Game machine
The gaming machine addresses the lack of engagement in existing machines by incorporating a winning/losing lottery mechanism and interactive elements, resulting in enhanced entertainment value through dynamic and variable gameplay experiences.
Patent Information
- Application Number
- JP2025051150
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-26
- Publication Date
- 2025-06-19
- Estimated Expiration
- 2045-03-26
AI Technical Summary
Existing gaming machines lack features that enhance the entertainment value and player engagement, often resulting in fixed outcomes regardless of player participation.
A gaming machine equipped with a winning/losing lottery mechanism, an operation means for player interaction, and a performance execution means that changes based on lottery results, offering variable performances and special fixed performances contingent on specific conditions.
The gaming machine improves player interest and engagement by providing dynamic gameplay experiences, enhancing entertainment value through variable performances and opportunities for special fixed performances.
Smart Images

Figure 2025092538000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, a pachinko game machine equipped with a player-participation type presentation (game) is known, as described in the following Patent Document 1. In this type of presentation (game), it is common that the game is configured to reach a predetermined result regardless of the degree of the player's participation (so-called "fixed race"). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-128012 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 that can improve the entertainment value of the game. [Means for solving the problem]
[0005] The gaming machine according to the present invention, which has been made to solve the above problems, A winning / losing lottery means for performing a winning / losing lottery based on winning / losing lottery information acquired when the gaming ball enters the starting area; An operation means that can be operated by a player (for example, a push button 61 shown in FIG. 1, etc.); A performance execution means for executing a performance of a change from when the decorative pattern starts to change to when the decorative pattern stops in a manner according to the winning / losing lottery result by the winning / losing lottery means; Equipped with During the above-mentioned variable performance, a special fixed performance (for example, see FIG. 49(b-1)) may occur. The above-mentioned special definite performance will not occur unless the performance occurrence right is obtained (for example, refer to FIG. 48(d)), and even if the performance occurrence right is obtained, it may not occur (for example, refer to FIGS. 49(a)(b-2)). The occurrence of the above-mentioned special definite performance (for example, refer to FIG. 49(b-1)) is to confirm that the winning or losing lottery result by the above-mentioned decorative pattern will be a winning result thereafter (for example, refer to FIG. 49(c-1)). The above-mentioned performance occurrence right can be obtained when the specified conditions are met during the right acquisition period of the variable performance (for example, refer to FIGS. 48(a)(b)). The above-mentioned specified conditions can be established by the player performing a right acquisition game using the above-mentioned operation means. If the player does not perform the right acquisition game, there is no possibility of obtaining the above-mentioned performance occurrence right (for example, refer to FIGS. 49(a) to (c)). It is characterized by the above.
Effect of the Invention
[0006] The gaming machine according to the present invention can improve the interest of the game.
Brief Explanation of the Drawings
[0007]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
Figure 50
Figure 51
Figure 52
Figure 53
Figure 54
Figure 55
Figure 56
Figure 57
Figure 58
Figure 59
Figure 60
Figure 61
Figure 62
Figure 63
Figure 64
Figure 65
Figure 66
Figure 67
Figure 68
Figure 69
Figure 70
Figure 71
Figure 72
Figure 73
Figure 74
Figure 75
Figure 76
Figure 77
Figure 78
Figure 79
Figure 80
Figure 81
Figure 82
Figure 83
Figure 84
Figure 85
Figure 86
Figure 87
Figure 88
Figure 89
Figure 90
Figure 91
Figure 92
Figure 93
Figure 94
Figure 95
Figure 96
Figure 97
Figure 98
Figure 99
Figure 100
Figure 101
Figure 102
Figure 103
Figure 104
Figure 105
Figure 106
Figure 107
Figure 108
Figure 109
Figure 110
Figure 111
Figure 112
Figure 113
Figure 114
Figure 115
Figure 116
Figure 117
Figure 118
Figure 119
Mode for Carrying Out the Invention
[0008] Hereinafter, an embodiment of a gaming machine 1 (pachinko machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, in the following description, the term "image" includes not only still images but also moving images. Also, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays a normal game without performing a special game). Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that the sensor provided in the ○○ has detected the game ball that has entered. Also, when it is said that "when an operation of ○○ is performed", strictly speaking, it means that it has been detected that ○○ has moved to a predetermined position by the operation. Also, unless it is something that changes to a value that eliminates the features, the various values (probabilities, number of times, etc.) described below can be increased or decreased as appropriate. Also, in the following description, the state where various areas are "closed" means a state where it is normal that no game ball enters the area on the premise that a normal game is being played, and the state where it is "open" means a state where a game ball can enter the area on the premise that a normal game is being played (even if the entrance of the game ball is open, a state where the game ball does not pass through the entrance when a normal game is being played is regarded as "closed"). Also, in each figure, the illustration of elements not related to the features described using that figure may be omitted. Also, the supplementary elements (numbers ("first", "second", etc.) and various alphabets, etc.) in the following description are attached for the purpose of distinguishing the types and do not have any meaning by themselves.
[0009] <Basic Configuration of the Gaming Machine> With reference to FIG. 1 and the like, the overall configuration of the gaming machine 1 will be briefly described. Note that detailed descriptions of well-known configurations will be omitted (it is possible to adopt the same configuration as a general gaming machine). The gaming machine 1 includes a game board 90. The game board 90 is a structure having a substantially rectangular shape when viewed from the front. In front of the game board 90, a game area 902 through which game balls flow down is formed. Below the game board 90, a well-known launching device 908 (launching handle) is provided. The player can launch a game ball (a game ball stored in the upper tray) toward the game area 902 by operating the launching device 908. The game ball launched from the launching device 908 reaches the game area 902 through a passage formed by the guide rail 903.
[0010] In the game area 902, various winning areas into which game balls can enter (such as a start area 904, a big winning area 906, etc.), an out port 907 (a port through which game balls that have not entered any winning area (so-called out balls) are discharged), and the like are provided. Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game balls when the flowing game balls collide with them. The game balls flowing down in the game area 902 change in various ways according to the conditions when they collide with the game pins. When the game balls flowing down in the game area 902 win in a winning area such as the start area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0011] The gaming machine 1 includes a display device 91. As will be described later, the display device 91 is a main display device having a display area 911 on which decorative symbols 80 and the like are displayed. The display area 911 of the display device 91 is a part that can be visually recognized through an opening 901 formed in the game board 90. The display area 911 is positioned slightly above in the height direction of the gaming machine 1 so as to match the player's line of sight.
[0012] The gaming machine 1 includes a speaker 67 (sound output means). Basically, various effects that occur as components of a variable effect (described later) are accompanied by unique effect sounds associated with each of the various effects (the unique effect sounds are output from the speaker 67).
[0013] Note that descriptions of general components such as the frame of the gaming machine 1, the structure (upper tray) that forms a space for storing the game balls to be launched, and the structure (lower tray) that forms a space for storing the game balls that overflow from the upper tray are omitted. For these, the same components as those of known gaming machines can be used.
[0014] The jackpot lottery is executed based on the lottery result information obtained when the winning or losing lottery means constructed on a control board (main control board) (not shown) is triggered by the entry of a game ball into the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "special figure 1") and a second start area 904b (the start area of the so-called "special figure 2") are provided. The first start area 904a is provided at a position where a game ball may enter by launching the game ball so that it flows down the left side of the display area 911 (the left side of the game area 902) (performing a "left shot"). The second start area 904b is provided at a position where a game ball may enter by launching the game ball so that it flows down the right side of the display area 911 (the right side of the game area 902) (performing a "right shot").
[0015] When a game ball enters the start area 904, a numerical value as lottery result information (the lottery result information obtained when a game ball enters the first start area 904a is defined as the first lottery result information, and the lottery result information obtained when a game ball enters the second start area 904b is defined as the second lottery result information) is obtained from a random number source. When the numerical value is the same as the preset jackpot numerical value, it is a jackpot; when it is different, it is a miss.
[0016] When the pass / fail lottery by the pass / fail lottery means is executed, the pass / fail lottery result is notified by a variation effect (an effect from the start of the variation of the decorative symbol 80 (the decorative symbol group 80g) until the decorative symbol 80 completely stops in the combination indicating the pass / fail lottery result, that is, an effect during one variation. In the following description, it may be simply referred to as "variation" or "rotation"). Note that a known pseudo-stop state (a state where the symbol slightly sways, also referred to as a pseudo-stop (state), etc.) that makes it appear to the player that the decorative symbol 80 has stopped may be adopted. Since the decorative symbol 80 in the pseudo-stop state is not completely stopped (because the selection has not been finalized), its type may change (in the drawing, the pseudo-stop state of the target decorative symbol 80 may be expressed by showing that the decorative symbol 80 is swaying).
[0017] In the present embodiment, a variation effect for the pass / fail lottery result corresponding in the order in which the pass / fail lottery information is acquired is executed. However, when new pass / fail lottery information is acquired in a state where the variation effect for a certain pass / fail lottery result has not ended (a state where there is pass / fail lottery information for which the notification of the pass / fail lottery result has not been completed), the newly acquired pass / fail lottery information is stored in a storage means (RAM) not shown up to a predetermined number as pre-variation pass / fail lottery information (described later).
[0018] The obtained win / loss lottery information (for which the notification of the corresponding win / loss lottery result has not been completed) is classified into "pre-variation win / loss lottery information" for which the variation effect for the corresponding win / loss lottery result has not started (the one corresponding to the first win / loss lottery information is the first pre-variation win / loss lottery information, and the one corresponding to the second win / loss lottery information is the second pre-variation win / loss lottery information), and "in-variation win / loss lottery information" for which the variation effect for the corresponding win / loss lottery result has started but has not ended (the one corresponding to the first win / loss lottery information is the first in-variation win / loss lottery information, and the one corresponding to the second win / loss lottery information is the second in-variation win / loss lottery information). In this embodiment, the maximum number of first pre-variation win / loss lottery information that can be stored by the storage means is four, and the maximum number of second pre-variation win / loss lottery information that can be stored is also four. Further, in this embodiment, the maximum number of in-variation win / loss lottery information existing at a certain point in time is one (both the first in-variation win / loss lottery information and the second in-variation win / loss lottery information do not exist (i.e., the variation of so-called special figure 1 and the variation of special figure 2 do not proceed together)).
[0019] During the variable display, a pre-variation display 72, which is an image (icon) indicating the existence of the pre-variation win / loss lottery information, and a mid-variation display 71, which is an image (icon) indicating the existence of the mid-variation win / loss lottery information, are displayed in real time (see Fig. 2). In the present embodiment, the mid-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may be displayed on different display devices. In the present embodiment, in the gaming state in which the game ball should be launched aiming at the first start area 904a (the gaming state in which "left hitting" should be performed), since the first win / loss lottery information is acquired, the pre-variation display 72 and the mid-variation display 71 indicating the existence of the first pre-variation win / loss lottery information and the first mid-variation win / loss lottery information are displayed (the pre-variation display 72 and the mid-variation display 71 indicating the existence of the second win / loss lottery information are not displayed or are displayed smaller than the pre-variation display 72 and the mid-variation display 71 indicating the existence of the first win / loss lottery information). On the other hand, in the gaming state in which the game ball should be launched aiming at the second start area 904b (the gaming state in which "right hitting" should be performed), since the second win / loss lottery information is acquired, the pre-variation display 72 and the mid-variation display 71 indicating the existence of the second pre-variation win / loss lottery information and the second mid-variation win / loss lottery information are displayed (the pre-variation display 72 and the mid-variation display 71 indicating the existence of the first win / loss lottery information are not displayed or are displayed smaller than the pre-variation display 72 and the mid-variation display 71 indicating the existence of the second win / loss lottery information). As described above, since the maximum number of stored first pre-variation win / loss lottery information in the present embodiment is four, the maximum number of pre-variation displays 72 displayed in the gaming state in which the game ball should be launched aiming at the first start area 904a is four (naturally, the maximum number of mid-variation displays 71 displayed is one). Also, since the maximum number of stored second pre-variation win / loss lottery information is four, the maximum number of pre-variation displays 72 displayed in the gaming state in which the game ball should be launched aiming at the second start area 904b is also four (naturally, the maximum number of mid-variation displays 71 displayed is one).
[0020] The order in which the notification of the winning / losing lottery results corresponding to each pre-change display 72 is completed (so-called "consumption order") is earlier the closer it is to the changing display 71. In other words, the pre-change displays 72 are displayed in a line such that the earlier the consumption order, the closer it is to the changing display 71. Each time the notification of the winning / losing lottery is completed (the change ends), the position in which the pre-change display 72 is displayed changes (each pre-change display 72 moves to a position according to the "consumption order"). In addition, the pre-change display 72 with the earliest consumption order becomes the changing display 71 (moves to a position where the changing display 71 is displayed) when the notification of the winning / losing lottery is completed (the change ends). In addition, the winning / losing lottery by the winning / losing lottery means is strictly performed at the same time as the corresponding change performance starts (the execution timing of such a winning / losing lottery is not clearly indicated to the player). Therefore, the pre-change display 72 is sometimes called "reserved (display)" because it indicates the presence of winning / losing lottery information (pre-change winning / losing lottery information) for which the corresponding winning / losing lottery has not been performed. In addition, since the number of pre-change winning / losing lottery information can be said to be the number of winning / losing lottery that is promised to be executed in the future (the number of winning / losing lottery rights that have already been acquired), it can be said that the greater the number of pre-change winning / losing lottery information (reserved display), the higher the probability that the winning / losing lottery result will be a jackpot in the future at that time. In addition, the display during change 71 indicates the presence of winning / losing lottery information in which the corresponding winning / losing lottery has been executed, but the variation performance to notify the winning / losing lottery result is currently in progress (in an "active" state), so it is sometimes called an "active display". In addition, since the variation performance to notify the corresponding winning / losing lottery result is currently in progress (the so-called "pertinent variation" is being executed), it is sometimes called "the pertinent variation reserved". In other words, the pre-change display 71 may also be treated as being included in the category of "reserved". In this embodiment, the display during change 71 is made larger than the display before change 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar). Instead of being related by such similar shapes, the basic shapes (external shapes, etc.) of the changing display 71 and the pre-changing display 72 may be entirely different.
[0021] In this embodiment, similar to known gaming machines, the winning or losing lottery result is notified to the player by the combination of the decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. Whether the types of the decorative symbols 80 are the same or not shall be determined by whether the characters included in each decorative symbol 80 are the same or not. In this embodiment, each type of decorative symbol 80 is assumed to include one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type, and if the numbers are different, they are of different types. In the following description, each type of decorative symbol 80 may also be expressed by the number included in the decorative symbol 80, such as the decorative symbol 80 of "1". Even for decorative symbols 80 of the same type, they may have different forms (for example, different number designs). Each of the groups of decorative symbols 80g includes all types of decorative symbols 80 (all of the decorative symbols 80 from "1" to "7"). Each type of decorative symbol 80 may include elements other than numbers. For example, it may include characters associated with each number (type).
[0022] The combination of the decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left) selected and stopped from each group of decorative symbols 80g is roughly classified into a winning combination indicating winning the winning or losing lottery and a losing combination indicating non-winning. In this embodiment, the winning combination is defined as the case where all three decorative symbols 80 are of the same type, and the losing combination is defined as the combination where not all three decorative symbols 80 are of the same type.
[0023] In this embodiment, the variation of each group of decorative symbols 80g may be temporarily stopped (simulated stop). Note that the temporary stop (simulated stop) refers to a state where although the variation has not completely stopped, it appears to the player as if it has stopped (for example, a state where it is slightly swaying). By temporarily stopping (simulating the stop) the variation in this way, it is also possible to construct a so-called chance point during the variation effect.
[0024] In addition, an image showing various information may be displayed near the outer edge of the display area 911 so as not to be conspicuous (the illustration of the image is omitted in each figure). For example, a symbol (so-called small symbol) that starts to change along with the start of the variable effect and stops in a manner corresponding to the winning or losing lottery result along with the end of the variable effect may be displayed small. However, the player can enjoy the game without being conscious of this type of image. That is, basically, it is possible to grasp the winning or losing lottery result by looking at the decorative symbol 80 and various effects.
[0025] Also, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting pattern of the lamp is supposed to indicate the results of various lotteries. The lighting pattern of the lamp corresponding to the first winning or losing lottery result and the second winning or losing lottery result is generally what is called a "special symbol". Also, the lighting pattern of the lamp corresponding to the normal lottery result (the normal lottery will be described later) is generally what is called a "normal symbol".
[0026] By winning the first winning or losing lottery or the second winning or losing lottery, a privilege (big win) is given to the player. The player plays the game aiming to obtain the privilege (big win). That is, in order to receive the first winning or losing lottery or the second winning or losing lottery, the game ball is launched toward the first start area 904a or the second start area 904b. The game state of playing the game aiming to obtain the privilege (big win) is roughly divided into a normal game state and a specific game state that is more advantageous to the player than the normal game state (see Fig. 3(a)). Also, in the present embodiment, as the specific game state, a first specific game state and a second specific game state that is more advantageous to the player than the first specific game state are provided. It can be said that the normal game state is the most disadvantageous state and the second specific game state is the most advantageous state.
[0027] The normal gaming state is a low-base state in which it is difficult for the game balls to win in the start area 904, and the specific gaming state is a high-base state in which it is easier for the game balls to win in the start area 904 (easier to win than the low-base state). The normal gaming state is a state in which the game balls should be launched aiming at the first start area 904a (a state in which "left hitting" should be performed). The specific gaming state is a state in which the game balls should be launched aiming at the second start area 904b (a state in which "right hitting" should be performed). The high-base state is a state in which it is easier to win the normal lottery than the low-base state. The normal lottery is a lottery executed triggered by the game balls entering the normal area 905. The second start area 904b is an area that is normally closed and is opened by winning the normal lottery. That is, if the normal lottery is not won, the game balls will not enter the second start area 904b. When the normal lottery is won, an opening and closing member (so-called electric chute) provided at the entrance of the second start area 904b is positioned at the open position, and the second start area 904b is opened. The opening and closing member positioned at the open position receives the game balls flowing down from above and plays a role of guiding the game balls toward the second start area 904b. That is, if the opening and closing member continues to be positioned at the open position to some extent continuously, the game balls will enter the second start area 904b relatively easily.
[0028] The normal area 905 is provided at a position where a "right-handed" game ball can enter (see Fig. 1). Therefore, if continuously hitting right-handed in a specific game state, a normal lottery is executed, and if winning the normal lottery, game balls frequently enter the second start area 904b. On the other hand, in the normal game state, since it is difficult to win the normal lottery, even if hitting right-handed, the second start area 904b is hardly opened, and hitting right-handed is set to be disadvantageous for the player. In the present embodiment, in the normal game state, even if winning the normal lottery, the opening time of the second start area 904b is extremely short, and it is practically impossible to make a game ball enter the second start area 904b. It may be set that the winning probability of the normal lottery in the normal game state is 0%, and a game ball cannot enter the second start area 904b. Because of such a configuration, the normal game state becomes a state where a game ball enters the first start area 904a by hitting left-handed and aims to obtain a privilege (big win) through the first win / loss lottery. Also, the specific game state becomes a state where a game ball enters the second start area 904b by hitting right-handed and aims to obtain a privilege (big win) through the second win / loss lottery.
[0029] When the game ball enters the first start area 904a or the second start area 904b, a predetermined number (e.g., 1) of prize balls are paid out (the number of prize balls when entering the first start area 904a and the number of prize balls when entering the second start area 904b may be different). Therefore, in the specific game state, compared with the normal game state, the player can play the game without significantly reducing the number of balls held. In the technical field of this case, in a state where it is not a big win, there is a situation where the number of prize balls per launched ball is referred to as the "base". The specific game state is a "high base state" with a relatively high base, and the normal game state is a "low base state" with a relatively low base. Since the high base state is a state where the game ball is more likely to enter the start area 904 compared to the low base state, the win / loss lottery can be easily performed. Therefore, the average time required for one variation effect (variation time) is shorter in the specific game state than in the normal game state (so-called "time shortening"). Based on this, it can be said that the high base state is a "time shortening" (with time shortening) state, and the low base state is a "non-time shortening" (without time shortening) state. In addition, due to such a configuration, the average stay time when playing continuously is longer in the normal game state than in the specific game state (the sum of the stay times of the first specific game state and the second specific game state).
[0030] The normal game state and the first specific game state are states with a relatively low probability of winning the win / loss lottery (low probability states), and the second specific game state is a state with a relatively high probability of winning the win / loss lottery (high probability state). The probability can be set as appropriate. In this embodiment, the winning probability (big win probability) of the low probability state is about 1 / 319, and the winning probability (big win probability) of the high probability state is about 1 / 99. The normal game state aims to perform a left hit and obtain a privilege (big win) through a first win / loss lottery with a low probability (about 1 / 319). The first specific game state aims to perform a right hit and obtain a privilege (big win) through a second win / loss lottery with a low probability (about 1 / 319). The second specific game state aims to perform a right hit and obtain a privilege (big win) through a second win / loss lottery with a high probability (about 1 / 99).
[0031] A jackpot (prize) can be obtained by winning the first win / loss lottery or the second win / loss lottery. In this embodiment, as jackpots, a normal jackpot (normal prize), a first special jackpot (first special prize), and a second special jackpot (second special prize) are provided (see Fig. 3(a)). The first special jackpot is a jackpot that transitions to the first special game state after the jackpot game (all unit games) ends. That is, the acquisition of the first special jackpot (first special prize) is the transition condition (start condition) of the first special game state. The second special jackpot is a jackpot that transitions to the second special game state after the jackpot game (all unit games) ends. That is, the acquisition of the second special jackpot (second special prize) is the transition condition (start condition) of the second special game state. Since the second special game state is more advantageous than the first special game state, in that regard, it can be said that the second special jackpot is more advantageous for the player than the first special jackpot. Note that providing such three types of jackpots is merely an example. For example, a setting where there is no normal jackpot (when a jackpot is obtained, it always transitions to a specific game state) may also be possible.
[0032] In this embodiment, the distribution of the jackpot (prize) obtained through the first win / loss lottery (special drawing 1 lottery) and the distribution of the jackpot (prize) obtained through the second win / loss lottery (special drawing 1 lottery) are different (see Fig. 3(b)). The jackpot obtained through the first win / loss lottery may be any of a normal jackpot (25%), a first special jackpot (25%), and a second special jackpot (50%). On the other hand, all of the jackpots obtained through the second win / loss lottery (100%) are set to be the second special jackpot. From this, it can be said that after transitioning to the specific game state, as long as a jackpot is obtained (continuing the winning streak) through the second win / loss lottery, the second special game state, which is the most advantageous game state for the player, continues.
[0033] The first specific gaming state and the second specific gaming state end when a predetermined end condition is satisfied (see Fig. 3(a)). In the present embodiment, the first specific gaming state ends when the win / loss lottery fails 100 times in a row. Since the first specific gaming state is a low-probability state, it can be said that the first specific gaming state is a state in which the game is played aiming to win a low-probability lottery (about 1 / 319) before 100 lotteries are executed. Also, in the present embodiment, the second specific gaming state ends when the win / loss lottery fails 150 times in a row. Since the second specific gaming state is a high-probability state, it can be said that the second specific gaming state is a state in which the game is played aiming to win a high-probability lottery (about 1 / 99) before 150 lotteries are executed. That is, the gaming machine 1 according to the present embodiment has a so-called ST type of gaming property (there is an actual situation where a state in which one aims to win a high-probability lottery before failing a predetermined number of times in a row is called "ST (state)"). Since the probability that the high-probability lottery (about 1 / 99) fails 150 times in a row (the probability that when a certain second specific gaming state starts, the high-probability lottery is not won and the second specific gaming state ends) is about 22%, the so-called continuation rate is about 78%. Note that making the gaming property of such an ST type is merely an example. For example, in the high-probability state, it may be configured to win either a big win (high-probability big win) in which the high-probability state continues or a big win (low-probability big win) in which the high-probability state ends (shifts to the low-probability state), and it may have a so-called loop type of gaming property in which the high-probability state continues until a low-probability big win is won.
[0034] In this embodiment, even if the power supply of the gaming machine 1 is once turned off (even if the power off → on operation is performed), the gaming state is maintained. However, when a predetermined reset operation that can only be performed by a game store employee (a person who can access the inside of the gaming machine) is performed, the normal gaming state is entered (the game store employee is enabled to forcibly shift to the normal gaming state which is the "default" gaming state). It is not normal for a player to stop playing in a specific gaming state which is advantageous to the player, and even if the store closes in the specific gaming state, the game store side will perform a reset operation. Therefore, it is normal for the gaming machine to be in the normal gaming state when the game store opens (so-called morning opening state). Thus, basically, the player starts playing from the normal gaming state.
[0035] When a jackpot (prize) is won through a winning or losing lottery, a jackpot game (prize game) is executed. The jackpot game repeatedly performs a plurality of unit games in which the large winning area 906 (see FIG. 1; the large winning area 906 is normally closed by the opening / closing member 906a) is opened until a predetermined closing condition is satisfied. The closing condition is established when either one of the following is satisfied: C game balls (C = 10 in this embodiment) win after the large winning area 906 is opened (winning condition) and a predetermined time elapses after the large winning area 906 is opened (time condition). In this embodiment, if game balls are continuously launched toward the large winning area 906 in the jackpot game, the winning condition is satisfied before the time condition is satisfied. That is, at least 10 game balls win in the large winning area 906 in one unit game (it is also possible that a so-called over-win occurs where more than 10 game balls win in the large winning area 906). A unit game is also referred to as a round (game) or the like. The number of unit games (rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, the number of prize balls paid out when one game ball wins in the large winning area 906 is 15. Therefore, in the case of a 10-round jackpot, at least 1500 prize balls are paid out.
[0036] In some cases, the pre-variation display 72 (hold display) and the in-variation display 71 (active display) are collectively referred to as "hold". However, the mode of "hold" suggests a reliability (the probability that the corresponding win / loss lottery result is a big win). The pre-variation display 72 and the in-variation display 71 can be any of a plurality of modes (see Fig. 4) according to the reliability (hereinafter, the modes that the pre-variation display 72 and the in-variation display 71 can take may also be referred to as display modes). Note that the reliability of the pre-variation display 72 and the in-variation display 71 refers to the reliability at the time when each display mode is displayed, and the reliability may increase due to a subsequent change in the display mode (hereinafter, this change may also be referred to as "hold change (production)"). Also, the relationship of the high and low reliability of each display mode refers to the relationship in the same gaming state. In the present embodiment, reliability is suggested by the hold display mode (hold change) in any of the normal gaming state, the first specific gaming state, and the second specific gaming state. However, that the reliability of one display mode is higher than that of another display mode means that the reliability is higher when it becomes another display mode than when it becomes a certain display mode in the same gaming state.
[0037] The display mode is roughly divided into a normal display mode 70n and a special display mode 70s. The normal display mode 70n is the reference display mode (default mode). The pre-variation display 72 and the in-variation display 71 are most likely to be in the normal display mode 70n (the probability of the pre-variation display 72 and the in-variation display 71 being in the normal display mode 70n is higher than the probability of being in any special display mode 70s (preferably, the probability of the pre-variation display 72 and the in-variation display 71 being in the normal display mode 70n is 90% or more)). The special display mode 70s is a display mode that suggests a higher reliability than the normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in the normal gaming state are provided: the first special display mode 701s, the second special display mode 702s, the third special display mode 703s, and the fourth special display mode 704s (the description of the special display mode in a specific gaming state is omitted). The reliability of the target hit / miss lottery result increases in this order (the fourth special display mode 704s has the highest reliability). The fourth special display mode 704s is only displayed when the target hit / miss lottery result is a big win (the reliability = 100%). Each display mode only needs to be such that the player can clearly distinguish the differences between the modes. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s exhibits a rainbow color (in the drawings, the colors of the special display modes 70s are represented by characters. Those without characters representing colors are the normal display mode 70n). The different display modes may also differ in points other than color (for example, the outer shape may be different).
[0038] The display modes of the pre-change display 72 and the during-change display 71 can change in a direction of increasing reliability (the reserved change effect only occurs in the direction of increasing reliability). Even in the state of the pre-change display 72 (i.e., before the target change is started), or in the state of the during-change display 71 (i.e., during the target change), the mode may change. Note that the specific mode of the so-called reserved change effect may be anything. In this embodiment, the display modes of the pre-change display 72 and the during-change display 71 may suddenly change (a sudden reserved change effect occurs), or as a result of an image acting on the pre-change display 72 or the during-change display 71 being displayed, these display modes may change (a reserved change effect that brings about a change in the display mode occurs). The final display mode of the during-change display 71 in the target change becomes the final reliability suggested by the during-change display 71. When the target change effect is started, the pre-change display 72 (the one with the first digestion order) becomes the during-change display 71, and at that time, the display mode is inherited. For example, if the pre-change display 72 (the one with the first digestion order) immediately before the target change is started is in the second special display mode 702s, the target change will start with the during-change display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-change display 72 (the one with the first digestion order) becomes the during-change display 71. Note that in this embodiment, in a state where a plurality of the pre-change display 72 and the during-change display 71 are displayed together, a state where two or more special display modes 70s are displayed may occur.
[0039] The gaming machine 1 is provided with a plurality of types of operation means operable by the player. In this embodiment, a push button 61, a cross key 62, and a special operation unit 65 are provided. The push button 61 can be pushed downward. The cross key 62 can be operated in any of the up, down, left, and right directions. The special operation unit 65 can be pushed backward.
[0040] Hereinafter, the effects executable by the gaming machine 1 according to this embodiment, the functions, characteristics, etc. of the gaming machine 1 will be described. Note that only a part of the effects described below may be executable (only a part may be provided).
[0041] <Variable composition effect (pre-suggestion image)> The gaming machine 1 according to the present embodiment can execute a variable composition effect, which will be described in detail below, as a type of effect that can occur during a variable effect. In the following description of the variable composition effect, the win / loss lottery result that is the target of the reliability suggestion by the variable composition effect is referred to as the target win / loss lottery result, and the variable effect corresponding to the target win / loss lottery result may also be referred to as the target variable effect (target variation). Note that the variable composition effect only occurs in a variation that satisfies a predetermined execution condition. Also, in the present embodiment, the variable composition effect can occur in the normal gaming state. However, it may be configured to occur in a specific gaming state. Further, in the present embodiment, the variable composition effect can occur in a state where a reach (where the decoration symbols 80 shown by being selected from two of the three decoration symbol groups 80g are of the same type) is established. However, it may be configured to occur in a state where a reach is not established.
[0042] As the variable composition effect, a variable composition effect A (see FIG. 5) and a variable composition effect B (see FIG. 6) can occur. As will be described later, the variable composition effect B can occur after the variable composition effect A (after the variable composition effect A reaches an unfavorable end). Each of the variable composition effects leads to a favorable end in which an image indicating that a favorable situation has occurred for the player is displayed or an unfavorable end (more unfavorable than the favorable end) in which an image indicating that an unfavorable situation has occurred for the player is displayed. Note that the favorable end may be configured such that there is a case where it appears to reach an unfavorable end once and then is covered, i.e., a so-called reversal pattern.
[0043] The variable composition effect A (see Fig. 5) in this embodiment is an effect in which a character C (indicated by the letter "C" in the drawing), which is a character on the player's side, is displayed. The character C moves towards achieving a goal (see Fig. 5(a)), and achieving the goal is considered a favorable outcome (see Fig. 5(b-1)), while not achieving it is considered an unfavorable outcome (see Fig. 5(b-2)). Also, the variable composition effect B (see Fig. 6) in this embodiment is an effect in which the same character (character C) as in the variable composition effect A is displayed as a character on the player's side. The character C moves towards a goal different from that of the variable composition effect A (see Fig. 6(a)), and achieving the goal is considered a favorable outcome (see Fig. 6(b-1)), while not achieving it is considered an unfavorable outcome (see Fig. 6(b-2)). Note that the specific forms of the variable composition effect A and the variable composition effect B are merely examples, and their specific forms can be appropriately changed except for the points specifically described below.
[0044] When the variable composition effect A occurs, if the variable composition effect A reaches a favorable outcome (see Fig. 5(b-1)), it is determined that the target win / loss lottery result is a big win. That is, when the target win / loss lottery result is a big win, the variable composition effect A may reach a favorable outcome, and when it is a loss, the variable composition effect A has no possibility of reaching a favorable outcome. However, even when the target win / loss lottery result is a big win, the variable composition effect A may reach an unfavorable outcome (see Fig. 5(b-2)). That is, at the time when the variable composition effect A reaches an unfavorable outcome (immediately after the unfavorable outcome), the target win / loss lottery result is not determined. In this embodiment, in the case of an unfavorable outcome, the three decorative symbols 80 are in a pseudo-stopped state with a combination representing a loss (loss combination), suggesting to the player that there is a possibility that the loss may be confirmed.
[0045] After the variable composition effect A reaches an unfavorable end (see Fig. 5(b-2)), the variable composition effect B may occur (see Fig. 6(a)). In this embodiment, the variable composition effect B occurs only when the variable composition effect A reaches an unfavorable end. After an image indicating that the variable composition effect A has reached an unfavorable end is displayed (see Fig. 5(b-2)), when a predetermined development image 11 (continuous image) is displayed (see Fig. 5(c-2)), the variable composition effect B is started. When the development image 11 is not displayed (see Fig. 5(c-1)), the variable composition effect B does not occur. When the variable composition effect A reaches an unfavorable end and the variable composition effect B does not occur, it is determined that the target win / loss lottery result is a miss (the three decorative symbols 80 stop completely in a losing combination) (see Fig. 5(c-1)). That is, when the development image 11 is displayed (develops into the variable composition effect B), there remains a possibility that the target win / loss lottery result is a big win, but when the development image 11 is not displayed (does not develop into the variable composition effect B), it is determined that the target win / loss lottery result is a miss.
[0046] When the development image 11 is displayed (see Fig. 5(c-2)), the variable composition effect B is started (see Fig. 6(a)). The variable composition effect B leads to a favorable ending (see Fig. 6(b-1)) when the target win / loss lottery result is a big win, and leads to an unfavorable ending (see Fig. 6(b-2)) when it is a loss. As described above, although there remains a possibility of a big win even if the variable composition effect A leads to an unfavorable ending, when the variable composition effect B leads to an unfavorable ending, the loss is confirmed. That is to say, it can be said that the variable composition effect B is different from the variable composition effect A in that it determines the target win / loss lottery result regardless of which ending it leads to. Also, since the variable composition effect B is executed as a result of the development of the variable composition effect A, the probability that the variable composition effect B leads to a favorable ending (referring to the probability of leading to a favorable ending at the time when the variable composition effect B is started) is higher than the probability that the variable composition effect A leads to a favorable ending (referring to the probability of leading to a favorable ending at the time when the variable composition effect A is started). Therefore, when the target win / loss lottery result is a big win, it is more likely that the big win is notified by the variable composition effect B leading to a favorable ending after the variable composition effect A leads to an unfavorable ending, rather than the big win being notified by the variable composition effect A leading to a favorable ending. Note that the probability that the variable composition effect A leads to a favorable ending is preferably less than 10% (based on the time when the variable composition effect A is started).
[0047] The variable composition presentation B is a presentation that may occur when the variable composition presentation A reaches an adverse end. In a state where the variable composition presentation A reaches an adverse end, the pre-suggestion image 10 may be displayed. The pre-suggestion image 10 is not displayed when the variable composition presentation A reaches a favorable end. The adverse end of the variable composition presentation A (see Fig. 5(b-2)) is divided into a pattern where the pre-suggestion image 10 is not displayed (see Fig. 5(b-2-1)) and a pattern where the pre-suggestion image 10 is displayed (see Fig. 5(b-2-2)). It is normal (default pattern) that the pre-suggestion image 10 is not displayed. That is, when the variable composition presentation A reaches an adverse end, the probability that the pre-suggestion image 10 is not displayed is higher than the probability that the pre-suggestion image 10 is displayed. The pre-suggestion image 10 can be displayed at a time when it is not determined whether the variable composition presentation B will occur (a time earlier than the time when the above-described development image 11 can be displayed). Note that the time when the pre-suggestion image 10 can be displayed is a time when there is no possibility of a favorable end in a so-called reversal pattern. In the present embodiment, the display of the pre-suggestion image 10 does not suggest that the occurrence probability of the variable composition presentation B has increased. Even when the pre-suggestion image 10 is displayed (see Fig. 5(b-2-2)), the variable composition presentation B may not occur (see Fig. 5(c-1)).
[0048] The display of the pre-suggestion image 10 (see Fig. 5(b-2-2)) suggests that when the variable composition presentation B occurs, the probability that the variable composition presentation B reaches a favorable end (see Fig. 6(b-1)) has increased. That is, assuming that the variable composition presentation B occurs, the probability that the variable composition presentation B reaches a favorable end (see Fig. 6(b-1)) is higher when the pre-suggestion image 10 is displayed (see Fig. 5(b-2-2)) than when it is not displayed (see Fig. 5(b-2-1)) in the variable composition presentation A (adverse end) (the probability that the variable composition presentation B reaches a favorable end at the start time of the variable composition presentation B is higher when the pre-suggestion image 10 is displayed than when it is not displayed). Therefore, if the variable composition presentation B does not occur although the pre-suggestion image 10 is displayed, the significance (effect) of the display of the pre-suggestion image 10 is completely lost.
[0049] The pre-suggestive image 10 preferably includes content that suggests its characteristics. In this embodiment, an image including the characters "Chance if it develops" is displayed as the pre-suggestive image 10 (see Fig. 5(b-2-2)). Since "development" means that the variable composition effect B occurs, it becomes possible to grasp that it is a "chance" when the variable composition effect B occurs.
[0050] Thus, in this embodiment, the pre-suggestive image 10 may be displayed when the variable composition effect A reaches an unfavorable outcome (see Fig. 5(b-2-2)). If the pre-suggestive image 10 is displayed, it can be expected that if the variable composition effect B occurs, it will result in a favorable outcome, so an interesting gameplay can be realized in which the player will more strongly wish for the occurrence of the variable composition effect B.
[0051] Hereinafter, specific examples in which the matters related to the above variable composition effects are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0052] 〇Specific Example 1-1 The variable composition presentation A (see Fig. 7(a)) is provided with a predetermined period (operation valid period) (see Fig. 7(b)) during which the operation of a predetermined operation means (target operation means) becomes effective before reaching the end. Then, when the operation of the target operation means during the operation valid period becomes an operation that satisfies a predetermined condition (specific operation) (see Fig. 7(b-1)), and when it does not (see Fig. 7(b-2)), the probability that the pre-suggestion image 10 is displayed when the variable composition presentation A results in an unfavorable end (the probability of becoming (c-2) instead of (c-1) in Fig. 7(c)) is made different. Specifically, when the variable composition presentation B is started after the variable composition presentation A results in an unfavorable end (see Figs. 7(c-1) and (c-2)), and when the variable composition presentation B reaches a favorable end (see Fig. 7(d)) (when it is internally determined that the variable composition presentation B reaches a favorable end), the probability that the pre-suggestion image 10 is displayed when the variable composition presentation A results in an unfavorable end (the probability of becoming (c-2) instead of (c-1) in Fig. 7(c)) is made different depending on whether the operation of the operation means during the previous operation valid period was a specific operation (see Fig. 7(b-1)) or not (see Fig. 7(b-2)).
[0053] Any operation means that is required to be operated during the operation validity period may be used (either one type or two or more types are acceptable), and various operation modes can be considered. For example, for the variable composition performance A, assume that an operation validity period is provided in which the push button 61 needs to be continuously operated (rapidly clicked) before reaching the end (see Fig. 7(b)). And the number of operations of the push button 61 within the operation validity period reaching the specified number is regarded as an operation that meets the predetermined condition (specific operation). The specified number may be set to be the same each time (for example, 10 times), or it may be set to change each time (for example, it can change between 5 times and 15 times). In this way, during the operation validity period, by actively operating the operation means, the player can perform an operation that meets the predetermined condition, and if the operation means is not operated at all, it is impossible to perform an operation that meets the predetermined condition. Note that the degree of operation of the operation means during the operation validity period does not affect the end of the variable composition performance A. It is advisable to set the operation validity period even when the variable composition performance A results in a favorable end (regardless of the end of the variable composition performance A). Although it is predetermined internally whether the variable composition performance A will result in a favorable end or an unfavorable end when it starts, since the pre-suggestion image 10 will not be displayed when it results in a favorable end, the degree of operation of the operation means during the operation validity period does not affect the performance that results in a favorable end.
[0054] If the probability that the pre-suggestion image 10 is displayed when the variable composition performance A results in an unfavorable end (the probability of becoming (c-2) instead of (c-1) in Fig. 7) is set to be higher when the operation of the target operation means during the operation validity period becomes an operation that meets the predetermined condition (specific operation) (see Fig. 7(b-1)) than when it does not (see Fig. 7(b-2)), then the more actively involved in the performance (operating the operation means) during the operation validity period, the higher the probability of enjoying the suggestive effect of the pre-suggestion image 10 (when it is desired to make it easier to predict the end of the variable composition performance B, just actively operate the target operation means), which results in a gaming property.
[0055] On the contrary, if the operation of the target operation means during the operation valid period does not meet the predetermined conditions (specific operation) (see Fig. 7(b-2)), rather than when it becomes a specific operation (see Fig. 7(b-1)), if the probability that the pre-suggestion image 10 is displayed when the variable composition effect A results in an adverse outcome (the probability of becoming (c-2) instead of (c-1) in Fig. 7) is set to be high, the more actively involved in the effect (operating the operation means) during the operation valid period, the less likely the pre-suggestion image 10 is to be displayed and the more likely the outcome of the variable composition effect B is to be unpredictable (when it is difficult to predict the outcome of the variable composition effect B and one wants to enjoy it until the end, one can actively operate the target operation means), resulting in such gameplay.
[0056] During the operation valid period, no operation requirement for the target operation means may be imposed on the player. That is, even though a player who has obtained information from a magazine, the Internet, etc. may be aware of the existence of the above operation valid period, in terms of the effect, no operation requirement is imposed (an image prompting an operation is not displayed in the display area 911), which may be a so-called hidden operation effect (hidden button effect).
[0057] 〇Specific Example 1-2 The variable composition effect A is assumed not to have an advantageous outcome of a so-called reversal pattern (appearing to be an adverse outcome at first and then being overturned). By doing so, when an image indicating an adverse situation for the player appears in the variable composition effect A, since there is no possibility of it being overturned and becoming an advantageous outcome, a clear gameplay can be realized where one hopes for the display of the pre-suggestion image 10 or the occurrence of the variable composition effect B.
[0058] It is preferable to set the variable composition effect B such that an advantageous outcome of a reversal pattern can occur. Since the variable composition effect B does not mean that there is a possibility of further development when an adverse outcome is reached, it is preferable to set it such that a case where it appears to reach an adverse outcome and then is overturned can occur.
[0059] 〇Specific Example 1-3 Unlike the above-described embodiment, when the variable configuration effect A leads to an unfavorable outcome, the variable configuration effect B will surely occur. That is, when the variable configuration effect A occurs, if it does not lead to a favorable outcome, it is ensured that the variable configuration effect B will be executed. In this case, since the variable configuration effect B will surely occur when the variable configuration effect A results in an unfavorable outcome, the game playability is such that it is not a waste (the display of the pre-suggestion image 10 does not end up being meaningless) for the pre-suggestion image 10 to be displayed at an unfavorable outcome.
[0060] However, if it is configured as in this example, since the occurrence of the variable configuration effect B is determined when the variable configuration effect A leads to an unfavorable outcome, there is a demerit in that it does not result in the game playability where the player would more strongly wish for the variable configuration effect B to occur when the pre-suggestion image 10 is displayed as in the above-described embodiment.
[0061] 〇Specific Examples 1 - 4 Unlike the above-described embodiment, the variable configuration effect B is set to be able to occur even when the variable configuration effect A does not lead to an unfavorable outcome. That is, the occurrence of the variable configuration effect A leading to an unfavorable outcome is not set as a condition for the occurrence of the variable configuration effect B. However, it is preferable that the probability of the variable configuration effect B occurring is higher when the variable configuration effect A leads to an unfavorable outcome than when it does not. That is, it is preferable to maintain that the occurrence of the variable configuration effect A leading to an unfavorable outcome is an event suggesting the occurrence of the variable configuration effect B.
[0062] 〇Specific Examples 1 - 5 When the variable composition effect A results in an unfavorable outcome, the probability of the variable composition effect B occurring is higher when the pre-suggestion image 10 is displayed than when it is not displayed. Also, similar to the above embodiment, when it is assumed that the variable composition effect B has occurred, the probability that the variable composition effect B will result in a favorable outcome at the start point of the variable composition effect B is higher when the pre-suggestion image 10 is displayed than when it is not displayed. By doing so, the presence or absence of the pre-suggestion image 10 when the variable composition effect A results in an unfavorable outcome becomes a gaming property that suggests both the probability of the variable composition effect B occurring and the probability that the variable composition effect B will result in a favorable outcome when it occurs.
[0063] In addition, when configured as in this example, when the pre-suggestion image 10 is displayed, the variable composition effect B will surely occur (when the pre-suggestion image 10 is not displayed, the variable composition effect B may not occur, but when the pre-suggestion image 10 is displayed, it is certain that the variable composition effect B will occur). However, if configured in this way, since the occurrence of the variable composition effect B is determined at the time when the pre-suggestion image 10 is displayed, there is a demerit in that it does not become a gaming property in which the player will more strongly wish for the variable composition effect B to occur when the pre-suggestion image 10 is displayed as in the above embodiment.
[0064] 〇Specific Examples 1-6 In the case where a character is displayed in both the variable composition effect A and the variable composition effect B, it is assumed that the character displayed in the variable composition effect A (see Fig. 8(a)) and the character displayed in the variable composition effect B (see Fig. 8(b)) are of different types (in Fig. 8, "CA" is attached to the character displayed in the variable composition effect A and "CB" is attached to the character displayed in the variable composition effect B). By doing so, there is an advantage that the switch from the variable composition effect A to the variable composition effect B becomes clear.
[0065] On the one hand, as in the above embodiment, if the same character is displayed in the variable composition effect A and the variable composition effect B, there is an advantage that it is clear that the variable composition effect A and the variable composition effect B are related (the variable composition effect A and the variable composition effect B are connected effects).
[0066] 〇Specific Example 1-7 Assume that a plurality of types of images with different aspects are provided as the pre-suggestion image 10 that can be displayed when the variable composition effect A reaches an adverse end. When the variable composition effect A reaches an adverse end, the pre-suggestion image 10 may not be displayed, or the pre-suggestion image 10 may be displayed. When the pre-suggestion image 10 is displayed, any one of the plurality of types of images is displayed. For example, assume that a first pre-suggestion image 101 (see FIG. 9(b)) and a second pre-suggestion image 102 (see FIG. 9(c)) are provided as the pre-suggestion image 10. When the variable composition effect A reaches an adverse end, the pre-suggestion image 10 is not displayed (see FIG. 9(a)), the first pre-suggestion image 101 is displayed (see FIG. 9(b)), or the second pre-suggestion image 102 is displayed (see FIG. 9(c)). And the probability that the variable composition effect B reaches a favorable end when the variable composition effect B occurs is higher when the first pre-suggestion image 101 is displayed than when the pre-suggestion image 10 is not displayed, and higher when the second pre-suggestion image 102 is displayed than when the first pre-suggestion image 101 is displayed (see FIG. 9).
[0067] By doing so as in this example, when the variable composition effect A reaches an adverse end, while paying attention to whether the pre-suggestion image 10 is displayed, when the pre-suggestion image 10 is displayed, a gaming property that the player will also pay attention to the type thereof can be realized.
[0068] 〇Specific Example 1-8 The prior suggestion image 10 does not necessarily have to include content that suggests its characteristics as in the above-described embodiment. For example, the character C displayed when the variable composition effect A reaches an unfavorable outcome is usually displayed in a certain mode (normal mode) (see Fig. 10(a)), and may also be configured to be displayed in a mode different from the certain mode (special mode) (see Fig. 10(b)). Then, when the character C in the special mode is displayed (when the mode of the character C has changed to a mode different from the normal state without notice) (see Fig. 10(b)) compared to when the character C in the normal mode is displayed when an unfavorable outcome is reached (see Fig. 10(a)), it is assumed that the probability that the variable composition effect B will reach a favorable outcome is higher when the variable composition effect B occurs. By doing so, the character C in the special mode becomes an effect form that functions as the prior suggestion image 10.
[0069] 〇Specific Example 1-9 The variable composition effect B is only intended to suggest the probability (reliability) that the target win / loss lottery result will be a big win, and does not inform the target win / loss lottery result based on its outcome (even if the variable composition effect results in a favorable outcome, it is not certain that the target win / loss lottery result is a big win). That is, when the variable composition effect B occurs after the variable composition effect A has reached an unfavorable outcome, the probability that the target win / loss lottery result will be a big win is set to be higher when the variable composition effect B results in a favorable outcome than when it results in an unfavorable outcome, and it is not certain that the target win / loss lottery result is a big win even if a favorable outcome is achieved (it only remains a so-called chance up).
[0070] In this case, whether the prior suggestion image 10 is displayed when the variable composition effect A reaches an unfavorable outcome functions to suggest the probability of the occurrence of a "favorable outcome of the variable composition effect B" which does not determine a big win (as a so-called chance up).
[0071] Note that it may be set that there is a possibility that the target win / loss lottery result is a big win even if the variable composition effect B reaches an unfavorable outcome, or it may be set that it is certain that the target win / loss lottery result is a miss when an unfavorable outcome is reached.
[0072] 〇Specific Examples 1-10 Even if the variable composition effect A results in a favorable ending, the target eligibility lottery result is not set to be a big win. That is, the probability that the target eligibility lottery result is a big win when the variable composition effect A results in a favorable ending is only higher than when it results in an unfavorable ending, and it is set that there is a possibility that the target eligibility lottery result is a miss even when the variable composition effect A results in a favorable ending.
[0073] In addition, it may be set that there is a possibility that the target eligibility lottery result is a big win even when the variable composition effect A results in an unfavorable ending and the variable composition effect B does not occur, or it may be set that the possibility that the target eligibility lottery result is a big win disappears (it is certain that it is a miss).
[0074] 〇Specific Examples 1-11 Assume that there are multiple types of variable composition effects B that can occur after the variable composition effect A reaches an unfavorable ending and develops (continues). That is, assume that two or more types of variable composition effects B (effects with different images displayed in the display area 911) are provided as the development destinations from the variable composition effect A (unfavorable ending). Note that all of the two or more types of variable composition effects B lead to either a favorable ending or an unfavorable ending, and the probabilities (reliabilities) of reaching a favorable ending vary depending on the type.
[0075] For example, when the variable composition performance A reaches an unfavorable ending (see Fig. 11(a)) and then develops (see Fig. 11(b)), the variable composition performance B1 may occur (see Fig. 11(c-1)) or the variable composition performance B2 may occur (see Fig. 11(c-2)). In this case, when the pre-suggestion image 10 is displayed when the variable composition performance A reaches an unfavorable ending (see Fig. 11(a-2)), it is intended to increase the probability that the variable composition performance B1 or the variable composition performance B2 will reach a favorable ending regardless of which of them occurs. That is, when the variable composition performance A reaches an unfavorable ending and then the variable composition performance B1 occurs, the probability that the variable composition performance B1 will reach a favorable ending is set to be higher when the pre-suggestion image 10 is displayed (see Fig. 11(a-2)) than when the pre-suggestion image 10 is not displayed when the variable composition performance A reaches an unfavorable ending (see Fig. 11(a-1)) (see Fig. 11(c-1)). Also, when the variable composition performance A reaches an unfavorable ending and then the variable composition performance B2 occurs, the probability that the variable composition performance B2 will reach a favorable ending is set to be higher when the pre-suggestion image 10 is displayed (see Fig. 11(a-2)) than when the pre-suggestion image 10 is not displayed when the variable composition performance A reaches an unfavorable ending (see Fig. 11(a-1)) (see Fig. 11(c-2)). That is, the effect of displaying the pre-suggestion image 10 is assumed to be effective regardless of which of the variable composition performance B1 and the variable composition performance B2 occurs. By doing so, when the pre-suggestion image 10 is displayed when the variable composition performance A reaches an unfavorable ending, a gaming property is realized in which any of a plurality of types of variable composition performances B is a chance.
[0076] 〇Specific Example 1-12 In the above-described embodiment, when the variable configuration effect A results in an unfavorable outcome (at the point when the pre-suggestion image 10 may be displayed), the three decorative symbols 80 are in a state of pseudo-stop in a combination indicating a miss (suggesting that the miss may be confirmed by the pseudo-stopped decorative symbol 80) (see Fig. 5(b-2)). However, such a pseudo-stop display of the combination indicating a miss may not be made. Since it can be understood from the video of the variable configuration effect A that an unfavorable situation (the failure to achieve the goal) has occurred for the player, it may not be necessary to suggest the possibility of a confirmed miss using the decorative symbol 80.
[0077] 〇Specific Examples 1-13 It is assumed that there are differences in the effects between the variable configuration effect B (hereinafter referred to as variable configuration effect Bn) that occurs without the pre-suggestion image 10 being displayed (see Fig. 12(a-1)) at the unfavorable end of the variable configuration effect, and the variable configuration effect B (hereinafter referred to as variable configuration effect Bs) that occurs with the pre-suggestion image 10 being displayed (see Fig. 12(a-2)). Specifically, in the variable configuration effect Bs, an image (hereinafter referred to as the unique image S) that is not displayed in the variable configuration effect Ba is displayed (see Fig. 12(b-2)). The unique image S is displayed before the end of the variable configuration effect Bs becomes known.
[0078] By doing so, even after the variable configuration effect B is started, it becomes an effect form in which it can be determined whether the variable configuration effect B has passed through the display of the pre-suggestion image 10. Also, it becomes an effect form in which the effect of the pre-suggestion image 10 is emphasized even during the variable configuration effect B (variable configuration effect Bb).
[0079] When doing as in this example, it is preferable that the pre-suggestion image 10 and the unique image S include common image components. For example, both the pre-suggestion image 10 and the unique image S are images including a certain character (common character D (indicated by attaching D in the drawing)) (see FIGS. 12(a-2) and (b-2)). By doing so, it becomes an easy-to-understand form of presentation that the unique image S is displayed in the subsequent variable composition presentation B (variable composition presentation Bb) as a result of the display of the pre-suggestion image 10.
[0080] <Image Suggestion Presentation> The gaming machine 1 according to the present embodiment can execute an image suggestion presentation as a kind of presentation constituting a variable presentation. In the following description of the image suggestion presentation, the variable presentation including the image suggestion presentation may be referred to as a target variable presentation (target variation), and the win / loss lottery result corresponding to the target variable presentation may be referred to as a target win / loss lottery result. Note that the image suggestion presentation occurs only in a variable that satisfies a predetermined execution condition. Also, in the present embodiment, the image suggestion presentation can occur in the normal gaming state. However, it may be configured to occur in a specific gaming state.
[0081] The image suggestion effect suggests the probability that an event advantageous to the player will occur due to the relationship between the first effect image 12 and the second effect image 13. In this embodiment, the image suggestion effect suggests the probability (reliability) that the target hit / miss lottery result will be a jackpot. Note that the image suggestion effect in this embodiment can occur when the reach is established, but it may occur when the reach is not established. Any of a plurality of first candidate images (see FIG. 13(a-1)) can be selected as the first effect image 12. Any of a plurality of second candidate images (see FIG. 13(a-2)) can be selected as the second effect image 13. The image suggestion effect in this embodiment can occur before a battle effect (specific battle effect) in which a character on the player's side (ally character: indicated by the character "aji" in the drawing) fights an enemy character. That is, the image suggestion effect in this embodiment can be said to be a pre-effect that occurs before the specific battle effect (the specific battle effect can be said to be a post-effect that occurs after the image suggestion effect (hereinafter, the effect corresponding to the specific battle effect in this embodiment may be referred to as a post-effect)). What is shown as the first effect image 12 appears as an enemy character in the specific battle effect. In this embodiment, either "enemy character A" (shown with the letters "enemy A" in the drawings), "enemy character B" (shown with the letters "enemy B" in the drawings), or "enemy character C" (shown with the letters "enemy C" in the drawings) appears. In other words, the three types of enemy characters A to C (images representing them) are first candidate images, and one of them appears in the specific battle effect as the first effect image 12. On the other hand, what is shown as the second effect image 13 appears as a weapon with which an ally character attacks an enemy character in the specific battle effect. In this embodiment, either "sword", "whip", or "spear" appears. In other words, the three types of second candidate images are "sword," "whip," and "spear" (images representing them), and one of them will be the second effect image 13 and will appear in a specific battle effect.
[0082] Each of the enemy characters A to C has a specific relationship with one of the weapons (a non - specific relationship means not having a specific relationship). "Enemy character A" has a specific relationship with the "sword" (not in a specific relationship with the "whip" or "spear"). "Enemy character B" has a specific relationship with the "whip" (not in a specific relationship with the "sword" or "spear"). "Enemy character C" has a specific relationship with the "spear" (not in a specific relationship with the "sword" or "whip") (see Fig. 13(a) (the dotted - line - connected ones have a specific relationship)). As will be described later, when a specific battle performance occurs between the first performance image 12 (enemy character) and the second performance image 13 (weapon) in a specific relationship, the probability of a victory ending is high. So, a "weapon" in a specific relationship with a certain "enemy character" is a weapon suitable for attacking that enemy character. Thus, in this embodiment, any one of a plurality of types of enemy characters (first candidate images) is made to have a specific relationship with any one of a plurality of types of weapons (second candidate images) (so that there is no "duplication" where a certain type of image has a specific relationship with two or more types of images (a 1:1 specific relationship is set)). Hereinafter, regarding the relationship between the first performance image 12 (enemy character) and the second performance image 13 (weapon), the relationship between "enemy character A" and the "sword" is defined as specific relationship A, the relationship between "enemy character A" and the "whip" is defined as non - specific relationship A1, the relationship between "enemy character A" and the "spear" is defined as non - specific relationship A2, the relationship between "enemy character B" and the "whip" is defined as specific relationship B, the relationship between "enemy character B" and the "sword" is defined as non - specific relationship B1, the relationship between "enemy character B" and the "spear" is defined as non - specific relationship B2, the relationship between "enemy character C" and the "spear" is defined as specific relationship C, the relationship between "enemy character C" and the "sword" is defined as non - specific relationship C1, and the relationship between "enemy character C" and the "whip" is defined as non - specific relationship C2 (see Fig. 13(b)).
[0083] The specific battle performance (see Fig. 14) leads to a victory ending (an ending favorable to the player) (see Fig. 14(b-1)) where the friendly character defeats the enemy character when the target win / loss lottery result is a big win, and leads to a defeat ending (an ending unfavorable to the player) (see Fig. 14(b-2)) where the friendly character loses to the enemy character when it is a miss (Note that as a victory ending, a so-called reversal pattern may occur where it appears to reach a defeat ending once but is then overturned). That is, the specific battle performance is a type of reach performance (super reach performance). The probability of the specific battle performance reaching a victory ending (the reliability of the target win / loss lottery result) is set higher when the relationship between the first performance image 12 (enemy character) and the second performance image 13 (weapon) is a specific relationship than when it is not. As shown in Fig. 13(b), in this embodiment, for any of the specific relationships A, B, C, the probability of reaching a victory ending (the reliability of the target win / loss lottery result) is higher than that of any of the non-specific relationships A1, A2, B1, B2, C1, C2.
[0084] Also, in this embodiment, the reliability differs between specific relationships and between non-specific relationships. In this embodiment, enemy character B is positioned as a "weaker enemy" than enemy character A, and enemy character C is positioned as a "weaker enemy" than enemy character B. That is, the probability of victory is made higher for enemy character B than for enemy character A, and for enemy character C than for enemy character B. Also, in this embodiment, "whip" is positioned as a "stronger weapon" than "sword", and "spear" is positioned as a "stronger weapon" than "whip". That is, the probability of victory is made higher when "whip" is displayed than when "sword" is displayed, and when "spear" is displayed than when "whip" is displayed. Therefore, as shown in Fig. 13(b), when comparing specific relationships, the probability of reaching a victory ending (the reliability of the target win / loss lottery result) is high in the order of specific relationship A < specific relationship B < specific relationship C. Also, when comparing non-specific relationships, the probability of reaching a victory ending (the reliability of the target win / loss lottery result) is high in the order of non-specific relationship A1 < non-specific relationship A2 < non-specific relationship B1 < non-specific relationship B2 < non-specific relationship C1 < non-specific relationship C2.
[0085] In the image suggestion presentation, a selection of an "enemy character" (selection of any one of a plurality of first candidate images) and a selection of a "weapon" (selection of any one of a plurality of second candidate images) occur. In the present embodiment, when the image suggestion presentation is started (see Fig. 15(a)), first, a first selection indicating that one of a plurality of enemy characters (first candidate images) has been selected is made (see Fig. 15(b)), and then, a second selection indicating that one of a plurality of weapons (second candidate images) has been selected is made (see Fig. 15(c)). In this way, a state in which one type of enemy character (one type of first candidate image) and one type of weapon (one type of second candidate image) have been selected (hereinafter referred to as the reference state) is reached (see Fig. 16(a)). In the reference state, it is preferable that the candidate images that have not been selected are made non-displayed. Differently, the candidate images that have not been selected may be displayed, but in that case, the selected candidate images are made to be in a "more prominent mode" than the candidate images that have not been selected, so that it can be understood that the images in the "more prominent mode" have been selected (for example, the selected candidate images are opaque and the candidate images that have not been selected are translucent).
[0086] Normally, the image suggestion presentation ends as it is and a specific battle presentation is started. That is, it is normal (default) that the specific battle presentation in which one type of enemy character (one type of first candidate image) and one type of weapon (one type of second candidate image) shown in the reference state (see Fig. 16(a)) are directly set as the first presentation image 12 and the second presentation image 13 without change and the presentation is started (see Fig. 16(c-1)). Since the relationship between a certain type of enemy character and a certain type of weapon shown at first (reference state) does not change, it can be said that the mode of the image suggestion presentation is a "non-changing mode" (when compared with the "changing mode" described later).
[0087] On the one hand, in the image suggestion effect, at least one of a certain type of enemy character (a certain type of first candidate image) and a certain type of weapon (a certain type of second candidate image) shown in the reference state (see Fig. 16(a)) may change (see Fig. 16(b)). When such a change occurs, a specific battle effect in which the enemy character and the weapon after the change are taken as the first effect image 12 and the second effect image 13 is started (see Fig. 16(c-2)). Since the relationship between a certain type of enemy character and a certain type of weapon shown initially (reference state) changes, it can be said that the mode of the image suggestion effect is a "changing mode". In this embodiment, it is arranged so that only a change in the direction of increasing the reliability (see Fig. 13(b)) occurs when it is assumed that the first effect image 12 and the second effect image 13 are obtained. Therefore, if the relationship between the first candidate image and the second candidate image shown in the reference state is a specific relationship C (the relationship with the highest reliability), no image change occurs (it becomes an image suggestion effect in a non-changing mode).
[0088] As the "changing mode", in this embodiment, there may occur a "one-sided change (mode)" in which only one of the enemy character (first candidate image) and the weapon (second candidate image) changes, and a "both-sided change (mode)" in which both the enemy character (first candidate image) and the weapon (second candidate image) change.
[0089] As an example of one-sided change, for example, a change may occur from "enemy character A" and "whip" (non-specific relationship A1) (see Fig. 16(a)) such that only the weapon changes to "enemy character A" and "sword" (specific relationship A) (see Fig. 16(b)). That is, as a result of one-sided change, a change may occur such that what was in a non-specific relationship becomes a specific relationship. From the perspective of the player, what was shown initially (reference state) was in a non-specific relationship (see Fig. 16(a)), but after it changes to a specific relationship (see Fig. 16(b)), a specific battle effect in which the first effect image 12 (enemy character A) and the second effect image 13 (sword) in the specific relationship are displayed is started (see Fig. 16(c-2)).
[0090] Also, as a both-changes case, for example, from "Enemy Character A" and "Sword" (Specific Relationship A) (see Fig. 17(a)), both the enemy character and the weapon change, resulting in "Enemy Character C" and "Spear" (Specific Relationship C) (see Fig. 17(b)). That is, from a state in a specific relationship, as a result of both-changes occurring, it may change to a specific relationship with a higher reliability. From the perspective of the player, after changing to a specific relationship with a higher reliability than that shown initially (reference state) (see Fig. 17(a)), a specific battle effect with the first effect image 12 (Enemy Character C) and the second effect image 13 (Spear) in the specific relationship with the higher reliability starts (see Fig. 17(c)).
[0091] In this embodiment, when such both-changes occur, the change in the type of the first candidate image (enemy character) and the change in the type of the second candidate image (weapon) are made to occur "simultaneously" (see Fig. 17(a)(b)). In the image suggestion effect, there is a possibility of being in a specific relationship since the reference state. If one of the first candidate image and the second candidate image changes first in the state of being in a specific relationship, a change from a specific relationship to a non-specific relationship (a change in the direction of decreasing reliability), although temporary, will occur. To prevent such a change in a direction that is not pleasing to the player from occurring even temporarily (to make the flow of the effect easy to understand), the "simultaneous change" in which the change in the type of the first candidate image (enemy character) and the change in the type of the second candidate image (weapon) (both-changes) occur simultaneously is adopted.
[0092] Hereinafter, specific examples obtained by improving, concretizing, modifying, etc. matters related to the above image suggestion effect will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be adopted.
[0093] 〇Specific Example 2-1 In the above-described embodiment, it has been explained that the image suggestion effect (and the post-effect) suggests the probability that the target winning or losing lottery result is a big win based on the relationship between the first effect image 12 and the second effect image 13. However, the target to be suggested is not limited to the winning or losing lottery result, and any event advantageous to the player may be sufficient. For example, the transition of the game state after the end of the big win game to the second specific game state (the winning big win being the second specific big win) may be regarded as an advantageous event, and the image suggestion effect may also be used to suggest the probability of the occurrence of such an event.
[0094] 〇Specific Example 2-2 At least one of the first candidate image and the second candidate image shall include an element that suggests an image in a specific relationship. For example, as shown in Fig. 18(a), it is conceivable that each first candidate image (enemy character) includes an element that suggests the type of the second candidate image (weapon) in a specific relationship. Further, as shown in Fig. 18(b), it is conceivable that each second candidate image (weapon) includes an element (A, B, and C included in the second candidate image represent the names of the enemy characters A, B, and C, etc.) that suggests the type of the first candidate image (enemy character) in a specific relationship. Although not shown, it is also conceivable that both the first candidate image (enemy character) and the second candidate image (weapon) include an element that suggests the other candidate image in a specific relationship. By doing so, in the image suggestion effect, it becomes easy to understand which type of second candidate image is preferably shown after a certain type of first candidate image is shown (resulting in an easy-to-understand effect).
[0095] However, if, unlike this example, each candidate image does not include an element that suggests an image in a specific relationship as in the above-described embodiment, the playability of enjoying while predicting whether the selected and shown first candidate image and the second candidate image are in a specific relationship can be realized.
[0096] 〇Specific Example 2-3 The post-performance executed after the image suggestion performance is not limited to the battle performance as in the above-described embodiment. As long as a first performance image 12 corresponding to one type of the first candidate image selected in the image suggestion performance and a second performance image 13 corresponding to one type of the second candidate image are displayed, and the probability of an event advantageous to the player differs according to the relationship (combination) between the first performance image 12 and the second performance image 13, it is acceptable.
[0097] 〇Specific Example 2-4 It is set that the patterns of the types of candidate images presented (which can be selected as performance images) in the image suggestion performance are not necessarily the same. For example, as shown in FIG. 13(a), FIG. 15, etc., there may be an image suggestion performance (first image suggestion performance) in which three types of images are presented as the first candidate image and the second candidate image respectively, or as shown in FIG. 19, there may be a configuration in which an image suggestion performance (second image suggestion performance) in which four types of images are presented as the first candidate image and the second candidate image respectively. Even if the pattern of the type of candidate image changes as in this example, it is preferable that there is a second candidate image having a specific relationship with any of the plurality of types of first candidate images, and there is a first candidate image having a specific relationship with any of the plurality of types of second candidate images (it is preferable not to adopt a setting such that when a certain type of candidate image is selected, the possibility of having a specific relationship disappears).
[0098] When doing so as in this example, depending on the pattern of the types of candidate images presented in the image suggestion effect, the probability of a specific relationship may be suggested. For example, in the above example, when the first image suggestion effect occurs in which three types of images are presented as the first candidate image and the second candidate image, rather than when the second image suggestion effect occurs in which four types of images are presented as the first candidate image and the second candidate image, it is conceivable to set it such that the first effect image 12 and the second effect image 13 are more likely to have a specific relationship. By doing so, when the image suggestion effect occurs, it becomes an effect form that the player will also pay attention to in the types of candidate images presented. However, unlike such an example, it is not to deny the setting that the difference in the pattern of the types of candidate images is only for giving variations to the effect, and the difference in the pattern does not affect the probability of a specific relationship.
[0099] 〇Specific Example 2-5 In the image suggestion effect, after the reference state, it may be the case that at least one of a kind of first candidate image and a kind of second candidate image changes (either one changes or both change), and this occurs two or more times (the post-effect is started through two or more change actions). Note that, similar to the above embodiment, both changes are to be "simultaneous changes" in which the type change of the first candidate image and the type change of the second candidate image occur simultaneously. By doing so, the images that finally become the first effect image 12 and the second effect image 13 become an effect form that is difficult to predict.
[0100] However, unlike this example, as in the above embodiment, by ensuring that after the reference state, at least one of a kind of first candidate image and a kind of second candidate image changes at most once (the post-effect is not started through two or more change actions), it becomes an easy-to-understand effect form with only a branch of "non-change or change" after the reference state.
[0101] 〇Specific Example 2-6 In the above-described embodiment, it has been explained that in the image suggestion effect (change mode), "one-sided change" or "both-sided change" occurs during the period from the reference state until the subsequent effect starts. However, a configuration in which "one-sided change" does not occur may also be adopted. That is, in the image suggestion effect (change mode), during the period from the reference state until the subsequent effect starts, for both the first candidate image and the second candidate image shown in the reference state, their types change simultaneously. By doing so, the change in the types of candidate images during this period will inevitably result in a large change (because it is a change in both the first candidate image and the second candidate image), which is an effect form.
[0102] 〇Specific Example 2-7 When the first effect image 12 and the second effect image 13 have a specific relationship, it is assumed that there is no difference in reliability (the probability that an event favorable to the player occurs) regardless of the specific relationship. If candidate images are provided as in the above-described embodiment, it is assumed that there is no difference in reliability (the probability that an event favorable to the player occurs) regardless of whether it is the specific relationship A, the specific relationship B, or the specific relationship C. By doing so, the image suggestion effect becomes an easy-to-understand effect form in which it is important that the first effect image 12 and the second effect image 13 have a specific relationship anyway.
[0103] Even if two or more specific relationships with the same reliability (the probability that an event favorable to the player occurs) are set, at least one other specific relationship may have a different reliability. For example, in a configuration in which three specific relationships are provided as in the above-described embodiment, it is conceivable to set that there is no difference in reliability (the probability that an event favorable to the player occurs) between the specific relationship A and the specific relationship B, but the specific relationship C has a higher reliability than the specific relationship A and B.
[0104] 〇Specific Example 2-8 When the first effect image 12 and the second effect image 13 are in a non-specific relationship, it is assumed that there is no difference in the reliability (probability of an event favorable to the player occurring) regardless of the type of non-specific relationship. If candidate images are provided as in the above-described embodiment, it is assumed that there is no difference in the reliability (probability of an event favorable to the player occurring) regardless of whether it is any of non-specific relationship A1, non-specific relationship A2, non-specific relationship B1, non-specific relationship B2, non-specific relationship C1, or non-specific relationship C2. By doing so, the image suggestion effect becomes an easy-to-understand effect form in which the types of the two effect images are irrelevant as long as the first effect image 12 and the second effect image 13 are not in a specific relationship.
[0105] 〇Specific Example 2-9 Due to the occurrence of changes in both, it may change from a non-specific relationship to a specific relationship. For example, in the reference state, "enemy character A" and "gun" (specific relationship A2) are shown (see Fig. 20(a)), and then both the enemy character and the weapon change, and a state in which "enemy character B" and "whip" (specific relationship B) are shown (see Fig. 20(b)) is reached, and a post-effect (see Fig. 20(c)) occurs in which these become the first effect image 12 and the second effect image 13. That is, it is assumed that an image suggestion effect may occur in which, as a result of changes in both the first candidate image and the second candidate image in a non-specific relationship, they become the first candidate image (first effect image 12) and the second candidate image (second effect image 13) in a specific relationship.
[0106] As described above, in the case of changes in both, it is necessary to make the changes in the first candidate image and the second candidate image occur simultaneously (simultaneous change) because if one of the first candidate image and the second candidate image changes first in a state of being in a specific relationship in the reference state, a temporary change from a specific relationship to a non-specific relationship (a change in the direction of a decrease in reliability) will occur. However, even in the case of being in a non-specific relationship in the reference state, it is made to be a simultaneous change. By doing so, regardless of whether it is in a non-specific relationship in the reference state or not, when both the first candidate image and the second candidate image change, the change occurs simultaneously, resulting in a consistent effect mode.
[0107] 〇Specific Example 2-10 A plurality of types of candidate images (first candidate images) that can become the first performance image 12 and a plurality of types of candidate images (second candidate images) that can become the second performance image 13 may be the same. That is, the first performance image 12 and the second performance image 13 may be selected from the same candidate images.
[0108] 〇Specific Example 2-11 In the post-performance (specific battle performance in the above embodiment) when the pre-suggestion performance is in a specific relationship, it is assumed that a unique image (specific correspondence image 14) that is not displayed in the post-performance when it is in a non-specific relationship is displayed. The form of the specific correspondence image 14 may be any, but since being in a specific relationship is a "chance" situation (compared to a non-specific relationship), it is preferable that it indicates that. For example, it is conceivable that an image including the character "chance" is displayed as the specific correspondence image 14.
[0109] When configured as in this example, the mode of the specific corresponding image 14 displayed regardless of the type of specific relationship may be common, or alternatively, the mode of the specific corresponding image 14 displayed for each type of specific relationship may be different. If configured as the latter, when it is assumed that three types of specific relationships, i.e., specific relationship A, specific relationship B, and specific relationship C, can occur as in the above embodiment, for example, as shown in FIG. 21(b), when the specific relationship A occurs, the specific corresponding image 14A (see FIG. 21(b-1)) is displayed, when the specific relationship B occurs, the specific corresponding image 14B (see FIG. 21(b-2)) is displayed, and when the specific relationship C occurs, the specific corresponding image 14C (see FIG. 21(b-3)) is displayed as a post-performance. The specific corresponding images 14A, 14B, and 14C are not displayed in the post-performance when in a non-corresponding relationship. As in the above embodiment, if the probability of an advantageous event occurring for the player differs according to the type of specific relationship, the difference in the mode (type) of the specific corresponding image 14 also functions to indicate the difference in the probability. The method of providing the difference in the mode of the specific corresponding image 14 may be any method. For example, as shown in FIG. 21(b), a method of making the colors of predetermined parts of each specific corresponding image 14 different can be considered.
[0110] 〇Specific Example 2-12 Configure such that the types of the first performance image 12 and the second performance image 13 change (change in the direction of increasing reliability) during the post-performance that occurs after the image suggestion performance (before reaching the end). According to the above embodiment, after the start of the specific battle performance, at least one of the type of the enemy character and the type of the weapon may change. As shown in FIG. 22, if both the type of the enemy character and the type of the weapon change, the change in the type of the enemy character and the change in the type of the weapon occur simultaneously (to prevent something in a specific relationship from becoming a non-specific relationship even temporarily). By doing so, the playability is such that the change in the types of the first performance image 12 and the second performance image 13 can be expected until the post-performance reaches the end.
[0111] However, if it is done as in this example, there is a problem that the types of the first effect image 12 and the second effect image 13 change during the post-game effect, and the effect content becomes completely different in the middle (resulting in an uncomfortable effect). If we want to avoid such a problem, after the post-game effect is started, it is advisable to ensure that the relationship between the first effect image 12 and the second effect image 13 shown in the image suggestion effect does not change.
[0112] <Specific light emission effect> The gaming machine 1 according to the present embodiment can execute a specific light emission effect as a type of effect constituting a variable effect. In the following description of the specific light emission effect, the win / loss lottery result that is the target of the reliability suggestion by the specific light emission effect may be referred to as the target win / loss lottery result, and the variable effect corresponding to the target win / loss lottery result may be referred to as the target variable effect (target variation). Note that the specific light emission effect occurs only when a predetermined execution condition is satisfied. Also, in the present embodiment, the specific light emission effect can occur in the normal gaming state. However, it may be configured to occur in a specific gaming state.
[0113] The specific light emission effect (see Fig. 23) is a type of so-called chance-up effect that suggests that the probability of the target win / loss lottery result being a big win has increased. That is, the probability that the target win / loss lottery result is a big win is higher when the specific light emission effect occurs than when it does not occur. Therefore, the occurrence of the specific light emission effect is an event that is pleasing to the player. However, the specific light emission effect in the present embodiment is not a premium effect that determines that the target win / loss lottery result is a big win.
[0114] The specific light emission effect may occur during the target variation effect (see Fig. 23(a)), or may occur during a variation effect (hereinafter, sometimes referred to as the previous variation effect (previous variation)) that is executed before the target variation effect is started (see Fig. 23(b)). (When the specific light emission effect occurs during the previous variation, the pre-variation win / loss lottery information (reserved) regarding the target win / loss lottery result is stored in the storage means at that time, and it is certain that the target variation will be performed in the future). That is, the specific light emission effect may occur as what is so-called "the effect of the said variation", or may occur as what is so-called "the prediction effect" (since the prediction effect itself is well-known, a specific explanation is omitted). The "previous variation" in which the specific light emission effect can occur is not limited to one before the target variation. The specific light emission effect can also occur in a previous variation two or more before the target variation. In addition, in order to make it easy to understand whether it is during the target variation or during the previous variation, in the drawings explaining the specific light emission effect, "T" is attached to the in-variation display 71 and the pre-variation display 72 corresponding to the target win / loss lottery result for indication. If the display with "T" attached is the in-variation display 71, it is during the target variation, and if the display with "T" attached is the pre-variation display 72, it is during the previous variation.
[0115] The specific light emission effect is an effect using a light emitting device different from the display device 91. Specifically, it is an effect in which a light emitting unit (hereinafter referred to as the specific light emitting unit 15) fixed so as not to move at a specific position outside the display area 911 emits light in a predetermined light emission mode (hereinafter referred to as the specific light emission mode). In the present embodiment, the specific light emitting unit 15 is located above the display area 911 and substantially at the center in the width direction of the gaming machine 1 (see FIG. 1), and is in a non-light emitting state in the normal state. The specific mode of the specific light emission mode may be any mode, but it is preferably a light emission mode (a "unique light emission mode") that occurs only in the specific light emission effect. The specific light emission mode may be such that the specific light emitting unit 15 continues to emit light in a predetermined mode, or may be a mode in which the light emission intensity changes over time (such as blinking). In the present embodiment, the specific light emission mode is that the specific light emitting unit 15 emits light in a pink color while changing the light emission intensity (light amount) over time (in the drawings, the state of emitting light in the specific light emission mode is indicated by attaching the character "peach") (see FIGS. 23(a-2) and (b-2)). Therefore, the specific light emission effect is also referred to as "pink flash". Whether the specific light emission effect occurs during the target variation or during the previous variation, the specific light emitting unit 15 emits light in the specific light emission mode (the same light emission mode), and the execution time of the effect (the time from when the light emission in the specific light emission mode of the specific light emitting unit 15 starts until it ends (returns to the normal state)) is also the same. When a known light amount adjustment function (light amount customization) that enables the player to adjust the light amount is provided, the difference in the light amount (light emission intensity) due to the difference in the light amount setting status shall not be regarded as a difference in the light emission mode (if there is no change in the light amount setting status, the light emission mode of the specific light emission effect is the same whether it occurs during the target variation or during the previous variation). If the states (color, light emission intensity) of the specific light emitting unit 15 at the same time point after the start of the effect are compared, they are exactly the same whether it occurs during the target variation or during the previous variation.
[0116] In the specific light emission effect in this embodiment, when it occurs during the target variation or during the previous variation, the timing at which it can occur is indefinite. That is, in each of the target variation and the previous variation, there are a plurality of locations where the specific light emission effect can occur (preferably, there are 10 or more locations where the specific light emission effect can occur in each of the target variation and the previous variation). Also, there is no notice (see the changes from (a-1) to (a-2) and from (b-1) to (b-2) in FIG. 23) that the specific light emission effect will occur in advance. Therefore, from the perspective of the player, it can be said that the specific light emission effect is an effect that occurs suddenly (so-called sudden effect). In this embodiment, the specific light emission effect occurs only when a reach is established during the target variation (the specific light emission effect does not occur in the case of a so-called "doha-zure" variation where the target variation ends without a reach). This is because if the specific light emission effect occurs even in the case of "doha-zure", the sense of anticipation as a so-called chance-up effect will be weakened. However, the specific light emission effect can occur at a timing before a reach is established during the target variation. The specific light emission effect may occur during the previous variation, and then the target variation may be started and a reach may be established in the target variation. Or, the specific light emission effect may occur before a reach is established in the target variation, and then a reach may be established.
[0117] In the specific light emission effect, the specific light emission unit 15 emits light in a specific light emission mode, and a predetermined image is displayed in the display area 911 (an image that was not displayed immediately before the start of the specific light emission effect is displayed). In the present embodiment, the time when the light emission in the specific light emission mode of the specific light emission unit 15 starts and the time when the display of the image starts are substantially the same (a deviation that can be felt by the player at the same time is allowed). However, the mode of the image displayed in the display area 911 is different between the case where the specific light emission effect occurs during the target variation (see Fig. 23(a-2)) and the case where it occurs during the previous variation (see Fig. 23(b-2)). Hereinafter, the image displayed when the specific light emission effect occurs during the target variation is referred to as the "image for target variation", and the image displayed when the specific light emission effect occurs during the preview variation is referred to as the "image for preview variation". The specific modes of the "image for target variation" and the "image for preview variation" may be anything, but it is preferable that they include common image components (image components that the player can recognize as representing the same thing). In the present embodiment, the image for target variation 161 (see Fig. 23(a-2)) and the image for preview variation 162 (see Fig. 23(b-2)) both include the same type of character. As described above, the specific light emission effect in the present embodiment is called "pink flash", and accordingly, a character called "pink man" (indicated by attaching the character "Pi" in the drawing) is displayed. That is, both the image for target variation 161 and the image for preview variation 162 include the common image component of "pink man". In the present embodiment, the image for target variation 161 is a cut-in image that is displayed so as to straddle the display area 911. On the other hand, the image for preview variation 162 is an image that is displayed small near the outer edge of the display area 911. Thus, it can be said that the image for preview variation 162 is smaller than the image for target variation 161 (the range occupied in the display area 911 is smaller) and is not conspicuous. Note that both the image for target variation 161 and the image for preview variation 162 in the present embodiment do not include elements that suggest the light emission of the specific light emission unit 15.
[0118] The reason for configuring the specific light emission effect (the effect in which the target variation image 161 or the pre-reading variation image 162 is displayed) in this way is as follows. As game machine effects, it is common to incorporate effects of the same type, such as "effects based on a specific concept" (for example, an effect based on a character appearing in the original comic that is the motif of the game machine 1). If such "effects based on a specific concept" can occur not only during target variation but also during pre-reading variation, and exactly the same image is displayed when it occurs during target variation and when it occurs during pre-reading variation, it becomes difficult to determine whether the effect is occurring as a so-called "variation effect during the target variation" or as a so-called "pre-reading effect" (effect in the previous variation). Therefore, in this embodiment, while making the images displayed different between the case of occurring as the "variation effect during the target variation" and the case of occurring as the "pre-reading effect" (making the target variation image 161 different from the pre-reading variation image 162), in any case, the specific light emission unit 15 emits light in a common light emission mode (specific light emission mode), so that it can be grasped that it is an "effect based on a specific concept" (effect based on a common concept).
[0119] In addition, in this embodiment, since the target variation image 161 and the pre-reading variation image 162 include common image components (the same type of characters), it becomes clearer that the specific light emission effect in which the target variation image 161 is displayed and the specific light emission effect in which the pre-reading variation image 162 is displayed are based on a common concept.
[0120] Hereinafter, specific examples in which the matters related to the above specific light emission effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0121] 〇Specific Example 3-1 During a specific light emission effect, it is assumed that the light emitting parts other than the specific light emitting part 15 (the light emitting parts outside the display area 911; hereinafter referred to as other light emitting parts 151) (see Fig. 1) also emit light. When the specific light emission effect occurs during the target variation (when the target variation image 161 is displayed), it is assumed that the other light emitting parts 151 emit light in the light emission mode A (for example, red) (see Fig. 24(a-2)). On the other hand, when the specific light emission effect occurs during the pre-reading variation (when the pre-reading variation image 162 is displayed), it is assumed that the other light emitting parts 151 emit light in the light emission mode B (a mode different from the above light emission mode A; for example, purple) (see Fig. 24(b-2)). That is, regardless of whether the specific light emission effect occurs as the so-called "said variation effect" or as the "pre-reading effect", the specific light emitting part 15 emits light in the same light emission mode (specific light emission mode), while the light emission mode of the other light emitting parts 151 is different according to whether it occurs as the "said variation effect" or as the "pre-reading effect" (light emission mode A / light emission mode B).
[0122] In this way, regardless of whether the specific light emission effect occurs as the "said variation effect" or as the "pre-reading effect", the specific light emitting part 15 emits light in the same light emission mode (specific light emission mode), indicating that these are effects based on the same concept (the same series of effects). At the same time, by varying the light emission mode of the other light emitting parts 151 according to whether the specific light emission effect occurs as the "said variation effect" or as the "pre-reading effect", it becomes easier to distinguish whether the specific light emission effect has occurred as the "said variation effect" or as the "pre-reading effect".
[0123] 〇Specific Example 3-2 It is assumed that the specific light emitting part 15 emits light in the normal light emission mode in the normal state. And the specific light emission mode is a light emission mode different from the said normal light emission mode. For example, the normal light emission mode of the specific light emitting part 15 is light emission in white (see Fig. 25(a-1), (b-1)), and when the specific light emission effect occurs, it changes to light emission from white to pink (specific light emission mode) (see Fig. 25(a-2), (b-2)). And it is set to return to the original state (return to white light emission) when the specific light emission effect ends.
[0124] 〇Specific Example 3-3 As shown in FIG. 26, it is assumed that the target variation image 161 and the preview variation image 162 are in a similar relationship. That is, it is assumed that when one of the target variation image 161 and the preview variation image 162 is reduced, it coincides with the other. Since it is usually the case that the aspect that occurs as the so-called "said variation effect" is more prominent than the aspect that occurs as the "preview effect", it is preferable that the target variation image 161 (see FIG. 26(a-2)) is larger than the preview variation image 162 (see FIG. 26(b-2)).
[0125] By doing so, while clarifying that the specific light emission effect (the effect in which the target variation image 161 is displayed or the effect in which the preview variation image 162 is displayed) is an effect based on the same concept (the same system of effects), it also becomes easier to distinguish whether the effect being executed is occurring as the "said variation effect" or as the "preview effect".
[0126] 〇Specific Example 3-4 The specific light emitting unit 15 is assumed to be in a normal state in situations other than the situation where it is not emitting light in a specific light emitting mode. In other words, the specific light emitting unit 15 does not emit light in a mode for effects other than the specific light emission effect, and is assumed to be in a normal state in a situation where the specific light emission effect is not executed. For example, if it is set that the specific light emitting unit 15 in the normal state is in a non-light emitting state, the configuration becomes "the light emission of the specific light emitting unit 15 = the occurrence of the specific light emission effect". Also, for example, if it is set that the specific light emitting unit 15 in the normal state is emitting light in a normal light emitting mode (e.g., white), the configuration becomes "the light emission of the specific light emitting unit 15 in a mode other than the normal light emitting mode = the occurrence of the specific light emission effect". By doing so as in this example, since the specific light emitting unit 15 being in a mode different from the normal state becomes the occurrence of the specific light emission effect, the specific light emission effect becomes a prominent effect, and it becomes clearer that the effect in which the target variation image 161 is displayed and the effect in which the preview variation image 162 is displayed are effects based on the same concept (the same system of effects).
[0127] 〇Specific Example 3-5 In a specific light emission effect, regardless of the occurrence scene (whether it occurs during the target variation or during the previous variation), the specific light emission unit 15 emits light in a specific light emission mode, and a predetermined sound effect (specific sound effect) is output from the speaker 67 (note that the specific sound effect is temporarily output during the specific light emission effect (SE), and is not the background music (BGM) continuously output during the variation effect). That is, the same sound effect (specific sound effect) is output in both the case where the specific light emission effect occurs as "the said variation effect" and the case where it occurs as "the preview effect" (note that when a known volume adjustment function (volume customization) that enables the player to adjust the light amount is provided, the difference in the sound effect (difference in loudness) due to the difference in the volume setting status shall not be regarded as the difference in the light emission mode (if the volume setting status remains unchanged, the mode of the sound effect is the same whether it occurs during the target variation or during the previous variation)). The specific mode of the specific sound effect may be anything, but it is preferably a sound effect that is only output when the specific light emission effect occurs (a sound effect dedicated to the specific light emission effect). By doing so as in this example, not only does the specific light emission unit 15 emit light in the same light emission mode (specific light emission mode) during the effect when the target variation image 161 is displayed and during the effect when the preview variation image 162 is displayed, but also the same sound effect (specific sound effect) is output, so it becomes clearer that these effects are effects based on the same concept (effects of the same system).
[0128] Note that it is also conceivable to adopt an effect form in which, although the same sound effect (specific sound effect) is output during the effect when the target variation image 161 is displayed and during the effect when the preview variation image 162 is displayed, the specific light emission unit 15 does not emit light in the same light emission mode (specific light emission mode). That is, it is also conceivable to adopt an effect form in which the same sound effect (specific sound effect) indicates that the effect when the target variation image 161 is displayed and the effect when the preview variation image 162 is displayed are effects based on the same concept (effects of the same system).
[0129] 〇Specific Example 3 - 6 As a configuration, the specific light emission effect that suggests a certain target pass / fail lottery result occurs at most once (during the period from when the pass / fail lottery information for the target pass / fail lottery result is acquired until the notification of the target pass / fail lottery result is completed (the target variation ends), the specific light emission effect for the target pass / fail lottery result occurs at most once). That is, the specific light emission effect that suggests a certain target pass / fail lottery result does not occur both in the "preview variation" and in the "target variation". Therefore, when the specific light emission effect that suggests a certain target pass / fail lottery result occurs in the "preview variation", there will be no possibility of the specific light emission effect occurring in the "target variation".
[0130] By doing so, the specific light emission effect can have an easy-to-understand game property that it occurs at most once until the target variation ends, including during the preview variation (it either occurs or does not occur).
[0131] 〇Specific Example 3-7 In the above embodiment, it was explained that the target variation image 161 and the preview variation image 162 include common image components. However, a configuration is adopted in which they do not include such common image components. Even with such a configuration, since the specific light emission unit 15 emits light in the same light emission mode (specific light emission mode) during the effect when the target variation image 161 is displayed and during the effect when the preview variation image 162 is displayed, there is a possibility that the player may feel that both effects are of the same type of effect.
[0132] However, as in the above embodiment, if the target variation image 161 and the preview variation image 162 include common image components, it is possible to find the relevance between the two effects from the effect images as well. Therefore, it can be said that the probability that the player feels that both effects are of the same type of effect becomes higher.
[0133] 〇Specific Example 3-8 The target variation image 161 and the pre-reading variation image 162 that can be displayed during a specific light emission effect are of the same form (same size and content), but their display positions in the display area 911 are different (the difference in display positions is the difference in the aspects of the two images). For example, the target variation image 161 and the pre-reading variation image 162 are of the same form, but the target variation image 161 is displayed closer to the center of the display area 911 than the pre-reading variation image 162. Even in this way, it is possible to distinguish whether it is being executed as the so-called "said variation effect" or as the "pre-reading effect", and it becomes clearer that these effects are effects based on the same concept (effects of the same system).
[0134] However, it can be said that if either the size or the content of the target variation image 161 and the pre-reading variation image 162 is different, the distinction between whether it is being executed as the "said variation effect" or as the "pre-reading effect" becomes clearer (it can be said that the distinction becomes even clearer if both the size and the content are different as in the above embodiment).
[0135] 〇Specific Example 3-9 In the specific light emission effect, set the time for which the target variation image 161 or the pre-reading variation image 162 is displayed to be longer than the time for which the specific light emission unit 15 emits light in the specific light emission mode. That is, even after the specific light emission unit 15 finishes emitting light in the specific light emission mode and returns to the normal state, the target variation image 161 or the pre-reading variation image 162 is to be displayed. Since the effect by the image displayed in the display area 911 (the main display device 91) is more noticeable to the player than the effect by the light emission unit outside the display area 911, the time for which the target variation image 161 or the pre-reading variation image 162 is displayed is made relatively long. On the other hand, the light emission by the specific light emission unit 15 in the specific light emission mode is for the purpose of showing that the effect of displaying the target variation image 161 and the effect of displaying the pre-reading variation image 162 are effects based on the same concept (effects of the same system) (auxiliary effects), so the light emission time is made relatively short.
[0136] 〇Specific Example 3-10 The target variation image 161 and the pre-reading variation image 162 shall include image components suggesting that the specific light-emitting unit 15 is emitting light in a specific light-emitting mode. For example, it is conceivable that these images include image components of the same color as the emission color of the specific light-emitting mode. If the specific light-emitting unit 15 is specified to emit light in a pink color as in the above embodiment, the target variation image 161 and the pre-reading variation image 162 may be assumed to have pink image components (for example, the image background is pink) (see FIGS. 27(a-2) and (b-2)). Although not shown, it is also conceivable that the target variation image 161 and the pre-reading variation image 162 include the name of the specific light-emitting effect (in accordance with the above embodiment, "pink flash") itself as an image component. By doing so, when the target variation image 161 and the pre-reading variation image 162 are being displayed, it becomes easier for the player to notice that the specific light-emitting unit 15 is emitting light.
[0137] 〇Specific Example 3-11 Assume that both the target variation image 161 and the prediction variation image 162 are provided with a plurality of types of modes having different degrees of reliability of the target acceptance lottery result. For example, as the target variation image, a first target variation image 161a and a second target variation image 161b having a different mode from it are provided. When a specific light emission effect occurs in the target variation, the first target variation image 161a may be displayed (see Fig. 28(b-1)), or the second target variation image 161b may be displayed (see Fig. 28(b-2)). And it is set that the reliability of the target acceptance lottery result is higher when the second target variation image 161b is displayed than when the first target variation image 161a is displayed. Also, as the prediction variation image 162, a first prediction variation image 162a and a second prediction variation image 162b having a different mode from it are provided. When a specific light emission effect occurs in the prediction variation, the first prediction variation image 162a may be displayed (see Fig. 29(b-1)), or the second prediction variation image 162b may be displayed (see Fig. 29(b-2)). And it is set that the reliability of the target acceptance lottery result is higher when the second prediction variation image 162b is displayed than when the first prediction variation image 162a is displayed.
[0138] By doing so, it is possible to distinguish whether it is occurring as a so-called "said variation effect" or as a "prediction effect" depending on which of the target variation image 161 and the prediction variation image 162 is displayed. Moreover, it becomes an effect form that the player will pay attention to regarding which type of the target variation image 161 or the prediction variation image 162 is being displayed.
[0139] 〇Specific Example 3-12 Assume that multiple types of specific light emission modes are provided as specific light emission modes. For example, in a specific light emission effect, the specific light emission unit 15 may assume a first specific light emission mode (see Fig. 30(b-1)), or may assume a second specific light emission mode that is different from the first specific light emission mode (see Fig. 30(b-2)) (Fig. 30 shows an example where the first specific light emission mode is light emission in a peach color and the second specific light emission mode is light emission in a gold color). Note that in a state where no specific light emission effect occurs, it is preferable that the specific light emission unit 15 does not emit light in the first specific light emission mode and does not emit light in the second specific light emission mode.
[0140] When the specific light emission effect occurs due to a target change or a predictive change, in either case, the specific light emission unit 15 may emit light in the first specific light emission mode or may emit light in the second specific light emission mode (Fig. 30 shows an example where the specific light emission effect occurs due to a target change. An example where the specific light emission effect occurs due to a predictive change is omitted). And, in either case where the specific light emission effect occurs due to a target change or a predictive change, a setting is made such that the reliability of the target pass / fail lottery result is higher when the specific light emission unit 15 emits light in the second specific light emission mode (see Fig. 30(b-2)) than when it emits light in the first specific light emission mode (see Fig. 30(b-1)). By doing so, when the specific light emission effect occurs, it becomes an effect form that should pay attention to which specific light emission mode the specific light emission unit 15 is emitting light in.
[0141] However, rather than adopting a configuration in which multiple types of specific light emission modes are provided as in this example, a configuration in which only one type of light emission mode is provided as the specific light emission mode as in the above embodiment has the advantage that when the specific light emission effect occurs, the specific light emission unit 15 always emits light in a determined light emission mode, so it is clearer that it is an effect (an effect of the same system) based on the same concept.
[0142] <Step Image Effect> The gaming machine 1 according to this embodiment can execute a step image effect as a type of effect that constitutes a variable effect. In the following description of the step image effect, the win / loss lottery result that is the target of the reliability suggestion by the step image effect is referred to as the target win / loss lottery result, and the variable effect (variable effect including the step image effect) corresponding to the target win / loss lottery result is also referred to as the target variable effect (target variation). Note that the step image effect only occurs in a variation that satisfies a predetermined execution condition. Also, in this embodiment, the step image effect can occur in the normal gaming state. However, it may be configured to occur in a specific gaming state.
[0143] The step image effect is an effect (step-up effect) in which the reliability (probability that the target win / loss lottery result is a big win) of the target win / loss lottery result increases as the level of the target step image 17 (see FIG. 31) displayed in a predetermined manner increases. In this embodiment, it is defined that the display in a predetermined size at the center of the display area 911 is the display in the predetermined manner (see FIGS. 32 and 33). Also, in this embodiment, as the target step image 17, images from the first step (step 1) to the fifth step (step 5) are provided (the reliability level is divided into five levels) (see FIG. 31). The total number of steps of the step image effect can be set as appropriate, but it is preferably configured to have three or more steps. In the following description, the target step image 17 of the ○-th step (○ = 1 to 5) may also be referred to as the "○-th step image". Also, in the drawings, the target step image 17 of the ○-th step is indicated with the character "SU○" attached. However, it is not necessary that such characters be attached to the target step image 17.
[0144] The stage image presentation in this embodiment starts when the first-stage image is displayed at a predetermined position. After that, the display of the second-stage image at the predetermined position instead of the first-stage image constitutes the progression to the second stage (step 2). Thus, if the image of the next stage is newly displayed, it means the progression to the next stage (the progression of stepping up), and if the image of the next stage is not displayed, it ends there. In this embodiment, any target stage image 17 is in a displayed state from the start of the stage image presentation (from the display of the first-stage image) until the end (a blank period during which none of the target stage images 17 are displayed does not occur). That is, when progressing from a certain stage (stage X) to the next stage (stage X + 1), the erasure of the stage-X image and the display of the stage-(X + 1) image occur simultaneously (there may be a slight deviation that is imperceptible to the player), and a state in which none of the target stage images 17 are displayed does not occur. The stage of the finally displayed target stage image 17 is the result of the stage image presentation (hereinafter, the result of the stage image presentation that ends with the display of the ○-th stage image may also be referred to as "ending at step ○". For example, if the step-up ends with the third-stage image being displayed, the result of the stage image presentation is "ending at step 3"). The higher the stage of the result of the stage image presentation (in the order of "ending at step 1" < "ending at step 2" < "ending at step 3" < "ending at step 4" < "ending at step 5"), the higher the reliability. When progressing to the highest stage (when the result is "ending at step 5" in this embodiment), it may be set that the result of the target win / loss lottery is determined to be a big win.
[0145] In this embodiment, a plurality of types of production modes (also referred to as stages, etc.) are provided, and the production mode is automatically switched when the mode change condition is satisfied. The mode of the variable production is determined according to the currently set production mode. For example, when the production mode of a certain character is set, a variable production is developed such that the certain character becomes the main character, and when the production mode of another character is set, a variable production is developed such that the other character becomes the main character. The currently set production mode appears in the background image displayed as the background of the decorative pattern 80. That is, since the background image of the decorative pattern 80 corresponds to the current production mode, it is possible to determine the currently set production mode according to the type of the background image. The name of the currently set production mode may be displayed. Further, when a change in the production mode (so-called stage change) occurs, the name of the new production mode (stage) may be displayed. Note that the types of the production modes to be set only cause differences in production and do not affect the expected value of the direct profit (payout) of the player. Hereinafter, one of the production modes that can be set in this embodiment is referred to as production mode A (first production mode), and another mode is referred to as production mode B (second production mode). Note that only two types of production modes are mentioned here to make the explanation of the stage image production easier to understand, and three or more types of production modes may be provided. In the drawings for explaining the stage image production, the situation where production mode A is set and the situation where production mode B is set are represented by the difference in the background image (in other drawings, the illustration of the background image is omitted) (see FIGS. 32 and 33).
[0146] The target stage image 17 displayed during stage image presentation changes its form depending on the type of the currently set presentation mode (hereinafter sometimes referred to as the current set mode), and is divided into a mode-corresponding image (mode-corresponding form) and a common image (common form) whose form is the same regardless of the type of the current set mode (see FIG. 31). The mode-corresponding image has different forms when the presentation mode A is the current set mode and when the presentation mode B is the current set mode (even if three or more presentation modes are provided, the form differs depending on which type of presentation mode is the current set mode). On the other hand, the common image has the same form regardless of whether the presentation mode A or the presentation mode B is the current set mode (even if three or more presentation modes are provided, it has the same form regardless of the current set mode).
[0147] In the stage image presentation in this embodiment, one or two or more target stage images 17 counted from the lower stage are mode-corresponding images. That is, at least the first stage image is a mode-corresponding image. In this embodiment, the first stage image to the third stage image are mode-corresponding images (see FIG. 31). As the first stage image, a first stage image A displayed when the presentation mode A is the current set mode and a first stage image B (having a different form from the first stage image A) displayed when the presentation mode B is the current set mode are provided. As the second stage image, a second stage image A displayed when the presentation mode A is the current set mode and a second stage image B (having a different form from the second stage image A) displayed when the presentation mode B is the current set mode are provided. As the third stage image, a third stage image A displayed when the presentation mode A is the current set mode and a third stage image B (having a different form from the third stage image A) displayed when the presentation mode B is the current set mode are provided. If there are three or more presentation modes, it means that three or more images corresponding to each presentation mode are prepared for each of the first stage image to the third stage image.
[0148] The target stage images 17 at the N-th stage or higher (where N is 2 or more) are regarded as common images. In this embodiment, N = 4. That is, the fourth-stage image and the fifth-stage image are regarded as common images (see Fig. 31).
[0149] In this way, in the stage image presentation, when the first-stage image to the third-stage image are displayed, these stage images correspond to the presentation mode. That is, in the stage image presentation with presentation mode A set, in step 1, the first-stage image A is displayed, in step 2, the second-stage image A is displayed, and in step 3, the third-stage image A is displayed (see Figs. 32(a) to (c)). Also, in the stage image presentation with presentation mode B set, in step 1, the first-stage image B is displayed, in step 2, the second-stage image B is displayed, and in step 3, the third-stage image B is displayed (see Figs. 33(a) to (c)). On the other hand, when the fourth-stage image and the fifth-stage image are displayed, these stage images are the same regardless of the presentation mode (whether it is presentation mode A or presentation mode B) (see Figs. 32(d)(e) and 33(d)(e)). That is to say, from step 1 to step 3, mode-corresponding images in a manner corresponding to the presentation mode are displayed, but from step 4 onwards, common images not related to the presentation mode are displayed. If the stage image presentation ends by step 3, all the target stage images 17 to be displayed will be mode-corresponding images. If the stage image presentation progresses to step 4 or higher, common images not related to the presentation mode will be displayed from step 4 onwards.
[0150] Note that for the stage image presentation in this embodiment, if the finally progressed stage (the stage where the presentation has ended) is the same, the reliability is the same regardless of the type of presentation mode (the type of presentation mode does not affect the reliability of the stage image presentation). For example, when the final result is "Step 3", if presentation mode A is set, the third-stage image A is displayed (in the state of Fig. 32(c)) and the presentation ends. On the other hand, if presentation mode B is set, the third-stage image B is displayed (in the state of Fig. 33(c)) and the presentation ends. Thus, the aspect of the target stage image 17 finally displayed will be different between the third-stage image A and the third-stage image B, but the reliability is the same in any case.
[0151] The reason for configuring the stage image presentation in this way is as follows. Since the stage image presentation starts from the first stage (Step 1), by using the target stage image 17 up to at least the first stage image as the mode-corresponding image, the stage image presentation becomes a presentation that includes a period in a presentation mode corresponding to the current setting mode (since the beginning of the stage image presentation (the period including at least Step 1) corresponds to the current setting mode, the stage image presentation will not end in a manner unrelated to the current setting mode). On the other hand, when a certain degree of stepping up progresses (in this embodiment, when it is Step 4 or more), a target stage image 17 in a mode unrelated to (independent of) the current setting mode is displayed, emphasizing that it is a situation where an expectation can be placed on the target pass / fail lottery result, thereby enhancing the presentation effect (reliability suggestion effect).
[0152] Hereinafter, specific examples of improving, concretizing, transforming, etc. the matters related to the above stage image presentation will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0153] 〇Specific Example 4-1 Rather than all of the target stage images 17 at the N-th stage or higher (where N is 2 or more) being made into common images, let some of the target stage images 17 at the N-th stage or higher be made into common images and some be made into mode-corresponding images. For example, assume that the first-stage image, the second-stage image, and the fourth-stage image are mode-corresponding images, while the third-stage image and the fifth-stage image are common images (see FIG. 34). By doing this, it becomes a stage image effect where a common image may be temporarily displayed during the step-up process.
[0154] However, if, as in the above-described embodiment, the images below the N-th stage are mode-corresponding images and the images at the N-th stage and above are common images, it can be said that it becomes an easy-to-understand effect form where, during the step-up process, there is a stage where the image switches from a mode-corresponding image to a common image (there is a stage where it switches from a mode-corresponding image to a common image).
[0155] 〇Specific Example 4-2 Let the target stage image 17 at the highest stage (the stage with the highest reliability) be the common image, and let the target stage images 17 other than that (from the first stage to the stage immediately before the highest stage) be mode-corresponding images. If, as in the above-described embodiment, it is a stage image effect where the fifth stage is the highest stage, assume that the first-stage image to the fourth-stage image are mode-corresponding images and the fifth-stage image is the common image (see FIG. 35). By doing this, when reaching a situation where no further stages progress (no step-up occurs), it becomes an effect form where the image changes from a mode-corresponding image to a common image (reaching the common image functions as an indication of reaching the highest stage).
[0156] 〇Specific Example 4-3 In the stage image effect in the above-described embodiment, when progressing from the X-th stage to the X + 1-th stage, the image of the X-th stage is erased (no longer displayed), but at least a part of the image of the X-th stage may remain. That is, it may be a stage image effect where the image of the stage before the current stage (the passed stage) remains.
[0157] However, as in the above embodiment, by making it so that images from stages prior to the current stage (stages that have passed) do not remain (are not displayed), there is an advantage in that it becomes clear that the displayed target stage image 17 has switched from a mode-corresponding image to a common image.
[0158] 〇Specific example 4-4 The presentation mode (stage) may be selectable by the player. That is, instead of the presentation mode being automatically switched when the mode change condition is satisfied as in the above embodiment, the player may be able to select a presentation mode of his / her choice. In this case, the mode-corresponding image in the stage image presentation will be an image corresponding to the presentation mode of his / her choice selected at will by the player (at least the first stage image will be an image for the presentation mode selected by the player).
[0159] 〇Specific example 4-5 The mode-corresponding image includes a mode suggestive element that suggests the currently set mode. For example, in the case where the presentation mode A is a mode with a motif of "event A" and the presentation mode B is a mode with a motif of "event B" (examples of "event" include characters, scenes, seasons, etc.), the mode-corresponding image displayed when the presentation mode A is set includes an element that suggests "event A", and the mode-corresponding image displayed when the presentation mode B is set includes an element that suggests "event B". For example, the presentation mode A is a mode with a motif of the character A, and the presentation mode B is a mode with a motif of the character B, and as shown in FIG. 36, the mode-corresponding image displayed when the presentation mode A is set includes an element that suggests the character A, and the mode-corresponding image displayed when the presentation mode B is set includes an element that suggests the character B. Note that the common image can be displayed in any presentation mode (in both presentation mode A and presentation mode B), so it is preferable that the common image does not include an element that suggests an event corresponding to any of the presentation modes.
[0160] By doing so, the mode-corresponding image becomes an easy-to-understand production form that is an image corresponding to the current setting mode (since at least the first-stage image (the beginning of the production) is set as the mode-corresponding image, it is easy for the player to notice that the stage image production is a production corresponding to the current setting mode).
[0161] 〇Specific Example 4-6 The stage image production may shift from the Xth stage (step X) to the X+2th stage (step X+2) or higher. That is, it may be a stage image production in which a step-up that "skips" one or more stages may occur.
[0162] When configured as in this example, it is also conceivable to have a configuration in which the first stage is not skipped (the first-stage image is always displayed at the beginning of the production), or a configuration in which the first stage may be skipped (there is a possibility that the first-stage image is not displayed at the beginning of the production). If configured as the former, it will always be a stage image production that starts from the mode-corresponding image (the beginning of the production will be in a form corresponding to the current setting mode). If configured as the latter, it will be a stage image production that is an advantageous pattern for the player to start from the common image (since starting from the common image means that at least the first stage (mode-corresponding image) is skipped and the production starts).
[0163] 〇Specific Example 4-7 The target stage image 17 shall include image components corresponding to the stage (hereinafter referred to as stage-corresponding elements). As an example, a color corresponding to each stage is determined, and it is conceivable that the target stage image 17 includes a portion presenting the color corresponding to the stage. For example, as shown in FIG. 37, assuming a stage image production divided into five stages as in the above embodiment, the target stage image 17 has portions (color elements corresponding to the stage) colored as "white" for the first stage, "blue" for the second stage, "green" for the third stage, "red" for the fourth stage, and "gold" for the fifth stage (at least the mode-corresponding image shall have stage-corresponding elements). It can be said that the characters representing the number of stages included in each target stage image 17 in the above embodiment are also a type of stage-corresponding element.
[0164] By doing so, although the mode-corresponding images differ in form according to the presentation mode, they include the same stage-corresponding elements at the same stage. Therefore, there is an advantage that the degree of progress of the stage is easy to understand.
[0165] 〇Specific Example 4-8 Set the occurrence probability of the results of the stage image presentation to be higher for those with lower reliability (note that the occurrence probability here refers to the combined total of both the stage image presentation that occurs when the target pass / fail lottery result is a big win and the stage image presentation that occurs when it deviates from the stage image presentation that should occur). If configured as in the above-described embodiment, the occurrence probability should decrease in the order of "end of step 1", "end of step 2", "end of step 3", "end of step 4", "end of step 5" (the occurrence probability of "end of step 1" is the highest, and the occurrence probability of "end of step 5" is the lowest). By doing so, the occurrence probability of the stage image presentation that progresses to the stage where the common image is displayed becomes low, so the display of the common image becomes an event of value (a "rare" event) and a presentation form that the player feels.
[0166] 〇Specific Example 4-9 Suppose that there are provided three or more presentation modes. Among them, assume a configuration in which there is provided a mode-corresponding image common to two of the presentation modes. For example, suppose that there are provided a presentation mode X, a presentation mode Y, and a presentation mode Z. In the presentation mode X and the presentation mode Y, a common mode-corresponding image is displayed. Since at least the first-stage image is a mode-corresponding image, in any case where stage image presentation occurs in the presentation mode X and in any case where stage image presentation occurs in the presentation mode Y, the same image (the first-stage image XY) is displayed as the first-stage image (see FIGS. 38(a) and (b)). That is, in the presentation mode X and the presentation mode Y, a mode-corresponding image of the same form is displayed at the same stage. On the other hand, in the presentation mode Z, a mode-corresponding image of a form different from the mode-corresponding images of the presentation mode X and the presentation mode Y is displayed. Since at least the first-stage image is a mode-corresponding image, when stage image presentation occurs in the presentation mode Z, the first-stage image Z (having a form different from the first-stage image XY) is displayed as the first-stage image (see FIG. 38(c)). That is, even at the same stage, a mode-corresponding image of a form different from that when the current setting mode is the presentation mode X or the presentation mode Y is displayed.
[0167] When there are circumstances such as when it is desired to make two or more presentation modes appear to be of the same system, stage image presentation in which a mode-corresponding image common to any of two or more presentation modes is displayed may be used as in this example (it is preferable to use stage image presentation in order to give the impression that two or more different presentation modes are of the same system).
[0168] 〇Specific Example 4-10 Even if the ending stage of the stage image presentation is the same, the reliability may differ. For example, in the case of the configuration as in the above embodiment, when the stage image presentation generated in presentation mode A is "end of step 3" (the presentation ends with the display of "third stage image A"), and when the stage image presentation generated in presentation mode B is "end of step 3" (the presentation ends with the display of "third stage image B"), it is assumed that the reliability differs. That is, even if "the M-th stage image A" and "the M-th stage image B" are images of the same M-th stage (step M), it is assumed that the reliability may differ. By doing so, even if the steps are advanced to the same stage, the fact that the mode-corresponding images are different can result in a difference in reliability in the form of the presentation.
[0169] However, as in the above embodiment, if the finally advanced stage (the stage where the presentation ends) is the same, it is better to make the reliability the same regardless of the type of presentation mode (the type of presentation mode does not affect the reliability of the stage image presentation). This has the advantages that the presentation is easier to understand and the control of the presentation is also easier.
[0170] <Prescribed special presentation> The gaming machine 1 according to the present embodiment can execute a prescribed special presentation. The prescribed special presentation is a presentation that occurs when prescribed conditions are satisfied. The prescribed conditions are as follows.
[0171] The gaming machine 1 according to this embodiment includes another winning area 909 (also referred to as a general winning area or the like), which is not a winning area where the entry of a game ball serves as an opportunity (a chance to execute a winning / losing lottery) to obtain winning / losing lottery information, but rather a winning area where the winning (entry) of a game ball serves as an opportunity to pay out a predetermined number of prize balls, but does not serve as an opportunity (a chance to execute a winning / losing lottery) to obtain winning / losing lottery information. In this embodiment, three other winning areas 909 (each with 10 prize balls) are provided on the left side of the gaming area 902 (the area entered by hitting the ball to the left) (see FIG. 1). Therefore, when the player hits the ball to the left in a gaming state where the ball should be hit to the left, the game ball may win in the other winning area 909 (in the following description, winning in the said other winning area 909 may also be referred to as "other winning"). In this embodiment, since the normal gaming state is a gaming state where the ball should be hit to the left, there is a possibility that other winning may occur in the normal gaming state.
[0172] As described above, the gaming machine 1 according to the present embodiment has a gaming state that is more advantageous in a specific gaming state (first specific gaming state, second specific gaming state) than in the normal gaming state. A player who will start playing in the normal gaming state will play aiming to first shift to a specific gaming state (preferably the second specific gaming state). In the present embodiment, the period until the transition from the normal gaming state to the specific gaming state is realized is defined as the "prescribed period", and it is defined that the number of winning balls in the other winning area 909 during the prescribed period (hereinafter referred to as the "number of other winnings") reaches a prescribed number as the establishment of the prescribed condition. Note that the prescribed period starts when a new normal gaming state is started. Further, the prescribed period ends when the transition to the specific gaming state is made. When winning a normal jackpot, after the jackpot game ends, the player shifts back to the normal gaming state (without shifting to the specific gaming state), so the prescribed period does not end. If the gaming state that triggers the start of the prescribed period is defined as the "reference gaming state" and the gaming state that triggers the end of the prescribed period is defined as the "separate gaming state", in the present embodiment, the normal gaming state is the "reference gaming state" and the specific gaming state (first specific gaming state or second specific gaming state) is the "separate gaming state". When the prescribed period ends, the number of other winnings up to that point is reset. Therefore, when a new prescribed period starts, the number of other winnings is counted from "0". Further, in the present embodiment, when the prescribed condition is satisfied (when the number of other winnings reaches the prescribed number), after a prescribed special effect occurs, the number of other winnings is reset.
[0173] As shown in FIG. 39, each time another winning occurs during a specified period, the number of other winnings is incremented by "1" and stored in the storage means (see FIG. 39(b)). The specified number can be set as appropriate. In the present embodiment, "specified number = 200" is set. That is, a specified special effect occurs (see FIG. 39(d)) triggered by the occurrence of the 200th other winning after the start of the specified period (see FIG. 39(c)). As described above, the specified period ends when a specific game state is entered, and the number of other winnings is reset. Since a specific game state is not entered unless a jackpot (specific jackpot) is won in the win / loss lottery, the longer the period during which a jackpot cannot be won (the greater the number of fluctuations until a specific jackpot is won), that is, the longer the so-called "addiction" becomes, the higher the possibility of satisfying the specified conditions.
[0174] The specified special effect executed when the specified conditions are satisfied may be anything as long as it gives a production privilege (a privilege not directly related to so-called paying out balls) to the player. In the present embodiment, during a variable effect, the player can arbitrarily select the background music (BGM) output from among a plurality of selectable music pieces, and a special music piece is added to the selectable music pieces as the specified special effect (see FIG. 39(d)). Note that the method by which the player selects their favorite background music (the method of switching the background music) may be anything, so the description thereof is omitted. An image (not shown) representing the method of switching the background music (the operation method of the operation means) may be displayed in the display area 911. In the state where the gaming machine 1 is reset (initial state), there is no special music piece as a selectable music piece. That is, the special music piece is a music piece that cannot normally be selected, and the special music piece becomes selectable as the specified special effect. In the present embodiment, when the specified conditions are satisfied, an image indicating that a new music piece has become selectable is displayed in the display area 911 (see FIG. 39(d)). Note that in the present embodiment, ten types of music pieces (first special music piece to tenth special music piece) are provided as special music pieces, and each time the specified conditions are satisfied, a new special music piece is added as a selectable music piece.
[0175] In this embodiment, the specified special effect does not occur unless the specified conditions are met. As described above, since the specified special effect in this embodiment is that a special music piece is added as a selectable music piece, it means that the special music piece will not be a selectable music piece unless the specified conditions are met. Since the occurrence of other winning awards until the specified number is reached does not satisfy the specified conditions, the specified special effect will not occur triggered by the occurrence of other winning awards until the specified number is reached (the specified special effect is not an effect that occurs every time other winning awards occur).
[0176] In this way, in this embodiment, the longer the game in the normal game state (reference game state), which is a disadvantageous state for the player, lasts, the more other winning awards tend to occur, and the higher the probability that the specified conditions are satisfied and the specified special effect occurs. Therefore, it is possible to suppress the frustration of the player when it is difficult to shift to a specific game state (so-called "being stuck" for a long time).
[0177] Hereinafter, specific examples in which the matters related to the above-mentioned specified special effect are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0178] 〇Specific Example 5-1 The specified special effect is made to be able to occur even when the specified conditions are not met. If, as in the above embodiment, the addition of a special music piece as a selectable music piece occurs as the specified special effect, it is assumed that the special music piece may be added even when conditions other than the specified conditions are met. By doing so, a game property in which there is a possibility of approaching the specified special effect even if the specified conditions are not met can be realized.
[0179] However, as in the above embodiment, by making the specified special effect able to occur only when the specified conditions are met, the specified special effect becomes valuable. Therefore, it can be said that the effect of suppressing the frustration of the player in a situation where the probability of the specified conditions being met increases (a situation where it is difficult to shift to a specific game state) is high.
[0180] 〇Specific Example 5-2 It is assumed that an image representing a standard until the specified conditions are met (hereinafter referred to as the specified information image 18) is displayed. As an example of the specified information image 18, it is conceivable that an image (see Fig. 40) that enables grasping of the remaining number of other winning prizes (remaining number) required until the specified conditions are met is displayed. The specified information image 18 may be in a form that includes numbers indicating the remaining number as shown in Fig. 40, or may represent the remaining number using a meter or the like, or may indicate the remaining number using a mark that disappears each time another winning occurs.
[0181] The specified information image 18 may be displayed regardless of the remaining number at the current time, or may be displayed when the remaining number becomes equal to or less than a predetermined threshold value (for example, 10) (not displayed when it exceeds the predetermined threshold value). With the former configuration, since the specified information image 18 is displayed even when the state is far from meeting the specified conditions, there is a possibility that the player may feel that something may occur due to another winning. On the other hand, with the latter configuration, it is possible to prevent the player from being aware of another winning as much as possible until the remaining number becomes equal to or less than the predetermined threshold value.
[0182] In addition to the above, the specified information image 18 may include an element suggesting a specified special effect. For example, if a selectable background music is added as a specified special effect as in the above embodiment, it is conceivable that it includes characters such as "New BGM Added" (see Fig. 40). Also, although not shown, it is also conceivable that it includes an element suggesting another winning (for example, characters such as "Bonus Winning"). However, it may be a gameplay that does not include these elements (only includes the information of the remaining number) and allows the player to enjoy imagining what the specified information image 18 represents (for a player who is unaware of the existence of the specified special effect).
[0183] 〇Specific Example 5-3 A plurality of other winning areas 909 into which a game ball can enter are provided when the game ball is launched in a launch mode according to a reference game state (normal game state). However, it is assumed that only one other winning area 909 is involved in the establishment of the specified conditions. That is, it is configured such that the winning in one other winning area 909 reaches a specified number, which is regarded as the establishment of the specified conditions. By doing so, the player can enjoy the game while predicting which of the plurality of other winning areas 909 is involved in the establishment of the specified conditions, resulting in a playable game.
[0184] 〇Specific Example 5-4 It is assumed that two or more specified numbers for the establishment of the specified conditions are provided (each specified number is a different value). For example, three specified numbers, "100" (first specified number), "200" (second specified number), and "300" (third specified number), are provided, and a specified special effect occurs each time the specified number is reached within a series of specified periods (see Fig. 41). By doing so, even after the number of other wins reaches a certain specified number within one specified period, if the specified period continues, the specified special effect will occur when the next specified number is reached (even after the goal of reaching a certain specified number is achieved, the goal of reaching the next specified number can be set), resulting in a playable game.
[0185] 〇Specific Example 5-5 The specified special effect is configured to be able to function as suggesting the result of the win / loss lottery. Specifically, it is configured to be able to exhibit a function (a "probability of a big win within the hold" function) that suggests the probability that any of the win / loss lottery results based on the win / loss lottery information already obtained (the pre-change win / loss lottery information stored in the storage means) becomes a big win when the specified conditions are satisfied.
[0186] The suggestion may be based on the performance mode of the specified special performance. When the performance mode of the specified special performance is a special mode, the probability that any of the win / loss lottery results based on the already acquired win / loss lottery information is a big win should be set to be higher than when it is not in the special mode (when it is in the normal mode). For example, assume that the specified special performance is the addition of a new special song as a selectable song as in the above embodiment. Assume that a plurality of songs (for example, ten types of songs A to J) are provided as special songs, and a part of them (for example, eight types of songs A to H) are normal special songs, and the other part are special special songs (for example, two types of songs I and H). When the specified condition is satisfied (see Fig. 42(a)), the probability that any of the win / loss lottery results based on the already acquired win / loss lottery information is a big win is set to be higher when a special special song is added (when it is in the special mode) (see Fig. 42(b-2)) than when a normal special song is added as a new selectable song (when it is in the normal mode) (see Fig. 42(b-1)). When a special special song is added, it may be set such that it is determined that any of the win / loss lottery results based on the already acquired win / loss lottery information is a big win.
[0187] Even when the specified special performance is not an effect in which a new special song is added as a selectable song, it is possible to adopt the configuration as in this example. One or more types of normal-mode performances and one or more types of special-mode performances may occur as the specified special performance, and the probability that any of the win / loss lottery results based on the already acquired win / loss lottery information is a big win should be set to be higher when the special-mode performance occurs than when the normal-mode performance occurs.
[0188] By doing so as in this example, when the specified condition is satisfied, not only can the specified special performance itself be enjoyed, but also an interesting gameplay can be realized in that the "suggestion of a win within the hold" function by the specified special performance can be enjoyed.
[0189] 〇Specific Example 5-6 By setting the reference gaming state and the special gaming state to gaming states different from those in the above embodiment, gaming properties different from those in the above embodiment can be realized. For example, a specific gaming state is set as the reference gaming state, and a normal gaming state is set as the special gaming state. Since the specific gaming state is a state where a right hit should be made, it is defined as an additional prize necessary for the establishment of the defined condition that a game ball wins a prize in another winning area 909 (right additional winning area 909r) that can be entered by a right hit, and the establishment of the defined condition is defined as the number of such additional prizes reaching a defined number. By doing so, the probability that the number of additional prizes reaches the defined number (a defined special effect occurs) increases as the gaming in the specific gaming state, which is more advantageous than the normal gaming state, becomes longer, resulting in such gaming properties.
[0190] Also, it is also conceivable to set a gaming state other than the second specific gaming state (the most advantageous gaming state for the player) as the reference gaming state and the second specific gaming state as the special gaming state. By doing so, the probability that the defined condition is satisfied increases as the gaming until transitioning to the most advantageous gaming state for the player becomes longer, so the player's frustration due to not transitioning to the most advantageous gaming state can be suppressed.
[0191] Also, it is also conceivable to set the second specific gaming state (the most advantageous gaming state for the player) as the reference gaming state and a gaming state other than the second specific gaming state as the special gaming state (setting winning in the right additional winning area 909r as an additional prize necessary for the establishment of the defined condition). By doing so, it is possible to realize gaming properties such that the probability that the defined condition is satisfied increases as the gaming in the most advantageous gaming state for the player becomes longer.
[0192] 〇Specific Examples 5 - 7 Assume that a light-emitting part (hereinafter referred to as the defined light-emitting part 909p) that emits light when an additional prize occurs is provided. The defined light-emitting part 909p is preferably provided in association with the additional winning area 909. The defined light-emitting part 909p shall emit light in a predetermined manner triggered by the occurrence of an additional prize (a “+1” in the number of additional prizes). By doing so, the occurrence of the additional prize will be emphasized.
[0193] It is preferable that the light emission mode of the specified light emission unit 909p is provided with a normal light emission mode and a special light emission mode. When other winning combinations occur without the specified conditions being met (even if new other winning combinations are added and the number of other winning combinations is less than the specified number, and when the specified special effect does not occur), the specified light emission unit 909p emits light in the normal light emission mode (for example, emits white light) (see Fig. 43(a)). On the other hand, when other winning combinations that meet the specified conditions occur (when the number of other winning combinations becomes the specified number after adding new other winning combinations, and when the specified special effect occurs), the specified light emission unit 909p emits light in the special light emission mode (for example, emits red light) (see Fig. 43(b)). By doing so, the other winning combination that triggers the establishment of the specified conditions (the occurrence of the specified special effect) will be distinguished from other other winning combinations and emphasized.
[0194] 〇Specific Example 5-8 An effect sound (specified condition establishment sound) for notifying the establishment of the specified conditions is output from the speaker 67 (note that the specified condition establishment sound is a temporary effect sound (SE) and not a background music (BGM)). By outputting such a specified condition establishment sound, it becomes difficult for the player to overlook the occurrence of the specified special effect. The specified condition establishment sound is preferably a unique effect sound (dedicated effect sound) that occurs only when the specified conditions are met. In this case, since the specified condition establishment sound can only be heard when the specified conditions are met, it can be said that the output of the specified condition establishment sound itself functions as a specified special effect.
[0195] 〇Specific Example 5-9 Unlike the above embodiment, the specified number is set to be not constant. That is, a lottery for determining the specified number is executed each time a specified period is set, and the specified number is determined based on the lottery (any of different values is set as the specified number). By doing so, the game playability can be such that the difficulty of establishing the specified conditions can change.
[0196] <Specific Control State> The gaming machine 1 according to this embodiment can set a specific control state. Since the specific control state is a state related to the control of the decorative symbol 80, as will be described in detail below, it can be set in a gaming state in which the player plays aiming to win a big hit (the specific control state is maintained over a plurality of fluctuations). If it can be set as a specific control state in a gaming state where the player plays aiming to win a big hit, the conditions for setting it as a specific gaming state can be anything. In this embodiment, the specific control state can be set in the normal gaming state.
[0197] As shown in FIG. 2 and the like, in this embodiment, a plurality of types of decorative symbols 80, which are symbols for notifying the result of the win / loss lottery, are displayed in the display area 911. When the win / loss lottery result is a win, a "winning combination" by the decorative symbol 80 is displayed at the end of the variation effect, and when it is a loss, a "losing combination" by the decorative symbol 80 is displayed. In this embodiment, the "winning combination" is three of the same type of decorative symbol 80 (it is considered the same type if the characters (numbers in this embodiment) included in each decorative symbol 80 are the same, and different types if the numbers are different), and the rest are "losing combinations".
[0198] In this embodiment, the specific control state is a state referred to as the "losing symbol limited zone". In this embodiment, in the normal state, as the plurality of types of decorative symbols 80, decorative symbols 80 (seven types of decorative symbols 80) including any one of the numbers "1" to "7" are displayed (decorative symbols 80 including the same number are of the same type of decorative symbol 80. In the following description, various decorative symbols 80 may also be referred to as "decorative symbol 80 of '1'", "decorative symbol 80 of '2'", etc.). Each of the decorative symbol groups 80g includes these seven types of decorative symbols 80. In the losing symbol limited zone, one of these seven types of decorative symbols 80 is set as the specific symbol. The decorative symbol 80 set as the specific symbol is variably displayed as a part of the plurality of types of decorative symbols 80 included in each decorative symbol group 80g, but it will no longer be selected from any of the decorative symbol groups 80g as constituting a "losing combination" (although the specific symbol is also variably displayed together with other symbols and may seem to have the possibility of being selected, it is made so that it will not be selected when losing). Therefore, in the specific control state, a "losing combination" is constituted by decorative symbols 80 other than the specific symbol. Note that the specific symbol is any one of the plurality of types of decorative symbols 80 displayed in the normal state. A symbol that is only displayed when special conditions are satisfied (only temporarily displayed) is not the specific symbol.
[0199] In this embodiment, the type of the decorative symbol 80 set as the specific symbol can change. When transitioning to the losing symbol limited zone, a predetermined lottery is executed to determine one type of decorative symbol 80 as the specific symbol. In this embodiment, an image (zone image 191) indicating that the losing symbol limited zone has been entered is displayed in the display area 911 (see Fig. 44(a)). Also, in this embodiment, the type of the decorative symbol 80 set as the specific symbol (symbol type image 192) is also displayed. It may be made clear to the player that the specific symbol does not constitute a losing combination (an explanatory display of the losing symbol limited zone is made).
[0200] When determining what kind of symbol combination indicating the winning or losing lottery result (determining the symbol combination for each variation), in the losing symbol limited zone, a specific symbol is not selected as a component of the losing combination. For example, in the losing symbol limited zone where the decorative symbol 80 of "2" is the specific symbol (see Fig. 44(a)), in the losing variation that notifies that the winning or losing lottery result is a loss, the decorative symbol 80 of "2" is not selected as a component of the losing combination. That is, when the winning or losing lottery result is a loss, the symbol of "2" which is the specific symbol is not selected from any of the left decorative symbol group 80gL, the middle decorative symbol group 80gC, and the right decorative symbol group 80gR (see Fig. 44(b)). However, the losing symbol limited zone only means that a specific symbol is not selected as a component of the "losing combination". That is, a specific symbol can be selected as a component of the "winning combination". For example, in the losing symbol limited zone where the decorative symbol 80 of "2" is the specific symbol, a "winning combination" by the decorative symbol 80 of "2" (in this embodiment, three of the decorative symbols 80 of "2") can be formed (see Fig. 44(c)). Naturally, a "winning combination" by a decorative symbol 80 other than "2" (decorative symbol 80 other than the specific symbol) can also be formed.
[0201] Because it is configured in this way, in the specific control state (losing symbol limited zone), just by selecting the decorative symbol 80 of the specific symbol as one of the symbols constituting the symbol combination (three symbols), it is determined that it is a big win (since even if one big win is determined, even if a reach by the specific symbol is established, it is still a big win), and a novel and interesting gameplay is realized. From the perspective of the player, it becomes a gameplay where (after knowing the specific symbol) the player hopes that the specific symbol is selected from any of the plurality of types of decorative symbol groups 80g.
[0202] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific control state will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0203] 〇Specific Example 6-1 In a specific control state, the type of the decorative symbol 80 designated as the specific symbol is not specified. That is, internally, a certain type of decorative symbol 80 is designated as the specific symbol (an image (zone image 191) indicating that it is in the specific control state is displayed), but an image (such as the symbol type image 192 described in the above embodiment) indicating which type of decorative symbol 80 it is is not displayed in the display area 911 (see Fig. 45(a)). By doing so, in the specific control state, the player can enjoy the game while predicting which type of decorative symbol 80 is designated as the specific symbol (or when a deviation combination is formed, all the decorative symbols 80 constituting the deviation combination have no possibility of being the specific symbol. Therefore, if a certain degree of variable effect is executed, (narrowed down by the elimination method), it can be determined which type of decorative symbol 80 is the specific symbol).
[0204] Note that even when the specific symbol is selected and shown from any of the plurality of decorative symbol groups 80g, an action (effect) indicating that the specific symbol has been selected is not generated. That is, when a decorative symbol 80 that is the specific symbol is selected from a certain decorative symbol group 80g, an image that is not displayed when a decorative symbol 80 that is not the specific symbol is selected is not displayed. In this example, since the player enjoys the game while predicting which type of decorative symbol 80 is the specific symbol, it is not made clear that the specific symbol has been selected (there is no dedicated effect that is generated only when the specific symbol is selected).
[0205] 〇Specific Example 6-2 Make sure that it is not explicitly stated (not notified to the player) that the specific control state is in effect. That is, an image indicating whether it is in the specific control state (such as the zone image 191 described in the above embodiment) is not displayed (whether it is in the specific control state or not, there is no difference in the background image of the decorative symbol 80). Since it is not explicitly stated that it is in the specific control state, the start and end timings of the specific control state are not explicitly stated either. In addition, if it is assumed that the specific control state starts / ends along with the start / end of a certain game state, the image indicating the start / end of the game state is only to notify the start / end of the game state, so it does not indicate the start / end of the specific control state. Since it is not explicitly stated that it is in the specific control state, of course, an image such as the symbol type image 192 described in the above embodiment is not displayed either, and it is not explicitly stated which of the decorative symbols 80 is the specific symbol. By doing so as in this example, the player will play the game in a state where they do not know whether they are in the specific control state. That is, the gameplay is such that the player does not know whether the decorative symbol 80 that is selected as being part of the losing combination is being variably displayed.
[0206] 〇Specific Example 6-3 In the specific control state, it is configured such that two or more of the decorative symbols 80, which are part of a plurality of types of decorative symbols 80, may be designated as specific symbols. In this case, in the specific control state, a losing combination is formed by the decorative symbols 80 other than the two or more decorative symbols 80.
[0207] It may also be configured such that the number of types of decorative symbols 80 designated as specific symbols can change. For example, it is configured such that sometimes one type of decorative symbol 80 is designated as the specific symbol, and sometimes two or more decorative symbols 80 are designated as the specific symbol. In this case, if, as in the above Specific Example 6-1 or Specific Example 6-2, the type of decorative symbol 80 designated as the specific symbol is not explicitly stated, the gameplay will be such that the player enjoys the game while speculating whether the decorative symbol 80 designated as the specific symbol is one type or two or more types.
[0208] 〇Specific Example 6-4 Some (one or more than one) of a plurality of predetermined decorative patterns 80 are set as patterns that are not to be specific patterns (hereinafter referred to as non-target patterns). The non-target patterns can be patterns that form a losing combination in any state. For example, the decorative pattern 80 of "4" and the decorative pattern 80 of "6" are set as non-target patterns (the other decorative patterns 80 are set as target patterns that can be specific patterns) (see Fig. 45(b)). By doing so, the types of decorative patterns 80 that can be specific patterns are limited to a part (target patterns), so that it becomes a game property in which it is easy to specify the decorative pattern 80 that has been set as a specific pattern.
[0209] 〇Specific Example 6-5 It is configured such that the decorative pattern 80 that becomes a specific pattern is fixed. That is, some (one or more than one) of a plurality of types of decorative patterns 80 are set as specific patterns, and the others are not set as specific patterns. For example, it is configured such that the decorative pattern 80 of "3" and the decorative pattern 80 of "7" are determined to be specific patterns (when it is as in this example, it means that patterns other than the patterns determined to be specific patterns are not set as specific patterns). In such a case, it is possible to set a clear specific control state in which the pattern that determines a big win is determined when selected.
[0210] 〇Specific Example 6-6 The specific control state may be set in a specific game state. In particular, in the case of the so-called ST state in which the second specific game state continues until it fails a predetermined number of times (ST times) in succession as in the above embodiment, winning the win / loss lottery before it fails a predetermined number of times in succession is a game property that is a branch for continuous winning. In such a state, by setting the specific control state, it is possible to achieve a game property in which "if a specific pattern is selected, the win is determined → the continuous winning is determined".
[0211] Note that, compared with the normal game state, in the specific game state, it is easier for the game ball to enter the start area 904 (it is easier to obtain the win / loss lottery information), and the average time required for the variable effect (variable time) is short. That is, it is a state where the digestion of the variation is relatively fast. When the configuration is such that the types of the decorative symbols 80 designated as specific symbols are not specified as in the above Specific Example 6-1 and Specific Example 6-2, when the specific control state is set in the specific game state, since the digestion of the variation is fast, it should not take much time to find out the type of the specific symbol.
[0212] 〇Specific Example 6-7 The decorative symbol 80 designated as the specific symbol is set so as not to be in a so-called pseudo-stop state (described above) in the deviation variation in the specific control state (note that since the specific symbol does not constitute a deviation combination in the deviation variation in the specific control state, it of course does not "completely stop" either). For example, assuming a specific control state in which the decorative symbol 80 of "5" is designated as the specific symbol (see Fig. 46(a)). If the pseudo-stop of the specific symbol is allowed, after the decorative symbol 80 of "5" temporarily pseudo-stops (see Fig. 46(b)), it may change again (see Fig. 46(c)) and change to another decorative symbol 80. In this case, even if it is controlled so that the decorative symbol 80 of "5" does not constitute a deviation combination as a result (see Fig. 46(d)), since the decorative symbol 80 of "5" has temporarily pseudo-stopped, there is a risk that the player may misjudge that a big win is determined, or may misjudge that the decorative symbol 80 of "5" is not the specific symbol (this is even more the case when the configuration is such that the types of the decorative symbols 80 designated as specific symbols are not specified as in the above Specific Example 6-1 and Specific Example 6-2. Note that Fig. 46 shows a configuration in which the types of the decorative symbols 80 designated as specific symbols are not specified.). In order to prevent such misjudgments, in the deviation variation in the specific control state, the decorative symbol 80 designated as the specific symbol is prevented from pseudo-stopping (so as not to be in a state like Fig. 46(b)).
[0213] 〇Specific Example 6-8 The decorative symbol 80 designated as a specific symbol is prevented from having its symbol color change (hereinafter referred to as color change). The color of the decorative symbol 80 is known to indicate various information (for example, the jackpot value when a winning combination is formed is based on the color of the decorative symbol 80 that forms the winning combination), and effects in which color change occurs during variation are also known. However, the decorative symbol 80 designated as a specific symbol is prevented from having color change occur (note that at least a part of the decorative symbol 80 that is not designated as a specific symbol may be allowed to have color change occur). If a conspicuous change occurs in the decorative symbol 80 designated as a specific symbol, there is a risk that the player may misinterpret that the decorative symbol 80 is not a specific symbol (this is even more the case when the configuration is such that the types of the decorative symbol 80 designated as a specific symbol are not specified as in the above specific example 6-1 and specific example 6-2). Therefore, color change is prevented from occurring in the decorative symbol 80 designated as a specific symbol.
[0214] 〇Specific Example 6-9 In a specific control state, from a state in which a plurality of decorative symbol groups 80g (three decorative symbol groups 80g if configured as in the above embodiment) are all variably displayed, the variation of these decorative symbol groups 80g stops simultaneously, and an effect (sudden stop effect) in which a winning combination of the decorative symbol 80 designated as a specific symbol is displayed is to occur. For example, in a specific control state in which the decorative symbol 80 of "1" is designated as a specific symbol, from a state in which a plurality of decorative symbol groups 80g are all variably displayed (see Fig. 47(a)), as a result of the variation of the plurality of decorative symbol groups 80g stopping simultaneously, a sudden stop effect (see Fig. 47(b)) in which a winning combination with three decorative symbols 80 of "1" lined up is displayed and a jackpot is notified may occur.
[0215] Since a specific symbol does not form a losing combination, a jackpot is determined when a specific symbol is selected from a certain group of decorative symbols 80g. Therefore, when a player knows the decorative symbol 80 designated as the specific symbol (when configured to explicitly indicate the decorative symbol 80 designated as the specific symbol as in the above embodiment, or when the player discovers the decorative symbol 80 designated as the specific symbol even when the type of the decorative symbol 80 designated as the specific symbol is not explicitly indicated as in Specific Example 6-1 or Specific Example 6-2), if the variation of the group of decorative symbols 80g is stopped one by one when forming a winning combination with the decorative symbol 80 designated as the specific symbol, the player may feel annoyed. Based on this, as described above, a sudden stop effect in which "the winning combination of the specific symbol" is suddenly displayed can occur.
[0216] <Special Determination Effect, Right-Acquiring Game> The gaming machine 1 according to this embodiment can execute a special determination effect as a type of effect that can occur during a variation effect. In the following description of the special determination effect, the win / loss lottery result that is the target of the suggestion (jackpot determination suggestion) by the special determination effect is referred to as the target win / loss lottery result, and the variation effect in which the special determination effect occurs is also referred to as the target variation effect (target variation). In this embodiment, the special determination effect occurs in the normal gaming state. However, it may also occur in a specific gaming state.
[0217] The special determination effect is a type of so-called premium effect in which when it occurs, it is determined that the target win / loss lottery result is a jackpot. In this embodiment, a predetermined effect image (special determination image 20) being displayed in the display area 911 occurs as the special determination effect. The specific form of the special determination image 20 may be anything. The special determination image 20 is an image that is only displayed when the special determination effect occurs (a special determination effect exclusive image that is not displayed even when other premium effects occur). In this embodiment, the "lit image of the pachinko ball" is the special determination image 20 (see Fig. 49(b-1)).
[0218] A special determination performance will not occur unless a predetermined performance occurrence right (a right that is a prerequisite for the occurrence of a special determination performance) is obtained. The performance occurrence right can be obtained by participating in a right acquisition game (see Fig. 48) that can occur during a variable performance and satisfying the specified conditions in the right acquisition game. The performance occurrence right can be obtained during a continuous right acquisition period in which the right acquisition game is executed.
[0219] The name of the right acquisition game and the content of the game can be anything as long as they encourage the player to participate in the game and allow the player to evaluate the outcome of the game. However, the player's performance (the outcome of the game) in playing the game to meet the specified conditions in the right acquisition game is related to the acquisition of the performance occurrence right. That is, the right acquisition game is a "serious" game (not a so-called "outcome race"), and as will be described in detail later, it is made so that the performance occurrence right cannot be acquired without participating in the right acquisition game at all. Also, the target winning or losing lottery result is related to whether a special determination performance will occur, but is not related to whether the performance occurrence right can be acquired (the expected value of the number of performance occurrence rights acquired). Regardless of whether the target winning or losing lottery result is a big win or not, if the player does not participate in the right acquisition game at all, there is no possibility of meeting the specified conditions and the performance occurrence right cannot be acquired.
[0220] In this embodiment, a so-called "rhythm game" that causes a player to operate a target operation means (push button 61) at an appropriate timing is set as a right acquisition game (since the rhythm game itself is well-known and common, detailed description thereof is omitted) (see Fig. 48(a)). The player operates the push button 61 at an appropriate timing in accordance with icons (notes) flowing in accordance with the music, and the closer the operation timing is to the accurate timing, the higher the points are. According to the total points (evaluation value representing the result of the game) when the game ends (see Fig. 48(b)), a performance occurrence right is granted (see Fig. 48(c)). In this embodiment, the performance occurrence rights that can be acquired during the right acquisition game (right acquisition period) can be acquired until reaching a predetermined limit number (it is preferable that the limit number is "2" or more, that is, there is a possibility of acquiring a plurality of performance occurrence rights). In this embodiment, a maximum of four performance occurrence rights are granted (limit number = 4). Specifically, the total point stage is divided into five stages (hereinafter, from the lower one, the first stage, the second stage, etc.), and the number of performance occurrence rights granted depends on which stage it belongs to (see "※1" in Fig. 48). After the second stage, each time a stage is reached, a performance occurrence right is granted ("+1"), so it can be said that the establishment of the specified condition is that the total points reach the minimum value of each stage. If the second stage is not reached (staying at the first stage (including total points "0")), no performance occurrence right is granted.
[0221] As described above, in the right acquisition game (rhythm game in this embodiment), regardless of the target eligibility lottery result, the player's performance is directly evaluated (the above total points directly reflect the player's skill level). Therefore, the higher the player is at the right acquisition game, the more likely the number of acquired performance occurrence rights (expected value) will be. In this embodiment, as a result of the right acquisition game, the number of performance occurrence rights called "one-shot notification chance" is shown (see Fig. 48(c)). As a result of such a right acquisition game, it is assumed that a result where no performance occurrence rights can be acquired (the number of acquired performance occurrence rights) will occur. At least in the case where the player does not participate in the right acquisition game at all (does not operate any operation means), the total points become "0" and there is no possibility of acquiring performance occurrence rights (the number of performance occurrence rights = 0) (see "※2" in Fig. 48). That is, as long as the right acquisition game is a "serious" game, if the player does not play the right acquisition game at all (does not operate any operation means), the reward (performance occurrence rights) is not given. In this embodiment, even if the player plays the right acquisition game (operates the operation means), there is a possibility that the performance occurrence rights cannot be acquired (if the total points do not reach the second stage, the performance occurrence rights will be "0" (see "※1" in Fig. 48)). Pachinko machines configured to allow a player participation type game to occur during fluctuations are known, but in general, this type of game is configured so that the result is determined internally in advance even if the player does not participate at all. In this embodiment, since the result of the right acquisition game directly reflects the player's game performance as the number of performance occurrence rights, the result is not determined before the right acquisition game starts.
[0222] After the right acquisition game ends, an effect (right use effect) using the effect occurrence right is executed. That is, a period during which the effect occurrence right acquired in the right acquisition game is used is set. The right use effect may have any specific form as long as there is an opportunity for a special determination effect to occur corresponding to the amount of the effect occurrence right acquired in the right acquisition game. In the present embodiment, the player is prompted to operate a predetermined operation means (special operation unit 65) corresponding to the amount of the effect occurrence right (see Fig. 49(a)). A special determination effect may occur when the predetermined operation means is operated. That is, the operation of the special operation unit 65 is regarded as the "use" of the effect occurrence right. Note that the effect occurrence right may be automatically "used" without such an operation of the operation means. Since the special determination effect is a jackpot determination effect, there is no possibility of the special determination effect occurring when the target win / loss lottery result is a miss (not winning the effect occurrence lottery described later) (see Fig. 49(b-2)). That is, when the target win / loss lottery result is a miss, even if any number of effect occurrence rights are acquired during the right acquisition game (right acquisition period), no special determination effect will occur when using the effect occurrence right. On the other hand, when the target win / loss lottery result is a jackpot, a lottery (effect occurrence lottery) is executed to determine whether to execute the special determination effect when using the effect occurrence right (operation of the special operation unit 65 in the present embodiment). If the player wins the lottery, the special determination effect occurs (see Fig. 49(b-1)). If the player does not win the lottery, the special determination effect does not occur, and an image indicating this is displayed (see Fig. 49(b-2)). In the present embodiment, the effect occurrence lottery is executed when the predetermined operation valid period ends even if the special operation unit 65 is not operated. That is, in the right use effect, regardless of whether the operation means is operated or not, the acquired effect occurrence right is used and the effect occurrence lottery is executed. The probability of winning the effect occurrence lottery when the target win / loss lottery result is a jackpot can be set as appropriate (however, the probability is not 0% and not 100%). In the present embodiment, it is set to 1 / 4.That is, a lottery for performance generation is executed to select a winner at a ratio of 1 / 4 of the number of obtained performance generation rights, and a special confirmed performance occurs when the lottery is won. Therefore, when the target win / loss lottery result is a big win, the higher the number of performance generation rights obtained during the right acquisition game (right acquisition period), the higher the probability of a special confirmed performance occurring. Also, even when the target win / loss lottery result is a big win, if all the performance generation rights are missed in the performance generation rights corresponding to the number of obtained performance generation rights, no special confirmed performance will occur (see Figs. 49(a) and (b-2)). In this embodiment, since it has been shown that a big win is confirmed when a special confirmed performance occurs before all the performance generation rights are used, the remaining performance generation rights are not used. However, it is not to deny that the lottery for performance generation is executed until all the performance generation rights are used (so that two or more special confirmed performances can occur).
[0223] As described above, there is a possibility that performance generation rights cannot be obtained in the right acquisition game (the number of obtained performance generation rights becomes 0) (if the player does not participate in the right acquisition game at all, the performance generation rights will be 0). When performance generation rights cannot be obtained, the lottery for performance generation of the special confirmed performance is not executed. In this embodiment, since there are no "usable" performance generation rights, the right use performance is not executed (see Fig. 48(d)). Therefore, even if the target win / loss lottery result is a big win, no special confirmed performance will occur if performance generation rights cannot be obtained. If the player does not participate in the right acquisition game at all, the performance generation rights will be 0, so no special confirmed performance will occur even if the target win / loss lottery result is a big win.
[0224] Note that since the number of acquired performance generation rights in the right acquisition game depends on the player's skill (how good the player is at the game), the length of time required for the right use performance is indefinite (depending on the skill of the player in the right acquisition game). Therefore, a known variable time (the time from the start to the end of the variable performance) scale adjustment function (for example, see Japanese Patent Application Laid-Open No. 2023-105199) may be provided so that the function is activated in the variation that occurs in the right acquisition game (for example, circularly outputting a pre-prepared video to supplement the insufficient time).
[0225] Even after the occurrence of the right-use performance, the target variation continues. At the end of the target variation, if the target success / failure lottery result is a big win, the winning combination is displayed to notify the big win (see Fig. 49(c-1)), and if it is a loss, the losing combination is displayed to notify the loss (see Fig. 49(c-2)). That is, regardless of whether the special determination performance has occurred, the target variation continues and finally the target success / failure lottery result is notified by the combination of the decorative symbols 80. Naturally, whether the special determination performance has occurred or not does not affect the target success / failure lottery result. The result of the right acquisition game (the number of performance occurrence rights acquired) affects whether the special determination performance occurs (the occurrence probability of the special determination performance), but does not affect the target success / failure lottery result (the so-called expected value of getting a payout).
[0226] Thus, in this embodiment, in order for the special determination performance to occur, the performance occurrence right must be acquired during the right acquisition period. The right acquisition game for acquiring the performance occurrence right has an interesting gameplay in that the player's skill (how good the player is at the game) is directly reflected (a game that is not a so-called "skill race" is installed) (it is a novel gameplay that if the player does not participate in the right acquisition game at all (does not operate the operation means), the performance occurrence right becomes "0").
[0227] Also, in this embodiment, there is a possibility of acquiring a plurality of performance occurrence rights up to a predetermined limit number during the right acquisition game (right acquisition period). That is, it is a gameplay in which the player's skill in the right acquisition game affects the number of performance occurrence rights acquired.
[0228] Hereinafter, specific examples in which the matters related to the above special determination performance and right acquisition game are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied in plural may also be used.
[0229] 〇Specific Example 7-1 The configuration is such that the limit number set during the right acquisition game (right acquisition period) is not constant. That is, the limit number can change each time the right acquisition game is played. For example, assume that any one of 1 to 4 is set as the limit number. When the limit number is "1" (in pattern 1), the performance occurrence right becomes "0" or "1" according to the result (points) of the right acquisition game (see Fig. 50(a-1)). When the limit number is "2" (in pattern 2), the performance occurrence right becomes "0" or "1" or "2" according to the result (points) of the right acquisition game (see Fig. 50(a-2)). When the limit number is "3" (in pattern 3), the performance occurrence right becomes "0" or "1" or "2" or "3" according to the result (points) of the right acquisition game (see Fig. 50(a-3)). When the limit number is "4" (in pattern 4), the performance occurrence right becomes "0" or "1" or "2" or "3" or "4" according to the result (points) of the right acquisition game (see Fig. 50(a-4)). Note that if one does not participate in the right acquisition game (does not operate the operation means), the performance occurrence right acquired in the right acquisition game will be "0" regardless of the limit number set (regardless of whether it is any of patterns 1 to 4). If one actively participates in the right acquisition game, the expected value of the performance occurrence right that can be acquired increases as the limit number increases. Since the occurrence probability of the special definite performance increases as the number of acquired performance occurrence rights increases, it can be said that if one actively participates in the right acquisition game, the occurrence probability of the special definite performance increases as the limit number increases.
[0230] By doing so as in this example, since the maximum number of performance occurrence rights that can be acquired changes each time the right acquisition game (right acquisition period) is played, an interesting gameplay can be realized in which the number of performance occurrence rights that can be acquired can be different even if the result of the right acquisition game is the same.
[0231] Note that the determined limit number may be configured to be hidden from the player, or may be configured to be understandable to the player. If it is the latter, in the right acquisition game (right acquisition period), an image suggesting the limit number (limit number suggestion image 21) is displayed, and the player can understand the limit number based on the image (see Fig. 50(b)). For example, at the beginning of the right acquisition game (right acquisition period), a limit number suggestion image 21 suggesting the maximum number of producible performance right that can be acquired is displayed.
[0232] 〇Specific Example 7-2 Assume that the producible performance right that can be acquired in the right acquisition game (right acquisition period) is one. That is, assume that the right acquisition game is an effect that leads to a result of being able to acquire the producible performance right or not being able to acquire it. Since there is only one producible performance right that can be acquired, the probability of a special determination effect occurring in the right use effect after acquiring the producible performance right does not change either (unlike the configuration in the above embodiment where the probability of a special determination effect occurring is higher as the number of producible performance rights is larger). By doing so as in this example, an easy-to-understand effect flow can be achieved.
[0233] 〇Specific Example 7-3 Set the winning probability of the producible performance lottery (the winning probability of the lottery per producible performance right) to be not constant. For example, assume that as the right use effect, a right use effect A (right use state A) (see Fig. 51(b-1)) and a right use effect B (right use state B) (see Fig. 51(b-2)) can occur. It should be possible to understand that the right use effect A and the right use effect B are in different states due to differences in the background image of the decorative symbol 80 displayed in the display area 911. And set the winning probability of the producible performance lottery executed in the state of the right use effect B (right use state B) to be higher than that of the producible performance lottery executed in the state of the right use effect A (right use state A) (see Fig. 51(b)). By doing so, even if the number of producible performance rights acquired in the right acquisition game (right acquisition period) is the same, a game property can be realized in which the probability of a special determination effect occurring differs depending on the subsequent state (whether it becomes the right use state A or the right use state B).
[0234] 〇Specific Example 7-4 Assume that the special determination effect can occur as a so-called foresight effect. That is, assume that the special determination effect can occur in a previous change that is executed before the target change corresponding to the target acceptance lottery result. It may occur in the previous change immediately before the target change, or may occur in a previous change two or more before. Also, it may occur across two or more consecutive previous changes. Assume that the right acquisition game (right acquisition period) also occurs during the previous change. By doing so, the right acquisition game becomes a game for acquiring the right to cause the special determination effect before the target change is started.
[0235] 〇Specific Example 7-5 Make it so that the production occurrence lottery is executed each time the production occurrence right is acquired during the right acquisition game (right acquisition period). That is, each time a specified condition is satisfied (for example, the points reach the specified value) (see Fig. 52(a)) during the game executed as the right acquisition game, the production occurrence right can be acquired, and when the lottery is executed along with the acquisition and the lottery is won, the special determination effect is executed (see Fig. 52(b-1)) (if the lottery is not won, the special determination effect is not executed (see Fig. 52(b-2))). That is, unlike the above embodiment, after the total number of acquired production occurrence rights is determined, an effect (right use effect) that determines whether the special determination effect occurs using the right is not executed, but the production occurrence lottery may be executed each time the right is acquired, and when the lottery is won, the special determination effect is executed. By doing so, the game property is such that there is a possibility of a big win being determined during the right acquisition game (the "serious" game).
[0236] In addition, when the specified conditions are met during the right acquisition game and no special confirmation performance occurs as a result, the right acquisition game continues. On the other hand, when the specified conditions are met during the right acquisition game and a special confirmation performance occurs as a result, the right acquisition game may end there, or the right acquisition game may continue even if the special confirmation performance occurs (if the latter setting is adopted, the special confirmation performance may occur more than once).
[0237] 〇Specific Example 7-6 Assume that during the right acquisition game (right acquisition period), a performance occurrence right is obtained, and the performance that occurs by winning the performance lottery (a performance that does not occur if the performance occurrence right is not obtained) is a performance that is not the special confirmation performance described in the above embodiment (hereinafter referred to as a special lucky machine performance) (see Fig. 53(b-1)). Different from the special confirmation performance, the special lucky machine performance is not a performance in which the target win / loss lottery result becomes a big win (so-called premium performance). That is, the special lucky machine performance is a performance in which the target win / loss lottery result may be a miss even if it occurs, and it is a type of chance-up performance in which the probability (reliability) of the target win / loss lottery result being a big win is higher when it occurs (see Fig. 53(b-1)) than when it does not occur (see Fig. 53(b-2)). If, as in the above embodiment, it is possible to obtain two or more performance occurrence rights during one right acquisition game (right acquisition period), the configuration may be such that the special lucky machine performance may occur multiple times in the right use performance, and the higher the number of occurrences of the special lucky machine performance, the higher the reliability.
[0238] By doing so, the right acquisition game functions as a game for obtaining an opportunity (right) for a special lucky machine performance that may occur, which is not a confirmed big win even if it occurs but gives an expectation of a big win when it occurs.
[0239] 〇Specific Example 7-7 The right-acquiring game may be any game in which the evaluation changes due to the actions of the player and the right to produce a presentation is granted according to the evaluation, and it does not have to be a game that uses operating means. For example, it is conceivable to provide a sensor to the gaming machine 1 and use the sensor to detect a part of the player's body (such as a hand) for the game.
[0240] 〇Specific Example 7-8 The presentation generated by using the right to produce a presentation acquired during the right-acquiring game (right-acquiring period) shall be such that any one of a plurality of types of reliability suggestion images is displayed (any one of the reliability suggestion images is always displayed). It is preferable that three or more types of reliability suggestion images are provided. For example, assume that as a right-using presentation, a presentation (see Fig. 54(a)) in which a single "fortune-telling draw" can be made with one right to produce a presentation occurs. As a result, assume that any one of "bad luck" (display of the first reliability suggestion image) (see Fig. 54(b-1)), "good luck" (display of the second reliability suggestion image) (see Fig. 54(b-2)), and "great good luck" (display of the third reliability suggestion image) (see Fig. 54(b-3)) occurs, and the probability (reliability) that the target winning / losing lottery result is a big win is higher for "good luck" than for "bad luck" and for "great good luck" than for "good luck". The more rights to produce a presentation there are, the more times the fortune-telling draw can be made. That is, the more times the reliability suggestion effect can be enjoyed.
[0241] By doing so, it is possible to realize a gameplay (a gameplay in which the performance of the right-acquiring game contributes to improving the reliability of the reliability suggestion effect) in which the accuracy (reliability) of the reliability suggestion improves as the number of rights to produce a presentation acquired during the right-acquiring game (right-acquiring period) increases.
[0242] 〇Specific Example 7-9 The special determination presentation is not a presentation in which an image (special determination image 20) is displayed in the display area 911, but a presentation in which an effect sound (special determination sound) is output from the speakers 67 or the like. Note that the special determination sound is an effect sound dedicated to the presentation that is only output when the special determination presentation occurs.
[0243] 〇Specific Example 7-10 After a special determination effect has occurred (see Fig. 55(b)), it is set that a specific effect (special post-determination effect) will occur with the target variation (see Fig. 55(c)). By doing so, the occurrence of the special determination effect will be emphasized by the subsequent special post-determination effect. It is preferable that the special determination effect and the special post-determination effect display a common effect image (it suffices that the player can recognize that the same target is represented). For example, it is assumed that both the special determination effect and the special post-determination effect are effects in which a predetermined character (Character E) appears (see Figs. 55(b) and 55(c)).
[0244] Note that a special determination effect does not necessarily occur if the target success / failure lottery result is a big win. Therefore, if the special determination effect does not occur even though the target success / failure lottery result is a big win, the special post-determination effect will not occur afterwards. Naturally, if the target success / failure lottery result is a loss, the special determination effect will not occur, so the special post-determination effect will not occur either.
[0245] 〇Specific Example 7-11 It is assumed that the special determination effect can be made not to occur by the player's selection (customization). If the special determination effect is not to occur, the right to trigger the occurrence of the special determination effect cannot be acquired either (the right acquisition period is not set). Since the special determination effect is a special premium effect and some players may want to play in a situation where it does not occur, it is configured to be able to be in a state where it does not occur during the player's optional variation.
[0246] <Specific Configuration Effect (Special Effect Image)> The gaming machine 1 according to this embodiment can execute a specific configuration effect, which will be described in detail below as a type of effect constituting a variable effect. In the following description of the specific configuration effect, the win / loss lottery result that is the target of the reliability suggestion by the specific configuration effect is referred to as the target win / loss lottery result, and the variable effect corresponding to the target win / loss lottery result is also referred to as the target variable effect (target variation). Note that the specific configuration effect occurs only in a variation that satisfies a predetermined execution condition. Also, in this embodiment, the specific configuration effect can occur in the normal gaming state. However, it may be configured to occur in a specific gaming state. Further, in this embodiment, the specific configuration effect can occur when a reach is established. However, it may be configured to occur in a state where a reach is not established.
[0247] As the specific configuration effect, a specific configuration effect X (see FIG. 56) and a specific configuration effect Y (see FIG. 57) can occur. The specific configuration effect Y can occur after the specific configuration effect X reaches an unfavorable outcome (described later). Each of the specific configuration effects leads to a favorable outcome in which an image indicating that a favorable situation has occurred for the player is displayed or an unfavorable outcome in which an image indicating that an unfavorable situation has occurred for the player is displayed (an outcome more unfavorable than the favorable outcome). Note that the favorable outcome may be configured to include a so-called reversal pattern in which it appears as if an unfavorable outcome has occurred once and then is covered.
[0248] The specific configuration performance X (see Fig. 56) in this embodiment is a performance in which the character F (shown with the letter "F" in the drawings), which is a character on the player's side, battles with the mook character (shown with the letter "mook" in the drawings), which is an enemy character (see Fig. 56(a)). It is considered an advantageous ending when character F defeats (wins against) the mook character (see Fig. 56(b-1)), and a disadvantageous ending when character F cannot defeat the mook character (the mook character escapes) (see Fig. 56(b-2)). The specific configuration performance Y (see Fig. 57) in this embodiment is a performance in which the character F, which is a character on the player's side, battles with the boss character (shown with the letter "boss" in the drawings), which is an enemy character. It is considered an advantageous ending when character F defeats (wins against) the boss character (see Fig. 57(d-1)), and a disadvantageous ending when character F cannot defeat the boss character (loses) (see Fig. 57(d-2)). Note that the specific forms of the specific configuration performance X and the specific configuration performance Y are merely examples in this way, and the specific forms can be appropriately changed except for the points specifically described below.
[0249] When the specific configuration performance X occurs (see Fig. 56(a)), if the specific configuration performance X leads to an advantageous ending, it is determined that the target win / loss lottery result is a big win (see Fig. 56(b-1)). That is, when the target win / loss lottery result is a big win, the specific configuration performance X may lead to an advantageous ending, and when it is a loss, the specific configuration performance X has no possibility of leading to an advantageous ending. However, even when the target win / loss lottery result is a big win, the specific configuration performance X may lead to a disadvantageous ending. That is, at the time when the specific configuration performance X leads to a disadvantageous ending (immediately after the disadvantageous ending), the target win / loss lottery result is not determined. In this embodiment, in the case of a disadvantageous ending, the three decorative symbols 80 are in a state of pseudo-stopping with a combination representing a loss (loss combination), and it is suggested to the player that there is a possibility that the loss may be determined (see Fig. 56(b-2)).
[0250] After a specific configuration performance X reaches an unfavorable ending, a specific configuration performance Y may occur. In this embodiment, the specific configuration performance Y can only occur via the specific configuration performance X when the specific configuration performance X reaches an unfavorable ending. When an image indicating that the specific configuration performance X has reached an unfavorable ending is displayed (see Fig. 56(b-2)), and when a predetermined development image (continuing image) is displayed (see Fig. 56(c-2)), the specific configuration performance Y is started (see Fig. 57(a)). The specific configuration performance Y does not occur when the development image is not displayed. When the specific configuration performance X reaches an unfavorable ending and the specific configuration performance Y does not occur, it is determined that the target win / loss lottery result is a miss (the three decorative symbols 80 stop completely in a losing combination) (see Fig. 56(c-1)). That is, when the development image is displayed (develops into the specific configuration performance Y), there remains a possibility that the target win / loss lottery result is a big win, but when the development image is not displayed (does not develop into the specific configuration performance Y), it is determined that the target win / loss lottery result is a miss.
[0251] When the development image is displayed, the specific configuration presentation Y is started (see Fig. 57(a)). The specific configuration presentation Y leads to a favorable ending when the target win / loss lottery result is a big win (see Fig. 57(d-1)), and leads to an unfavorable ending when it is a loss (see Fig. 57(d-2)). As described above, although there remains a possibility of a big win even if the specific configuration presentation X leads to an unfavorable ending, if the specific configuration presentation Y leads to an unfavorable ending, it is certain that it is a loss. That is, it can be said that the specific configuration presentation Y is different from the specific configuration presentation X in that it determines the target win / loss lottery result regardless of which ending it leads to. Also, since the specific configuration presentation Y is executed as a result of the development of the specific configuration presentation X, the probability that the specific configuration presentation Y leads to a favorable ending (referring to the probability of leading to a favorable ending at the time when the specific configuration presentation Y is started) is higher than the probability that the specific configuration presentation X leads to a favorable ending (referring to the probability of leading to a favorable ending at the time when the specific configuration presentation X is started). Therefore, when the target win / loss lottery result is a big win, it is more likely that the big win is notified by the specific configuration presentation Y leading to a favorable ending after the specific configuration presentation X leads to an unfavorable ending, rather than the big win being notified by the specific configuration presentation X leading to a favorable ending. Note that the probability that the specific configuration presentation X leads to a favorable ending is preferably less than 10% (based on the time when the specific configuration presentation X is started).
[0252] As disadvantageous endings of the specific configuration presentation X (see Fig. 56(b-2)), a disadvantageous ending X1 (see Fig. 56(b-2-1)) and a disadvantageous ending X2 (see Fig. 56(b-2-2)) can occur. The disadvantageous ending X1 and the disadvantageous ending X2 differ in the form as a presentation (the displayed images are different). Thus, if the difference as a presentation can be clearly grasped and it can be understood that both are disadvantageous situations for the player, the specific forms of the disadvantageous ending X1 and the disadvantageous ending X2 can be changed as appropriate. As described above, the disadvantageous ending of the specific configuration presentation X in this embodiment is that the mook character, which is an enemy character, escapes. Here, the disadvantageous ending X2 is that it is displayed that the escaped mook character dropped an energy drink, and the disadvantageous ending X1 is that such an energy drink is not displayed. That is, the disadvantageous ending X2 and the disadvantageous ending X1 differ in terms of the presence or absence of at least a predetermined presentation image (the energy drink in this embodiment) (hereinafter, this image is referred to as the "X2 presentation image") (see Fig. 56(b-2)).
[0253] In this embodiment, regardless of whether the specific configuration presentation X leads to either the disadvantageous ending X1 or the disadvantageous ending X2, the specific configuration presentation Y may occur thereafter (however, there is a possibility that the specific configuration presentation Y does not occur thereafter regardless of whether the specific configuration presentation X leads to either the disadvantageous ending X1 or the disadvantageous ending X2). Hereinafter, the specific configuration presentation Y that occurs after the specific configuration presentation X leads to the disadvantageous ending X1 (see Fig. 56(b-2-1)) may be referred to as the "specific configuration presentation Y after X1", and the specific configuration presentation Y that occurs after the specific configuration presentation X leads to the disadvantageous ending X2 (see Fig. 56(b-2-2)) may be referred to as the "specific configuration presentation Y after X2".
[0254] In this embodiment, in the specific configuration performance Y after X2, a predetermined performance image (hereinafter referred to as the special performance image 23) that is not displayed in the specific configuration performance Y after X1 is displayed (see FIG. 57(b-2)). The special performance image 23 is displayed at a specified timing that is a point in time after a certain period has elapsed since the start of the specific configuration performance Y. That is, in the specific configuration performance Y after X2, the special performance image 23 is displayed at a point in time after a certain period has elapsed since the start (see FIG. 57(a)), and in the specific configuration performance Y after X1, the special performance image 23 is not displayed (see FIG. 57(b-1)). In this embodiment, as the special performance image 23, a cut-in image of the character F drinking the above nutritional drink (the nutritional drink displayed at the adverse end X2) is displayed (see FIG. 57(b-2)). That is, as the special performance image 23, an image having a part representing the same as the X2 performance image 22 (see FIG. 56(b-2-2)) displayed when reaching the adverse end X2 (modifications etc. are allowed within the range where the player can recognize it as the same) is displayed. It can be said that the specific configuration performance Y after X2 is a performance that has no possibility of being executed when the specific configuration performance X reaches the adverse end X1.
[0255] Note that before reaching the end, the basic aspects of the performances in the specific configuration performance Y after X1 and the specific configuration performance Y after X2 are the same in the state where the special performance image 23 is not displayed. That is, in the state where the special performance image 23 is not displayed, the video (one-frame image) of the performance at the point in time when the same amount of time has elapsed since the start of the performance can be exactly the same (see FIGS. 57(a) and (c)). Therefore, the player recognizes that the specific configuration performance Y after X1 and the specific configuration performance Y after X2 are performances of the same type.
[0256] Thus, the specific configuration effect Y in this embodiment can occur when the specific configuration effect X reaches an adverse outcome. A plurality of types are provided as the adverse outcomes of the specific configuration effect X. When a certain type of adverse outcome (adverse outcome X2) (see Fig. 56(b-2-2)) occurs and then the specific configuration effect Y (specific configuration effect Y after X2) occurs, a special effect image 23 that is not displayed when a different type of adverse outcome (adverse outcome X1) (see Fig. 56(b-2-1)) occurs and then the specific configuration effect Y (specific configuration effect Y after X1) occurs is displayed (see Fig. 57(b-2)). This is a novel and interesting feature. In other words, it can be said that this is a gaming property that allows determination of whether a certain type of adverse outcome (adverse outcome X2) has been experienced based on whether the special effect image 23 is displayed in the specific configuration effect Y (regardless of the types of adverse outcomes).
[0257] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific configuration effect (special effect image 23) will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0258] 〇Specific Example 8-1 Based on the point in time when the specific configuration effect Y starts, the probability that the specific configuration effect Y reaches a favorable outcome is set such that the specific configuration effect Y after X2 is higher than the specific configuration effect Y after X1. In this case, the gaming property is such that the value of the subsequent occurrence of the specific configuration effect Y is higher when the specific configuration effect X reaches the adverse outcome X2 than when it reaches the adverse outcome X1. That is, it is an interesting gaming property in which the probability that the specific configuration effect Y reaches a favorable outcome for the player is suggested by the type of the adverse outcome of the previous specific configuration effect X.
[0259] 〇Specific Example 8-2 The specific configuration performance X (see Fig. 58(a)) is provided with a predetermined period (operation valid period) (see Fig. 58(b)) during which the operation of a predetermined operation means (target operation means) becomes effective before reaching the end. Then, when the operation of the target operation means during the operation valid period becomes an operation that satisfies a predetermined condition (prescribed operation) (see Fig. 58(b-1)), and when it does not (see Fig. 58(b-2)), the probability that the specific configuration performance X results in an adverse ending becomes different when it becomes an adverse ending X2 (see Fig. 58(c-2)).
[0260] Any operation means that is required to be operated during the operation valid period may be used (it may be one type or two or more types), and various operation modes can be considered. For example, the specific configuration performance X is provided with an operation valid period during which it is required to continuously operate (rapidly click) the push button 61 before reaching the end (see Fig. 58(b)). Then, the number of operations of the push button 61 during the operation valid period reaching a prescribed number is defined as an operation that satisfies a predetermined condition (prescribed operation). The prescribed number may be set to be the same each time (for example, 10 times), or may be set to change each time (for example, it can change between 5 times and 15 times). In this way, during the operation valid period, the player can perform an operation that satisfies a predetermined condition by actively operating the operation means, and an operation that satisfies a predetermined condition cannot be achieved if the operation means is not operated at all. Note that the operation valid period is set even when the specific configuration performance X results in a favorable ending (the operation valid period is set regardless of the ending of the specific configuration performance X). Since it is predetermined internally whether the specific configuration performance X will result in a favorable ending or an adverse ending when it is started, and when it results in a favorable ending, it does not result in an adverse ending, the degree of operation of the operation means during the operation valid period does not affect the ending of the performance (the probability of resulting in an adverse ending X2).
[0261] For example, as shown in FIG. 58, when the operation of the target operation means during the operation valid period becomes an operation that satisfies a predetermined condition (specified operation) (see FIG. 58(b-1)), rather than when it does not (see FIG. 58(b-2)), if the probability that the specific configuration effect X results in an adverse outcome (the probability of changing from (c-1) to (c-2)) is set to be higher when the adverse outcome is the adverse outcome X2, the more actively involved in the effect (operating the operation means) during the operation valid period, the more likely it is that the adverse outcome X2 occurs and the specific configuration effect Y occurs after X2, resulting in a gameplay property.
[0262] Note that during the operation valid period, no operation requirement for the target operation means may be imposed on the player. That is, even though a player who obtains information from a magazine, the Internet, etc. may be aware of the existence of the above operation valid period, in terms of the effect, no operation requirement may be imposed (an image prompting an operation is not displayed in the display area 911), which may be a so-called hidden operation effect (hidden button effect).
[0263] 〇Specific Example 8-3 The specific configuration effect X is assumed to be such that a so-called advantageous outcome of a reversal pattern (appearing to be an adverse outcome at first and then being overturned) does not occur. By doing so, when an image indicating that the player is in an adverse situation in the specific configuration effect X is displayed, since there is no possibility of it being overturned and becoming an advantageous outcome, it is possible to realize an easy-to-understand gameplay property where attention may be paid to the type of adverse outcome (whether it has become the adverse outcome X1 or the adverse outcome X2).
[0264] Note that it is preferable to allow the specific configuration effect Y to have an advantageous outcome of a reversal pattern. Since the specific configuration effect Y is not such that it may further develop when an adverse outcome is reached, it is preferable to allow a case where it appears to reach an adverse outcome and then is overturned to occur.
[0265] 〇Specific Example 8-4 Unlike the above-described embodiment, when the specific configuration performance X reaches an unfavorable end, the specific configuration performance Y is surely caused to occur. That is, when the specific configuration performance X occurs, if it does not reach a favorable end, it is ensured that the specific configuration performance Y is executed. In this case, since the specific configuration performance Y surely occurs when the specific configuration performance X reaches an unfavorable end, the game property is such that attention may be paid to whether the unfavorable end is the unfavorable end X1 or the unfavorable end X2 in preparation for the start of the specific configuration performance Y.
[0266] 〇Specific Example 8-5 Unlike the above-described embodiment, the specific configuration performance Y is to be caused to occur even when the specific configuration performance X does not reach an unfavorable end. That is, it is set that the fact that the specific configuration performance X reaches an unfavorable end is not a generation condition of the specific configuration performance Y. However, it is preferable that the probability of the specific configuration performance Y occurring is higher when the specific configuration performance X reaches an unfavorable end than when it does not occur. That is, it is preferable to maintain that the fact that the specific configuration performance X reaches an unfavorable end is an event suggesting the occurrence of the specific configuration performance Y.
[0267] 〇Specific Example 8-6 When the specific configuration performance X reaches an unfavorable end, the probability of the specific configuration performance Y occurring is higher when it is the unfavorable end X2 than when it is the unfavorable end X1. By doing so, the fact that the specific configuration performance X reaches the unfavorable end X2 functions as suggesting that the occurrence probability (development probability) of the specific configuration performance Y is high.
[0268] Note that when configured as in this example, when the specific configuration performance X reaches the unfavorable end X2, the specific configuration performance Y (specific configuration performance Y after X2) surely occurs (when it reaches the unfavorable end X1, the specific configuration performance Y (specific configuration performance Y after X1) may not occur, but when it reaches the unfavorable end X2, it is ensured that the specific configuration performance Y (specific configuration performance Y after X2) occurs).
[0269] 〇Specific Example 8-7 The specific composition performance Y only suggests the probability (reliability) that the target pass / fail lottery result is a big win, and does not notify the target pass / fail lottery result based on its outcome (even if the variable composition performance has a favorable outcome, it is not certain that the target pass / fail lottery result is a big win). That is, when the specific composition performance Y occurs after the specific composition performance X has an unfavorable outcome, the probability that the target pass / fail lottery result is a big win is set higher when the specific composition performance Y has a favorable outcome than when it has an unfavorable outcome, and it is not certain that the target pass / fail lottery result is a big win even if it has a favorable outcome (it only amounts to a so-called chance up).
[0270] Note that it may be set that there is a possibility that the target pass / fail lottery result is a big win even if the specific composition performance Y has an unfavorable outcome, or it may be set that it is certain that the target pass / fail lottery result is a miss when it has an unfavorable outcome.
[0271] 〇Specific Example 8-8 It is set that it is not certain that the target pass / fail lottery result is a big win even if the specific composition performance X has a favorable outcome. That is, the probability that the target pass / fail lottery result is a big win only remains higher when the specific composition performance X has a favorable outcome than when it has an unfavorable outcome, and it is set that there is a possibility that the target pass / fail lottery result is a miss even if it has a favorable outcome.
[0272] Note that it may be set that there is a possibility that the target pass / fail lottery result is a big win even when the specific composition performance X has an unfavorable outcome and the specific composition performance Y does not occur, or it may be set that the possibility that the target pass / fail lottery result is a big win disappears (it is certain that it is a miss).
[0273] 〇Specific Example 8-9 Assume that after a specific composition performance X reaches an adverse ending, there are multiple types of specific composition performances Y that may occur when the development image is displayed. That is, as the development destination from the specific composition performance X (adverse ending), two or more specific composition performances Y (performances with different videos displayed in the display area 911) are provided. Note that all of the two or more specific composition performances Y will reach either a favorable ending or an adverse ending, and the probability (reliability) of reaching a favorable ending varies depending on the type.
[0274] For example, assume that after a specific composition performance X reaches an adverse ending (see Fig. 59(a)), when it develops (see Fig. 59(b)), either a specific composition performance Y1 may occur (see Fig. 60(a)) or a specific composition performance Y2 may occur (see Fig. 60(c)). The difference between the specific composition performance Y1 and the specific composition performance Y2 can be anything. For example, it is conceivable to set the enemy characters appearing in the specific composition performance Y1 to be different from the enemy characters appearing in the specific composition performance Y2.
[0275] In this case, in the specific composition performance Y1 (specific composition performance Y1 after X2) that occurs after the specific composition performance X reaches the adverse ending X2 (see Fig. 59(a-2)), the special effect image 23 is displayed (see Fig. 60(b-2)), but in the specific composition performance Y1 (specific composition performance Y1 after X1) that occurs after the specific composition performance X reaches the adverse ending X1 (see Fig. 59(a-1)), the special effect image 23 is not displayed (see Fig. 60(b-1)). Similarly, in the specific composition performance Y2 (specific composition performance Y2 after X2) that occurs after the specific composition performance X reaches the adverse ending X2 (see Fig. 59(a-2)), the special effect image 23 is displayed (see Fig. 60(d-2)), but in the specific composition performance Y2 (specific composition performance Y2 after X1) that occurs after the specific composition performance X reaches the adverse ending X1 (see Fig. 59(a-1)), the special effect image 23 is not displayed (see Fig. 60(d-1)).
[0276] By doing so, when a specific configuration performance Y is executed after the specific configuration performance X results in an adverse ending X2, a game property is realized in which the special effect image 23 is displayed (common in that the special effect image 23 is displayed) regardless of what kind of specific configuration performance Y is executed.
[0277] 〇Specific Example 8 - 10 In the above embodiment, when the specific configuration performance X results in an adverse ending (when there is a possibility that the prior suggestion image 10 is displayed), the three decorative symbols 80 are in a state of pseudo - stop with a combination indicating a loss (it is suggested that the loss may be determined by the pseudo - stopped decorative symbols 80) (see Fig. 56(b - 2)). However, such a pseudo - stop display of a combination indicating a loss may not be made. Since it can be understood from the video of the specific configuration performance X that a situation adverse to the player (the goal could not be achieved) has occurred, it may not be necessary to suggest the possibility of a determined loss using the decorative symbols 80.
[0278] 〇Specific Example 8 - 11 In the above embodiment, it was explained that the special effect image 23 includes a part representing the same thing as the X2 effect image 22 displayed when reaching the adverse ending X2 (in the above embodiment, "energy drink"). However, the special effect image 23 and the X2 effect image 22 do not have to be in such a relationship. However, by doing so as in the above embodiment, it is emphasized that the special effect image 23 is an image displayed because the adverse ending X2 has been reached (when the X2 effect image 22 is displayed).
[0279] 〇Specific Example 8 - 12 In the specific composition performance Y, it is assumed that one or more favorable opportunity performances may occur (note that the display of the special performance image 23 shall not be regarded as a favorable opportunity performance). The favorable opportunity performance is such that the probability of reaching a favorable ending is higher when it occurs than when it does not occur (it may also be the case that a favorable ending is determined when it occurs). One or more favorable opportunity performances are assumed to be able to occur in both the specific composition performance Y after X1 and the specific composition performance Y after X2. That is, it is assumed that the specific composition performance Y after X1 and the specific composition performance Y after X2 have the same types of favorable opportunity performances that can occur (the displayed images and the display timings are the same). For example, if it is configured such that a performance in which a predetermined favorable opportunity image is displayed can occur as a certain type of favorable opportunity performance, then in either the specific composition performance Y after X1 (see Fig. 61) or the specific composition performance Y after X2 (see Fig. 62), the specific favorable opportunity image 24 in the same manner can be displayed after a predetermined time has elapsed from the start of the performance as this favorable opportunity performance (see Fig. 61(c-2), Fig. 62(c-2)). Note that in either the specific composition performance Y after X1 or the specific composition performance Y after X2, when the favorable opportunity performance is not executed, the default performance is executed (see Fig. 61(c-1), Fig. 62(c-1)).
[0280] In this way, the specific composition performance Y after X1 and the specific composition performance Y after X2 cannot be distinguished by the occurrence or non-occurrence of the favorable opportunity performance (regardless of whether the specific composition performance Y after X1 or the specific composition performance Y after X2 is executed, various favorable opportunity performances may or may not occur) (see Fig. 61(c-1)(c-2), Fig. 62(c-1)(c-2)). However, in the specific composition performance Y after X2, the special performance image 23 is displayed when the specified timing is reached (see Fig. 62(b-1)), but in the specific composition performance Y after X1, the special performance image 23 is not displayed when the specified timing is reached (see Fig. 61(b-1)), so they can be distinguished by the presence or absence of the special performance image 23.
[0281] 〇Specific Examples 8-13 It is configured to provide two or more types of special performance images 23. In the specific configuration performance Y after X2, any one of the plurality of types of special performance images 23 shall be displayed. For example, assuming that a first special performance image 231 and a second special performance image 232 (different in form from the first special performance image 231) are provided, in the specific configuration performance Y after X2 (see Fig. 63(a)), either the first special performance image 231 (see Fig. 63(b-1)) or the second special performance image 232 (see Fig. 63(b-2)) shall be displayed at a specified timing (in the specific configuration performance Y after X1, none of the special performance images 23 shall be displayed at the specified timing). And it is set that the probability of the specific configuration performance Y after X2 reaching a favorable ending is higher when the second special performance image 232 is displayed than when the first special performance image 231 is displayed (the probability of the target win / loss lottery result being a big win is higher). That is to say, if the specific configuration performance Y occurs after the specific configuration performance X reaches an unfavorable ending X2, it is suggested that any one of the plurality of types of special performance images 23 will be displayed at a predetermined timing and the probability of reaching a favorable ending will be achieved.
[0282] By doing so as in this example, the special performance image 23 has a form of performance in which, together with the function of indicating that the currently executed specific configuration performance Y has occurred after going through an unfavorable ending X2, the function of suggesting the probability of reaching a favorable ending is also expressed.
[0283] 〇Specific Example 8-14 Let there be a configuration in which two or more X2 performance images 22 that can be displayed at the unfavorable ending X2 of the specific configuration performance X are provided. For example, assume that a first X2 performance image 221 and a second X2 performance image 222 (different in form from the first X2 performance image 221) are provided. When the specific configuration performance X (see Fig. 64(a)) reaches the unfavorable ending X2, either the first X2 performance image 221 (see Fig. 64(b-1)) or the second X2 performance image 222 (see Fig. 64(b-2)) is to be displayed. The types of the X2 performance images 22 are to suggest the probability that the specific configuration performance Y reaches a favorable ending when the specific configuration performance Y occurs (see Fig. 64(c)). For example, when the second X2 performance image 222 is displayed (see Fig. 64(b-2)) rather than when the first X2 performance image 221 is displayed (see Fig. 64(b-1)), the probability that the specific configuration performance Y reaches a favorable ending when the specific configuration performance Y occurs later (based on the start point of the specific configuration performance Y) is set to be high (the probability that the target win / loss lottery result is a big win is high) (see Fig. 64(c)). If the unfavorable ending X2 in which the first X2 performance image 221 is displayed is called the "first unfavorable ending X2" and the unfavorable ending X2 in which the second X2 performance image 222 is displayed is called the "second unfavorable ending X2", it means that the specific configuration performance Y that has gone through the second unfavorable ending X2 has a higher probability of reaching a favorable ending than the specific configuration performance Y that has gone through the first unfavorable ending X2.
[0284] By doing so, when the specific configuration performance X reaches the unfavorable ending X2, if the second X2 performance image 222 is displayed (more so than when the first X2 performance image 221 is displayed), there will be an expectation that when the specific configuration performance Y occurs, it will reach a favorable ending. Thus, it becomes an performance form that the player will expect the specific configuration performance Y to occur (develop).
[0285] <Specific sound performance> The gaming machine 1 according to this embodiment can execute specific sound effects (normal specific sound effects, special specific sound effects) as a type of effect constituting a variable effect. In the following description of the specific sound effects, the variable effect including the specific sound effects may be referred to as a target variable effect (target variation), and the win / loss lottery result corresponding to the target variable effect may be referred to as a target win / loss lottery result. As will be described later, the specific sound effects occur only when specific conditions are satisfied. Also, the specific sound effects in this embodiment can occur in the normal gaming state. However, it is not to deny that they can occur in a specific gaming state.
[0286] The specific sound effects (see FIG. 65(b)) in this embodiment occur at a timing (hereinafter referred to as a specific timing) when a specific condition, which is a predetermined effect execution condition, is satisfied. The specific condition can be anything as long as it can be satisfied during the variable effect. The specific sound is a sound effect (SE) that is temporarily output when the specific sound effects occur, and is not the background music (BGM) that is continuously output during the variation. In this embodiment, when the specific sound effects occur, the specific sound is output over the background music (BGM) during the variation. If there is so-called BGM customization that can change the background music (BGM) during the variation, the specific sound will be output over any background music selected by the player (of course, the specific sound is not subject to customization).
[0287] * At the specific timing, as the specific sound effects, a normal specific sound effect (specific sound effect in the normal mode) (see FIG. 65(b-1)) and a special specific sound effect (specific sound effect in the special mode) (see FIG. 65(b-2)) can occur. The normal specific sound effect is the "default (pattern)" of the specific sound effects. Therefore, the probability that the normal specific sound effect occurs at the specific timing is higher than the probability that the special specific sound effect occurs. In this embodiment, the specific sound effects that occur at the specific timing are set so that 90% or more are normal specific sound effects.
[0288] The specific sound production in this embodiment is a so-called "script production". The normal specific sound production, which is the "default", can be said to be a general "script production". That is, after an image representing a certain character (hereinafter sometimes referred to as the target character) (hereinafter sometimes referred to as the specific production image 25. In the drawings, it is shown with "G" attached.) is displayed in the display area 911, a script (character string) that the target character would utter is displayed. Along with this, from the speaker 67, a sound (hereinafter sometimes referred to as the "specific sound") that reads out the script (character string) is output (see Fig. 65(b-1)). If the gaming machine 1 is based on the original work of an anime or the like, and the target character appears in the original work and there is a voice actor in charge of the target character, it is preferable that the voice of the voice actor be output as the specific sound. According to such a normal specific sound production (script production), to the player, it seems as if the displayed target character is talking.
[0289] The special specific sound performance is a specific sound performance with a special pattern. In the special specific sound performance, the same sound as the above normal specific sound performance, that is, the specific sound, is output from the speaker 67. However, together with the output of the specific sound, an image different from the specific performance image 25 (non-specific performance image 26) is displayed in the display area 911 (see Fig. 65(b-2)). In the present embodiment, a character of a type different from the target character (hereinafter sometimes referred to as a non-target character. In the drawings, it is indicated by attaching "H".) is displayed. If there is an original work based on which the gaming machine 1 is designed, the non-target character is assumed to be set as a character appearing differently from the target character in the original work. As described above, the specific sound is a line corresponding to the target character (specific performance image 25). Since the non-target character (non-specific performance image 26) is displayed as an image when the line of the target character is being output in the special specific sound performance, there is a possibility that the player may notice this. That is, it can be said that the special specific sound performance is a performance for whether the player notices that the output line (specific sound) and the displayed character (non-specific performance image 26) do not match (are out of sync). Since there is a possibility that the player may feel discomfort due to the non-correspondence between the output line and the displayed character, it can also be said that the special specific sound performance is a so-called "discomfort performance" (based on the normal specific sound performance).
[0290] In the present embodiment, when a specific sound performance occurs at a specific timing, the probability (reliability) that the target hit-or-miss lottery result is a big win is made higher when it is a special specific sound performance (special mode) than when it is a normal specific sound performance (normal mode) (see Fig. 65(b)). That is, the special specific sound performance is a so-called chance-up performance.
[0291] As described above, in the specific sound effect that can be executed by the gaming machine 1 according to the present embodiment, in the normal mode (normal specific sound effect), a specific sound (voice of the target character) is output at a specific timing, and a corresponding specific effect image 25 (target character) is displayed. However, in a special mode (special specific sound effect), although the specific sound (voice of the target character) is output, the specific effect image 25 is not displayed, and a non-specific effect image 26 (non-target character) is displayed. The special specific sound effect is a so-called chance-up effect. It is an effect form in which only a player who notices that the non-specific effect image 26 that should not be displayed under normal circumstances is being displayed when the specific sound is output (an image that conflicts with the specific sound is being displayed) can know that it is a situation where the player can expect the target hit lottery result.
[0292] Hereinafter, specific examples in which the matters related to the above specific sound effect are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0293] 〇Specific Example 9-1 The specific effect image 25 and the specific sound are not limited to being like a certain kind of character and the lines (voice) of the character as in the above embodiment. As long as the player feels that it is normal for the specific effect image 25 to be displayed when the specific sound is output, and feels that it is special for the non-specific effect image 26 to be displayed instead of the specific effect image 25 (being regarded as a special specific sound effect). For example, the following examples can be considered (there are also other examples besides those shown below).
[0294] ·Specific Example 9-1-1 As the specific performance image 25, an image of a certain thing (thing X) is displayed, and as the specific sound, a sound representing the name of the thing X is output in the normal specific sound performance. On the other hand, in the special specific sound performance, although the specific sound (the sound representing the name of the thing X) is output in the same way, it is an effect in which a thing Y different from the thing X is displayed as the non-specific performance image 26. Note that the thing X and the thing Y only need to be those with a name (either a common name or a proper name). For example, as shown in FIG. 66(a), an image of "character X" is displayed as the specific performance image 25 (thing X), and a sound representing the name of character X is output as the specific sound (see FIG. 66(a-1)). On the other hand, in the special specific sound performance, an image of "character Y" is displayed as the non-specific performance image 26, and a sound representing the name of character X is output as the specific sound (see FIG. 66(a-2)).
[0295] ·Specific Example 9-1-2 As the specific performance image 25, an image of a certain thing (thing X) is displayed, and as the specific sound, a sound representing the characteristics of the thing X is output in the normal specific sound performance. On the other hand, in the special specific sound performance, although the specific sound (the sound representing the characteristics of the thing X) is output in the same way, it is an effect in which a thing Y different from the thing X (having characteristics different from those of the thing X) is displayed as the non-specific performance image 26. For example, as shown in FIG. 66(b), an image of "ice cream" (having the characteristic of "cold") is displayed as the specific performance image 25 (thing X), and a sound of "seems cold" is output as the specific sound (see FIG. 66(b-1)). On the other hand, in the special specific sound performance, an image of "bun with meat" (having the characteristic of "warm", which is the opposite of "cold") is displayed as the non-specific performance image 26, and a sound of "seems cold" is output as the specific sound (see FIG. 66(b-2)). ·Specific Example 9-1-2 As the specific performance image 25, an image of a certain musical instrument (musical instrument X) is displayed, and as the specific sound, the sound of the musical instrument X is output in the normal specific sound performance. On the other hand, in the special specific sound performance, although the specific sound (the sound of the musical instrument X) is output in the same way, it is an effect in which a musical instrument Y different from the musical instrument X is displayed as the non-specific performance image 26. ·Specific Example 9-1-4 As the specific performance image 25, the title of a certain piece of music (Music X) is displayed, and as the specific sound, a part of the music X (for example, the refrain part) is output as a normal specific sound performance. On the other hand, the special specific sound performance is a performance in which, although the same specific sound (a part of Music X) is output, the title of a music Y different from Music X is displayed as the non-specific performance image 26.
[0296] 〇Specific Example 9-2 In the specific sound performance in the above embodiment, it has been explained that the same character string as the specific sound (the character string representing the lines in the above embodiment) is displayed together with the specific performance image 25 and the non-specific performance image 26. However, such a character string may not be displayed. By doing so, since the content output as the specific sound is grasped only by hearing, it becomes a performance form in which it is difficult for the player to notice that there is a discrepancy between the specific sound and the image (non-specific performance image 26) displayed as the specific sound in the special specific sound performance (more difficult to notice than in the configuration where the character string is displayed as in the above embodiment).
[0297] 〇Specific Example 9-3 As a special specific sound performance, it is assumed that a plurality of different types of performances can occur for the non-specific performance image 26 to be displayed (see Fig. 67(b)). For example, a first special specific sound performance (see Fig. 67(b-1)) may occur in which a specific sound is output and the first non-specific performance image 261 is displayed as the non-specific performance image 26. Alternatively, a second special specific sound performance (see Fig. 67(b-2)) may occur in which a specific sound is output and the second non-specific performance image 262 (an image different from the first non-specific performance image 261) is displayed as the non-specific performance image 26. If the normal specific sound performance is in the form as described in the above embodiment (the target character (character G) is displayed as the specific performance image 25 and the voice (lines) of the target character is output as the specific sound) (see Fig. 67(a)), the first special specific sound performance is an performance in which the specific sound that is the voice of the target character is output and a first non-target character (character H) different from the target character is displayed as the first non-specific performance image 261 (see Fig. 67(b-1)), and the second special specific sound performance is an performance in which the specific sound that is the voice of the target character is output and a second non-target character (character I) different from the target character and the first non-target character is displayed as the second non-specific performance image 262 (see Fig. 67(b-2)).
[0298] When configured as in this example, it is preferable to set the probability (reliability) that the target hit / miss lottery result is a big hit to be higher when the second special specific sound performance occurs than when the first special specific sound performance occurs (set the reliability to be different according to the type of special specific sound performance) (see Fig. 67(b)). By doing so, the player who notices the discrepancy between the specific sound and the displayed image (non-specific performance image 26) will also pay attention to the type of the displayed image (non-specific performance image 26), which becomes an performance form.
[0299] 〇Specific Example 9-4 Suppose that a specific sound effect is generated triggered by the operation of a certain operation means (for example, push button 61). That is, when in a state where the specific sound effect can be generated, an operation valid period (where the operation of the target operation means is reflected) is set for the operation of the target operation means (see Fig. 68(a)), and it is assumed that the establishment of the specific condition is that a specific operation (operation satisfying the condition) of the operation means is performed during the operation valid period. If no specific operation of the operation means is performed during the operation valid period, the specific sound effect is not generated.
[0300] By doing so, triggered by the operation of the operation means, not only the normal specific sound effect (see Fig. 68(b-1)) but also the special specific sound effect (see Fig. 68(b-2)) will be generated. That is, when the special specific sound effect is generated, a "sense of discomfort" will be generated due to the player's own actions, so it becomes an effect form in which the player can easily notice the generation of the special specific sound effect.
[0301] Note that it may also be configured such that a specific sound effect is generated as a result of a specific operation being performed in a so-called "hidden operation effect" where the operation of the target operation means is not required (an image prompting the operation of the target operation means is not displayed in the state of Fig. 68(a)) (if the target operation means is the push button 61, it is called a "back button effect", etc.), and no specific sound effect is generated if no specific operation is performed. In this case, the special specific sound effect becomes an effect for the player to notice whether there is a sense of discomfort generated as the "hidden operation effect".
[0302] 〇Specific Example 9-5 Suppose that the special specific sound effect is an effect where it is certain that the target win / loss lottery result is a big win when it is generated. Note that even if the normal specific sound effect is generated, it is not certain that the target win / loss lottery result is a big win. By doing so, it becomes an effect form regarded as a so-called premium effect where there is a discrepancy between the output sound (specific sound) and the displayed image (non-specific effect image 26).
[0303] 〇Specific Example 9-6 As shown in FIG. 69, when a specific sound effect is generated (i.e., at a specific timing), a predetermined light-emitting unit (for example, specific light-emitting unit 15) provided outside the display area 911 emits light in a predetermined mode (hereinafter referred to as the specific sound mode. In the drawing, light emission in the specific sound mode is shown as "purple" light emission). (Immediately before the generation of the specific sound effect, it is assumed that the specific light-emitting unit 15 is not emitting light or is emitting light in a mode different from the specific sound mode). That is, it is assumed that the generation of the specific sound effect occurs simultaneously with the output of the specific sound and the light emission of the specific light-emitting unit 15 in the specific sound mode (see FIG. 69(b)). However, the specific sound mode of the specific light-emitting unit 15 is assumed to be the same during the generation of the normal specific sound effect (see FIG. 69(b-1)) and the generation of the special specific sound effect (see FIG. 69(b-2)). Note that it is preferable that the light emission of the specific light-emitting unit 15 in the specific sound mode occurs only during the specific sound effect.
[0304] By doing so as in this example, the same sound (specific sound) is output and the specific light-emitting unit 15 emits light in the same mode (specific sound mode) both during the generation of the normal specific sound effect and during the generation of the special specific sound effect (see FIG. 69(b)). Therefore, it is easy for the player to feel that the same effect is occurring. That is, it becomes a form of effect in which it is difficult for the player to notice that the special specific sound effect is occurring (that there is a discrepancy between the specific sound and the displayed image).
[0305] 〇Specific Example 9-7 The establishment of specific conditions shall be limited to a predetermined timing during the variable presentation (the player can determine that it is this timing). For example, assume a configuration where specific conditions are established only at the start of the variation (the specific timing can only be at the start of the variation). The special specific sound presentation is a presentation for whether the player notices a discrepancy between the specific sound and the displayed image (non-specific presentation image 26). If it occurs at an unexpected timing, the probability that the player will not notice the discrepancy increases. If there are too many players who do not notice the discrepancy between the specific sound and the displayed image, the meaning of executing the special specific sound presentation will be lost. Therefore, if we want to reduce the risk of such a situation, it is advisable to limit the timings that can occur as in this example.
[0306] 〇Specific Example 9-8 Assume that the normal specific sound presentation itself is also a so-called chance-up presentation. That is, assume a setting where the probability that the target win / loss lottery result is a big win is higher when the normal specific sound presentation occurs than when it does not occur at a specific timing in a certain variation. Furthermore, assume a setting where when the special specific sound presentation occurs at the specific timing, the probability that the target win / loss lottery result is a big win is higher than when the normal specific sound presentation occurs (so to speak, the degree of chance-up is higher for the special specific sound presentation than for the normal specific sound presentation). By doing so, the occurrence of the normal specific sound presentation itself where the specific sound and the specific presentation image 25 are displayed is a pleasing event for the player, but it becomes an interesting presentation form where the state where there is a discrepancy between the specific sound and the displayed image (non-specific presentation image 26) is an even more pleasing event.
[0307] <Selection reflection presentation (specific change in the selection reflection presentation)> The gaming machine 1 according to this embodiment can execute a selection reflection effect (see FIGS. 71 and 72) as a kind of effect constituting a variable effect. In the following description of the selection reflection effect (specific change in the selection reflection effect), the variable effect including the selection reflection effect may be referred to as a target variable effect (target variation), and the win / loss lottery result corresponding to the target variable effect may be referred to as a target win / loss lottery result. Note that the selection reflection effect occurs only when a predetermined execution condition is satisfied. Also, the selection reflection effect in this embodiment can occur in the normal gaming state. However, it is not meant to deny that it can occur in a specific gaming state.
[0308] In this embodiment, before the selection reflection effect (see FIGS. 71 and 72) occurs in the target variation, a kind of selection effect in which any one of a plurality of types of options is selected occurs. Since the said selection effect occurs "before" the selection reflection effect, it is hereinafter referred to as "pre-selection" (see FIG. 70). As will be described in detail below, the selection reflection effect is an effect that takes a form "corresponding" to the player's selection in the pre-selection.
[0309] Generally, selection effects can be divided into automatic selection in which one of a plurality of options is automatically selected (the selected one is internally predetermined in advance and the player's intention is not reflected in the effect) and arbitrary selection in which the player can arbitrarily select a preferred option from among the plurality of options (an effect that can reflect the player's intention in the selection). Here, the pre-selection in this embodiment corresponds to arbitrary selection. In pre-selection, a plurality of types of effect elements are presented as options (see Fig. 70(a)). The player can select a preferred one from among the plurality of types of effect elements. Any selection method may be used as long as it reflects the player's intention. In this embodiment, a selection operation that makes one of the plurality of options in a highlighted state that is emphasized compared to the other options (for example, an operation of moving the cursor with the cross keys 62) and a determination operation that finalizes the selection of the highlighted option (for example, an operation of the push button 61) are used to enable the selection of any option. When the sel...
Claims
1. A winning / losing lottery means for performing a winning / losing lottery based on winning / losing lottery information acquired when the gaming ball enters the starting area; An operation means operable by a player; A performance execution means for executing a performance of a change from when the decorative pattern starts to change to when the decorative pattern stops in a manner according to the winning / losing lottery result by the winning / losing lottery means; Equipped with During the above-mentioned variable performance, a special fixed performance may occur. The special fixed effect will not occur unless the effect occurrence right is acquired, and may not occur even if the effect occurrence right is acquired, The occurrence of the special confirmation performance determines that the winning or losing lottery result will be notified by the decorative pattern, The performance generation right can be acquired when a prescribed condition is satisfied during the right acquisition period during the variable performance, The specified condition can be satisfied by the player playing a right acquisition game using the operating means, and if the player does not play the right acquisition game, there is no possibility that the player can acquire the performance generation right. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, wherein the effect generating right can be acquired up to a predetermined limit number during the right acquisition period. However, the number set as the limit number is not fixed, and a number equal to or greater than two may be set as the limit number.
Citation Information
Patent Citations
Game machine
JP2014226324A
Game machine
JP2015012915A
Game machine
JP2015213538A
Game machine
JP2024131476A
Game machine
JP2025023615A