Game machine
The gaming machine addresses the need to enhance player interest by integrating a win/loss lottery system, variation effects, and special reach effects, resulting in a more engaging and dynamic game experience.
Patent Information
- Application Number
- JP2025051157
- 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 player interest and engagement, particularly in improving the interestingness of the game experience.
The gaming machine incorporates a win/loss lottery mechanism, a variation effect that changes based on lottery results, a winning game execution feature, and a special reach effect that varies outcomes, increasing player engagement and interest.
The implementation enhances the game's interestingness by providing dynamic and varied experiences, increasing player engagement and probability of advantageous outcomes during hit games.
Smart Images

Figure 2025092545000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of executing an effect for notifying that a hold chain (in-hold continuous winning) occurs during a big win game (round) (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes a win / loss lottery means for executing a win / loss lottery on the occasion of the establishment of a predetermined condition, an effect execution means for executing a variation effect from when a decorative symbol starts to vary until it stops in a manner according to the win / loss lottery result by the win / loss lottery means, a winning game execution means for executing a winning game when the win / loss lottery result by the win / loss lottery means is a win, and as an effect constituting the variation effect, it is possible to execute a special reach effect (see, for example, FIGS. 104 and 105) that reaches a winning ending when the win / loss lottery result by the win / loss lottery means is a win and reaches a losing ending when it is a loss. As the special reach effect, it is possible to execute a special reach effect R1 (see, for example, FIG. 104) and a special reach effect R2 (see, for example, FIG. 105). During the hit game, a hit advantageous effect indicating that an event advantageous to the player occurs may occur (see, for example, FIG. 106). When the hit game is executed after the special reach effect reaches the hit end, the probability that the hit advantageous effect is executed in the hit game (see, for example, FIG. 106(b)) is higher when the special reach effect R2 reaches the hit end (see, for example, FIG. 105(c-1)) than when the special reach effect R1 reaches the hit end (see, for example, FIG. 104(c-1)). It is characterized by this.
Effect of the Invention
[0006] The gaming machine according to the present invention can improve the interestingness of the game.
Brief Description of the Drawings
[0007]
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Embodiments for Carrying Out the Invention
[0008] Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. 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 performs a game as instructed (the player performs a normal game without performing a special game). Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that a 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 feature, various values (probabilities, number of times, etc.) described below can be increased or decreased as appropriate. Also, in the following description, the state in which various regions are "closed" means a state in which it is normal that no game ball enters the region on the premise that a normal game is being played, and the state in which the region is "open" means a state in which a game ball can enter the region on the premise that a normal game is being played (a state in which the game ball does not pass through the entrance even when the entrance of the game ball is open and a normal game is being played is regarded as "closed"). Also, in each figure, the illustration of elements that are 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), etc. 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, those similar to known gaming machines can be used.
[0014] The jackpot lottery is executed based on the win / loss lottery information obtained when the win / loss 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 "left shooting"). 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 "right shooting").
[0015] When a game ball enters the start area 904, a numerical value as win / loss lottery information (the win / loss lottery information obtained when a game ball enters the first start area 904a is defined as first win / loss lottery information, and the win / loss lottery information obtained when a game ball enters the second start area 904b is defined as second win / loss lottery information) is obtained from a random number source. When the numerical value is the same as a preset jackpot numerical value, it is a jackpot; when they are 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 also 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 set. Since the decorative symbol 80 in the pseudo-stop state is not completely stopped (because the selection is not finalized), its type may change (in the drawing, the pseudo-stop state of the target decorative symbol 80 may be represented by showing that the decorative symbol 80 is swaying).
[0017] In the present embodiment, a variation effect for the pass / fail lottery result corresponding to 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 in the figure 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 been 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 "during-variation win / loss lottery information" for which the variation effect for the corresponding win / loss lottery result has been started but has not ended (the one corresponding to the first win / loss lottery information is the first during-variation win / loss lottery information, and the one corresponding to the second win / loss lottery information is the second during-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 during-variation win / loss lottery information existing at a certain point in time is one (both the first during-variation win / loss lottery information and the second during-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, the pre-variation display 72, which is an image (icon) indicating the existence of the pre-variation win / loss lottery information, and the in-variation display 71, which is an image (icon) indicating the existence of the in-variation win / loss lottery information, are displayed in real time (see FIG. 2). In the present embodiment, the in-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative design 80, but they may be displayed on different display devices. In the present embodiment, in the gaming state where a game ball should be launched aiming at the first start area 904a (the gaming state where one should "hit left"), since the first win / loss lottery information is acquired, the pre-variation display 72 and the in-variation display 71 indicating the existence of the first pre-variation win / loss lottery information and the first in-variation win / loss lottery information are displayed (the pre-variation display 72 and the in-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 in-variation display 71 indicating the existence of the first win / loss lottery information). On the other hand, in the gaming state where a game ball should be launched aiming at the second start area 904b (the gaming state where one should "hit right"), since the second win / loss lottery information is acquired, the pre-variation display 72 and the in-variation display 71 indicating the existence of the second pre-variation win / loss lottery information and the second in-variation win / loss lottery information are displayed (the pre-variation display 72 and the in-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 in-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 where a game ball should be launched aiming at the first start area 904a is four (naturally, the maximum number of in-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 where a game ball should be launched aiming at the second start area 904b is also four (naturally, the maximum number of in-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 in which 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 is 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 be represented 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 aspects (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 a character 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 (pseudo-stopped). Note that the temporary stop (pseudo-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 (pseudo-stopping) 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 / losing lottery result along with the end of the variable effect may be displayed in a small size. 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 / 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 / losing lottery result and the second winning / 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 / losing lottery or the second winning / 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 / losing lottery or the second winning / losing lottery, the game ball is launched toward the first start area 904a and the second start area 904b. The gaming state of playing the game aiming to obtain the privilege (big win) is roughly divided into a normal gaming state and a specific gaming state that is more advantageous to the player than the normal gaming state (see Fig. 3(a)). Also, in the present embodiment, as the specific gaming state, a first specific gaming state and a second specific gaming state that is more advantageous to the player than the first specific gaming state are provided. It can be said that the normal gaming state is the most disadvantageous state and the second specific gaming state is the most advantageous state.
[0027] The normal game state is a low base state in which it is difficult for the game ball to enter the starting area 904, and the specific game state is a high base state in which it is easier for the game ball to enter the starting area 904 (easier to enter than in the low base state). The normal game state is a state in which the game ball should be launched aiming at the first starting area 904a (a state in which a "left hit" should be performed). The specific game state is a state in which the game ball should be launched aiming at the second starting area 904b (a state in which a "right hit" should be performed). The high base state is a state in which it is easier to win the normal lottery compared to the low base state. The normal lottery is a lottery that is executed when the game ball enters the normal area 905. The second starting area 904b is a closed area in a normal state, and is opened by winning the normal lottery. In other words, the game ball will not enter the second starting area 904b unless it wins the normal lottery. When a player wins the regular lottery, the opening and closing member (a so-called electric chute) at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening and closing member in the open position receives the game ball flowing down from above and guides the game ball toward the second starting area 904b. In other words, if the opening and closing member is continuously positioned in the open position for a certain period of time, the game ball can enter the second starting 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 the ball to the right in a specific game state, a normal lottery is executed, and if winning the normal lottery, the game ball frequently enters the second starting area 904b. On the other hand, in the normal game state, since it is difficult to win the normal lottery, even if hitting the ball to the right, the second starting area 904b is hardly opened, and hitting the ball to the right 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 starting area 904b is extremely short, and it is virtually impossible for the game ball to enter the second starting area 904b. It is also possible to set the winning probability of the normal lottery in the normal game state to 0% and configure it so that the game ball cannot enter the second starting area 904b. Because of such a configuration, the normal game state becomes a state where the game ball enters the first starting area 904a by hitting the ball to the left and aims to obtain a privilege (big win) after passing the first win / loss lottery. Also, the specific game state becomes a state where the game ball enters the second starting area 904b by hitting the ball to the right and aims to obtain a privilege (big win) after passing the second win / loss lottery.
[0029] When a 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 game can be played with less reduction of the held ball. 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 easily enters the start area 904 compared with the low base state, it can easily undergo a win / loss lottery. 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 continuously playing the game 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 the present embodiment, as jackpots, a normal jackpot (normal prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) are provided (see Fig. 3(a)). The first specific jackpot is a jackpot that shifts to the first specific game state after the jackpot game (all unit games) ends. That is, the acquisition of the first specific jackpot (first specific prize) is a transition condition (start condition) for the first specific game state. The second specific jackpot is a jackpot that shifts to the second specific game state after the jackpot game (all unit games) ends. That is, the acquisition of the second specific jackpot (second specific prize) is a transition condition (start condition) for the second specific game state. Since the second specific game state is more advantageous than the first specific game state, in that regard, it can be said that the second specific jackpot is more advantageous for the player than the first specific 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 shifts to a specific game state) may be adopted.
[0032] In the present embodiment, the distribution of the jackpot (prize) obtained through the first win / loss lottery (Special Figure 1 lottery) is different from the distribution of the jackpot (prize) obtained through the second win / loss lottery (Special Figure 1 lottery) (see Fig. 3(b)). The jackpot obtained through the first win / loss lottery may be any of a normal jackpot (25%), a first specific jackpot (25%), and a second specific jackpot (50%). On the other hand, all jackpots (100%) obtained through the second win / loss lottery are set to be the second specific jackpot. From this, it can be said that after shifting to the specific game state, as long as a jackpot is obtained (a consecutive win) through the second win / loss lottery, the second specific game state, which is the most advantageous game state for the player, continues.
[0033] The first specific game state and the second specific game state end when a predetermined end condition is satisfied (see Fig. 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery fails 100 times in a row. Since the first specific game state is a low-probability state, it can be said that the first specific game 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 this embodiment, the second specific game state ends when the win / loss lottery fails 150 times in a row. Since the second specific game state is a high-probability state, it can be said that the second specific game 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 this embodiment has a so-called ST-type game property (there is a 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 an "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 game state starts, the high-probability lottery is not won and the second specific game state ends) is about 22%, the so-called continuation rate is about 78%. Note that setting such an ST-type game property is merely an example. For example, in the high-probability state, it may be set to win both a big win (high-probability big win) in which the high-probability state continues and 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 game 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 an operation of turning the power off and then on 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 carried out, 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 repeats a plurality of unit games in which the big winning area 906 (see FIG. 1; the big winning area 906 is normally closed by the opening and 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 big winning area 906 is opened (winning condition), or a predetermined time elapses after the big winning area 906 is opened (time condition). In this embodiment, if game balls are continuously launched toward the big winning area 906 in the jackpot game, the winning condition is satisfied before the time condition is satisfied. That is, in one unit game, at least 10 game balls win in the big winning area 906 (it is also possible that a so-called over-win occurs where more than 10 game balls win in the big winning area 906). A unit game is also referred to as a round (game), etc. 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 big 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 be 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 subsequent changes in the display mode (hereinafter, such a 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 modes are roughly classified 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 probability that the pre-variation display 72 and the during-variation display 71 become the normal display mode 70n is the highest (the probability of becoming the normal display mode 70n is higher than the probability of becoming any special display mode 70s (it is preferable that the probability that the pre-variation display 72 and the during-variation display 71 are set to 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 the present embodiment, four types of special display modes 70s that can be displayed in the normal gaming state are provided: a first special display mode 701s, a second special display mode 702s, a third special display mode 703s, and a fourth special display mode 704s (explanation of special display modes in specific gaming states is omitted). The reliability of the target hit / miss lottery result increases in this order (the fourth special display mode 704s is the highest). 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 in the modes. In the present embodiment, the normal display mode 70n exhibits white, the first special display mode 701s exhibits blue, the second special display mode 702s exhibits green, the third special display mode 703s exhibits red, and the fourth special display mode 704s exhibits rainbow colors (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-variation display 72 and the in-variation 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-variation display 72 (i.e., before the target variation is started), or in the state of the in-variation display 71 (i.e., during the target variation), the mode may change. Note that the specific mode of the so-called reserved change effect may be any kind. In this embodiment, the display modes of the pre-variation display 72 and the in-variation display 71 may suddenly change (a sudden reserved change effect occurs), or as a result of an image acting on the pre-variation display 72 or the in-variation display 71 being displayed, a reserved change effect that causes a change in these display modes (a reserved change effect in which an action image that brings about a change in the display mode is displayed) may occur. The final display mode of the in-variation display 71 in the target variation becomes the final reliability suggested by the in-variation display 71. When the target variation effect is started, the pre-variation display 72 (the one with the first digestion order) becomes the in-variation display 71, and at that time, the display mode is inherited. For example, when the pre-variation display 72 (the one with the first digestion order) immediately before the start of the target variation is in the second special display mode 702s, the target variation starts with the in-variation 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-variation display 72 (the one with the first digestion order) becomes the in-variation display 71. Note that in this embodiment, in a state where a plurality of pre-variation displays 72 and in-variation displays 71 are displayed together, a state in which 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 that can be operated 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 that the gaming machine 1 according to this embodiment can execute, the functions, characteristics, etc. of the gaming machine 1 will be described. Note that only a part of the effects described below may be configured to 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 also be possible to occur in a specific gaming state. Further, in the present embodiment, the variable composition effect can occur in a state where a reach (the decorative symbols 80 shown selected from two of the three decorative symbol groups 80g are of the same type) is established. However, it may also be possible 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 may be a so-called reversal pattern in which it appears to reach an unfavorable end once and then is covered.
[0043] The variable composition effect A (see Fig. 5) in this embodiment is an effect in which a character C (indicated by attaching the letter "C" in the drawing), which is a character on the player's side, is displayed. The character C moves toward achieving a goal (see Fig. 5(a)), and achieving the goal is regarded as a favorable outcome (see Fig. 5(b-1)), while not achieving it is regarded as 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 toward a goal different from that of the variable composition effect A (see Fig. 6(a)), and achieving the goal is regarded as a favorable outcome (see Fig. 6(b-1)), while not achieving it is regarded as an unfavorable outcome (see Fig. 6(b-2)). Note that making the specific aspects of the variable composition effect A and the variable composition effect B like this is merely an example, and the specific aspects can be changed as appropriate 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 point in 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 state of pseudo-stopping with a combination (losing combination) representing a loss, 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 miss 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, if the variable composition effect B leads to an unfavorable ending, the loss is certain. 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 yet 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 understand 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 end (see Fig. 5(b-2-2)). When the pre-suggestive image 10 is displayed, if it is assumed that the variable composition effect B occurs, an interesting gameplay can be realized in which the player will more strongly wish for the occurrence of the variable composition effect B because an advantageous end can be expected.
[0051] Hereinafter, specific examples in which the matters related to the above variable composition effects 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 in plural 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 adverse 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 adverse end (see Figs. 7(c-1) and (c-2)) and 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 adverse 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 becomes 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 valid period may be used (it may be one type or two or more types), and various operation modes may be considered. For example, for the variable composition effect A, it is assumed that an operation valid period is provided in which the push button 61 is required to be continuously operated (rapidly clicked) before reaching the end (see Fig. 7(b)). And, the number of operations of the push button 61 during the operation valid period reaching the specified number is regarded as an operation (specific operation) that satisfies the predetermined condition. The specified 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 may change between 5 times and 15 times). In this way, during the operation valid period, an operation that satisfies the predetermined condition can be achieved by the player actively operating the operation means, and an operation that satisfies the predetermined condition cannot be achieved if the operation means is not operated at all. Note that the degree of operation of the operation means during the operation valid period does not affect the end of the variable composition effect A. It is preferable that the operation valid period is set even when the variable composition effect A results in a favorable end (the operation valid period is set regardless of the end of the variable composition effect A). Since it is predetermined internally whether the variable composition effect A will result in a favorable end or an unfavorable end when it is started, and the prior suggestion image 10 is not displayed when it results in a favorable end, the degree of operation of the operation means during the operation valid period does not affect the effect that results in a favorable end.
[0054] If the probability that the prior suggestion image 10 is displayed when the variable composition effect 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 valid period becomes an operation (specific operation) that satisfies the predetermined condition (see Fig. 7(b-1)) than when it does not (see Fig. 7(b-2)), the more actively involved in the effect (operating the operation means) during the operation valid period, the higher the probability of enjoying the suggestive effect by the prior suggestion image 10 (when it is desired to make it easier to predict the end of the variable composition effect B, the target operation means may be actively operated), and such a game property is obtained.
[0055] On the other hand, conversely, 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 situation is to be such that the outcome of the variable composition effect B is difficult to predict (when it is difficult to predict the outcome of the variable composition effect B and one wants to enjoy it until the end, one may actively operate the target operation means), resulting in such gameplay.
[0056] 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 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 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).
[0057] 〇Specific Example 1-2 For the variable composition effect A, assume that a favorable outcome of a so-called reversal pattern (appearing to be an adverse outcome at first and then being overturned) does not occur. 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 a favorable 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] Note that it is preferable to set the variable composition effect B such that a favorable outcome of a reversal pattern can occur. Since the variable composition effect B does not mean that it may further develop 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 gaming property is such that it is not a waste (the display of the pre-suggestion image 10 does not result in a meaningless outcome) 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 gaming property 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 configured to be able to occur even when the variable configuration effect A does not lead to an unfavorable outcome. That is, it is set such that the variable configuration effect A leading to an unfavorable outcome is not 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 advisable to maintain that 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 performance A results in an unfavorable outcome, the probability of the variable composition performance B occurring is higher when the pre-suggestion image 10 is displayed than when it is not displayed. Also, similar to the above-described embodiment, when it is assumed that the variable composition performance B has occurred, the probability that the variable composition performance B will result in a favorable outcome at the start point of the variable composition performance 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 performance A results in an unfavorable outcome becomes a gaming property that suggests both the probability of the variable composition performance B occurring and the probability that the variable composition performance 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 performance B will surely occur (there is a possibility that the variable composition performance B will not occur when the pre-suggestion image 10 is not displayed, but when the pre-suggestion image 10 is displayed, it is certain that the variable composition performance B will occur). However, if it is configured in this way, since the occurrence of the variable composition performance B is determined at the point when the pre-suggestion image 10 is displayed, there is a demerit in that it does not become a gaming property that the player will more strongly wish for the variable composition performance B to occur when the pre-suggestion image 10 is displayed as in the above-described embodiment.
[0064] 〇Specific Examples 1-6 When characters are displayed in both the variable composition performance A and the variable composition performance B, the characters displayed in the variable composition performance A (see Fig. 8(a)) and the characters displayed in the variable composition performance B (see Fig. 8(b)) are assumed to be of different types (in Fig. 8, "CA" is assigned to the characters displayed in the variable composition performance A and "CB" is assigned to the characters displayed in the variable composition performance B). By doing so, there is an advantage that the switch from the variable composition performance A to the variable composition performance B becomes clear.
[0065] On the one hand, as in the above-described 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 effects with a connection).
[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 unfavorable end. When the variable composition effect A reaches an unfavorable 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 unfavorable 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 unfavorable end, while paying attention to whether the pre-suggestion image 10 is displayed, a gaming property that the player will pay attention to the type when the pre-suggestion image 10 is displayed can be realized.
[0068] 〇Specific Example 1-8 The preview 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)) rather than 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 preview image 10.
[0069] 〇Specific Example 1-9 The variable composition effect B is only 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 determined 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 reaches 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 determined that the target win / loss lottery result is a big win even if it results in a favorable outcome (it only remains a so-called chance up).
[0070] In this case, whether the preview 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 will be a big win even if the variable composition effect B reaches an unfavorable outcome, or it may be set that it is determined 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 presentation A results in a favorable ending, the target eligibility lottery result is not set to be a big win with certainty. That is, compared to when the variable composition presentation A results in an unfavorable ending, when it results in a favorable ending, the probability that the target eligibility lottery result is a big win only remains high, and it is set that there is a possibility that the target eligibility lottery result is a miss even when there is 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 presentation A results in an unfavorable ending and the variable composition presentation 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 to be a miss).
[0074] 〇Specific Examples 1 - 11 Assume that there are multiple types of variable composition presentations B that can occur after the variable composition presentation A reaches an unfavorable ending and develops (continues). That is, as the development destination from the variable composition presentation A (unfavorable ending), it is assumed that two or more types of variable composition presentations B (presentations with different videos displayed in the display area 911) are provided. Note that all of the two or more types of variable composition presentations B lead to either a favorable ending or an unfavorable ending, and the probability (reliability) of reaching a favorable ending varies depending on the type.
[0075] For example, when the variable composition performance A reaches an unfavorable end (see Fig. 11(a)) and then develops (see Fig. 11(b)), a variable composition performance B1 may occur (see Fig. 11(c-1)) or a variable composition performance B2 may occur (see Fig. 11(c-2)). In this case, the fact that the pre-suggestion image 10 is displayed when the variable composition performance A reaches an unfavorable end (see Fig. 11(a-2)) is intended to increase the probability that the variable composition performance B1 or the variable composition performance B2 will reach a favorable end regardless of which of them occurs. That is, when the variable composition performance A reaches an unfavorable end and then the variable composition performance B1 occurs, the probability that the variable composition performance B1 will reach a favorable end 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 end (see Fig. 11(a-1)) (see Fig. 11(c-1)). Also, when the variable composition performance A reaches an unfavorable end and then the variable composition performance B2 occurs, the probability that the variable composition performance B2 will reach a favorable end 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 end (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 end, a gaming property is realized in which any of the 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 composition effect A results in an adverse outcome (at the point in time when the pre-suggestion image 10 may be displayed), the three decorative symbols 80 are in a state of pseudo-stopping in a combination that represents a loss (suggesting that the loss may be confirmed by the pseudo-stopped decorative symbol 80) (see Fig. 5(b-2)). However, such a pseudo-stop display of a combination representing a loss may not be made. Since it can be understood from the video of the variable composition effect A that an adverse situation (the failure to achieve the goal) has occurred for the player, it may not be necessary to suggest the possibility of a confirmed loss using the decorative symbol 80.
[0077] 〇Specific Examples 1-13 It is assumed that there are differences in the effects between the variable composition effect B (hereinafter referred to as variable composition effect Bn) that occurs without the pre-suggestion image 10 being displayed (see Fig. 12(a-1)) at the time of an adverse outcome of the variable composition effect, and the variable composition effect B (hereinafter referred to as variable composition effect Bs) that occurs with the pre-suggestion image 10 being displayed (see Fig. 12(a-2)). Specifically, in the variable composition effect Bs, an image (hereinafter referred to as the unique image S) that is not displayed in the variable composition effect Ba is displayed (see Fig. 12(b-2)). The unique image S is displayed before the outcome of the variable composition effect Bs becomes known.
[0078] By doing so, even after the variable composition effect B is started, it becomes an effect form in which it can be determined whether the variable composition effect B has passed through the display of the pre-suggestion image 10. Also, it becomes an effect form in which the role of the pre-suggestion image 10 is emphasized even during the variable composition effect B (variable composition effect Bb).
[0079] When doing so 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 (shown with D attached in the drawing)) (see FIGS. 12(a-2) and (b-2)). By doing so, it becomes an easy-to-understand production form that the unique image S is being displayed in the subsequent variable composition production B (variable composition production Bb) as a result of the display of the pre-suggestion image 10.
[0080] <Image suggestion production> The gaming machine 1 according to the present embodiment can execute an image suggestion production as a type of production constituting a variable production. In the following description of the image suggestion production, the variable production including the image suggestion production may be referred to as a target variable production (target variation), and the win / loss lottery result corresponding to the target variable production may be referred to as a target win / loss lottery result. Note that the image suggestion production occurs only in a variation that satisfies predetermined execution conditions. Also, in the present embodiment, the image suggestion production can occur in the normal gaming state. However, it may be such that it can occur in a specific gaming state.
[0081] The image suggestion effect is to suggest the probability of an event advantageous to the player based on 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 or miss lottery result is a big win. Note that the image suggestion effect in this embodiment can occur in the established state of the reach, but it may also be made to occur in a state where the reach is not established. Any one of a plurality of types of first candidate images (see Fig. 13(a-1)) can be selected as the first effect image 12. Any one of a plurality of types 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 attaching the character "taste" in the drawing) battles an enemy character. That is, it can be said that the image suggestion effect in this embodiment is 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, an effect corresponding to the specific battle effect in this embodiment may also 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, any one of "enemy character A" (indicated by attaching the character "enemy A" in the drawing), "enemy character B" (indicated by attaching the character "enemy B" in the drawing), and "enemy character C" (indicated by attaching the character "enemy C" in the drawing) appears. That is, three types of enemy characters A to C (images representing them) are the first candidate images, and one of them is made the first effect image 12 and appears in the specific battle effect. On the other hand, what is shown as the second effect image 13 appears as a weapon with which the ally character attacks the enemy character in the specific battle effect. In this embodiment, any one of "sword", "whip", and "spear" appears. That is, three types of "sword", "whip", and "spear" (images representing them) are the second candidate images, and one of them is made the second effect image 13 and appears in the 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 specific relationship between "enemy character A" and the "sword" is defined as specific relationship A, the non - specific relationship between "enemy character A" and the "whip" is defined as non - specific relationship A1, the non - specific relationship between "enemy character A" and the "spear" is defined as non - specific relationship A2, the specific relationship between "enemy character B" and the "whip" is defined as specific relationship B, the non - specific relationship between "enemy character B" and the "sword" is defined as non - specific relationship B1, the non - specific relationship between "enemy character B" and the "spear" is defined as non - specific relationship B2, the specific relationship between "enemy character C" and the "spear" is defined as specific relationship C, the non - specific relationship between "enemy character C" and the "sword" is defined as non - specific relationship C1, and the non - specific 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) will lead to a victory ending (an ending favorable to the player) (see Fig. 14(b-1)) where the friendly character defeats the enemy character if the target hit-or-miss lottery result is a big win, and will lead to a defeat ending (an ending unfavorable to the player) (see Fig. 14(b-2)) where the friendly character loses to the enemy character if 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 hit-or-miss 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 hit-or-miss 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 is different between different specific relationships and between different non-specific relationships. In this embodiment, characters B and C are positioned as "weaker enemies" than enemy character A. That is, the probability of character B winning is higher than that of character A, and the probability of character C winning is higher than that of character B. Also, in this embodiment, "whip" and "spear" are positioned as "stronger weapons" than "sword". That is, the probability of winning is higher when "whip" is displayed than when "sword" is displayed, and the probability of winning is higher when "spear" is displayed than when "whip" is displayed. Therefore, as shown in Fig. 13(b), when comparing different specific relationships, the probability of reaching a victory ending (the reliability of the target hit-or-miss lottery result) is high in the order of specific relationship A < specific relationship B < specific relationship C. Also, when comparing different non-specific relationships, the probability of reaching a victory ending (the reliability of the target hit-or-miss 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 performance, the selection of the "enemy character" (selection of any one of multiple types of first candidate images) and the selection of the "weapon" (selection of any one of multiple types of second candidate images) occur. In the present embodiment, when the image suggestion performance is started (see Fig. 15(a)), first, a first selection indicating that one has been selected from among multiple types of enemy characters (first candidate images) is made (see Fig. 15(b)), and then, a second selection indicating that one has been selected from among multiple types of weapons (second candidate images) 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 performance ends as it is and a specific battle performance is started. That is, it is normal (default) that the specific battle performance 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 used as the first performance image 12 and the second performance image 13 without change is started (see Fig. 16(c-1)). Since the relationship between a certain type of enemy character and a certain type of weapon shown initially (reference state) does not change, it can be said that the mode of the image suggestion performance is a "non-changing mode" (compared with the "changing mode" described later).
[0087] On the one hand, in the image suggestion effect, at least one of a kind of enemy character (a kind of first candidate image) and a kind of weapon (a kind 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 occur are used 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 kind of enemy character and a certain kind of weapon shown initially (reference state) changes, it can be said that the mode of the image suggestion effect is a "change 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 used. 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 change in the image occurs (it becomes an image suggestion effect in a non-change mode).
[0088] As the "change mode", in this embodiment, 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 can occur.
[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 changed 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 is possible to 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)) (see Fig. 17(b)), 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 in which the matters related to the above image suggestion effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the technologies described using the following specific examples are combined and applied may also be adopted.
[0093] 〇Specific Example 2-1 The image suggestion effect (and post-effect) in the above-described embodiment has been explained as suggesting the probability that the target winning or losing lottery result becomes 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 can 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, unlike this example, if 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 embodiment. 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 as long as the probability of an event advantageous to the player can be different depending on the relationship (combination) between the first performance image 12 and the second performance image 13.
[0097] 〇Specific Example 2-4 It is set that the patterns of the types of candidate images presented (selectable as performance images) in the image suggestion performance are not necessarily the same. For example, as shown in FIGS. 13(a), 15, etc., it 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, it may be configured to be 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 set it 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, it may be possible to suggest a probability of a specific relationship according to the pattern of the types of candidate images presented in the image suggestion effect. 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, it is more likely that the first performance image 12 and the second performance image 13 are in a specific relationship 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. By doing so, when the image suggestion effect occurs, it becomes a form of performance that the player will also pay attention to the type of candidate image 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 performance, and the difference in the pattern does not affect the probability of being in 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 one type of first candidate image and one type of second candidate image changes (either one changes or both change), and this occurs two or more times (the post-performance effect is started after two or more change actions). Note that, similar to the above-described embodiment, both changes are such that the change in the type of the first candidate image and the change in the type of the second candidate image occur simultaneously (simultaneous change). By doing so, the images that finally become the first performance image 12 and the second performance image 13 become a form of performance that is difficult to predict.
[0100] However, unlike this example, as in the above-described embodiment, by ensuring that at most one of one type of first candidate image and one type of second candidate image changes after the reference state (the post-performance effect is not started after two or more change actions), it becomes an easy-to-understand performance form with only a branch of "no change or change" after the reference state.
[0101] 〇Specific Example 2-6 The image suggestion effect (change pattern) in the above embodiment has been described as one in which "one-sided change" or "both-sided change" occurs during the period from the reference state until the post-performance starts. However, it may be configured such that "one-sided change" does not occur. That is, the image suggestion effect (change pattern) is such that during the period from the reference state until the post-performance 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 type of candidate image during this period becomes an effect form in which it necessarily becomes a large change (because it is a change in both the first candidate image and the second candidate image).
[0102] 〇Specific Example 2-7 When the first performance image 12 and the second performance image 13 have a specific relationship, it is assumed that there is no difference in reliability (the probability that an event advantageous to the player occurs) regardless of the type of specific relationship. If candidate images are provided as in the above embodiment, it is assumed that there is no difference in reliability (the probability that an event advantageous 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 performance image 12 and the second performance image 13 have a specific relationship anyway.
[0103] Even if two or more specific relationships with the same reliability (the probability that an event advantageous 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 embodiment, it is conceivable to set such that there is no difference in reliability (the probability that an event advantageous 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 relationships A and B.
[0104] 〇Specific Example 2-8 When the first presentation image 12 and the second presentation image 13 are in a non-specific relationship, it is assumed that there is no difference in the reliability (the probability that an event favorable to the player occurs) regardless of the type of non-specific relationship. If candidate images are provided as in the above embodiment, it is assumed that there is no difference in the reliability (the probability that an event favorable to the player occurs) regardless of whether it is any of the non-specific relationships A1, A2, B1, B2, C1, and C2. By doing so, the image suggestion effect becomes an easy-to-understand effect form in which the types of the two presentation images do not matter as long as the first presentation image 12 and the second presentation image 13 are not in a specific relationship.
[0105] 〇Specific Example 2-9 Due to the occurrence of both changes, 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 where "enemy character B" and "whip" (specific relationship B) are shown (see Fig. 20(b)) is obtained, and a post-effect (see Fig. 20(c)) occurs in which these become the first presentation image 12 and the second presentation image 13. That is, it is assumed that an image suggestion effect may occur in which, as a result of both the first candidate image and the second candidate image in the non-specific relationship changing, they become the first candidate image (first presentation image 12) and the second candidate image (second presentation image 13) in the specific relationship.
[0106] As described above, in the case of both changes, it is ensured that 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 decreasing reliability) will occur. However, even when 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, a unique image (specific corresponding image 14) that is not displayed in the post-performance when it is in a non-specific relationship shall be displayed. The form of the specific corresponding image 14 may be any, but since the state of being in a specific relationship is a "chance" situation (compared to the non-specific relationship), it is preferable that it indicates such a thing. For example, it is conceivable that an image including the character "chance" is displayed as the specific corresponding image 14.
[0109] When configured as in this example, the form of the specific corresponding image 14 displayed regardless of the type of specific relationship may be common, or alternatively, the form 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, i.e., specific relationship A, specific relationship B, and specific relationship C, may occur as in the above embodiment, for example, as shown in FIG. 21(b), when specific relationship A occurs, the specific corresponding image 14A (see FIG. 21(b-1)) is displayed, when specific relationship B occurs, the specific corresponding image 14B (see FIG. 21(b-2)) is displayed, and when 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 form (type) of the specific corresponding image 14 also functions to indicate the difference in the probability. The method of providing the difference in the form of the specific corresponding image 14 may be any method. For example, as shown in FIG. 21(b), a method of varying the color of a predetermined part of each specific corresponding image 14 can be considered.
[0110] 〇Specific Example 2-12 Configure such that during the post-performance (before reaching the end) that occurs after the image suggestion performance, the types of the first performance image 12 and the second performance image 13 change (change in the direction of increasing reliability). 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 game 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 (the effect becomes a strange one). If such a problem is to be avoided, after the post-game effect is started, the relationship between the first effect image 12 and the second effect image 13 shown in the image suggestion effect should not be changed.
[0112] <Specific light emission effect> The gaming machine 1 according to this embodiment can execute a specific light emission effect as a kind of effect constituting the 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 this 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 kind 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 effect is an event that is pleasing to the player. However, the specific light emission effect in this 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, may also be 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, 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 for explaining the specific light emission effect, a "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 part (hereinafter referred to as the specific light emitting part 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 part 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 that occurs only in the specific light emission effect (the "unique light emission mode"). The specific light emission mode may be such that the specific light emitting part 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, it is the specific light emission mode that the specific light emitting part 15 emits light in pink while changing the light emission intensity (light amount) over time (in the drawing, 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". The specific light emission effect is such that the specific light emitting part 15 emits light in the specific light emission mode (the same light emission mode) whether it occurs during the target variation or during the previous variation, and the execution time of the effect (the time from when the light emission of the specific light emitting part 15 in the specific light emission mode starts until it ends (returns to the normal state)) is also the same. In addition, 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 part 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, a plurality of locations (preferably 10 or more locations) are provided where the specific light emission effect can occur. Also, no notice is provided in advance to inform that the specific light emission effect will occur (refer to the changes from Fig. 23(a-1) to (a-2) and from (b-1) to (b-2)). 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 "dohazure" variation where the target variation ends without a reach). This is because if the specific light emission effect occurs even in the case of "dohazure", the sense of anticipation as a so-called chance-up effect will be diminished. 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 emitting 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 emitting 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 "target variation image", and the image displayed when the specific light emission effect occurs during the prediction variation is referred to as the "prediction variation image". The specific modes of the "target variation image" and the "prediction variation image" 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 target variation image 161 (see Fig. 23(a-2)) and the prediction variation image 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 target variation image 161 and the prediction variation image 162 include the common image component of "pink man". In the present embodiment, the target variation image 161 is a cut-in image that is displayed so as to straddle the display area 911. On the other hand, the prediction variation image 162 is an image that is displayed small near the outer edge of the display area 911. In this way, it can be said that the prediction variation image 162 is smaller than the target variation image 161 (the range occupied in the display area 911 is smaller) and is not conspicuous. Note that both the target variation image 161 and the prediction variation image 162 in the present embodiment do not include elements that suggest the light emission of the specific light emitting unit 15.
[0118] The reason for having such a configuration for the specific light emission effect (the effect in which the target variation image 161 or the preview variation image 162 is displayed) 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 preview variation, if the exact same image is displayed both when it occurs during target variation and when it occurs during preview variation, there is a problem that it is difficult to tell whether the effect is occurring as a so-called "said variation effect" (the effect during target variation) or as a so-called "preview effect" (the effect during the previous variation). Therefore, in this embodiment, while making the images displayed different between the case of occurring as "said variation effect" and the case of occurring as "preview effect" (making the target variation image 161 different from the preview 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" (an effect based on a common concept).
[0119] In addition, in this embodiment, since the target variation image 161 and the preview 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 preview variation image 162 is displayed are based on a common concept.
[0120] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific light emission effect 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 (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 a so-called "said variation effect" or as a "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 a "said variation effect" or as a "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 a "said variation effect" or as a "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 (effects of the same system). 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 a "said variation effect" or as a "pre-reading effect", it becomes easier to distinguish whether the specific light emission effect has occurred as a "said variation effect" or as a "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 pre-reading variation image 162 are in a similar relationship. That is, it is assumed that when one of the target variation image 161 and the pre-reading 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 case that occurs as the "pre-reading effect", it is preferable that the target variation image 161 (see FIG. 26(a-2)) is larger than the pre-reading 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 pre-reading 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 executed effect is occurring as the "said variation effect" or as the "pre-reading effect".
[0126] 〇Specific Example 3-4 The specific light emission 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 emission mode. In other words, the specific light emission 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 emission unit 15 in the normal state is in a non-light-emitting state, the configuration becomes "the light emission of the specific light emission unit 15 = the occurrence of the specific light emission effect". Also, for example, if it is set that the specific light emission unit 15 in the normal state is emitting light in a normal light emission mode (e.g., white), the configuration becomes "the light emission of the specific light emission unit 15 in a mode other than the normal light emission mode = the occurrence of the specific light emission effect". By doing so as in this example, since the specific light emission 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 pre-reading 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 change or during the previous change), 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 change 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 change effect" and the case where it occurs as "the predictive effect". (In the case where a known volume adjustment function (volume customization) that enables the player to adjust the light amount is provided, it is assumed that the difference in the sound effect (difference in volume) due to the difference in the volume setting status does not correspond to 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 change or during the previous change)). 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 change image 161 is displayed and during the effect when the predictive change 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 change image 161 is displayed and during the effect when the predictive change 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 change image 161 is displayed and the effect when the predictive change 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, a specific light emission effect suggesting a lottery result of a certain target occurs at most once (during the period from when lottery information regarding the lottery result of the target is obtained until the notification of the lottery result of the target is completed (the target variation ends), the specific light emission effect regarding the lottery result of the target occurs at most once). That is, it is ensured that a specific light emission effect suggesting a lottery result of a certain target does not occur both during the "preview variation" and during the "target variation". Therefore, if a specific light emission effect suggesting a lottery result of a certain target occurs during the "preview variation", there will be no possibility of a specific light emission effect occurring during the "target variation".
[0130] By doing so, it is possible to achieve an easy-to-understand gameplay in which the specific light emission effect has no possibility of occurring more than once until the target variation ends, including during the preview variation (it is either occurring or not occurring).
[0131] 〇Specific Example 3-7 In the above embodiment, it was described 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 perceive 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 both effects from the effect images as well. Therefore, it can be said that the probability that the player perceives that both effects are of the same type of effect increases.
[0133] 〇Specific Example 3-8 The target variation image 161 and the pre-reading variation image 162 that can be displayed during the specific light emission effect are in the same form (same size and content), but the display positions in the display area 911 are different (the difference in display positions is the difference in the modes of the two images). For example, the target variation image 161 and the pre-reading variation image 162 are in 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 the distinction between whether it is being executed as the "said variation effect" or as the "pre-reading effect" becomes clearer if either the size or the content of the target variation image 161 and the pre-reading variation image 162 is different (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 when the target variation image 161 or the pre-reading variation image 162 is displayed to be longer than the time when 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 still 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 when 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 of the specific light emission unit 15 in the specific light emission mode is for showing that the effect when the target variation image 161 is displayed and the effect when the pre-reading variation image 162 is displayed are effects based on the same concept (effects of the same system) (auxiliary), so the light emission time is made relatively short.
[0136] 〇Specific Example 3-10 The target variation image 161 and the pre-read 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-read 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-read 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-read 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 pre-reading variation image 162 are provided with a plurality of types of modes with different degrees of reliability of the target pass / fail lottery result. For example, as the target variation image, a first target variation image 161a and a second target variation image 161b with a different mode are provided. When a specific light emission effect occurs during 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 pass / fail 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 pre-reading variation image 162, a first pre-reading variation image 162a and a second pre-reading variation image 162b with a different mode are provided. When a specific light emission effect occurs during the pre-reading variation, the first pre-reading variation image 162a may be displayed (see Fig. 29(b-1)), or the second pre-reading variation image 162b may be displayed (see Fig. 29(b-2)). And it is set that the reliability of the target pass / fail lottery result is higher when the second pre-reading variation image 162b is displayed than when the first pre-reading 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 "pre-reading effect" depending on which of the target variation image 161 and the pre-reading 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 pre-reading 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 peach color and the second specific light emission mode is light emission in gold color). In addition, 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 object variation or occurs due to predictive variation, 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 object variation. An example where the specific light emission effect occurs due to predictive variation is omitted). And, in either case where the specific light emission effect occurs due to object variation or occurs due to predictive variation, a setting is made such that the reliability of the object 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 a 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 a 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 sometimes referred to as the target variable effect (target variation). Note that the step image effect occurs only 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 a 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 by attaching the character "SU○". However, it is not necessary that such characters be attached to the target step image 17.
[0144] The step image presentation in this embodiment starts when the first-step image is displayed at a predetermined position. After that, the progress to the second step (step 2) is that the second-step image is displayed at the predetermined position instead of the first-step image. If the image of the next step is newly displayed in this way, it means the progress to the next step (the progress of stepping up), and if the image of the next step is not displayed, it ends there. In this embodiment, any target step image 17 is in a displayed state from the start of the step image presentation (from the display of the first-step image) until the end (a blank period in which none of the target step images 17 are displayed does not occur). That is, when progressing from a certain step (step X) to the next step (step X + 1), the erasure of the step-X image and the display of the step-(X + 1) image occur simultaneously (there may be a slight deviation that cannot be perceived by the player), and a state in which none of the target step images 17 are displayed does not occur. The step of the finally displayed target step image 17 is the result of the step image presentation (hereinafter, the result of the step image presentation that ends with the display of the ○-th step image may also be referred to as "end of step ○". For example, if the step-up ends with the third-step image being displayed, the result of the step image presentation is "end of step 3"). The higher the step of the result of the step image presentation (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 higher the reliability. When progressing to the highest step (when the result of "end of step 5" in this embodiment is obtained), 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 made to correspond to the currently set production mode. For example, when a production mode of a certain character is set, a variable production in which the certain character becomes the main character is developed, and when a production mode of another character is set, a variable production in which the other character becomes the main character is developed. 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 based on 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 production modes to be set only cause differences in production and do not affect the expected value of the direct profit (winning balls) 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 (the illustration of the background image is omitted in other drawings) (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) whose form changes 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 presentation mode A is the current set mode and when 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 presentation mode A or 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 presentation mode A is the current set mode and a first stage image B (different in form from the first stage image A) displayed when presentation mode B is the current set mode are provided. As the second stage image, a second stage image A displayed when presentation mode A is the current set mode and a second stage image B (different in form from the second stage image A) displayed when presentation mode B is the current set mode are provided. As the third stage image, a third stage image A displayed when presentation mode A is the current set mode and a third stage image B (different in form from the third stage image A) displayed when 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 Nth stage or higher (where N is 2 or more) are common images. In this embodiment, N = 4. That is, the fourth-stage image and the fifth-stage image are 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), Figs. 33(d)(e)). That is, 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 are displayed from step 4 onwards.
[0150] Note that in the stage image presentation of this embodiment, if the finally progressed stage (the stage where the presentation ends) 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. 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 including a period in a presentation mode corresponding to the current setting mode (since the beginning of the stage image presentation (at least the period including 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, Step 4 or more), a target stage image 17 in a mode unrelated to (independent of) the current setting mode is displayed, and it is emphasized 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 obtained by improving, concretizing, modifying, 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 greater) 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 switch 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 there is a change from a mode-corresponding image to a common image (reaching the common image functions as indicating 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 (not displayed), but at least a part of the image of the X-th stage may remain. That is, it may also 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 presentation form in which it can be seen that the image corresponds to the current setting mode (since at least the first-stage image (the beginning of the presentation) is set as the mode-corresponding image, it is easy for the player to notice that the stage-image presentation is a presentation corresponding to the current setting mode).
[0161] 〇Specific Example 4-6 The stage-image presentation may shift from the X-th stage (step X) to the X + 2-th stage (step X + 2) or higher. That is, it may be a stage-image presentation in which a step-up that "skips" one or two or more stages may occur.
[0162] When configured as in this example, it is also conceivable to adopt a configuration in which the first stage is not skipped (the first-stage image is always displayed at the beginning of the presentation), 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 presentation). If configured as the former, the stage-image presentation will necessarily start from the mode-corresponding image (the beginning of the presentation will be in a mode corresponding to the current setting mode). If configured as the latter, it will be a stage-image presentation 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 presentation is started).
[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, assume a stage-image presentation divided into five stages as in the above-described embodiment, and the target stage image 17 has portions (color elements corresponding to the stage) colored such that the first stage is "white", the second stage is "blue", the third stage is "green", the fourth stage is "red", and the fifth stage is "gold" (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 of the above-described 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 generation probability of the stage image presentation result to be higher for those with lower reliability (note that the generation probability here refers to the combination of both the stage image presentation that occurs when the target pass / fail lottery result is a big hit and the stage image presentation that deviates from the stage image presentation that should occur). If the configuration is as in the above-described embodiment, the generation probability should decrease in the order of "End of Step 1", "End of Step 2", "End of Step 3", "End of Step 4", and "End of Step 5" (the generation probability of "End of Step 1" is the highest, and the generation probability of "End of Step 5" is the lowest). By doing so, the generation 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 an entertainment 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, when stage-image presentation occurs in the presentation mode X or when stage-image presentation occurs in the presentation mode Y, the same image (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, mode-corresponding images of the same form are 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, a 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, mode-corresponding images of a form different from when the current setting mode is the presentation mode X or the presentation mode Y are displayed.
[0167] When there are circumstances such as when it is desired to show two or more presentation modes as modes 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 modes of the same system).
[0168] 〇Specific Example 4-10 Even if the end 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), 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 winning or losing lottery execution opportunity) to obtain winning or 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 and does not serve as an opportunity (a winning or losing lottery execution opportunity) to obtain winning or 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 left-handed shots) (see FIG. 1). Therefore, when the player makes a left-handed shot in a gaming state where a left-handed shot should be made, 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 a left-handed shot should be made, 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 is in a gaming state that is more advantageous in a specific gaming state (first specific gaming state, second specific gaming state) than in a 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 a "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 "other winning number") 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. Also, the prescribed period ends when the transition to the specific gaming state is made. When winning a normal jackpot, the player shifts back to the normal gaming state (does not shift to the specific gaming state) after the jackpot game ends, 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", then 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 other winning number up to that point is reset. Therefore, when a new prescribed period starts, the other winning number is counted from "0". Also, in the present embodiment, when the prescribed condition is satisfied (when the other winning number reaches the prescribed number), a prescribed special effect occurs and then the other winning number is reset.
[0173] As shown in FIG. 39, each time another winning occurs within 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, the "specified number = 200" is set. That is, when the 200th other winning occurs after the start of the specified period (see FIG. 39(c)), a specified special effect occurs (see FIG. 39(d)). As described above, the specified period ends when shifting to a specific gaming state, and the number of other winnings is reset. Since there is no shift to the specific gaming state unless winning the win / loss lottery and obtaining a big win (specific big win), the longer the period during which a big win cannot be obtained (the larger the number of variable times until obtaining a specific big win), that is, the so-called "stuck" becomes longer, 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 the player an in-game privilege (a privilege not directly related to so-called paying out balls). In the present embodiment, during the variable effect, the player can arbitrarily select the background music (BGM) output from among a plurality of selectable music pieces, and as the specified special effect, a special music piece is added to the selectable music pieces (see FIG. 39(d)). Note that the method by which the player selects a favorite background music (method of switching the background music) may be any method, so the description thereof is omitted. It is preferable that an image (not shown) representing the method of switching the background music (operation method of the operation means) is 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 fact that the special music piece becomes selectable occurs 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 mean that the specified conditions are met, 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 likely it is that the number of other winning awards will increase and the probability that the specified special effect will occur by satisfying the specified conditions will increase. Therefore, it is possible to suppress the frustration of the player when it is difficult to shift to a specific game state (when the so-called "being stuck" lasts 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 gameplay in which there is a possibility of approaching the specified special effect even when the specified conditions are not met can be realized.
[0179] However, as in the above embodiment, by making it possible for the specified special effect 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 An image representing a guideline until the specified conditions are satisfied (hereinafter referred to as the specified information image 18) is to be 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 satisfied 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 marks that disappear 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 satisfying the specified conditions, there is a possibility that the player may feel that something might 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 elements suggesting a specified special effect. For example, if the addition of selectable background music as in the above embodiment occurs as a specified special effect, 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 elements suggesting another winning (for example, characters such as "Bonus Winning"). However, it may be a gameplay that allows the player to imagine what the specified information image 18 represents (for a player who is unaware of the existence of the specified special effect) and enjoy it by not including these elements (including only the information on the remaining number).
[0183] 〇Specific Example 5-3 A plurality of other winning areas 909 into which a game ball can enter when the game ball is launched in a launch mode according to a reference game state (normal game state) are provided, but 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 achievement of the specified number of wins in one other winning area 909 is regarded as the establishment of the specified conditions. By doing so, it becomes a game property in which the player can enjoy while predicting which of the plurality of other winning areas 909 is involved in the establishment of the specified conditions.
[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, a 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 such a game property.
[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) of suggesting 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, it is better to set the probability that any of the win / loss lottery results based on the already obtained win / loss lottery information is a big win 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. Suppose 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 conditions are satisfied (see Fig. 42(a)), the probability that any of the win / loss lottery results based on the already obtained 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 that it is certain that any of the win / loss lottery results based on the already obtained 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 can occur as the specified special performance, and the probability that any of the win / loss lottery results based on the already obtained win / loss lottery information is a big win is 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 conditions are satisfied, not only can the specified special performance itself be enjoyed, but also an interesting gaming property 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 standard game state and the separate game state to game states different from the above embodiment, a game characteristic different from the above embodiment can be realized. For example, the specific game state is the standard game state, and the normal game state is the separate game state. Since the specific game state is a state in which the ball should be hit from the right, the ball must enter the other winning area 909 (right other winning area 909r) that can be entered by hitting from the right, and the number of the other winning balls must reach a specified number to satisfy the specified condition. In this way, the game characteristic is such that the longer the game is played in the specific game state, which is more advantageous than the normal game state, the higher the probability that the number of other winning balls will reach the specified number (the specified special performance will occur).
[0190] It is also possible to set a gaming state other than the second specific gaming state (the gaming state most advantageous to the player) as a reference gaming state, and the second specific gaming state as a separate gaming state. In this way, the longer the game is played until the most advantageous gaming state for the player is reached, the higher the probability that the specified condition will be met, and therefore it is possible to suppress the player's frustration due to not being able to transition to the most advantageous gaming state.
[0191] It is also possible to set the second specific game state (the most advantageous game state for the player) as the reference game state, and game states other than the second specific game state as other game states (a win in the right other win area 909r is set as the other win required to establish the specified condition). By doing so, it is possible to realize a game property in which the longer the player plays in the most advantageous game state for the player, the higher the probability that the specified condition will be established.
[0192] 〇Specific example 5-7 A light emitting section (hereinafter referred to as a prescribed light emitting section 909p) that emits light when another winning prize occurs is provided. The prescribed light emitting section 909p is preferably provided in association with the other winning area 909. The prescribed light emitting section 909p emits light in a predetermined manner when another winning prize occurs (the number of other winning prizes is increased by "+1"). This emphasizes the occurrence of another winning prize.
[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 when new other winning combinations are added, 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 Examples 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 temporarily output effect sound (SE), 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 Examples 5-9 Unlike the above-described 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 one of different values is set as the specified number). By doing so, the game playability can be such that the difficulty of meeting 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 the specific control state in the gaming state in which the player plays aiming to win a big hit, the conditions for setting it as the 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 result of the win / loss lottery is a win, a "winning combination" by the decorative symbol 80 is displayed at the end of the variable 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'", and so on.). 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 is not 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 is not 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 set as 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 is not to 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 set as 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 set as the specific symbol, a "winning combination" by the decorative symbol 80 of "2" (in this embodiment, three "2" decorative symbols aligned) can be formed (see Fig. 44(c)). Naturally, a "winning combination" by a decorative symbol 80 other than "2" (a 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, (after knowing the specific symbol), it becomes a gameplay where 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 (an image like 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 will no longer be likely to be 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, no action (effect) indicating that the specific symbol has been selected is to occur. 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 explicitly indicated that the specific symbol has been selected (there is no dedicated effect that occurs only when the specific symbol is selected).
[0205] 〇Specific Example 6-2 Make sure that it is not explicitly indicated (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 (an image 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, configure it such that two or more of the decorative symbols 80 that 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, configure it such that sometimes one type of decorative symbol 80 is designated as the specific symbol and sometimes two or more types of decorative symbols 80 are designated as the specific symbol. In this case, if it is not explicitly stated which type of decorative symbol 80 is designated as the specific symbol as in Specific Example 6-1 or Specific Example 6-2, the gameplay will be such that the player enjoys 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 the specific game play becomes 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 like this example, it means that patterns other than the patterns determined to be specific patterns will not be set as specific patterns). In this case, it is possible to set an easy-to-understand 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 a row as in the above embodiment, winning the win / loss lottery before it fails a predetermined number of times in a row is a game play that is a branch for continuing the winning streak. By setting the specific control state in such a state, it is possible to set a game play in which "if a specific pattern is selected, a win is determined → the winning streak is determined".
[0211] Note that, compared with the normal gaming state, in the specific gaming state, it is easier for the game balls to enter the start area 904 (it is easier to obtain the win / loss lottery information), and the average time (fluctuation time) required for the variable effect is short. That is, it is a state where the digestion of fluctuations is relatively fast. When configured 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 a specific control state is set in the specific gaming state, since the digestion of fluctuations is fast, it should not take much time to find out the types of the specific symbols.
[0212] 〇Specific Example 6-7 The decorative symbol 80 designated as a specific symbol is set such that it is not in the so-called pseudo-stop state (described above) in the deviation variation in the specific control state (note that since the specific symbol does not form 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 a 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 result in forming a deviation combination (see Fig. 46(d)), because the decorative symbol 80 of "5" 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 a specific symbol (this is even more the case when configured 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.). To prevent such misjudgments, in the deviation variation in the specific control state, the decorative symbol 80 designated as a specific symbol is not pseudo-stopped (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 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 misunderstand that the decorative symbol 80 is not a specific symbol (this is especially true in a configuration where the types of the decorative symbol 80 designated as a specific symbol are not clearly shown as in Specific Example 6-1 and Specific Example 6-2 above). Therefore, the decorative symbol 80 designated as a specific symbol is prevented from having color change occur.
[0214] 〇Specific Example 6-9 In a specific control state, from a state where a plurality of decorative symbol groups 80g (if configured as in the above-described embodiment, three decorative symbol groups 80g) 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 occurs. For example, in a specific control state where the decorative symbol 80 of "1" is designated as a specific symbol, from a state where 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 specific symbols do 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 that is the specific symbol (when configured to explicitly indicate the decorative symbol 80 that is the specific symbol as in the above embodiment, or even when the type of the decorative symbol 80 that is the specific symbol is not explicitly indicated as in Specific Example 6-1 or Specific Example 6-2 and the player identifies the decorative symbol 80 that is the specific symbol), 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 that is 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 the present 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 the present 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 it is determined that the target win / loss lottery result is a jackpot when it occurs. In the present embodiment, a predetermined effect image (special determination image 20) is displayed in the display area 911 as the special determination effect. The specific form of the special determination image 20 may be any form. The special determination image 20 is an image that is displayed only when the special determination effect occurs (a special determination effect-exclusive image that is not displayed even when other premium effects occur). In the present embodiment, the "lit image of the pachinko lamp" is the special determination image 20 (see Fig. 49(b-1)).
[0218] A special determination performance does 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 "skill race"), and as will be described in detail later, it is made so that the performance occurrence right cannot be obtained 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 occurs, but is not related to whether the performance occurrence right can be obtained (the expected value of the number of performance occurrence rights obtained). 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 obtained.
[0220] In this embodiment, a so-called "rhythm game" that allows 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, a 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 exact 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 production occurrence right is granted (see Fig. 48(c)). In this embodiment, the production 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 production occurrence rights). In this embodiment, a maximum of four production occurrence rights are granted (limit number = 4). Specifically, the total point stage is divided into five stages (hereinafter, the first stage, the second stage,... from the lower side), and the number of production occurrence rights granted depends on which stage it belongs to (see "※1" in Fig. 48). After the second stage, a production occurrence right is granted each time each stage is reached ("+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 production occurrence right is granted.
[0221] As described above, in the right acquisition game (the 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 better 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 to be granted (see Fig. 48(c)). As a result of such a right acquisition game, it is assumed that a result may occur where no performance occurrence rights can be acquired (the number of acquired performance occurrence rights). 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 granted. In this embodiment, even if the player plays the right acquisition game (operates the operation means), there is a possibility that no performance occurrence rights can 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 using the effect occurrence right (right use effect) is executed. That is, a period for using the effect occurrence right acquired in the right acquisition game is set. The right use effect may be in any specific form as long as there is an opportunity for a special determination effect to occur for the amount of the effect occurrence right acquired in the right acquisition game. In the present embodiment, for the amount of the effect occurrence right, an operation of a predetermined operation means (special operation unit 65) is encouraged (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 made to correspond to 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 big win determination effect, when the target win / loss lottery result is a miss, there is no possibility of a special determination effect occurring (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 in the right acquisition game (right acquisition period), no special determination effect will occur when the use of the effect occurrence right is triggered. On the other hand, when the target win / loss lottery result is a big win, a lottery (effect occurrence lottery) is executed to determine whether to execute the special determination effect when the effect occurrence right is used (operation of the special operation unit 65 in the present embodiment). When winning the lottery, the special determination effect occurs (see Fig. 49(b-1)). When not winning 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, even if the special operation unit 65 is not operated, the effect occurrence lottery is executed when the predetermined operation valid period ends. 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 big win 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 occurrence is executed to select, by a quarter, the number of performance occurrence rights obtained, and a special confirmed performance occurs when winning the lottery. Therefore, when the target win / loss lottery result is a big win, the higher the number of performance occurrence rights obtained during the right acquisition game (right acquisition period), the higher the probability that a special confirmed performance will occur. Also, even when the target win / loss lottery result is a big win, if all the performance occurrence rights are missed in the performance occurrence rights corresponding to the number of performance occurrence rights obtained, 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 occurrence rights are used, the remaining performance occurrence rights are not used. However, it is not to deny that the lottery for performance occurrence is executed until all the performance occurrence rights are used (so that two or more special confirmed performances can occur).
[0223] As described above, there is a possibility that performance occurrence rights cannot be obtained in the right acquisition game (the number of performance occurrence rights obtained becomes 0) (if the player does not participate in the right acquisition game at all, the performance occurrence rights will be 0). When performance occurrence rights cannot be obtained, the lottery for performance occurrence of the special confirmed performance is not executed. In this embodiment, since there are no performance occurrence rights to "use", 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 occurrence rights cannot be obtained. If the player does not participate in the right acquisition game at all, the performance occurrence 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 performance occurrence rights acquired 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 (see, for example, Japanese Patent Application Laid-Open No. 2023-105199) may be provided so that the function is activated in the variation in which the right acquisition game occurs (for example, circulating and outputting a pre-prepared video to compensate for the insufficient time).
[0225] Even after the right-use performance occurs, 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 announce the big win (see Fig. 49(c-1)), and if it is a loss, the losing combination is displayed to announce 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 announced 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] As described above, 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 (the proficiency in the game) is directly reflected (a game that is not a so-called "skill race" is installed) (it is a novel gameplay that the performance occurrence right becomes "0" if the player does not participate in the right acquisition game at all (does not operate the operation means)).
[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 of improving, concretizing, modifying, etc. the matters related to the above special determination performance and right acquisition game 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.
[0229] 〇Specific Example 7-1 Configure it so that the limit number set during the right acquisition game (right acquisition period) is not constant. That is, assume that the limit number can change each time a right acquisition game is played. For example, assume that the limit number can be set to any one of 1 to 4. When the limit number is "1" (in the case of pattern 1), the production 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 the case of pattern 2), the production occurrence right becomes "0", "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 the case of pattern 3), the production occurrence right becomes "0", "1", "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 the case of pattern 4), the production occurrence right becomes "0", "1", "2", "3", or "4" according to the result (points) of the right acquisition game (see Fig. 50(a-4)). If one does not participate in the right acquisition game (does not operate the operation means), the production occurrence right obtained in the right acquisition game will be "0" regardless of the limit number set (regardless of whether it is pattern 1 to pattern 4). If one actively participates in the right acquisition game, the expected value of the production occurrence right that can be obtained increases as the limit number increases. Since the probability of occurrence of the special determination production increases as the number of obtained production occurrence rights increases, it can be said that if one actively participates in the right acquisition game, the probability of occurrence of the special determination production increases as the limit number increases.
[0230] By doing so as in this example, since the maximum number of production occurrence rights that can be obtained changes each time the right acquisition game (right acquisition period) is played, an interesting gameplay can be realized in which the number of production occurrence rights that can be obtained may differ even if the results of the right acquisition game are the same.
[0231] Note that the determined limit number may be configured to be concealed from the player, or may be configured to be understandable by the player. If it is configured as the latter, an image (limit number suggestion image 21) that suggests the limit number is displayed during the right acquisition game (right acquisition period), 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 that suggests the maximum number of producible performance right that can be acquired is displayed.
[0232] 〇Specific Example 7-2 Assume that there is one producible performance right that can be acquired during the right acquisition game (right acquisition period). That is, the right acquisition game is an effect that leads to the result of acquiring the producible performance right or not acquiring 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 (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 producible performance lottery A (producible performance state A) (see Fig. 51(b-1)) and producible performance lottery B (producible performance state B) (see Fig. 51(b-2)) can occur as the right use effect. It should be possible to understand that producible performance lottery A and producible performance lottery 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 when it becomes producible performance lottery B (producible performance state B) to be higher than that of the producible performance lottery executed when it becomes producible performance lottery A (producible performance state A) (see Fig. 51(b)). By doing so, even if the number of producible performance rights acquired during the right acquisition game (right acquisition period) is the same, the game playability can be realized where the probability of a special determination effect occurring varies depending on the subsequent state (whether it becomes the producible performance state A or the producible performance state B).
[0234] 〇Specific Example 7-4 Assume that the special determination effect can occur as a so-called pre-reading effect. That is, assume that the special determination effect can occur in a previous variation that is executed before the variation corresponding to the target pass / fail lottery result. It may occur in the previous variation immediately before the target variation, or in a previous variation two or more before. Also, it may occur across two or more consecutive previous variations. Assume that the right acquisition game (right acquisition period) also occurs during the previous variation. By doing so, the right acquisition game becomes a game for acquiring the right to cause the special determination effect before the target variation is started.
[0235] 〇Specific Example 7-5 Perform the effect occurrence lottery each time the right to cause an effect is acquired during the right acquisition game (right acquisition period). That is, each time a specified condition is satisfied (for example, the points reach a specified value) (see Fig. 52(a)) during the game executed as the right acquisition game, the right to cause an effect can be acquired, and when the acquisition occurs and the effect occurrence lottery is performed and a win is obtained in the lottery, the special determination effect is executed (see Fig. 52(b-1)) (when no win is obtained in the lottery, the special determination effect is not executed (see Fig. 52(b-2))). That is, unlike in the above-described embodiment, instead of performing the effect (right use effect) of whether the special determination effect occurs using the right after the total number of acquired rights to cause an effect is determined, the effect occurrence lottery may be performed each time a right is acquired, and when a win is obtained in the lottery, 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 satisfied during the right acquisition game and no special determination performance occurs as a result, the right acquisition game continues. On the other hand, when the specified conditions are satisfied during the right acquisition game and a special determination performance occurs as a result, the right acquisition game may end there, or the right acquisition game may continue even if a special determination performance occurs (if the latter setting is adopted, special determination performances 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 acquired, and the performance that occurs by winning the performance draw (a performance that does not occur if the performance occurrence right is not acquired) is a performance that is not the special determination performance described in the above embodiment (hereinafter referred to as a special good machine performance) (see Fig. 53(b-1)). Different from the special determination performance, the special good 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 good 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)). In addition, if it is possible to acquire two or more performance occurrence rights during one right acquisition game (right acquisition period) as in the above embodiment, there may be a configuration in which multiple special good machine performances can occur in the right use performance, and the higher the number of occurrences of the special good 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 good machine performance that may occur but is not a guaranteed big win even if it occurs, and for which there is an expectation of a big win if 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 an effect is granted according to the evaluation, and it does not have to be a game using operating means. For example, it is conceivable to provide a sensor in the gaming machine 1 and use the sensor to detect a part of the player's body (such as a hand) for a game.
[0240] 〇Specific Example 7-8 The effect produced by using the right to produce an effect 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 the right-using effect, an effect (refer to Fig. 54(a)) in which one right to produce an effect can draw one "fortune-telling lottery" occurs. As a result, assume that any one of "bad luck" (display of the first reliability suggestion image) (refer to Fig. 54(b-1)), "good luck" (display of the second reliability suggestion image) (refer to Fig. 54(b-2)), and "great good luck" (display of the third reliability suggestion image) (refer to 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 the number of rights to produce an effect, the more times the fortune-telling lottery can be drawn. That is, the more times the reliability suggestion effect can be enjoyed.
[0241] By doing so, it is possible to realize a game property (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 an effect acquired during the right-acquiring game (right-acquiring period) increases.
[0242] 〇Specific Example 7-9 The special determination effect is not an effect in which an image (special determination image 20) is displayed in the display area 911, but an effect in which an effect sound (special determination sound) is output from the speaker 67 or the like. The special determination sound is an exclusive effect sound for the effect that is only output when the special determination effect occurs.
[0243] 〇Specific Example 7-10 After a special determination effect occurs (see Fig. 55(b)), it is set that a specific effect (special post-determination effect) occurs 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 if 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 Fig. 55(b)(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.
[0245] 〇Specific Example 7-11 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 the effect that triggers the occurrence of the special determination effect cannot be acquired (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 that constitutes 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 only occurs 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 set to be able to occur in a specific gaming state. Also, in this embodiment, the specific configuration effect can occur when a reach is established. However, it may be set to be able 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). The specific configuration effect all 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 set to include a so-called reversal pattern in which it appears to reach an unfavorable outcome 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 drawing), which is a character on the player's side, battles with the mook character (shown with the letter "mook" in the drawing), 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 drawing), 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 changed as appropriate 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 pseudo-stopped state with a combination representing a loss (a losing combination), suggesting to the player that there is a possibility that the loss may be confirmed (see Fig. 56(b-2)).
[0250] After a specific configuration performance X reaches an unfavorable end, 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 end. When an image indicating that the specific configuration performance X has reached an unfavorable end is displayed (see Fig. 56(b-2)), and when a predetermined development image (continuation image) is displayed (see Fig. 56(c-2)), the specific configuration performance Y is started (see Fig. 57(a)). When the development image is not displayed, the specific configuration performance Y does not occur. When the specific configuration performance X reaches an unfavorable end 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 effect Y is started (see Fig. 57(a)). The specific configuration effect 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 effect X leads to an unfavorable ending, if the specific configuration effect Y leads to an unfavorable ending, it is certain that it is a loss. That is, it can be said that the specific configuration effect Y is different from the specific configuration effect X in that it determines the target win / loss lottery result regardless of which ending it leads to. Also, since the specific configuration effect Y is executed as a result of the development of the specific configuration effect X, the probability that the specific configuration effect Y leads to a favorable ending (referring to the probability of leading to a favorable ending at the time when the specific configuration effect Y is started) is higher than the probability that the specific configuration effect X leads to a favorable ending (referring to the probability of leading to a favorable ending at the time when the specific configuration effect 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 effect Y leading to a favorable ending after the specific configuration effect X leads to an unfavorable ending, rather than the big win being notified by the specific configuration effect X leading to a favorable ending. Note that the probability that the specific configuration effect X leads to a favorable ending is preferably less than 10% (based on the time when the specific configuration effect X is started).
[0252] As the adverse outcome of the specific configuration performance X (see Fig. 56(b-2)), adverse outcome X1 (see Fig. 56(b-2-1)) and adverse outcome X2 (see Fig. 56(b-2-2)) may occur. Adverse outcome X1 and adverse outcome X2 differ in the form as a performance (the displayed images are different). Thus, if the difference as a performance can be clearly grasped and it can be understood that both are disadvantageous situations for the player, the specific forms of adverse outcome X1 and adverse outcome X2 can be changed as appropriate. As described above, the adverse outcome of the specific configuration performance X in this embodiment is that the mook character, which is an enemy character, escapes. In adverse outcome X2, it is displayed that the escaped mook character dropped an energy drink, and adverse outcome X1 is defined as the non-display of such an energy drink. That is, adverse outcome X2 and adverse outcome X1 differ in terms of the presence or absence of at least a predetermined performance image (the energy drink in this embodiment) (hereinafter, this image is referred to as the "X2 performance image") (see Fig. 56(b-2)).
[0253] In this embodiment, regardless of whether the specific configuration performance X leads to adverse outcome X1 or adverse outcome X2, the specific configuration performance Y may occur thereafter (however, regardless of whether it leads to adverse outcome X1 or adverse outcome X2, there is a possibility that the specific configuration performance Y does not occur thereafter). Hereinafter, the specific configuration performance Y that occurs after the specific configuration performance X leads to adverse outcome X1 (see Fig. 56(b-2-1)) may be referred to as "specific configuration performance Y after X1", and the specific configuration performance Y that occurs after the specific configuration performance X leads to adverse outcome X2 (see Fig. 56(b-2-2)) may be referred to as "specific configuration performance 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-mentioned nutritional drink (the nutritional drink displayed at the adverse ending X2) is displayed (see FIG. 57(b-2)). That is, as the special performance image 23, an image having a portion representing the same as the X2 performance image 22 (see FIG. 56(b-2-2)) displayed when reaching the adverse ending X2 (modifications and the like are allowed within the range where the player can recognize that it represents the same thing) 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 ending X1.
[0255] Note that before reaching the ending, 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 a state where the special performance image 23 is not displayed. That is, in a 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] As described above, 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 concept. In other words, it can be said that the game playability allows for 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 paying attention to 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 game playability 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 becomes an interesting game playability where 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 may 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 press) the push button 61 before reaching the end (see Fig. 58(b)). Then, the operation of the push button 61 reaching the prescribed number of times during the operation valid period is defined as an operation that satisfies a predetermined condition (prescribed operation). The prescribed number of times 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, it is possible for the player to perform an operation that satisfies a predetermined condition by actively operating the operation means, and it is impossible to perform an operation that satisfies a predetermined condition without operating the operation means at all. Note that the operation valid period should be 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). When the specific configuration performance X is started, whether it will result in a favorable ending or an adverse ending is determined in advance. Since it will not result in an adverse ending when it results in a favorable 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 effective period becomes an operation that satisfies a predetermined condition (prescribed 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) without becoming (c-1)) is set to be higher when the specific configuration effect X has an adverse outcome, the more actively the player participates in the effect (operates the operation means) during the operation effective period, the more likely it is that an adverse outcome X2 occurs and a specific configuration effect Y occurs after X2, resulting in a gameplay property.
[0262] Note that during the operation effective 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, or the like may be aware of the existence of the above operation effective 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 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 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, an easy-to-understand gameplay property can be realized by paying attention to the type of adverse outcome (whether it has become an adverse outcome X1 or an 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 does not have the possibility of further developing when an adverse outcome occurs, 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 effect X leads to an adverse outcome, the specific configuration effect Y shall surely occur. That is, when the specific configuration effect X occurs, if it does not lead to a favorable outcome, it shall be ensured that the specific configuration effect Y is executed. In this case, since the specific configuration effect Y surely occurs when the specific configuration effect X results in an adverse outcome, the gameplay is such that attention may be paid to whether the adverse outcome is the adverse outcome X1 or the adverse outcome X2 in preparation for the start of the specific configuration effect Y.
[0266] 〇Specific Example 8-5 Unlike the above-described embodiment, the specific configuration effect Y is assumed to be able to occur even when the specific configuration effect X does not lead to an adverse outcome. That is, it is set that the specific configuration effect X leading to an adverse outcome is not a condition for the occurrence of the specific configuration effect Y. However, it is preferable that the probability of the occurrence of the specific configuration effect Y is higher when the specific configuration effect X leads to an adverse outcome than when it does not. That is, it is advisable to maintain that the specific configuration effect X leading to an adverse outcome is an event suggesting the occurrence of the specific configuration effect Y.
[0267] 〇Specific Example 8-6 When the specific configuration effect X results in an adverse outcome, the probability of the occurrence of the specific configuration effect Y is assumed to be higher when it is the adverse outcome X2 than when it is the adverse outcome X1. By doing so, the specific configuration effect X resulting in the adverse outcome X2 will function as suggesting that the probability of occurrence (development probability) of the specific configuration effect Y is high.
[0268] In addition, when configured as in this example, when the specific configuration effect X results in the adverse outcome X2, the specific configuration effect Y (specific configuration effect Y after X2) surely occurs (when the adverse outcome X1 occurs, the specific configuration effect Y (specific configuration effect Y after X1) may not occur, but when the adverse outcome X2 occurs, it is certain that the specific configuration effect Y (specific configuration effect 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 inform 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 to be 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 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 unfavorable 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 (unfavorable ending), two or more types of specific composition performances Y (performances with different videos displayed in the display area 911) are provided. Note that all of the two or more types of specific composition performances Y will reach either a favorable ending or an unfavorable 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 unfavorable 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 those 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 unfavorable 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 unfavorable 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 unfavorable 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 unfavorable 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 has reached an unfavorable outcome X2, a special effect image 23 will be displayed regardless of the type of specific configuration performance Y executed (common in that the special effect image 23 is displayed), thus realizing a gameplay property.
[0277] 〇Specific Examples 8 - 10 In the above embodiment, when the specific configuration performance X reaches an unfavorable outcome (when there is a possibility that the pre - suggestion image 10 will be displayed), the three decorative symbols 80 are in a pseudo - stopped state with a combination indicating a loss (suggesting that the loss may be confirmed 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 the situation has become unfavorable for the player (the goal has not been achieved), it may not be necessary to suggest the possibility of a confirmed loss using the decorative symbols 80.
[0278] 〇Specific Examples 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 unfavorable outcome 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 unfavorable outcome X2 has been reached (when the X2 effect image 22 is displayed).
[0279] 〇Specific Examples 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 does not count 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 certain to occur when it occurs). One or more favorable opportunity performances may 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 may 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] Thus, 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 (for either the specific composition performance Y after X1 or the specific composition performance Y after X2 being 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 multiple types of special performance images 23 is to be displayed. For example, assume 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)) is to be displayed at a specified timing (in the specific configuration performance Y after X1, none of the special performance images 23 is to be displayed at the specified timing). And it is set that the probability of the specific configuration performance Y after X2 reaching a favorable outcome 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, if the specific configuration performance Y occurs after the specific configuration performance X reaches an unfavorable outcome X2, it is suggested that any one of the multiple types of special performance images 23 is to be displayed at a predetermined timing and the probability of reaching a favorable outcome is indicated.
[0282] By doing so as in this example, the special performance image 23 becomes an effect form in which, together with the function of indicating that the currently executed specific configuration performance Y has occurred after going through the unfavorable outcome X2, the function of suggesting the probability of reaching a favorable outcome is also manifested.
[0283] 〇Specific Example 8-14 Let there be two or more types of X2 performance images 22 that can be displayed at the unfavorable ending X2 of the specific configuration performance X. For example, assume that a first X2 performance image 221 and a second X2 performance image 222 (with a different mode 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)) shall be displayed. The types of the X2 performance images 22 shall suggest the probability that the specific configuration performance Y will reach 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)), the probability that the specific configuration performance Y will reach a favorable ending (the probability that the target win / loss lottery result will be a big win) is higher than when the first X2 performance image 221 is displayed (see Fig. 64(b-1)) in the case where the specific configuration performance Y occurs later (based on the start point of the specific configuration performance Y) (see Fig. 64(c)). If the unfavorable ending X2 where the first X2 performance image 221 is displayed is called the "first unfavorable ending X2" and the unfavorable ending X2 where the second X2 performance image 222 is displayed is called the "second unfavorable ending X2", it means that the specific configuration performance Y passing through the second unfavorable ending X2 has a higher probability of reaching a favorable ending than the specific configuration performance Y passing 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 (compared to 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 a 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 a specific sound effect performance (normal specific sound effect performance, special specific sound effect performance) as a type of performance that constitutes a variable performance. In the following description of the specific sound effect performance, the variable performance including the specific sound effect performance may be referred to as the target variable performance (target variation), and the win / loss lottery result corresponding to the target variable performance may be referred to as the target win / loss lottery result. As will be described later, the specific sound effect performance occurs only when specific conditions are satisfied. Also, the specific sound effect performance in this embodiment can occur in the normal gaming state. However, it does not deny the possibility of occurring in a specific gaming state.
[0286] The specific sound effect performance (see FIG. 65(b)) in this embodiment occurs at the timing (hereinafter referred to as the specific timing) when a specific condition, which is a predetermined performance execution condition, is satisfied. The specific condition can be anything as long as it can be satisfied during the variable performance. The specific sound is an effect sound (SE) that is temporarily output when the specific sound effect performance occurs, and is not the background music (BGM) that is continuously output during the variation. In this embodiment, when the specific sound effect performance occurs, 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 effect performance, a normal specific sound effect performance (specific sound effect performance in the normal mode) (see FIG. 65(b-1)) and a special specific sound effect performance (specific sound effect performance in the special mode) (see FIG. 65(b-2)) can occur. The normal specific sound effect performance is the "default (pattern)" of the specific sound effect performance. Therefore, the probability that the normal specific sound effect performance occurs at the specific timing is higher than the probability that the special specific sound effect performance occurs. In this embodiment, the specific sound effect performance that occurs at the specific timing is set so that 90% or more is the normal specific sound effect performance.
[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") 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 such as an anime 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 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 of 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 this embodiment, a character of a different type from the target character (hereinafter sometimes referred to as a non-target character, indicated by "H" in the drawings) is displayed. If there is an original work with the gaming machine 1 as a motif, the non-target character is assumed to be set as a character different 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 special specific sound performance displays the non-target character (non-specific performance image 26) as an image when the line of the target character is being output, 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 uncomfortable that the output line and the displayed character do not match, 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 this 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, for the specific sound effect that can be executed by the gaming machine 1 according to this 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 (an image that conflicts with the specific sound) can know that it is a situation where there is hope for the target hit or miss lottery result.
[0292] Hereinafter, specific examples in which the matters related to the above specific sound 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.
[0293] 〇Specific Example 9-1 The specific effect image 25 and the specific sound are not limited to being like a certain 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 than those shown below).
[0294] ·Specific Example 9-1-1 Let there be a normal specific sound performance where an image of a certain thing (thing X) is displayed as the specific performance image 25, and a sound representing the name of the thing X is output as the specific sound. On the other hand, in the special specific sound performance, although the specific sound (the sound representing the name of thing X) is output in the same way, it is an effect where a thing Y different from thing X is displayed as the non-specific performance image 26. Note that thing X and thing Y only need to be things that have names (either common names or proper names). For example, as shown in Fig. 66(a), let there be a normal specific sound performance where 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 Let there be a normal specific sound performance where an image of a certain thing (thing X) is displayed as the specific performance image 25, and a sound representing the characteristics of the thing X is output as the specific sound. On the other hand, in the special specific sound performance, although the specific sound (the sound representing the characteristics of thing X) is output in the same way, it is an effect where a thing Y different from thing X (having characteristics different from thing X) is displayed as the non-specific performance image 26. For example, as shown in Fig. 66(b), let there be a normal specific sound performance where 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 filled 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 Let there be a normal specific sound performance where an image of a certain musical instrument (musical instrument X) is displayed as the specific performance image 25, and the sound of the musical instrument X is output as the specific sound. On the other hand, in the special specific sound performance, although the specific sound (the sound of musical instrument X) is output in the same way, it is an effect where a musical instrument Y different from 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 chorus 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 described that the same character string as the specific sound (the character string representing the dialogue 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, assume 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. Or, 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 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 pay attention to the type of the displayed image (non-specific performance image 26) as well, which becomes an performance form.
[0299] 〇Specific Example 9-4 Assume that a specific sound performance is generated triggered by the operation of a certain operation means (for example, push button 61). That is, when in a state where a specific sound performance can occur, an operation valid period (during which 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 a specific condition is that a specific operation (an operation that satisfies 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 performance is not generated.
[0300] By doing so, triggered by the operation of the operation means, not only the normal specific sound performance (see Fig. 68(b-1)) but also the special specific sound performance (see Fig. 68(b-2)) will be generated. That is, when the special specific sound performance is generated, a "sense of incongruity" will occur due to the player's own actions, so it becomes an effect form in which the player is likely to notice the generation of the special specific sound performance.
[0301] Note that it may also be configured such that a specific sound performance is generated as a result of a specific operation being performed in a so-called "hidden operation performance" 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 performance", etc.), and no specific sound performance is generated if no specific operation is performed. In this case, the special specific sound performance becomes an effect for the player to notice whether there is a sense of incongruity generated as the "hidden operation performance".
[0302] 〇Specific Example 9-5 Assume that the special specific sound performance is an effect where it is certain that the target win / loss lottery result is a big win when it occurs. Note that even if the normal specific sound performance occurs, 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 (e.g., 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, emitting light in "purple" is shown as the light emission in the specific sound mode). (Immediately before the generation of the specific sound effect, it is assumed that the specific light-emitting unit 15 is either not emitting light or 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 specific light-emitting unit 15 emitting light in the specific sound mode (see FIG. 69(b)). However, it is assumed that the specific sound mode of the specific light-emitting unit 15 does not differ between the normal generation of the 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 specific light-emitting unit 15 emits light only during the specific sound effect.
[0304] By adopting the example as described above, in both the case of the normal generation of the specific sound effect and the generation of the special specific sound effect, the same sound (specific sound) is output and the specific light-emitting unit 15 emits light in the same mode (specific sound mode) (see FIG. 69(b)). Therefore, it is easy for the player to feel that the same effect is occurring. That is, it becomes an effect form 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 the specific conditions shall be limited to a predetermined timing during the variable effect (the player can determine that it is this timing). For example, it is configured such that the specific conditions are established only at the start of the variation (the specific timing can only be the start of the variation). The special specific sound effect is an effect for the player to notice whether the specific sound and the displayed image (non-specific effect image 26) are inconsistent. If it occurs at an unexpected timing, the probability that the player will not notice the inconsistency increases. If there are too many players who do not notice the inconsistency between the specific sound and the displayed image, the meaning of executing the special specific sound effect 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 It is assumed that the normal specific sound effect itself is also a so-called chance-up effect. That is, the probability that the target win / loss lottery result is a big win is set to be higher when the normal specific sound effect occurs than when the normal specific sound effect does not occur at a specific timing in a certain variation. Moreover, when the special specific sound effect occurs at the specific timing, the probability that the target win / loss lottery result is a big win is set to be higher than when the normal specific sound effect occurs (so to speak, the degree of chance-up is higher for the special specific sound effect than for the normal specific sound effect). By doing so, the occurrence of the normal specific sound effect itself where the specific sound and the specific effect image 25 are displayed is a pleasing event for the player, but it becomes an interesting effect form where the state of the image (non-specific effect image 26) being inconsistent with the displayed specific sound is an even more pleasing event.
[0307] <Selection reflection effect (specific change in the selection reflection effect)> 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 denied 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 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 is in a mode "corresponding" to the player's selection in the pre-selection.
[0309] Generally, selection effects can be divided into automatic selection (where one of a plurality of options is automatically selected, and the selected one is internally predetermined in advance without reflecting the player's intention) and arbitrary selection (where the player can arbitrarily select a preferred option from among a plurality of options, and the player's intention can be reflected 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 (e.g., an operation of moving the cursor by the cross key 62) that makes one of the plurality of options in a highlighted state, which is emphasized compared to other options, and a determination operation (e.g., an operation of the push button 61) that determines the selection of the highlighted option are provided so that any option can be selected. When the selection time set in the pre-selection runs out (ends), the option in the highlighted state at that time will be selected (such a selection due to time-out is also treated as an arbitrary selection because the option in the highlighted state at that time is selected).
[0310] The production elements presented as options in the pre-selection can be the production elements that constitute the selection reflection production. Specifically, in the selection reflection production, the target production element is output as a production component, and the "candidates" of the target production element are presented as multiple types of options (production elements) in the pre-selection. The selectio...
Claims
1. A winning / losing lottery means for executing a winning / losing lottery when a predetermined condition is satisfied; 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; a winning game execution means for executing a winning game when the winning / losing lottery result by the winning / losing lottery means is a winning game; Equipped with As a performance constituting the variable performance, it is possible to execute a special reach performance leading to a winning ending when the winning / losing lottery result by the winning / losing lottery means is a winning result, and a losing ending when the winning / losing lottery result is a losing result, As the special reach performance, it is possible to execute a special reach performance R1 and a special reach performance R2, During the winning game, a winning advantageous performance may occur, which indicates that an event advantageous to the player will occur. In the case where the winning game is executed after the special reach performance reaches the winning outcome, the probability that the winning advantageous performance is executed in the winning game is higher when the special reach performance R2 reaches the winning outcome than when the special reach performance R1 reaches the winning outcome. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, wherein the special reach presentation R1 has a higher probability of leading to the winning outcome than the special reach presentation R2.
3. The special reach effect R1 is an effect in which a character R1 is displayed, The special reach effect R2 is an effect in which a character R2 different from the character R1 is displayed.
3. The gaming machine according to claim 1 or 2.
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