easily enters the second start area 904b (predetermined area) in the high base state, it is possible to set a performance form in which the performance value 40 changes at a good tempo.
[0128] In this way, when a specific effect is executed during a variable effect, the specific effect can be made to notify or suggest a certain winning / losing lottery result (target winning / losing lottery result). For example, a specific effect can be used as a kind of reach effect that notifies the target winning / losing lottery result, such that if the target winning / losing lottery result is a jackpot, it will be an advantageous result, and if it is a loss, it will be an unfavorable result. In addition, a specific effect can be used as an effect that suggests the jackpot reliability of the target winning / losing lottery result, such that if the result is an advantageous result, the jackpot reliability of the target winning / losing lottery result is higher than if the result is unfavorable.
[0129] Specific example 5-3 In the above embodiment, it has been described that the performance value 40 changes when the basic win is won in a state where a specific event has not occurred and the performance value 40 has not reached the end value. However, the performance value 40 may not necessarily change when the basic win is won. For example, a predetermined lottery is executed when the basic win is won, and the performance value 40 changes when the predetermined lottery is won. However, in such a configuration, a situation may occur where the performance value 40 does not change at all when the predetermined lottery is not won. In other words, there is a risk that the performance value 40 does not change at a good pace, and it may not be possible to express the appearance of the "remaining" represented by the performance value 40 gradually decreasing.
[0130] 〇Specific example 5-4 The configuration is such that there is a suggestion according to the "decision value" when the specific performance leads to an advantageous result. In other words, the event that will occur afterwards is suggested according to the performance value 40 when the specific event occurs. For example, the configuration is such that there are 5-round jackpots, 8-round jackpots, and 10-round jackpots as jackpots. The result of the specific performance is determined before the end of the 5th round of the unit game, and if the result is advantageous, the possibility of a 5-round jackpot disappears, and it is determined that it will be either an 8-round jackpot or a 10-round jackpot. Although a 10-round jackpot is a more advantageous event for the player than an 8-round jackpot, the setting is such that the probability of a 10-round jackpot may be suggested in advance by the decision value. In other words, in the case where a first advantageous event and a second advantageous event that is more advantageous to the player than the first advantageous event are provided as events that are determined to occur when the specific performance leads to an advantageous result, the "decision value" may suggest the probability of the second advantageous event.
[0131] For example, when one or more specific values (e.g., "7") are set as the determined value (when a specific event occurs as a result of the performance value 40 reaching "7") (see Figure 28(a)), the setting is made such that there is a higher probability of the second advantageous event occurring than when any other value is set as the determined value (see Figure 28(b)). It may also be set such that when a specific value is set as the determined value, the occurrence of the second advantageous event is confirmed. In this way, when a specific performance occurs, while the player hopes that a specific event will occur before the performance value 40 reaches the end value, a performance form is created in which, when a specific event occurs, the player will also pay attention to the performance value 40 at the time.
[0132] 〇Specific example 5-5 The basic aspect of the performance value 40 is configured to suggest the probability of achieving a favorable result. For example, the setting is made such that the probability of achieving a favorable result is higher when the performance value 40 is in the second aspect (see FIG. 29(a-2)) than when it is in the first aspect (see FIG. 29(a-1)). Note that the difference in basic aspect here does not include the difference in the "number" itself represented by the performance value 40. For example, it is conceivable to set the color of the performance value 40 to be different between the first aspect and the second aspect (e.g., the first aspect is "blue" and the second aspect is "red"). In this way, a performance form is created that will draw the player's attention to the basic aspect of the performance value 40 as well.
[0133] The setting may be such that the performance value 40 may change from the first state to the second state while it is changing. In other words, when the performance value 40 changes from the first state to the second state (see FIG. 29 (b-1)→(b-2)), the setting is made such that there is a higher probability of a favorable result being reached than when such a change does not occur. In this way, while the performance value 40 is changing, attention is paid to the change in the basic state of the performance value 40, and a performance form is created in which a specific event is expected to occur.
[0134] 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.
[0135] 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.
[0136] In the above embodiment, a big win and a miss are set as the mode of the winning / losing lottery result, and a big win is obtained (a big win game is executed) when a big win is obtained, but a big win may be obtained via a so-called small win. Since the gameplay that allows a big win to be obtained via a small win (the gameplay of a so-called "two-type game machine") is well known, detailed explanations are omitted, but if a small win is won, for example, it is set to lead to the acquisition of a big win (except in the case of an irregular event such as a game machine malfunction or a player not playing as instructed) (a setting in which the winning of a small win and the winning of a big win can be essentially regarded as the same), the "big win" described in the above embodiment can be replaced with a "small win" (for example, the "big win probability" is the probability of winning a big win (the probability of a direct win) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "big win").
[0137] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0138] ·Means 1-1 A gaming machine comprising: an in-flight performance execution means for executing an in-flight performance from the start of the variation of a decorative pattern indicating a win / lose lottery result until the decorative pattern stops in a manner according to the win / lose lottery result; and a look-ahead performance execution means for executing a look-ahead performance which is started while a previous in-flight performance which is an in-flight performance prior to the start of a target in-flight performance which is the in-flight performance for a target win / lose lottery result is being executed and which suggests the probability that the target win / lose lottery result will be a win, wherein a plurality of types of candidate performances which may occur as the look-ahead performance are provided; and the execution modes of the look-ahead performance include a normal mode in which it is known which of the plurality of candidate performances has occurred, and a concealed mode in which it is known which of the plurality of candidate performances has occurred but it is suggested that the look-ahead performance has occurred. The gaming machine described above is capable of executing an interesting pre-reading effect (concealed mode) in which the occurrence of a pre-reading effect is suggested, but the type of effect is unknown.
[0139] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that when the pre-reading performance of the concealed mode occurs, after the target change performance has started, it becomes clear which of the multiple types of candidate performances has occurred. In this way, when a hidden type of pre-reading performance occurs, it is advisable to not reveal the type of performance until the target change begins.
[0140] ·Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that a concealed image is displayed while the pre-reading performance of the concealed mode is being executed, and the probability that the result of the target win / lose lottery will be a win is higher when a second concealed image is displayed as the concealed image than when a first concealed image is displayed. In this way, when a hidden mode pre-reading effect occurs, the effect will be such that the player will also pay attention to the type of hidden image.
[0141] ·Means 2-1 A gaming machine comprising: a display device having a display area; an effect execution means for executing an effect during the change in which a plurality of types of decorative patterns are displayed in the display area until the decorative patterns stop in a manner corresponding to the result of a win / lose lottery; and a standby state transition means for transitioning to a standby state when a predetermined standby condition is met while the during the change performance is not being executed, wherein, upon transition to the standby state, the decorative patterns change from a composite form including a main element portion for distinguishing the type and a sub-element portion associated with the main element portion to a standby form that includes one of the main element portion and the sub-element portion but does not include the other. According to the gaming machine, it is possible to clearly indicate that the game machine has entered a standby state.
[0142] ·Means 2-2 The gaming machine described in Means 2-1 is characterized in that the standby mode does not include the main element portion but includes the sub-element portion. By doing this, the main element part is hidden when the machine is in the standby state. In other words, the image showing whether the same kind of symbols (symbols with the same numbers) are lined up is not displayed, so that it is emphasized that the performance during the change is not being performed (the machine is in the standby state).
[0143] ·Means 3-1 A gaming machine having a display device with a display area, in which an instruction image is displayed in the display area when a gaming ball should be launched so that it flows down one side of the display area in order to enter a target area, and the instruction image is displayed in the display area so as to repeat a unit action including a first action exiting from a target side edge on one side of the display area and a second action entering from an opposite side edge on the opposite side, until a termination condition is met. By displaying such an instruction image, it becomes easier to understand that the player is in a situation where he or she should aim the game ball at one side of the display area.
[0144] ·Means 3-2 The gaming machine described in Means 3-1 is characterized in that a non-display period occurs between the first action and the second action in which no part of the instruction image is displayed in the display area. In this way, the pointing image that exits from the target edge will appear to return from the opposite edge.
[0145] ·Means 3-3 The gaming machine described in Means 3-1 or 3-2, wherein the unit action includes a preliminary action in which the instruction image is directed toward the opposite edge side before the first action. By doing so, the instruction image appears to move in the opposite direction once before moving towards the target edge, thus gaining momentum.
[0146] ·Means 4-1 This gaming machine is characterized in that it comprises: an operation means operable by a player and capable of vibrating automatically; and an effect execution means for executing a vibration effect in which the operation means suddenly vibrates when the player is not required to operate the operation means, which is an effect suggesting an increased probability of an advantageous event occurring that is advantageous to the player; and that a special effect can be generated when the operation means is operated while the vibration effect has occurred and the operation means is vibrating. According to the gaming machine, an interesting gaming experience can be realized in that further effects (special effects) can be generated by operating the operating means while the operating means is vibrating.
[0147] ·Means 4-2 The gaming machine described in means 4-1, wherein the special effect is not an effect in which the operation of the operating means is reflected as an image displayed on a display device. Since the vibration effect is not an effect represented by an image displayed on a display device, it is advisable to treat the special effects that may occur during the vibration effect as being similar and that the two effects have common characteristics.
[0148] ·Means 4-3 The gaming machine described in means 4-1 or 4-2 is characterized in that even if the vibration effect occurs, it is not certain that the advantageous event will occur, but if the special effect occurs, it is certain that the advantageous event will occur. By doing this, the difference between the characteristics (effect when it occurs) of the vibration effect and the special effect can be made easy to understand.
[0149] ·Means 5-1 A gaming machine comprising: a display device having a display area; and an effect execution means for executing a specific effect which may result in the occurrence of a specific event, said specific effect continuing even if said specific event does not occur until a performance value displayed in said display area reaches an end value, said performance value being triggered by a gaming ball entering a specified area and changing to approach said end value. The gaming machine can execute an interesting effect in which a performance value indicating the passage (remaining) of a period during which a specific event may occur changes when a gaming ball enters a specified area.
[0150] ·Means 5-2 The gaming machine described in means 5-1 is characterized in that if the result of the winning / losing lottery is a winning game, a specific winning area is opened, the specific presentation is executed during the winning game, and the presentation value can change to approach the end value when the gaming ball enters the specific winning area. In this way, when a specific effect is executed during a winning game, the effect value may be changed when the game ball enters a specific winning area that is opened during the winning game.
[0151] ·Means 5-3 The winning game is a unit game in which a specific winning area is opened until a closing condition is met, and the closing condition is set to be that N game balls enter the specific winning area, and the gaming machine described in means 5-2 is characterized in that the performance value does not change when the N+1th or subsequent game ball enters the specific winning area in one unit game. By doing this, the change in the performance value will not be affected by the entry of the gaming ball into the specific winning area from the N+1th ball onwards (so-called over-winning). [Explanation of symbols]
[0152] 1. Gaming machines 10 Secret image (101 First secret image 102 Second secret image) 11 Advance image 20 Instruction Images 30 Special Images 40 Performance figures 45 Specific Images 60 Push Button 65 Speaker 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 80 Decorative Designs 81 Main element part 82 Sub-element 904 starting area (904a first starting area 904b second starting area) 906 Big Winners Area 91 Display device 911 Display area 911a Target side edge 911b Opposite edge
Claims
1. A display device having a display area, An execution means for executing a specific performance that has the potential to result in a specific event occurring, Equipped with, The aforementioned specific performance is, The program continues even if the specific event does not occur, until the performance value displayed in the aforementioned display area reaches the end value. If the specified event occurs before the performance value reaches the termination value, the performance value will not reach the termination value. It is a thing, The occurrence of the aforementioned specific event is considered to result in a favorable outcome for the player, and reaching the aforementioned termination value is considered to result in a disadvantageous outcome for the player. The aforementioned performance value can change to approach the aforementioned termination value when a game ball enters a predetermined area.
2. If the result of the draw is a win, a winning game is performed in which a specific winning area is opened. The aforementioned specific performance is performed during the winning game, The gaming machine according to claim 1, characterized in that the performance value can change to approach the ending value when a game ball enters the specific winning area.
3. Even if the numerical values used for presentation represent the same numerical value, the manner in which they appear as differences in appearance may be considered the first manner, or a second manner that is different from the first manner. The gaming machine according to claim 1 or 2, characterized in that the probability of the specific event occurring afterward is higher when the performance value is displayed in the second mode than when it is displayed in the first mode.