Game machine
The gaming machine addresses the lack of engagement in announcing lottery results by using decorative patterns with character sub-elements, offering a normal and specific display mode to enhance the gaming experience.
Patent Information
- Application Number
- JP2023190780
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-08
- Publication Date
- 2025-05-20
AI Technical Summary
Existing gaming machines lack an engaging way to announce lottery results using decorative patterns with characters, failing to enhance the gaming experience.
A gaming machine that uses a combination of decorative patterns with main and sub-element portions, featuring a normal display mode where sub-element characters differ by pattern type and a specific display mode where the sub-element character remains constant across all patterns.
This approach creates an engaging gaming experience by providing an interesting visual representation of lottery results, enhancing player interaction and excitement.
Smart Images

Figure 2025078309000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] There is known a gaming machine in which decorative patterns for notifying the winner or loser of a lottery result include characters corresponding to the type of decorative pattern (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-033697 A Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of realizing an interesting gaming experience by utilizing decorative patterns including characters. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, is a gaming machine in which the result of a lottery for winning or losing is announced by a combination of multiple types of decorative patterns, the decorative patterns having a main element portion for distinguishing their type and a sub-element portion associated with the main element portion, and the display modes for the multiple types of decorative patterns include a normal display mode in which the type of character used as the sub-element portion differs depending on the type of the decorative pattern, and a specific display mode in which the character used as the sub-element portion is the same as a specific character regardless of the type of the decorative pattern. Effect of the Invention
[0006] The gaming machine according to the present invention can realize an interesting gaming experience by utilizing decorative patterns including characters. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] 13 is a diagram for explaining the gaming state (transition of the gaming state). FIG. [Figure 4] FIG. 13 is a diagram for explaining a rotation effect. [Diagram 5] FIG. 13 is a diagram for explaining the rotation effect (normal mode). [Figure 6] FIG. 13 is a diagram for explaining a rotation effect (special aspect). [Figure 7] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 8] FIG. 8 is a diagram for explaining a specific example 1-2 (an example different from FIG. 7). [Figure 9] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 10] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 11] FIG. 13A is a diagram for explaining the normal display mode, FIG. 13B is a diagram for explaining the specific display mode, and FIG. 13C is a diagram for explaining the special decorative pattern (non-special decorative pattern). [Figure 12] 13 is a diagram for explaining a display mode change presentation. FIG. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-5. [Figure 17] FIG. 13 is a diagram for explaining specific example 2-6. [Figure 18] A diagram to explain a specific pre-reading performance. [Figure 19]FIG. 13A is a diagram showing examples of various specific read-ahead modes, and FIG. 13B is a diagram showing a selection screen for the specific read-ahead modes. [Figure 20] A figure for explaining specific example 3-1 (an example in which the currently set mode is suggested by the type of suggestion image). [Figure 21] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-3. [Diagram 23] FIG. 13 is a diagram (part 1) for explaining the customization saving function. [Figure 24] FIG. 2 is a second diagram for explaining the customization saving function. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 27] FIG. 13 is a diagram (part 1) for explaining specific example 4-3. [Figure 28] FIG. 2 is a second diagram for explaining specific example 4-3. [Figure 29] FIG. 13 is a diagram for explaining mid-game effects. [Diagram 30] FIG. 13 is a diagram for explaining specific example 5-1. [Diagram 31] FIG. 13 is a diagram for explaining specific example 5-3. [Diagram 32] FIG. 13 is a diagram for explaining specific example 5-5. [Diagram 33] FIG. 1 is a diagram (part 1) for explaining specific example 5-6. [Diagram 34] FIG. 2 is a second diagram for explaining specific example 5-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. In addition, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays the game normally without performing special games). In addition, when it is said that "a gaming ball enters XX (wins)", strictly speaking, it means that the sensor installed in the XX has detected the entered gaming ball.
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.
[0010] The game area 902 is provided with a display device 91 which is the main display device, a starting area 904, a big prize area 906, an outlet, 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 stops. If 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 (three of the same kind of decorative symbols 80 in this embodiment). If a loss occurs, the combination is other than that (other than the combination that results in a jackpot). The various decorative symbols 80 include numbers, and if the numbers are the same, the symbols are the same type, and if the numbers are different, the symbols are different types. The decorative design 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 the win / lose lottery 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 the win / lose lottery 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 this embodiment, the probability of winning the win / lose lottery in the low probability state (win / lose lottery probability) is 1 / 319, and the probability of winning the win / lose lottery in the high probability state (probability change state) is 1 / 70.
[0019] In the normal game state, the player launches the game ball aiming at the first starting area 904a. In this embodiment, the 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, the so-called "right hit" is performed. In the special game state, the game ball is likely to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily.
[0020] In this embodiment, a normal jackpot and a special jackpot are provided as the jackpot. When a normal jackpot is won, the game state transitions to the normal game state after the jackpot game ends. When a special jackpot is won, the game state transitions to the special game state after the jackpot game ends. Since the special game state is a more advantageous game state than the normal game state, winning a special jackpot is a more pleasing event for the player than winning a normal jackpot. In this embodiment, a jackpot won through a first win / lose lottery (special drawing 1 lottery) executed based on first win / lose lottery information acquired by a game ball entering the first starting area 904a is a normal jackpot or a special jackpot. Since the normal game state is a game state in which a game ball is launched aiming at the first starting area 904a, a jackpot won in the normal game state can basically be either a normal jackpot or a special jackpot. The jackpot distribution (ratio of normal jackpot to special jackpot) of the jackpot won in the first win / lose lottery may be any. On the other hand, a jackpot obtained through a second winning / losing lottery (special drawing 2 lottery) based on second winning / losing lottery information obtained when the game ball enters the second starting area 904b is a special jackpot (there is no possibility of a normal jackpot). Since the special game state is a game state in which the game ball is launched aiming at the second starting area 904b, a jackpot obtained in the special game state is basically a special jackpot.
[0021] The special game state ends when the winning / losing lottery result is a miss a predetermined number of times (100 times in this embodiment). When the special game state ends, the game state transitions to the normal game state. If the special jackpot is won before the predetermined number of consecutive misses after transitioning to the special game state, the game state transitions again to the special game state (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 special jackpot before the predetermined number of consecutive misses after transitioning to the special game state (ST number (continuation number) = 100 times). Note that the various effects and the like described in the following description can occur even in the case of different game properties (specifications), except for those that are established on the premise of the game properties (specifications). As a different game property (specification), for example, a so-called probability loop machine can be considered. Also, a V probability variable machine can be considered. It is also possible to configure the game state to be set in a manner different from the normal game state and the special game state, 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.
[0022] 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, all jackpots (regular jackpots and special jackpots) are 10-round jackpots.
[0023] 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.
[0024] 2-1) Rotation performance In this embodiment, a spin effect (see Figs. 4 to 6) can be executed as an effect constituting the effect during change. The spin effect can occur as an effect constituting the effect during change in a normal game state, but may also occur as an effect constituting the effect during change in a special game state. In the following explanation of the spin effect, the effect during change including the spin effect is sometimes referred to as the target change, and the winning / losing lottery result corresponding to the target change is sometimes referred to as the target winning / losing lottery result.
[0025] The rotation effect in this embodiment occurs after a reach is established (it is a type of so-called super reach effect). In this embodiment, the reach is established when the left decorative pattern 80L selected and displayed from the left decorative pattern group 80gL and the right decorative pattern 80R selected and displayed from the right decorative pattern group 80gR are the same type of decorative pattern 80 (see FIG. 4(a)). Hereinafter, the same type of decorative pattern 80 (decorative pattern 80 constituting the reach) may be referred to as a reach pattern. In this embodiment, when a reach is established, the reach patterns (left decorative pattern 80L and right decorative pattern 80R) are in a pseudo-stop state (a state in which the player sees them as stopped but they are slightly swaying). The reach patterns may be configured to be completely stopped when a reach is established.
[0026] The rotation effect is an effect in which the effect element 10 is displayed as if rotating (see FIG. 4(b)). The effect element 10 includes a first image 11 and a second image 12 displayed as if it is on the back side of the first image 11. The first image 11 and the second image 12 include decorative patterns 80 (in this embodiment, the first image 11 and the second image 12 include a middle decorative pattern 80C, which is a decorative pattern 80 other than the left decorative pattern 80L and the right decorative pattern 80R, which are the reach patterns). The first image 11 includes a decorative pattern 80 of the same type as the reach pattern. For example, when the reach pattern is a decorative pattern 80 of "6" (a decorative pattern 80 including the number "N" is written as "decorative pattern 80 of "N"), the first image 11 includes a decorative pattern 80 of "6". On the other hand, the second image 12 includes a decorative pattern 80 of a different type from the reach pattern. In this embodiment, it is assumed to include the decorative pattern 80 immediately preceding the decorative pattern 80 that is set as the reach pattern in the prescribed order. When the reach pattern is the decorative pattern 80 of "6", the second image 12 is assumed to include the decorative pattern 80 of "5" immediately preceding the decorative pattern 80 of "6" in the prescribed order. Note that the prescribed order here refers to the normal variable display order. In this embodiment, the decorative patterns 80 are displayed in a variable manner in numerical order (note that the decorative pattern 80 of "7", which is the largest number, is followed by the decorative pattern 80 of "1", which is the smallest number), so the numerical order is assumed to be the prescribed order.
[0027] The rotation axis C (virtual rotation axis) of the production element 10 is set along a planar direction (a surface direction perpendicular to the front-rear direction). In this embodiment, the rotation axis C is set along the up-down direction. When the production element 10 rotates, the range in which one of the first image 11 and the second image 12 is displayed becomes larger or smaller (see FIG. 4(b) and the like). In addition, when one of the first image 11 and the second image 12 faces straight toward the player, the other is not displayed (cannot be seen) at all. When the production element 10 rotates 180 degrees, the relationship between the first image 11 and the second image 12 is reversed. In the following description, a state in which the first image 11 faces straight toward the player and the second image 12 is not displayed (a state in which the first image 11 is displayed directly in front) is referred to as a first display state, and a state in which the second image 12 faces straight toward the player and the first image 11 is not displayed (a state in which the second image 12 is displayed directly in front) is referred to as a second display state.
[0028] In the present embodiment, the spin effect may be a normal mode or a special mode. Since the normal mode is the "default", the probability of the normal mode being the normal mode is higher than the probability of the special mode being the special mode. Preferably, when a spin effect occurs, the normal mode is the most likely to occur in 90% or more cases.
[0029] The normal spinning performance leads to either an advantageous ending that is advantageous to the player or an unfavorable ending that is disadvantageous to the player. If the result of the target winning / losing lottery is a big win, an advantageous ending may be reached (if the result of the target winning / losing lottery is a miss, there is no possibility of an unfavorable ending), and if the result of the target winning / losing lottery is a miss, an unfavorable ending may be reached (if the result of the target winning / losing lottery is a big win, there is no possibility of an unfavorable ending).
[0030] The flow of the normal spin performance is as follows. Before the spin performance starts, it is shown that a reach has been achieved (see FIG. 4(a)). After that, at the beginning of the spin performance, the performance element 10 spins, and it is shown that one side surface has a decorative pattern 80 (first image 11) of the same type as the reach pattern, and the other side surface has a decorative pattern 80 (second image 12) of a different type from the reach pattern (see FIG. 4(b)). At this stage, if the decorative pattern 80 of the same type as the reach pattern is displayed, the player can sense that it is a win. Note that, in the spin performance, the two reach patterns are displayed on the left and right sides of the display area 911, so the player can understand that a reach has been achieved.
[0031] After that, a "teasing effect" (a "teasing" that suggests to the player that either the first display state or the second display state is likely to occur) occurs (see FIG. 4(c)), in which a situation that is likely to become the first display state (see FIG. 4(c-1)) and a situation that is likely to become the second display state (see FIG. 4(c-2)) are repeated (see FIG. 4(c)). After the teasing effect, if a favorable ending is achieved, the first display state is achieved and the rotation of the performance element 10 stops (see FIG. 5(a-1)). That is, a state in which the same type of decorative pattern 80 as the reach pattern included in the first image 11 is displayed is achieved. Then, the target variation ends with a state in which three of the same decorative patterns 80 (a big win combination) are displayed (see FIG. 5(a-2)). On the other hand, if a disadvantageous ending is achieved, the second display state is achieved and the rotation of the performance element 10 stops (see FIG. 5(b-1)). That is, a state in which a decorative pattern 80 of a different type from the reach pattern included in the second image 12 is displayed is achieved. Then, the target variation ends when a so-called reach-miss combination (the decorative patterns 80L and 80R on the left and right are the same type, but the center is different) is displayed (see Figure 5(b-2)).
[0032] In this way, the normal rotation presentation is one in which either the first image 11 or the second image 12 is displayed (the other is not displayed), thereby indicating that the player is in an advantageous situation (advantageous ending) or that the player is in an unfavorable situation (unfavorable ending). The first image 11 and the second image 12 are presented as options, and one of them is selected (the first display state indicates that the first image 11 has been selected, and the second display state indicates that the second image 12 has been selected) can also be considered as the normal rotation presentation.
[0033] On the other hand, the rotation performance of the special mode is the same as the normal mode until the above-mentioned provocative performance occurs. After the above-mentioned provocative performance, neither the first display state nor the second display state is reached, and the rotation of the performance element 10 stops in an intermediate state between the first display state and the second display state (see FIG. 6(a)). Since the performance element 10 is (virtually) rotated 180 degrees to reach from one of the first display state and the second display state to the other, the intermediate state is a state rotated approximately 90 degrees from the first display state (approximately -90 degrees from the second display state). If the first display state and the second display state are states in which the performance element 10 faces "front", then the intermediate state can be said to be a state in which the performance element 10 faces "sideways".
[0034] In the rotation effect, the effect element 10 including the first image 11 and the second image 12 displayed as if it exists behind the first image 11 rotates, so the player predicts that the first display state in which the first image 11 is displayed (the second image 12 is not displayed) (see FIG. 5(a-1)) will be reached, or the second display state in which the second image 12 is displayed (the first image 11 is not displayed) (see FIG. 5(b-1)) will be reached (the normal state will be reached) (the player predicts that the first image 11 will be selected or the second image 12 will be selected). In such a case, when a rotation effect of a special mode occurs, the rotation of the effect element 10 stops halfway (see FIG. 6(a)) when the first image 11 is neither directly in front nor the second image 12 is directly in front, which gives a surprise to the player who predicts that the normal state will be reached (reaching an advantageous or unfavorable ending).
[0035] After the rotation of the presentation element 10 stops in the middle of the game, the presentation may proceed in any way. In this embodiment, after the rotation of the presentation element 10 stops in the middle of the game, a special presentation (a presentation that will not occur unless a special type of rotation presentation occurs) occurs suddenly (see FIG. 6(b)). In this embodiment, if the result of the target winning / losing lottery is not a jackpot, the special type of rotation presentation does not occur. In the special presentation, a special image indicating that the player is in an advantageous situation is displayed, followed by the display of three identical decorative symbols 80 (see FIG. 6(c)).
[0036] In this embodiment, when the target winning / losing lottery result is a big win, the target variation includes a rotation effect leading to a favorable ending in the normal mode, or a rotation effect leading to a special mode. On the other hand, when the target winning / losing lottery result is a loss, the target variation includes a rotation effect leading to an unfavorable ending in the normal mode.
[0037] Here, in this embodiment, it is considered that the special mode of the spin performance is more advantageous to the player than the normal mode. In the normal mode of the spin performance, it is more advantageous to the player if it reaches a favorable ending than an unfavorable ending, and it is considered that the special mode is more advantageous to the player than the favorable ending. It is sufficient that the expected value of the profit (balls) obtained by the player is higher when the spin performance reaches a special mode than when it reaches a normal mode (favorable ending). There are various methods for setting such a difference in expected value. In this embodiment, when the spin performance reaches a special mode, the target winning / losing lottery result is determined to be a special jackpot (see FIG. 6(c)), but when the normal mode (favorable ending) is reached, it is not determined to be a special jackpot, and there is a possibility of a normal jackpot (see FIG. 6(a-2)). In this way, it is a performance form in which the special mode, which is an "irregular" mode (ending), is the most favorable result of the spin performance for the player.
[0038] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc. of the above-mentioned rotation performance will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0039] 〇Specific example 1-1 The spin effect in the above embodiment has been described as a type of super reach effect that notifies the result of the target winning / losing lottery (leading to a conclusion according to the result of the target winning / losing lottery), but it does not have to be something that notifies the result of the target winning / losing lottery (it does not have to be configured so that the result of the spin effect determines the result of the target winning / losing lottery). For example, it may be something that suggests the probability (reliability) that the result of the target winning / losing lottery is a jackpot. When doing as in this example, it is preferable that the first image 11 and the second image 12 do not include the decorative pattern 80 (see specific example 1-2).
[0040] In the normal mode of rotation presentation, the reliability is set to be higher when the rotation of the presentation element 10 stops in the first display state than when the rotation of the presentation element 10 stops in the second display state. In the case of a special mode of rotation presentation, the reliability is set to be higher than when the normal mode of rotation presentation (first display state) occurs.
[0041] In the case of a normal mode, the result of the target winning / losing lottery is not determined, but in the case of a special mode of spinning performance, the result of the target winning / losing lottery is determined to be a big win (confidence = 100%). In this way, when the spinning performance becomes a special mode, it becomes a performance form that functions as a premium pattern.
[0042] 〇Specific example 1-2 Although it has been described that the first image 11 and the second image 12 in the above embodiment include the decorative pattern 80, they do not have to include such a decorative pattern 80. It is sufficient that the first image 11 includes an element suggesting an event that occurs when the rotation of the performance element 10 stops in the first display state (the situation when the first display state is reached), and the second image 12 includes an element suggesting an event that occurs when the rotation of the performance element 10 stops in the second display state (the situation when the second display state is reached).
[0043] For example, the first image 11 includes the word "Development," and when the rotation of the performance element 10 stops in the first display state, a development performance occurs after the rotation performance (there remains a possibility that the result of the target winning / losing lottery is a jackpot) (see FIG. 7(a)(b-1)). The second image 12 includes the word "Unfortunate," and when the rotation of the performance element 10 stops in the second display state, a development performance does not occur after the rotation performance (so that the result of the target winning / losing lottery is confirmed to be a loss) (see FIG. 7(a)(b-2)). When a special mode occurs, a performance different from the development performance (a special performance) is executed (see FIG. 7(a)(c)).
[0044] The possibility that the target winning / losing lottery result will be a jackpot may remain whether the rotation stops in the first display state or the second display state. For example, the first image 11 includes the letter "A", and when the rotation of the performance element 10 stops in the first display state, the development performance A occurs after the rotation performance (see FIG. 8(a)(b-1)). The second image 12 includes the letter "B", and when the rotation of the performance element 10 stops in the second display state, the development performance B occurs after the rotation performance (see FIG. 8(a)(b-2)). If the development performance A is set to be more reliable than the development performance B, it is more advantageous for the player to stop the rotation of the performance element 10 in the first display state than to stop the rotation of the performance element 10 in the second display state. When a special mode is reached (see FIG. 8(a)(c)), a performance (exclusive performance) different from the development performance A and the development performance B is executed (see FIG. 8(a)(c)).
[0045] 〇Specific example 1-3 Although it has been explained that the normal rotation effect leads to the first display state or the second display state, it may be determined that either the first display state or the second display state will be reached. In other words, it may be determined that either the first image 11 is displayed (first display state) or the second image 12 is displayed (second display state) will be reached to the player, but it may be determined that either one state will be reached and the other state will not be reached. Even in this way, it will look to the player as if either the first image 11 or the second image 12 will be selected, so that when the special mode is reached (when the rotation of the effect element 10 stops in the middle of the process), the effect will surprise the player.
[0046] 〇Specific example 1-4 The performance element 10 that rotates in the rotation performance is made to look like an object with thickness. Specifically, it is as follows. The performance element 10 has a main body in a form in which a first object 10a having thickness and a second object 10b having thickness are pasted back to back with their backsides touching (see FIG. 9(a)). Therefore, there is a boundary (boundary line 10L) between the first object 10a (its backside) and the second object 10b (its backside). The first image 11 is displayed on the front side (the surface opposite the backside) of the first object 10a. The second image 12 is displayed on the front side (the surface opposite the backside) of the second object 10b.
[0047] Because the presentation element 10 is configured in this manner, the midway state is a state in which the side (surface in the thickness direction) of the first object 10a and the side (surface in the thickness direction) of the second object 10b, as well as the boundary between both sides, are displayed (see FIG. 9(c)) (note that the side and boundary are not displayed (invisible) in the first display state or the second display state (see FIG. 9(b-1)(b-2))). Since such a state in which the "side" is visible is an incomplete state and it is difficult to predict that the rotation of the presentation element 10 will stop at this point, the halt of rotation in this midway state is an unexpected event for the player.
[0048] Specific example 1-5 (an example that further embodies specific example 1-4) When a special rotation effect occurs, the following special effect (post-event effect that occurs only when a special rotation effect occurs) occurs. As described above, the rotation of the effect element 10 stops halfway and the boundary portion is displayed (see FIG. 10(a)). After that, an effect that separates the boundary portion occurs (see FIG. 10(b)). That is, the first object 10a (side surface) and the second object 10b (side surface) are displaced so as to move away from each other, and a predetermined image (special image 15) appears between them. The special image 15 indicates that the situation is favorable to the player. If the setting is such that the result of the target winning / losing lottery is determined to be a jackpot as in the above embodiment, it is possible to display a predetermined character indicating the acquisition of a jackpot (congratulating the acquisition of a jackpot) as the special image 15 (see FIG. 10(c)(d)). If such a character is displayed, it is preferable to use an effect form in which the first object 10a and the second object 10b appear to be separated by the action of the character (see FIG. 10(b)).
[0049] In this way, when a special type of rotation effect occurs, a special effect occurs in which the first object 10a (having the first image 11 displayed on its surface) and the second object 10b (having the second image 12 displayed on its surface) are pulled apart and the special image 15 is displayed, resulting in a flow of effect that makes it easy to understand that neither the first image 11 (first object 10a) nor the second image 12 (second object 10b) was selected.
[0050] 2-2) Display mode change effect The basic aspect of the variation performance differs depending on the set "stage" (also called mode, etc.). In this embodiment, during the variation performance executed in a state where a predetermined stage called "character stage" is set, the decorative pattern 80 is displayed in a composite manner. Note that the decorative pattern 80 may be displayed in a composite manner regardless of whether or not it is in a predetermined performance stage.
[0051] 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 will be different. In this embodiment, the main element portion 81 is a portion including "numbers." The sub-element portion 82 is a portion representing characters. Regardless of the sub-element portion 82, if the main element portion 81 (numbers) is the same, the patterns are of the same type, and if they are different, the patterns are of different types.
[0052] As display modes (display styles) of the multiple types of decorative patterns 80 in a composite form, a normal display mode (see FIG. 11(a)) and a specific display mode (see FIG. 11(b)) are provided. In other words, when the multiple types of decorative patterns 80 are displayed in a composite form, they are in a state of being displayed in the normal display mode or in a state of being displayed in the specific display mode. In both the normal display mode and the specific display mode, each decorative pattern group 80g including the multiple types of decorative patterns 80 is displayed in a variably numerical order.
[0053] The normal display mode (see FIG. 11(a)) is a display mode in which the type of character, which is the sub-element part 82, differs according to the type of decorative pattern 80. The type of decorative pattern 80 is determined by the numbers contained in the pattern, so the type of character associated with each number is different. The various characters may change in appearance within a range in which the player can understand that they represent the same type of thing (the same applies below). Since there are seven types of decorative pattern 80 in this embodiment, seven different characters are prepared. In this embodiment, seven characters (characters A to G) that appear in the original work that served as the motif for the gaming machine are prepared (in the drawings, the various characters are represented by the letters "A" to "G"). In the following description, the term "corresponding character" refers to the characters of the various decorative patterns 80 in the normal display mode. The decorative pattern 80 for "1" corresponds to character A, the decorative pattern 80 for "2" corresponds to character B, the decorative pattern 80 for "3" corresponds to character C, ... and the decorative pattern 80 for "7" corresponds to character G.
[0054] The specific display mode (see FIG. 11(b)) is a display mode in which the character serving as the sub-element portion 82 is a common specific character regardless of the type of decorative pattern 80. In this embodiment, the character G is the specific character. In other words, when in the specific display mode, the character G is attached to any of the decorative patterns 80 "1" to "7" (characters A to F are not displayed).
[0055] Among the multiple kinds of decorative patterns 80, the decorative pattern 80 of "7" is a special decorative pattern 80t (other decorative patterns 80 of "1" to "6" are not special decorative patterns 80t (non-special decorative patterns 80u)). When a reach is achieved by the special decorative pattern 80t (decorative pattern 80 of "7") in a certain variation (a state in which the decorative patterns 80 selected from two of the three decorative pattern groups 80g are the same type), the probability (reliability) of the winning lottery result being a win is set to be higher than when a reach is achieved by the non-special decorative pattern 80u (any of the decorative patterns 80 of "1" to "6") (see FIG. 11(c)). In other words, the special decorative pattern 80t is set as a pattern that indicates a so-called chance up when a reach is achieved, more so than the non-special decorative pattern 80u.
[0056] In addition, the expected value of the profit (balls) obtained by the winning jackpot is set to be larger when the winning / losing lottery result is notified as a jackpot by three special decorative symbols 80t (jackpot combination) than when the winning / losing lottery result is notified as a jackpot by three non-special decorative symbols 80u. In this embodiment, when the winning / losing lottery result is notified as a jackpot by three special decorative symbols 80t (jackpot combination), the jackpot is determined to be a special jackpot, whereas when the winning / losing lottery result is notified as a jackpot by three non-special decorative symbols 80u, the jackpot may be a normal jackpot (it may be either a special jackpot or a normal jackpot).
[0057] In this way, the "7" decorative pattern 80 (special decorative pattern 80t) is set as a "valuable pattern" for the player compared to the other decorative patterns 80 (non-special decorative patterns 80u). Therefore, the "character G" corresponding to the "7" decorative pattern 80 is given the impression of being a "valuable character" compared to other characters. In this embodiment, the character G, which is the "valuable character," is set as a specific character, and in the specific display mode, the character G is attached as a sub-element portion 82 regardless of the type of decorative pattern 80.
[0058] When the decorative pattern 80 is displayed in a composite manner, it is basically in the normal display mode (the normal display mode is the "default"). In this embodiment, a display mode change effect (see FIG. 12) that changes from the normal display mode to a specific display mode may occur. The display mode change effect occurs as a so-called chance-up effect. It is set so that the reliability of the winning / losing lottery result (target winning / losing lottery result) corresponding to a certain change (target change) is higher when the display mode change effect occurs due to the change (target change) than when the change does not occur.
[0059] In this embodiment, a change from normal display mode to specific display mode occurs at approximately the same time as the start of the target change (see FIG. 12(b)→(c)). In other words, when the change starts, all of the displayed characters change to specific characters (character G). From the player's perspective, when the change starts and the various decorative patterns 80 are accompanied by a change to a common specific character, this is a presentation form in which the player realizes that the change is an opportunity. Note that in this embodiment, the end of the target change is the trigger for returning to normal display mode. In other words, the specific display mode is used from the start to the end of the target change.
[0060] In this way, the gaming machine 1 of this embodiment can execute an interesting presentation (display mode change presentation) in which the character designated as the sub-element part 82 changes from a normal display mode in which the character designated as the sub-element part 82 differs for each type of decorative pattern 80, to a specific display mode in which the character designated as the sub-element part 82 is a constant specific character regardless of the type of decorative pattern 80.
[0061] In the special display mode, a special character (character G) that corresponds to the special decorative pattern 80t (decorative pattern 80 of "7") that is most valuable to the player is displayed in association with each decorative pattern 80, so it is easy to understand that the change from the normal display mode to the special display mode is a so-called chance increase.
[0062] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned display mode change performance will be described. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.
[0063] 〇Specific example 2-1 In the specific display mode, the appearance of the specific character, which is the sub-element part 82, differs for each type of decorative pattern 80. In other words, while maintaining that the sub-element part 82 is common to the specific characters regardless of the type of decorative pattern 80, the appearance of the specific character differs for each type of decorative pattern 80 (see FIG. 13). There are various methods for setting the difference in the appearance of the specific character. It is conceivable to create the difference in appearance by varying the pose, outfit (clothes, etc.), color, etc. of the specific character (FIG. 13 shows an example of different "poses").
[0064] By doing this, it is possible to clearly distinguish between the types of decorative patterns 80 while retaining the characteristic of the specific display mode in which a specific character is commonly used as the sub-element part 82 regardless of the type of decorative pattern 80.
[0065] 〇Specific example 2-2 The specific character is different from any of the characters displayed as the sub-element portion 82 in the normal display mode. For example, if the normal display mode is the same as the above embodiment (the sub-element portions 82 of the decorative patterns 80 of "1" to "7" are characters A to G) (see FIG. 14(a)), then in the specific display mode, character H (a different type of character from any of characters A to G) is displayed as the specific character as the sub-element portion 82 of the decorative patterns 80 of "1" to "7" (see FIG. 14(b)). Character H can also be said to be a "character dedicated to the specific display mode."
[0066] In this way, the character that is not displayed in the normal display mode is displayed as a specific character in the specific display mode, so the difference between the normal display mode and the specific display mode becomes clearer (it is easy to understand that the display mode has changed to the specific display mode). However, unlike the above embodiment, the character (character G) corresponding to the special decorative pattern 80t (decorative pattern 80 of "7") is not configured as a specific character, so the effect of impressing the specific character as a "valuable character" compared to other characters is not easily expressed.
[0067] 〇Specific example 2-3 The type of character designated as the specific character in the specific display mode (display mode change presentation) can be changed. For example, as in the above embodiment, the first specific display mode (see FIG. 15(b-1)) may be set in which character G is designated as the specific character, and the second specific display mode (see FIG. 15(b-2)) may be set in which character C is designated as the specific character. The display mode change presentation is set so that the reliability of the target winning / losing lottery result is higher when either the first specific display mode or the second specific display mode is selected than when the other mode is selected. In this way, when the specific display mode is selected, the presentation is such that the player will pay attention to what type of character is designated as the specific character.
[0068] The reliability of the first specific display mode and the second specific display mode is preferably set according to the reliability when the reach is achieved in the normal display mode. For example, in the normal display mode, the reliability is higher when the reach of the decorative pattern 80 of "7" is achieved than when the reach of the decorative pattern 80 of "3" is achieved. In light of this, since the character G corresponding to the decorative pattern 80 of "7" is given the impression of being a more valuable character than the character C corresponding to the decorative pattern 80 of "3", the display mode change performance may be set to be more reliable when the first specific display mode (see FIG. 15(b-1)) in which the character G is the specific character is set is set than when the second specific display mode (see FIG. 15(b-2)) in which the character C is the specific character is set.
[0069] 〇Specific example 2-4 In the above embodiment, it was explained that in the specific display mode, the sub-element parts 82 of all of the multiple types of decorative patterns 80 contained in each decorative pattern group 80g (all of the decorative patterns 80 "1" to "7") are set as specific characters, but the configuration may also be such that two or more types of sub-element parts 82 that are a part of the multiple types of decorative patterns 80 are set as specific characters.
[0070] Even in this example, the sub-element parts 82 of two or more kinds of decorative patterns 80 are common characters (specific characters), so the player can understand that the state is different from normal (normal display mode). However, the configuration in which all the sub-element parts 82 of the multiple kinds of decorative patterns 80 are specific characters as in the above embodiment has the advantage that it is clear that the specific display mode is in effect (it is easy for the player to notice).
[0071] Of the multiple types of decorative patterns 80, decorative patterns 80 whose sub-element parts 82 are specific characters and decorative patterns 80 whose sub-element parts 82 are not specific characters may be distinguished based on a predetermined condition. For example, in a setting where a jackpot announced by a triplet of odd-numbered decorative symbols 80 (decorative symbols 80 of "1", "3", "5", and "7") has a higher expected profit (balls) enjoyed by the player than a jackpot announced by a triplet of even-numbered decorative symbols 80 (decorative symbols 80 of "2", "4", and "6") (for example, in a so-called probability variable loop machine, a triplet of odd-numbered decorative symbols 80 determines that the game state after the jackpot game ends in a probability variable state, but a triplet of even-numbered decorative symbols 80 does not determine that the game state after the jackpot game ends in a probability variable state), the sub-element part 82 of the odd-numbered decorative symbols 80 is a specific character, and the sub-element part 82 of the even-numbered decorative symbols 80 is not a specific character (same as in the normal display mode). In other words, it is conceivable that two or more kinds of "high-value symbols" include a specific character to clearly distinguish them from other symbols.
[0072] 〇Specific example 2-5 In the target change, the timing at which the display mode change performance occurs is not fixed. In other words, the change from the normal display mode to the specific display mode can occur at any of a number of candidate timings. For example, the following three candidate timings are set: (1) almost simultaneously with the start of the target change, (2) 5 seconds after the start of the target change, and (3) when a reach is achieved (FIG. 16 shows an example in which a change to the specific display mode occurs when a reach is achieved).
[0073] In the case of this example, the timing of the change to the specific display mode may indicate the reliability of the target winning / losing lottery result. For example, the later the timing of the change to the specific display mode (display mode change presentation) in the target change, the higher the reliability. By doing so, when a change to the specific display mode occurs, the presentation will be such that the player will pay attention to the timing.
[0074] Furthermore, when doing as in this example, it is advisable to make it possible for an effect (change notification effect) to occur to inform the player of the occurrence of a change to a specific display mode (display mode change effect) (see FIG. 16(c); an image of "G appears" is displayed as the change notification effect). If the timing of the change is uncertain, there is a high risk that the player will not notice that a change has occurred, so it is advisable to have a change notification effect occur to reduce this risk. The change notification effect should be something that gives the player a chance to notice that a change has occurred in the sub-element section 82 (it can be said that the change notification effect is a "dedicated effect" that will not occur unless a display mode change effect occurs).
[0075] 〇Specific example 2-6 The display mode change effect can occur as a so-called look-ahead effect (the look-ahead effect itself is well known, so a detailed explanation will be omitted). If one or two or more consecutive changes (changes used in the look-ahead effect) that are executed before the target change are taken as the future changes, the specific display mode is maintained from the future change to the target change (the specific display mode is maintained at least across the target change and the change immediately before it) (see Figures 17(a)(b)(c-1)). In this way, an easy-to-understand effect can be achieved in which the continuation of the specific display mode indicates the continuation of the look-ahead effect.
[0076] In addition, when performing as in this example, it is also possible to make it possible for a "false" pre-reading effect to occur, in which the specific display mode ends before the target change occurs (the specific display mode ends at a future change) (see Figs. 17(a)(b)(c-2)). In this case, if the specific display mode continues until the target change (see Fig. 17(c-1)), the chances increase, and if it does not continue (see Fig. 17(c-2)), the chances do not increase. It is also possible to set it so that if the specific display mode does not continue until the target change, the result of the target win / lose lottery is confirmed as a loser.
[0077] 2-3) Specific look-ahead mode The gaming machine 1 according to the present embodiment can execute a specific look-ahead performance as a kind of look-ahead performance. In the present embodiment, the specific look-ahead performance can occur in a normal game state, but it may also occur in a special game state.
[0078] The specific look-ahead performance is a performance that may occur when new reserved information (pre-change reserved information) is acquired (see FIG. 18). In other words, it is a so-called winning time pre-reading performance that may occur (see FIG. 18(c)) approximately simultaneously (at a timing that the player feels is occurring simultaneously with the start winning) with a new "start winning" (see FIG. 18(b)). It is also called a pre-reading performance (pre-notice), etc. This type of performance itself is publicly known. In addition, the specific look-ahead performance in this embodiment may occur in a normal game state, and since the normal game state is a state in which the game ball should be launched toward the first starting area 904a, the reserved information in the specific look-ahead performance refers to the first pre-change reserved information (special chart 1 reserved). In the following description, the reserved information (pre-change reserved information) that triggered the specific look-ahead performance may be referred to as the target reserved information, and the reserved pattern (pre-change reserved pattern 72) corresponding to the target reserved information may be referred to as the target reserved pattern (in the drawings, the target reserved pattern is indicated with a "T").
[0079] The specific pre-reading effect suggests that the reliability of the winning / losing lottery result (target winning / losing lottery result) corresponding to the target reserved information has increased (chance increase). In other words, when new reserved information is acquired, if the specific pre-reading effect occurs, the probability that the target winning / losing lottery result will be a jackpot is higher than if it does not occur.
[0080] In this embodiment, the specific look-ahead performance occurs when a specific sound is output from speaker 65 in response to acquisition of target pending information (see FIG. 18(c)). The specific sound is a sound (dedicated sound) that is not output unless a specific look-ahead performance occurs. In the case of such a "dedicated performance", the specific aspect of the specific look-ahead performance is not limited to the output of a sound. For example, the specific look-ahead performance may occur when a specific image is displayed in display area 911 (not an image that is displayed even if the specific look-ahead performance does not occur). In addition, the specific look-ahead performance may occur when a light-emitting device emits light in a specific light-emitting mode (not a light-emitting mode that occurs even if the specific look-ahead performance does not occur).
[0081] The specific pre-reading performance in this embodiment is terminated (temporarily executed) in a certain time (2 seconds in this embodiment) after the target reservation information is acquired, and is not executed by the change (target change) that notifies the target winning / losing lottery result. However, after the target reservation information is acquired, the specific pre-reading performance may continue until the target change starts or until the middle of the target change.
[0082] In this embodiment, the player can change the occurrence probability (reliability) of the specific look-ahead performance. Specifically, a plurality of specific look-ahead modes are provided (see FIG. 19(a)), and the specific look-ahead mode arbitrarily selected by the player is actually set. The specific look-ahead performance determines whether or not to execute the specific look-ahead performance depending on the currently set specific look-ahead mode (in the following description, the currently set specific look-ahead mode may be referred to as the "currently set mode").
[0083] Any method for selecting the current setting mode may be used. In this embodiment, a desired specific read-ahead mode can be selected as the current setting mode by operating the operating means (push button 60 or cross key 61) during a standby state in which no performance is being performed during fluctuation (see FIG. 19(b)). It is preferable that an explanatory image showing the characteristics of various specific read-ahead modes is displayed on the selection screen for selecting the current setting mode. Unlike this embodiment, it may be possible to change the specific read-ahead mode during fluctuation.
[0084] The specific pre-reading performance in this embodiment is configured to determine the reliability of the target winning / losing lottery result according to the "consumption order" at the time when the target reserved information is acquired. The reliability differs depending on which of the multiple specific pre-reading modes is set. The "consumption order" is the order of the reserved information (pre-change reserved information) stored in the storage means, counted from the earliest notification of the corresponding winning / losing lottery result. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) is four, so there are four consumption orders. Hereinafter, they are referred to as consumption order 1 (reserved 1), consumption order 2 (reserved 2), consumption order 3 (reserved 3), and consumption order 4 (reserved 4) from the earliest.
[0085] In this embodiment, the following specific read-ahead modes are provided. Note that only some of the various specific read-ahead modes described below may be provided. Also, two or more different modes that correspond to a certain specific read-ahead mode may be provided (for example, a configuration in which two or more modes that are included in the category of the first specific read-ahead mode but have different specific contents are provided).
[0086] <First specific read-ahead mode> This is a mode in which the later the consumption order of the target reserved pattern at the time the target reserved information is acquired (hereinafter, sometimes simply referred to as the consumption order), the higher the reliability of the target winning / losing lottery result (see FIG. 19(a-1)). In other words, the more reserved information (reserved patterns already displayed) that has already been acquired just before the specific pre-reading performance occurs, the more you can expect for the target winning / losing lottery result.
[0087] Preferably, the reliability value that increases as the consumption order of the target reserved pattern at the time the target reserved information is acquired becomes later by one is approximately the same (increases approximately evenly) (the example shown in Figure 19 (a-1) is an example in which the reliability increases by approximately 15% as the consumption order becomes later by one. Note that approximately the same reliability means that the probability values (integer values) rounded to the first decimal place are the same (same below)). By doing this, it becomes an easy-to-understand mode in that the reliability increases to an approximately constant level as the consumption order becomes later by one.
[0088] <Second specific read-ahead mode> This is a mode in which the earlier the target reserved pattern is consumed (hereinafter, sometimes simply referred to as the consumption order) at the time the target reserved information is acquired, the higher the reliability of the target winning / losing lottery result (see FIG. 19(a-2)). In other words, the fewer the number of reserved information (already displayed reserved patterns) that have already been acquired just before the specific pre-reading performance occurs, the more you can expect for the target winning / losing lottery result.
[0089] Preferably, the reliability value that increases as the consumption order of the target reserved symbol at the time the target reserved information is acquired becomes earlier by one is made to be approximately the same (increases approximately evenly) (the example shown in FIG. 19(a-2) is an example in which the reliability increases by approximately 10% as the consumption order becomes earlier by one). By doing so, it becomes an easy-to-understand mode in that the reliability increases to an approximately constant level as the consumption order becomes earlier by one.
[0090] <Third specific read-ahead mode> If the consumption order of the target reserved pattern at the time when the target reserved information is acquired is Na or more (where Na≧2), the reliability is approximately the same. In the example shown in FIG. 19(a-3), if the consumption order is 3 or more (consumption order 3, consumption order 4), the reliability is 66%, which is approximately the same. In this way, it becomes an easy-to-understand mode in that there is a certain reliability if the consumption order is a certain value or more.
[0091] <Fourth specific read-ahead mode> If the consumption order of the target reserved pattern at the time when the target reserved information is acquired is Nb or less (where Nb≦3), the reliability is approximately the same in this mode. In the example shown in FIG. 19(a-4), if the consumption order is 2 or less (consumption order 1, consumption order 2), the reliability is 33%, which is approximately the same. In this way, it becomes an easy-to-understand mode in that there is a certain reliability if the consumption order is below a certain value.
[0092] <Fifth specific read-ahead mode> If the consumption order of the target reserved pattern at the time when the target reserved information is acquired is a specific order, the target winning / losing lottery result is determined to be a jackpot (reliability = 100%) (see FIG. 19(a-5)). Of all the consumption orders (consumption orders 1 to 4), some of the consumption orders are set to specific orders (not all consumption orders are set to specific orders). Two or more consumption orders may be set to specific orders. If the consumption order is an order other than the specific order (non-specific order), it is not determined to be a jackpot. In the example shown in FIG. 19(a-5), the consumption order 1 is set to a specific order (consumption orders 2, 3, and 4 are set to non-specific orders). When the fifth specific pre-reading mode is the current setting mode, the gameplay will be such that the player will pay attention to whether the consumption order at the time of the occurrence of the specific pre-reading performance is a specific order or not. It is preferable to indicate to the player which consumption order is a specific order (for example, a display such as "If a sound is made when reserved 1 wins, a win is confirmed" is displayed (see FIG. 19(b)). As the fifth specific read-ahead mode, two or more types of fifth specific modes having different specifying orders may be provided.
[0093] As described above, if the type of the specific look-ahead mode that is set is different, the reliability of the target winning / losing lottery result may differ even if the order of consumption is the same at the time the target reservation information is acquired. Normally, the reliability of the winning time look-ahead performance is the same if the order of consumption is the same when the target reservation is acquired, but in this embodiment, an interesting gameplay that can be different depending on the type of specific look-ahead mode can be realized.
[0094] In this embodiment, the lower the reliability, the more likely (higher the probability) the specific look-ahead performance will occur in the order of consumption. For example, the first specific look-ahead mode is a mode in which the later the order of consumption, the less likely the specific look-ahead performance will occur, and the second specific look-ahead mode is a mode in which the later the order of consumption, the more likely the specific look-ahead performance will occur. Therefore, if the specific look-ahead mode is different, the probability of the specific look-ahead performance occurring in each order of consumption may be different.
[0095] In addition, in this embodiment, the player can arbitrarily select a specific look-ahead mode to be the currently set mode from among a plurality of specific look-ahead modes. In other words, the player can arbitrarily select a reliability pattern of the specific look-ahead performance according to the order of consumption from among the candidates.
[0096] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the specific read-ahead 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.
[0097] 〇Specific example 3-1 In the above embodiment, it has been explained that the player can arbitrarily select from a number of specific look-ahead modes which will be set as the currently set mode, but rather than the player being able to select it, the specific look-ahead mode which is set as the currently set mode may change automatically (the mode change may occur automatically).
[0098] In the case of this example, the type of the specific look-ahead mode that is the currently set mode may be clearly shown to the player, or may not be clearly shown. In the former case, for example, the names of the various specific look-ahead modes may be displayed as they are. In the latter case, the displayed suggestive image 20 suggests the type of the specific look-ahead mode that is the currently set mode. For example, as shown in FIG. 20(a), the probability that the various specific look-ahead modes are set as the currently set mode differs depending on the type of suggestive image 20. The suggestive image 20 may be of any type as long as the player can understand that the appearance differs depending on the type. The suggestive image 20 may be configured to be displayed only when a predetermined condition is met. For example, it is conceivable that one of the multiple types of suggestive images 20 is displayed when a reach is reached (the suggestive image 20 is displayed on the condition that a reach is reached) (see FIG. 20(b)). In other words, when a predetermined condition is met, a lottery is held with the probability (allocation) of FIG. 20(a), and one of the multiple types of suggestive images 20 is displayed. The player predicts the currently set mode from the type of this suggestive image 20.
[0099] 〇Specific example 3-2 A special effect may occur when the target pending information is acquired (the specific look-ahead effect occurs). The special effect is a different effect from the specific look-ahead effect. In other words, the specific look-ahead effect may occur with the special effect (a composite pattern (see FIG. 21(a-1))) or without the special effect (a non-composite pattern (see FIG. 21(a-2))). For example, it is conceivable that the special effect occurs when a predetermined image (special image 22) is output to the display area 911 (see FIG. 21(a-1)). In addition, although not shown, it is conceivable that the special effect occurs when the vibration device vibrates in a special manner. In addition, although not shown, it is conceivable that the special effect occurs when the light-emitting device emits light in a special manner.
[0100] In a state where a certain specific look-ahead mode is set as the currently set mode, the specific look-ahead performance that occurs in a certain order of consumption is a composite pattern, and the specific look-ahead performance that occurs in the other order of consumption is a non-composite pattern. For example, in the currently set specific look-ahead mode, the specific look-ahead performance that occurs in one or more orders of consumption counted from the one with the highest reliability is a composite pattern, and the specific look-ahead performance that occurs in the other orders of consumption is a non-composite pattern. To make it easier to understand, the specific look-ahead performance that occurs in the most reliable order of consumption may be a composite pattern, and the specific look-ahead performance that occurs in the other orders of consumption may be a non-composite pattern (see FIG. 21(b)). In this way, the special performance functions as a thing that emphasizes that the specific look-ahead performance has occurred in a promising order of consumption in the currently set mode. In other words, the reliability of each order of consumption changes variously depending on the type of the specific look-ahead mode that is the currently set mode, so that the occurrence of the special performance emphasizes that it is a situation where you can expect it to occur.
[0101] It is preferable that the special effect is started together with the specific look-ahead effect and ends together with the specific look-ahead effect. However, it is not denied that the special effect may end before or after the specific look-ahead effect. In particular, if the special effect is ended after the specific look-ahead effect, the special effect will remain in an executed state even after the specific look-ahead effect ends, so that even if the occurrence of the specific look-ahead effect is not noticed for some reason, the presence of the special effect will allow the player to know that the specific look-ahead effect (of a composite pattern) has occurred.
[0102] 〇Specific example 3-3 A specific read-ahead mode (the fifth specific read-ahead mode described in the above embodiment) is provided in which a jackpot is confirmed when a specific read-ahead performance occurs in a specific order. As the specific read-ahead mode, a plurality of modes with different specific orders are provided. For example, a specific read-ahead mode A in which the consumption order 1 is a specific order (the consumption order 2 to 4 are non-specific order), a specific read-ahead mode B in which the consumption order 2 is a specific order (the consumption order 1, 3, 4 are non-specific order), a specific read-ahead mode C in which the consumption order 3 is a specific order (the consumption order 1, 2, 4 are non-specific order), and a specific read-ahead mode D in which the consumption order 4 is a specific order (the consumption order 1 to 3 are non-specific order) are provided (see FIG. 22(a)), and each mode can be selected by the player at will. In this way, a gameplay in which the player can freely determine a "high value" consumption order can be realized.
[0103] Unlike the above example, the occurrence of a specific pre-reading effect in a specific order may be set to be more reliable than the occurrence of a specific pre-reading effect in another (non-specific) order, but may not guarantee a jackpot. In other words, multiple modes with different orders of play that are the most reliable (≠100% reliable) may be provided (see FIG. 22(b)), and the player may be able to select any of the modes at will.
[0104] 〇Specific example 3-4 When a specific read-ahead mode is selected in which a jackpot is guaranteed if a specific read-ahead performance occurs in a specific order, the specific order is determined randomly (one of the specific read-ahead modes A to D shown in FIG. 22(a) is selected randomly). That is, one of the consumption orders is determined as the specific order by an internal lottery so that the player cannot know the specific order. For example, one of the consumption orders 1 to 4 is determined as the specific order through an internal lottery in which the probability of each of the consumption orders 1 to 4 being determined as the specific order is 1 / 4.
[0105] In this case, the player does not know which consumption order is the specific order, so the gameplay is able to be enjoyed by predicting it (if a specific pre-reading effect occurs in a certain consumption order, the gameplay is able to be in the hope that the consumption order is the specific order).
[0106] 〇Specific example 3-5 Although the specific pre-reading performance in the above embodiment is explained as a winning time pre-reading performance, a pre-reading performance that is not a winning time pre-reading performance (a pre-reading performance that does not occur approximately at the same time as the start winning) may be configured as a specific pre-reading performance. In this case, the reliability of the target winning / losing lottery result according to the consumption order of the target reserved pattern when the specific pre-reading performance occurs and the type of the specific pre-reading mode that is the currently set mode will be determined.
[0107] In addition, the specific look-ahead performance may occur continuously over two or more future changes. For example, the following four patterns may occur: (1) a pattern in which the specific look-ahead performance occurs when the target reserved pattern is in the order of consumption 4 to the order of consumption 1 (over four future changes), (2) a pattern in which the specific look-ahead performance occurs when the target reserved pattern is in the order of consumption 3 to the order of consumption 1 (over three future changes), (3) a pattern in which the specific look-ahead performance occurs when the target reserved pattern is in the order of consumption 2 to the order of consumption 1 (over two future changes), and (4) a pattern in which the specific look-ahead performance occurs when the target reserved pattern is in the order of consumption 1 (at one future change). In this case, the reliability of the target winning / losing lottery result is determined according to the order of consumption of the target reserved pattern when the specific look-ahead performance first occurs (in the case of (1), the order of consumption 4, in the case of (2), the order of consumption 3, in the case of (3), the order of consumption 2, and in the case of (4), the order of consumption 1).
[0108] 2-4) Customization save function The gaming machine 1 according to the present embodiment has a customization function that allows various settings to be changed arbitrarily. Note that such a customization function itself is publicly known (a configuration similar to that of a publicly known function can be adopted).
[0109] The multiple types of customization items that are the subject of the customization function can be divided into performance items (performance settings) and environmental items (environment settings) (see Figure 23 (a)). Performance items are intended to change the probability of occurrence of performances that occur during fluctuations (performances that constitute the performances during fluctuations) as an indication of the winning / losing lottery result (indicating reliability). Environmental items are related to the gaming environment and do not affect the probability of occurrence of various types of performances that occur during fluctuations. Two or more types of items are provided as performance items, and two or more types of items are provided as environmental items. In this embodiment, the following items are provided. Note that providing the following items is just one example, and the number of items can be increased or decreased as appropriate.
[0110] There are three types of performance items: look-ahead performance, premium performance, and button vibration (see FIG. 23(a)). The various performances themselves are well known, so they will be explained briefly. The look-ahead performance suggests that the probability that a certain winning / losing lottery result (target winning / losing lottery result) will be a jackpot has increased during one or more future fluctuations that are executed before the fluctuation (target fluctuation) corresponding to the target winning / losing lottery result. In this embodiment, multiple types of look-ahead performances can occur. The premium performance is a performance that, when it occurs during a target fluctuation, determines that the target winning / losing lottery result will be a jackpot. In this embodiment, multiple types of premium performances can occur. The button vibration is a performance in which the push button 60 vibrates at the start or during the target fluctuation (the vibration of the push button 60 is transmitted to the player playing (holding the launch handle)). Note that such a vibrating operating means itself is well known, so a description of its structure will be omitted.
[0111] For each performance item, two or more options are provided to change the probability of the performance occurring. In this embodiment, for the pre-reading performance, four options are provided: "normal", "chance", "super hot", and "none". "Normal" is the default (basic) setting. "Chance" is a setting in which the probability of the pre-reading performance occurring is lower than in the case of "normal", and the reliability (referring to the reliability of the target winning / losing lottery result; the same applies below) when the pre-reading performance occurs is higher than in the case of "normal". "Super hot" is a setting in which the probability of the pre-reading performance occurring is lower than in the case of "chance", and the reliability when the pre-reading performance occurs is higher than in the case of "chance" (the reliability may be 100%). "None" is a setting in which the pre-reading performance does not occur (occurrence probability is 0%). For the premium performance, three options are provided: "normal", "high probability", and "required". "Normal" is the default (basic) setting. "High probability" is a setting in which the probability of the premium performance occurring is higher than in the case of "normal". "Required" is a setting in which one premium performance always occurs if there is a winning variation (naturally, the probability of the premium performance occurring is higher than in the case of "high probability"). For "Button Vibration", there are two options: "Normal" and "High Probability". "Normal" is the default (basic) setting. "High Probability" is a setting that has a higher probability of button vibration occurring than "Normal", and also has a higher reliability when a pre-reading effect occurs than "Normal".
[0112] There are five types of environmental items: volume, light, auto button, hold vibration, and BGM customization (see FIG. 23(a)). Each environmental item has two or more options. For "volume", any one of volume 1 to volume 5 can be selected (five levels, the higher the number, the louder). In this embodiment, volume 3 is the default (initial setting). For "light level", any one of light levels 1 to 5 can be selected (five levels, the higher the number, the louder). In this embodiment, light level 3 is the default (initial setting). The "auto button" is a function that allows a virtual operation to be performed in an operation performance that requires the player to operate the push button 60 (operation means) even if no actual operation is performed. In this embodiment, there are two options: "OFF" which disables the function (does not use the function) and "ON" which enables the function (uses the function) ("OFF" is the default). The reserved vibration is a function that generates a vibration (vibration of the push button 60) when the number of reserved symbols 72 before the change (reserved information before the change) becomes a predetermined number or more to inform the player of the fact. In this embodiment, three options are provided: "OFF" which disables the function (does not use the function), "Reserved 3-Reserved 4 Vibe" which generates a vibration when the reserved symbols 72 before the change become three or four, and "Reserved 4 Vibe" which generates a vibration when the reserved symbols 72 before the change become four ("OFF" is the default). In this embodiment, the function is expressed in the normal game state, and the reserved symbols 72 before the change that are counted are the first reserved symbols 72 before the change (reserved special symbol 1). The BGM customization is a function that allows the player to select any music from among the candidate music as the background music (BGM) to be output during the change. In this embodiment, seven options, "Song 1" to "Song 7", are provided ("Song 1" is the default) (actually, the title of the music or the like is displayed).
[0113] The setting of each customization item (selection of options) can be performed by operating the operation means (push button 60, cross key 61) in a standby state in which the performance during change is not being performed. In this embodiment, the cursor is moved by operating the cross key 61, and the selection operation (decision operation) is performed by operating the push button 60. In this embodiment, the setting can be performed by operating the operation means (push button 60, cross key 61) even while the performance during change is being performed (during change) as long as a predetermined prohibited condition (for example, the reach performance is being performed) is not established. Since any specific setting method may be used, a description will be omitted. It is preferable that it is possible to distinguish which of the multiple types of customization items are performance items and which are environmental items. For example, the performance items and the environmental items are displayed separately on the customization screen in the standby state (see FIG. 23(a)).
[0114] The gaming machine 1 according to the present embodiment has a customization saving function. The customization saving function targets two or more items that are at least a part of a plurality of customization items, encrypts and outputs the customization status of the target items, and decrypts the customization status when the player uses it again.
[0115] The method of using the customization saving function in this embodiment is as follows (however, this method is merely an example). A preferred option is selected for each customization item on the customization screen displayed in the standby state. Then, the part that says "Save" is selected (see FIG. 23(a)). This causes the current customization situation to be encrypted and output. In this embodiment, a password corresponding to the current customization situation is displayed (see FIG. 23(b)). The player records the password. In this embodiment, if the customization situation is the same, the exact same password is output. Since there is no actual harm in the theft of the customization situation, if the customization situation to be saved is the same, the password generated is the same every time (the customization situation and the password generated are in a 1:1 relationship). In other words, even if the customization situation to be saved is the same, it is not necessary to set the password to be generated differently every time. Therefore, it is sufficient to configure a minimum combination of passwords that covers the combination patterns of the target items. In this embodiment, the number of combination patterns of the target items is 25,200. For example, if the Japanese syllabary (hiragana) is used for the password, a three-digit password is sufficient.
[0116] A two-dimensional code according to the current customization status may be displayed. By reading the displayed two-dimensional code into a terminal such as a smartphone, encrypted information (password) may be displayed on the terminal.
[0117] When using the saved customization status when starting a new game, the code (password) is decrypted. By performing a specific operation in the standby state, the password entry screen is displayed and the recorded password is entered (see FIG. 24(a)). When the password is entered, the settings of each target item are automatically changed to the customization status corresponding to that password (see FIG. 24(b)).
[0118] When the customization status saved by inputting the password is reflected, it is preferable to display what kind of customization status has been achieved. In other words, it is preferable to temporarily display what settings have been made for each target item (see FIG. 24(b)). In this way, the player can confirm whether or not the desired customization has been set.
[0119] In this way, the gaming machine 1 according to the present embodiment can easily set a desired customized situation by utilizing the customization saving function.
[0120] Hereinafter, specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned customization saving function 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.
[0121] 〇Specific example 4-1 In the above embodiment, it has been described that the target items of the customization saving function include both performance items and environmental items, but it is assumed that all of the target items are environmental items. In accordance with the above embodiment, it is assumed that at least some of the following items are the target items: volume, light intensity, auto button, hold vibration, and BGM customization (see FIG. 25).
[0122] The performance items are settings that are essential to the game, and may change depending on the player's mood on that day, etc. Therefore, the performance items are not included in the target items. On the other hand, since the environmental items are settings related to the game environment, players often use the same settings each time. Therefore, the environmental items are included in the customization save function, so that the player can easily set the preferred game environment when playing a new game.
[0123] 〇Specific example 4-2 Set the generated password to be usable on other models. If the target items of the customization save function are the same, the preferred customization can be reflected even if the models are different. To achieve this, in the gaming machine, it is ensured that the password generated by the encryption means is displayed as being usable on other models. For example, when the password is displayed, a message such as "This password can also be used on other models of 〇〇" (〇〇 indicates the manufacturer name) is shown (see Fig. 26). Specific model names that can be used may also be displayed.
[0124] When doing so as in this example, as in the above specific example 4-1, it is preferable to configure all of the target items of the customization save function to be environmental items. Environmental items are often commonly used even if the models are different (production items relate to the occurrence probability of productions that occur during fluctuations and are often different if the models are different), so all of the target items are configured to be environmental items, and the customization status regarding the environmental items can be used across models.
[0125] 〇Specific example 4-3 Allow the player to arbitrarily select which of the multiple types of customization items will be the target items. That is, allow the player to arbitrarily select the combination of the target items of the customization save function.
[0126] For example, in a configuration with customization items as described in the above embodiment, the target items are selected as "pre-reading performance", "button vibration", "volume", and "light intensity" (see FIG. 27(a)), and a preferred option is selected for each target item (for example, "chance" for "pre-reading performance", "high probability" for "button vibration", "volume 1" for "volume", and "light intensity 5" for "light intensity") (see FIG. 27(b)). If an encrypted password for this customization is recorded, the password is entered (compounded) when playing a new game, and the customization status at the time of password issuance is automatically set for the above target items. Note that customization items other than the target items are set to default settings. In this way, it is possible to easily set only the customization items for which a preferred setting has been determined.
[0127] In the case of this example, it is preferable that when a password is entered (see FIG. 28(a)) and the customization status is reflected, the target item is displayed (see FIG. 28(b)). In other words, since a player may forget which of multiple customization items was the target item, the saved customization status is displayed for which item (customization items that are not the target items are not displayed). In the above example, it is displayed that the saved customization status is reflected for "pre-reading performance", "button vibration", "volume", and "light intensity". In addition to this, it is preferable to display the settings of each target item (indicating that the settings have been made as "chance" for "pre-reading performance", "high probability" for "button vibration", "volume 1" for "volume", and "light intensity 5" for "light intensity").
[0128] 2-5) Mid-performance The gaming machine 1 according to this embodiment is capable of executing an intermediate performance (see FIG. 29). The intermediate performance can occur in a special gaming state. As described above, the special gaming state in this embodiment is a state in which the probability of winning or losing (jackpot probability) is 1 / 70, and the state ends when the winning or losing lottery result is a miss for 100 consecutive spins (ST count (continuation count) = 100 times). The probability that the winning or losing lottery result is a jackpot before the special gaming state ends (so-called continuation rate) is (1-(69 / 70)^100) x 100 = 76.3 (%) (the probability that the winning or losing lottery result does not result in a miss for 100 consecutive spins ((69 / 70)^100) is the "continuation rate"). This can be said to be the probability that the result of the win / lose lottery in the special game state will be a jackpot at the start of the special game state after the special jackpot game ends (a state in which the win / lose lottery has not yet been performed even once in the special game state) (at the time of Figure 29(a)). Note that various probabilities such as the continuation rate and intermediate probabilities described below will be expressed to one decimal place (with the second decimal place rounded off). However, this is merely one example. It is also possible to round off to one decimal place and express as an integer.
[0129] In this embodiment, an intermediate effect may occur at a midpoint in the special game state (meaning a state after at least one winning / losing lottery has been performed since the start of the special game state). If the number of consecutive losses remaining until the end of the special game state is the "remaining number of times" (the remaining number of times is a value that starts from 100 and decreases by one each time the winning / losing lottery result is a loss), then the state in which the remaining number of times is 99 or less is the midpoint of the special game state. In the special game state, a remaining number of times image 32 representing the remaining number of times is displayed in the display area 911. Note that the remaining number of times image 32 may be one that displays the remaining number of times including the currently executed variation, or one that displays the remaining number of times excluding the currently executed variation. It is preferable that a plurality of points are set as the time when the intermediate effect occurs. In this embodiment, the intermediate effect occurs at three points where the remaining number of times is 75, 50, and 25. In other words, if the special game state ends without winning the winning / losing lottery (if the winning / losing lottery result is a loss 100 times in a row since the start of the special game state), three intermediate effects will occur.
[0130] The midway effect is an effect that displays the midway probability, which is the probability of winning the lottery before the special game state ends at that time. In other words, it displays the so-called comeback probability at that time. The midway probability (comeback probability) when there are M remaining times can be calculated as "(1-(69 / 70)^M) x 100". Therefore, The probability of 75 attempts remaining is (1-(69 / 70)^75)×100=66.0% The probability of 50 attempts remaining is (1-(69 / 70)^50)×100=51.3% The probability of 25 attempts remaining is (1-(69 / 70)^25)×100=30.2% This means that.
[0131] In a variation where the remaining number of times is 75 (the 25th variation since the start of the special game state), an intermediate effect is executed to display the intermediate probability at that time, "66.0 (%)". In this embodiment, an intermediate probability image 30 representing the intermediate probability is displayed together with a display (remaining number of times image 32) including the remaining number of times "75" (see FIG. 29 (c)). Similarly, in a variation where the remaining number of times is 50 (the 50th variation since the start of the special game state), an intermediate probability image 30 representing the intermediate probability at that time, "51.3 (%)", is displayed together with a remaining number of times image 32 including "50" (see FIG. 29 (e)). In a variation where the remaining number of times is 25 (the 75th variation since the start of the special game state), an intermediate probability image 30 representing the intermediate probability at that time, "30.2 (%)", is displayed together with a remaining number of times image 32 including "25" (see FIG. 29 (g)).
[0132] In addition, displaying the value "100 - probability of a withdrawal" (%) is also considered to be a display of an intermediate probability. Strictly speaking, this value indicates the probability of not winning the win / lose lottery in the special game state (probability of not withdrawing), but since the player can easily grasp the probability of a withdrawal even if this value is displayed, displaying this value is considered to be a display of an intermediate probability. In the above example, displaying "34.0(%)" when there are 75 remaining turns, "48.7(%)" when there are 50 remaining turns, and "69.8(%)" when there are 25 remaining turns is also considered to be a display of an intermediate probability.
[0133] The gaming machine 1 according to the present embodiment can realize an interesting gaming feature in which the probability of winning back at a midpoint in the special gaming state is clearly indicated to the player.
[0134] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above mid-game 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.
[0135] Specific example 5-1 The intermediate probability is displayed for each of two or more consecutive variations in the special game state. For example, it is also possible to display intermediate probabilities for all variations in the special game state. For a variation with 100 remaining times, an image of the probability "76.3(%)" is displayed (see FIG. 30(a)), for a variation with 99 remaining times, an intermediate probability image 30 of the intermediate probability "75.9(%)" is displayed (see FIG. 30(b)), for a variation with 98 remaining times, an intermediate probability image 30 of the intermediate probability "75.6(%)" is displayed (see FIG. 30(c)), for a variation with 97 remaining times, an intermediate probability image 30 of the intermediate probability "75.2(%)" is displayed (see FIG. 30(d)), and so on, with the intermediate probability updated every time a miss occurs. In addition, the probability "76.3 (%)" displayed in the first variation (when the remaining number of times is 100) is not strictly speaking a "midway" probability, but rather the continuation rate of the special game state itself, so the configuration may be such that this probability is not displayed in the first variation.
[0136] Unlike the above example, the intermediate probability may be displayed for some consecutive variations in the special game state, such as displaying the intermediate probability for each variation until the remaining number of times reaches a predetermined number (for example, 50 times) (when the remaining number of times is between 100 and 50 times), or displaying the intermediate probability for each variation after the remaining number of times falls below a predetermined number of times (for example, 50 times) (when the remaining number of times is between 50 and 1 time).
[0137] In this way, by displaying the intermediate probability for each of two or more successive fluctuations, a gameplay feature is realized in which the player can sense the decrease in the probability of winning back (intermediate probability) as the remaining number of times decreases by one.
[0138] Specific example 5-2 Although the special game state in the above embodiment is described as a high probability state (high probability state), it may be configured to target a low probability state. In other words, it may be configured to display the probability of winning the lottery by the end of the "low probability / time-saving (high base)" state during the state.
[0139] Specific example 5-3 Since the intermediate probability (return probability) decreases as the special game state progresses (remaining number of times) decreases, it is conceivable that some players do not want to see the probability. For this reason, the intermediate probability (intermediate probability image 30) is configured not to be displayed unless the player takes action. For example, the intermediate probability is not displayed unless a predetermined operation of the operating means is performed. In other words, a change occurs from a state in which the intermediate performance is not being performed (see FIG. 31(a)) to a state in which the intermediate performance is being performed (see FIG. 31(c)) when a predetermined operation of the operating means is performed (see FIG. 31(b)). The predetermined operation may be of any kind. It may be a simple one-off operation. However, if it is a one-off operation, a situation may occur in which the intermediate probability is displayed unintentionally by the player. To reduce such a risk, it is preferable to set a low risk that the player will unintentionally satisfy the condition of the predetermined operation, such as a long press operation for a predetermined time (for example, 2 seconds) or more.
[0140] By doing as in this example, the intermediate probability is displayed only to the player who wants to see the intermediate probability. Also, the intermediate probability can be displayed at any variation (any number of rotations) in the special game state.
[0141] 〇Specific example 5-4 The end of the special game state may be configured to be the time when the notification of the winning / losing lottery result corresponding to the second winning / losing lottery information (second pre-change reserved information (special chart 2 reserved)) acquired in the special game state is completed. In other words, the end of the special game state is when all winning / losing lottery results corresponding to the second winning / losing lottery information that is easy to acquire due to the special game state (difficult to acquire in the normal game state) are all notified (all special chart 2 reserved are consumed), and the probability of winning the winning / losing lottery by that time is the intermediate probability (return probability). As in the above embodiment, when the maximum number of second pre-change reserved information stored by the storage means (maximum number of special chart 2 reserved) is four, the end of the special game state is calculated as the intermediate probability (return probability) when the winning / losing lottery result is a loss 104 times (the number of STs in the special game state (100) + the maximum number of second pre-change reserved information stored (4)) in a row since the start of the special game state, and this is displayed in the intermediate performance. In this case, for example, the intermediate probability when the remaining number image 32 is 75 times is (1-(69 / 70)^79)×100=67.9%.
[0142] Doing so in this example is particularly effective when the specs are those of a so-called "two-type gaming machine." The specs of such two-type gaming machines are publicly known, so we will explain the specs briefly. The second win / loss lottery (special drawing 2 lottery) based on the second win / loss lottery information allows players to expect to win a jackpot not only by winning a jackpot, but also by winning a small jackpot. In other words, the actual jackpot probability of the second win / loss lottery is "jackpot probability P1 + small jackpot probability P2." On the other hand, the first win / loss lottery does not allow players to win a jackpot unless they win a jackpot (jackpot probability P1). In other words, the jackpot probability in the normal gaming state is P1, but the actual jackpot probability in the special gaming state is P1 + P2, and the special gaming state is more advantageous (higher probability) by P2. In this case, even if the special game state has ended strictly (even if the game has transitioned to the normal game state strictly), a second win / lose lottery with a high probability will be executed for the second win / lose lottery information stored in the memory means, so it is advisable to calculate the intermediate probability (return probability) by considering the end of the special game state as the point when the notification of the win / lose lottery result corresponding to the second win / lose lottery information has been completed (all special chart 2 reservations have been consumed).
[0143] 〇Specific example 5-5 A player can arbitrarily select whether or not to set the special game state to generate a mid-game effect. For example, when the special game state starts, a player can arbitrarily select one of a plurality of modes, one of which is a mode in which a mid-game effect occurs, while the other modes are modes in which no mid-game effect occurs (see FIG. 32. The mode in which a mid-game effect occurs is shown as a "pull-back probability display mode"). When selecting a mode, it is preferable to display an image explaining that the mode in which a mid-game effect occurs is configured to display the pull-back probability mid-game. For example, an image of "pull-back probability displayed during rush" is displayed ("rush" refers to the special game state). Note that the mode may be changed during the special game state (during fluctuation).
[0144] In this way, a player who does not like the intermediate probability being displayed during a special game state can simply select a mode in which the intermediate probability is not displayed.
[0145] 〇Specific example 5-6 Assume that two or more types of special game states with different continuation times (ST times) are provided. For example, assume that three types of special game states are provided: a first special game state with a continuation time of 100 times, a second special game state with a continuation time of 120 times, and a third special game state with a continuation time of 140 times (see FIG. 33(a)).
[0146] In such a configuration, even though the second or third special game state is actually set, there are cases where it is made to look like the first special game state. That is, even though the actual number of times of continuation is 120 or 140, the special game state (rush) is executed as if the number of times of continuation is 100. In such a case, a pseudo remaining number image 32f showing a pseudo remaining number Nf (a value different from the actual remaining number Nr and made to look like the remaining number to the player) is displayed during the special game state (see FIG. 33(b)). In order to make it look like the first special game state, the pseudo remaining number image 32f starts from "100" and decreases by "1" each time the winning / losing lottery result is a losing one.
[0147] For example, when the second special game state is actually being displayed as the first special game state, the pseudo remaining number of times Nf is displayed as "75" (the pseudo remaining number of times image 32f is displayed) when the actual remaining number of times Nr is "95" (the remaining number of times hidden from the player). In this situation, a presentation (pseudo midway presentation) is executed in which a pseudo midway probability (pseudo midway probability image 30f) of "66.0(%)" (1-(69 / 70)^75) x 100) is displayed (see FIG. 33(b)). In other words, when the actual remaining number of times is "95", the actual midway probability is "74.5(%)" (1-(69 / 70)^95) x 100), but since the remaining number of times is displayed as "75" to the player, the "pseudo" midway probability (return probability) is displayed based on the numerical value. Although not shown, similarly, when the actual remaining number of times Nr is "70", the pseudo remaining number of times Nf is displayed as "50", but in this situation, the pseudo intermediate probability of "51.3(%)" (1-(69 / 70)^50) x 100) is displayed. Also, when the actual remaining number of times Nr is "45", the pseudo remaining number of times Nf is displayed as "25", but in this situation, the pseudo intermediate probability of "30.2(%)" (1-(69 / 70)^25) x 100) is displayed. The same applies when the third special game state is actually pretended to be the first special game state. The pseudo intermediate probability calculated based on the pseudo remaining number of times Nf, rather than the actual remaining number of times Nr, is displayed.
[0148] In this example, it is possible to execute a presentation (changing presentation) that changes from a state in which the pseudo midway probability is displayed (a state in which the pseudo midway presentation is executed) to a state in which the midway probability is displayed (a state in which the midway presentation is executed). For example, in a state in which the actual remaining number of times Nr is "65" in a state in which the third special game state is actually being played but which is pretending to be the first special game state, the pseudo remaining number of times Nf (pseudo remaining number of times image 32f) is displayed as "25" and the pseudo midway probability (pseudo midway probability image 30f) is displayed as "30.2(%)" (1-(69 / 70)^25)×100) (see FIG. 34(a)). From this state, the pseudo remaining number of times Nf "25" is replaced with the actual remaining number of times Nr "65" (remaining number of times image 32), and the pseudo intermediate probability "30.2(%)" is replaced with the intermediate probability (intermediate probability image 30) "60.8(%)" (1-(69 / 70)^65)×100) (see FIG. 34(c)). As a trigger for this change, an additional effect may be generated that makes it look as if the remaining number of times has been increased (see FIG. 34(b)).
[0149] By doing this, the player will see the remaining number of turns increase from "25" to "65" (the remaining number of turns is "topped up"), and the probability of winning will increase from "30.2(%)" to "60.8(%)." In other words, this is an easy-to-understand presentation in which the occurrence of the "topping up" of the remaining number of turns is emphasized by the increase in the probability of winning.
[0150] 〇Specific example 5-7 The intermediate probability (return probability) may not be displayed as a numerical value representing the probability itself. For example, the intermediate probability may be represented by the size of the meter. If the intermediate probability is displayed for each of two or more consecutive fluctuations as described in the above specific example 5-1, the meter representing the intermediate probability will change every time the fluctuation ends (a miss is notified).
[0151] 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.
[0152] 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.
[0153] 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").
[0154] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0155] ·Means 1-1 A gaming machine capable of executing a rotation effect in which a presentation element including a first image and a second image displayed as if it exists behind the first image is displayed as if they are rotating, characterized in that the rotation effect can occur in a normal mode in which the rotation of the presentation element stops in a first display state in which the first image is displayed and the second image is not displayed, or in a second display state in which the second image is displayed and the first image is not displayed, and a special mode in which the rotation of the presentation element stops in a state halfway between the first display state and the second display state. The gaming machine described above can execute an interesting rotation presentation in which the rotation of the presentation element does not stop in the first display state or the second display state, but stops midway (stopping at a place the player does not expect).
[0156] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that the spin performance in the special mode is more advantageous to the player than the normal mode. By doing this, it becomes a presentation form in which the player can get an unexpected result (special mode) which is advantageous to the player.
[0157] ·Means 1-3 The rotation effect is an effect in which a first object having a thickness on a surface of which the first image is displayed, and a second object having a thickness on a surface of which the second image is displayed, are integrated into the effect element, and the effect element is displayed as if the first object is rotating, The gaming machine described in Means 1-1 or 1-2, wherein the intermediate state is a state in which the sides and boundaries of the first object and the second object are displayed. By doing so, it becomes clearer that the performance element has stopped in an incomplete state.
[0158] ·Means 2-1 A gaming machine in which the result of a lottery for winning or losing is announced by a combination of a plurality of types of decorative patterns, the decorative patterns having a main element portion for distinguishing the type of the decorative patterns and a sub-element portion associated with the main element portion, and the gaming machine is characterized in that the display modes for the plurality of types of decorative patterns include a normal display mode in which the type of character used as the sub-element portion differs depending on the type of the decorative pattern, and a specific display mode in which the character used as the sub-element portion is the same as a specific character regardless of the type of the decorative pattern. The gaming machine can perform an interesting presentation in which a normal display mode in which the characters serving as the sub-element parts are different for each type of decorative pattern is changed to a specific display mode in which the characters serving as the sub-element parts are constant and specific characters regardless of the type of decorative pattern.
[0159] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that when a reach is achieved by a special decorative pattern, which is one of the multiple types of decorative patterns, the probability of the win / lose lottery result being a win is higher than when a reach is achieved by other types of decorative patterns, and the specific character is a character that is considered to be a secondary element of the special decorative pattern in the normal display mode. In this way, the specific character is given the impression of being a "valuable character." Therefore, the specific display mode provides an easy-to-understand effect in which the accompanying portions of various decorative patterns change to the "valuable character."
[0160] ·Means 2-3 The gaming machine described in Means 2-1 or 2-2, wherein the specific display mode is characterized in that the appearance of the specific character which is the sub-element part differs for each type of decorative pattern. By doing this, it is possible to clearly distinguish between the types of decorative patterns while retaining the characteristic of the specific display mode in which a specific character is commonly used as a secondary element regardless of the type of decorative pattern.
[0161] ·Means 3-1 A gaming machine comprising: a winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when a gaming ball enters a starting area; a variation-in-progress performance execution means for executing a variation-in-progress performance from when a decorative pattern starts to vary until it stops in a manner according to the winning / losing lottery result; a storage means for storing the winning / losing lottery information acquired while the variation-in-progress performance is being executed as reserved information up to a predetermined number; a specific look-ahead performance execution means for executing a specific look-ahead performance that suggests that the reliability, which is the probability that the target winning / losing lottery result corresponding to the reserved information will be a winning lottery, has increased when the reserved information, which is the reserved information, is newly acquired; and a mode setting means for setting one of a plurality of specific look-ahead modes, wherein if the type of the specific look-ahead mode that is set is different, the reliability of the target winning / losing lottery result may be different even if the order of consumption of the target reserved information at the time when the target reserved information is acquired is the same. However, the order of consumption is counted from the earliest announcement of the winning / losing lottery result among the reserved information stored in the storage means. The gaming machine described above can provide an interesting gaming experience in that the reliability of the target winning / losing lottery results can differ even if the order of consumption is the same at the time the target reservation information is obtained.
[0162] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that one of the multiple specific pre-reading modes is such that the reliability of the target win / lose lottery result is higher the later the target pending information is consumed at the time the target pending information is obtained. When the specific look-ahead mode is set, the later the specific look-ahead performance occurs, the greater the chance of winning.
[0163] ·Means 3-3 The gaming machine described in means 3-1 is characterized in that one of the multiple types of specific pre-reading modes is such that if the order in which the target reserved information is consumed at the time the target reserved information is obtained is a specific order, the result of the target win / loss lottery is confirmed to be a win, and if the order is other than the specific order, the result of the target win / loss lottery is not confirmed to be a win. When the specific look-ahead mode is set, if the order of play when the specific look-ahead performance occurs is a specific order, the game is guaranteed to win.
[0164] ·Means 3-4 A gaming machine according to any one of means 3-1 to 3-3, characterized in that a player can arbitrarily select which of a plurality of specific read-ahead modes to set. This allows the player to select the gameplay that suits his / her preference.
[0165] ·Means 4-1 A gaming machine having a plurality of customizable customization items, the gaming machine comprising: an encryption means for generating a code based on the customization status of two or more target items which are at least a part of the plurality of customization items; and a decryption means for reflecting, when a code is input, the customization status at the time the code was generated with respect to the target items. According to the gaming machine, it is possible to easily set a desired customization state for a target item.
[0166] ·Means 4-2 A gaming machine described in means 4-1, characterized in that two or more types of environmental items related to the gaming environment are provided as the multiple types of customization items, and all of the target items are the environmental items. Since the settings of the environmental items are often the same for each player, it is preferable that the target items are limited to the environmental items.
[0167] ·Means 4-3 The gaming machine described in Means 4-1 or 4-2, characterized in that a display is provided indicating that the code generated by the encryption means can be used on other models. In this way, customization made on one machine can be reflected when playing on another machine, which contributes to convenience for players.
[0168] · Means 4-4 The gaming machine according to means 4-1, wherein a player can arbitrarily select which one of the plurality of customization items is to be the target item. By doing so, it is possible to set only the customization items with the desired settings as the target items.
[0169] · Means 5-1 A gaming machine provided with a special gaming state that starts as a gaming state in which a game is played aiming for the winning / losing lottery result to be a win, and ends when it fails continuously for a specified number of times after starting. During the special gaming state, it is possible to execute an intermediate effect that displays an intermediate probability, which is the probability that the winning / losing lottery result will be a win until the end of the special gaming state at that time. According to the above gaming machine, an interesting gameplay can be realized in which the intermediate probability (rewind probability) is shown during the special gaming state.
[0170] · Means 5-2 The gaming machine according to means 5-1, comprising an operation means operable by a player, and when a predetermined operation of the operation means is performed, it changes from a state where the intermediate effect is not executed to a state where the intermediate probability is displayed. By doing so, the configuration is such that the intermediate probability (rewind probability) is displayed only when the player desires.
[0171] · Means 5-3 In a state where a display is made as if the remaining number of failures, which is the remaining number of failures until the end of the special gaming state, is actually Nr times but Nf times (Nf < Nr), it is possible to execute a pseudo-intermediate effect that displays a pseudo-intermediate probability, which is the probability that the winning / losing lottery result will be a win until the end of the special gaming state when assuming that the remaining number of failures is Nf times. The gaming machine according to means 5-1 or means 5-2. By doing so, it is possible to execute an effect that makes it seem as if the intermediate probability (rewind probability) has increased. [Explanation of symbols]
[0172] 1. Gaming machines 10. Production Elements 11 First image 12 Second image 10a first object 10b Second object 20 Suggested Images 30 Intermediate probability images 32 Remaining number of times image 60 Push Button 61 Cross key 65 Speaker 70 Reserved pattern (71 Reserved pattern during change 72 Reserved pattern before change) 80 Decorative Designs 80t Special decoration design 80u Non-special decorative pattern 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
Claims
1. A gaming machine in which a winning or losing lottery result is announced by a combination of multiple decorative patterns, The decorative pattern has a main element portion for distinguishing the type thereof and a sub-element portion associated with the main element portion, As a display mode of the plurality of kinds of the decorative patterns, A normal display mode in which the type of the character as the sub-element part differs depending on the type of the decorative pattern; A specific display mode in which the character that is the sub-element part is the same as the specific character regardless of the type of the decorative pattern; A gaming machine comprising:
2. When a reach is established by a special decorative pattern which is one of the plurality of types of the decorative patterns, the probability that the lottery result will be a win is set to be higher than when a reach is established by other types of the decorative patterns, 2. The gaming machine according to claim 1, wherein the specific character is a character that is the sub-element part of the special decorative pattern in the normal display mode.
3. 3. The gaming machine according to claim 1, wherein the specific display mode is such that the appearance of the specific character that is the sub-element portion differs for each type of the decorative pattern.
Citation Information
Patent Citations
Game machine
JP2023033697A