Game machine

By integrating a display and operation system with specific effects and images, the gaming machine enhances player engagement through an immersive operation effect, addressing the lack of interaction in traditional gaming machines.

JP2025100584AActive Publication Date: 2025-07-03SANSEI R&D KK
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Patent Information

Application Number
JP2025062264
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-04
Publication Date
2025-07-03
Estimated Expiration
2041-04-12

AI Technical Summary

Technical Problem

Existing gaming machines lack an engaging operation effect that prompts players to interact with operation means, leading to a less immersive gaming experience.

Method used

Incorporating a display means and operation means that execute a specific operation effect, including a post-effect image suggesting a post-effect, an operation image representing the operation means, and a time image indicating an operation valid period, to enhance player interaction and engagement.

Benefits of technology

The gaming machine achieves an interesting operation effect that encourages player interaction by providing a dynamic and immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025100584000001_ABST
    Figure 2025100584000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting operation performance.SOLUTION: A game machine 1 includes: display means 91; operation means 20 (for example, a push button 21) operable by a player; and performance execution means for executing a specific operation performance in which the player is prompted to operate the operation means 20 and in which an operation image 25 representing the operation means 20, a time image 26 indicating an operation valid period, and a post-performance image 28 suggesting a post-performance that may occur after the performance are displayed on the display means 91.SELECTED DRAWING: Figure 8
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] A gaming machine capable of executing an operation effect that prompts a player to operate an operation means is known (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 executing an interesting operation effect.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems includes a display means, an operation means operable by a player, and an effect that prompts the player to operate the operation means. An effect execution means for executing a specific operation effect in which a post-effect image suggesting a post-effect that may occur after the effect is displayed on the display means, together with an operation image representing the operation means and a time image indicating an operation valid period.

Effects of the Invention

[0006] The gaming machine according to the present invention is capable of executing an interesting operation effect.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images.

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding the game balls launched by the operation of a launching device 908 (launching handle) to the game area 902 is provided in a substantially arc shape.

[0010] In the game area 902, a display device 91, a start area 904, a big winning area 906, an out port, etc. are provided. The display area 911 of the display device 91 is a portion visible through an opening 901 formed in the game board 90. 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-down game balls collide with them. The game balls flowing down in the game area 902 change in various manners according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, the game balls are launched toward the game area 902 by operating the launching device 908. 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.

[0012] Note that the description of the components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower dish and the upper dish for storing game balls, etc., will be omitted. For these, those having the same structure as known gaming machines can be applied.

[0013] The jackpot lottery is executed when a winning of a game ball in the start area 904 (special drawing start area in the special drawing) provided in a control board (not shown) is triggered. In the present embodiment, as the start area 904, a first start area 904a (start area of so-called "special drawing 1") and a second start area 904b (start area of so-called "special drawing 2") are provided. When a winning of a game ball in the start area 904 is triggered, a numerical value (winning / losing lottery information) is acquired from a random number source. If the numerical value is the same as a preset jackpot numerical value, it is a jackpot; if it is different, it is a loss. In the present embodiment, the notification of the winning / losing lottery result starts in the order in which the numerical value is acquired (so-called the variation starts). However, if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not been completed yet, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described later) in a storage means provided in a control board (not shown).

[0014] In this embodiment, as the pending symbol 10, a changing effect for notifying the winning or losing lottery result (an effect from the start of the change of the decorative symbol 80 (the decorative symbol group 80g) to the complete stop in a combination indicating the winning or losing lottery result, that is, an effect during one change, hereinafter sometimes simply referred to as "change") has started, but the notification of the winning or losing lottery result is not yet complete. A pending symbol 11 during change (a symbol indicating the existence of so-called "the pending change during this change") corresponding to the pending lottery information during change (hereinafter sometimes also referred to as the "pending information during change"), and a pending symbol 12 before change corresponding to the pending lottery information for which the changing effect for notifying the winning or losing lottery result has not started (hereinafter sometimes also referred to as the "pending information before change") are displayed (see FIG. 2). In this embodiment, the pending symbol 11 during change is displayed larger than the pending symbol 12 before change, but their basic forms are the same. The basic forms of the pending symbol 11 during change and the pending symbol 12 before change may be completely different. Also, a configuration in which the pending symbol 11 during change is not displayed may be adopted. Note that the order in which the notification of the winning or losing lottery result corresponding to the pending symbol 12 before change is completed (so-called "the order of clearing the pending") is earlier for those located on the right.

[0015] The maximum number of pieces of pre-variation retained information that can be stored is limited. In this embodiment, the maximum number of pieces of first pre-variation retained information (Special Drawing 1 Retained) obtained by winning in the first start area 904a is four, and the maximum number of pieces of second pre-variation retained information (Special Drawing 2 Retained) obtained by winning in the second start area 904b is four. Therefore, regarding the retained symbol 10 corresponding to one of Special Drawing 1 and Special Drawing 2, one in-play retained symbol 11 and up to four pre-variation retained symbols 12 may be displayed (see FIG. 2). The pre-variation retained symbol 12 is such that if it is a state in which a game ball should be launched aiming at the first start area 904a (a normal game state described later), the first pre-variation retained information (Special Drawing 1 Retained) is displayed as the pre-variation retained symbol 12, and if it is a state in which a game ball should be launched aiming at the second start area 904b (a special game state described later), the second pre-variation retained information (Special Drawing 2 Retained) is displayed as the pre-variation retained symbol 12. Regardless of the game state, it may be configured such that pre-variation retained symbols 12 corresponding to any of the first pre-variation retained information and the second pre-variation retained information stored in the storage means are displayed (up to eight pre-variation retained symbols 12 are displayed).

[0016] In this embodiment, similar to known gaming machines, the result of the winning / losing lottery 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. When winning a big win, the combination of the decorative symbols 80 selected and stopped from each group of decorative symbols 80g becomes a predetermined combination (for example, three of the same decorative symbol 80). When losing, it becomes a combination other than that (combinations other than the combinations for a big win). The decorative symbol 80 may be a combination of numbers and characters, etc.

[0017] In addition, images (so-called "small symbols", etc.) indicating various information may be displayed near the outer edge of the display area 911 so as not to be conspicuous (the illustration of the images is omitted in each figure). The player can enjoy the game without being conscious of this type of image. That is, basically, it is possible to grasp the winning or losing lottery result by looking at the decorative symbol 80.

[0018] In this embodiment, as game states, a normal game state and a special game state are set (see FIG. 3). The special game state is a game state more advantageous to the player than the normal game state. The normal game state is a low-probability game state with a low probability of winning a big hit (for example, the big hit probability is about 1 / 320), and is a low-base state (low probability and no time reduction) in which it is difficult for a game ball to win in the start area 904. The special game state is a high-probability game state with a high probability of winning a big hit (for example, the big hit probability is about 1 / 80), and is a high-base state (high probability and time reduction available) in which it is easy for a game ball to win in the start area 904. In the normal game state, the player fires a game ball aiming at the first start area 904a. In this embodiment, so-called "left hitting" is performed. In the special game state, the player fires a game ball aiming at the second start area 904b. In this embodiment, so-called "right hitting" is performed. Since the special game state is a state in which it is easy to win the opening lottery of the second start area 904b triggered by the game ball entering the normal start area 905, the game ball easily wins in the second start area 904b.

[0019] In this embodiment, after all jackpot games end, a special game state is entered. The special game state ends when the win / loss lottery results fail for a predetermined number of consecutive times (for example, 100 times) (see Fig. 3). When the special game state ends, the normal game state is entered. If a jackpot is won before the results fail for a predetermined number of consecutive times after entering the special game state, the special game state is entered again (the count of the predetermined number of times is reset). That is, the gaming machine 1 according to this embodiment is a so-called ST machine in which winning a jackpot before the results fail for a predetermined number of consecutive times after entering the special game state is the condition for a continuous win. Note that, unless otherwise specified in the following description, this gaming property (specification) is merely an example. For example, it may be a so-called probability-variable loop machine. It may also be a V probability-variable machine. Further, it may be a gaming machine (a type of mixed machine of the first and second types) equipped with a so-called small win, and a jackpot can be obtained when a game ball enters a predetermined area when the small win is won. Further, a game state different from the above normal game state and special game state, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, time-saving available) in which a game ball easily wins in the start area 904 may be set as the configuration.

[0020] 2) Next, various effects and the like that can be executed by the gaming machine 1 according to this embodiment will be described. Note that a configuration in which only a part of the effects and the like described below can be executed may also be used. Further, a configuration in which the effects and the like described below can occur only when a predetermined mode (which may be a mode that can be selected by the player himself / herself or a mode that is automatically set (without the player selecting)) is set may also be used.

[0021] 2-1) Specific effect The gaming machine 1 according to this embodiment includes a push button 21 and a cross key 22 as operation means 20 that can be operated by a player (see FIG. 1). The specific effect is an effect using the push button 21, which is a type of the operation means 20. The state where the push button 21 in the original position is pushed and it is detected that it has reached a predetermined position is called an operation state, and the state where it is not in the operation state may be called a non-operation state. Note that using the push button 21 as the operation means 20 used for the effect is merely an example. For example, it may be operated in the front-rear direction instead of the up-down direction.

[0022] The push button 21 can change its mode from a normal mode (normal state) to a special mode. The change in the mode of the push button 21 can be recognized by the player's senses (five senses). In this embodiment, a vibration device (not shown) for vibrating the push button 21 (the main body part of the button) is provided. The state where the vibration device is not driven (non-vibration state) is set as the normal mode, and the state where the vibration device is driven (vibration state) is set as the special mode. That is, when the player touches the push button 21 when the push button 21 is in the special mode, the player can recognize by the sense (tactile sense) that the push button 21 is vibrating. Since the mechanism (the specific structure of the vibration device) for vibrating the operation means 20 such as the push button 21 itself is well known, the description thereof is omitted. As other mode changes, an example can be given in which a light-emitting part is provided on the push button 21, and the mode of the light-emitting part (the mode includes a state where it is not emitting light) changes from one mode (normal mode) to another mode (special mode). That is, the player can recognize the change in the mode of the push button 21 by the player's vision.

[0023] A specific performance (see Fig. 4) is a performance that can occur on the condition that a specific event occurs. In this embodiment, the acquisition of the win / loss lottery information (reserved information) for which the corresponding win / loss lottery result is a big win (see Fig. 4(b)) is set as the specific event. Hereinafter, the acquisition of the win / loss lottery information for a big win may also be referred to as the acquisition of "big win reservation". In addition, the state where the win / loss lottery information stored in the storage means is 0 (the state where the changing performance is not being executed), and the acquisition of the win / loss lottery information for a big win (the win / loss lottery information for which the corresponding changing performance will be started immediately) is also included in the specific event. Since the win / loss lottery information is acquired when the game ball enters the start area 904, it can be said that a part of the event when the game ball enters the start area 904 is the "occurrence of the specific event". In the following description, the time point when the specific event occurs (that is, the time point when the entry of the game ball into the start area 904 where the big win reservation is acquired is detected) may also be referred to as the specific time point. The timing at which the game ball enters the start area 904 cannot be accurately predicted by the player. Although the player fires the game ball aiming at the start area 904, the game ball flows down the game area 902 irregularly (in a manner that the player cannot predict), so it is virtually impossible for the player to accurately predict (know) the timing. Since the above specific event is an event that cannot occur unless the game ball enters the start area 904, it means that it is virtually impossible for the player to accurately predict the specific time point.

[0024] A specific performance does not occur if the push button 21 is in a non-operated state at a specific time (see Fig. 4(c-2)), but occurs if the push button 21 is in an operated state at a specific time (see Fig. 4(c-1)). That is to say, "operation of the operation means 20 (push button 21)" is set as a generation condition of the specific performance. However, the specific performance does not occur on the premise that the player is required to operate the push button 21. Although there may be an accidental coincidence between the time when the specific performance occurs and the time when a general operation performance in which the player is required to operate the push button 21 occurs, the specific performance is basically not a performance in which an operation instruction is given to the player (see Fig. 4). If the operation means 20 is the push button 21 as in this embodiment and the acquisition of a hit hold is a specific event, the specific performance does not occur if the push button 21 is not pressed at the time when the hit hold is acquired, and the specific performance occurs if the push button 21 is pressed at that time (see Figs. 4(b), (c-1), and (c-2)). As described above, since the player cannot accurately predict the time when the game ball enters the start area 904, that is, the time when a specific event can occur, in order to cause the specific performance to occur, in fact, the game ball must be launched while continuously maintaining the push button 21 in an operated state (while continuously pressing the push button 21).

[0025] The specific effect in this embodiment is that the push button 21 changes from the normal mode (normal state) to the special mode. That is, it changes from the non-vibrating state to the vibrating state (see Fig. 4(c-1)). Since the specific effect can occur when the push button 21 is in the operating state, the player is operating the push button 21 and can feel the vibration generated in the push button 21. That is, with the configuration as in this embodiment, when the vibration of the push button 21 occurs as a specific effect, the player is always operating the push button 21 (in the operating state). Therefore, a situation where the player does not notice the vibration of the push button 21 does not occur. Note that the time during which the push button 21 vibrates (i.e., the length of the specific effect) is predetermined (this time is constant). In this embodiment, it is "1 second". That is, the vibrating time is quite short. After the elapse of the time, the push button 21 automatically returns to the normal mode (non-vibrating state). On the other hand, even if a hit hold is acquired, if the push button 21 is not in the operating state at that point (specific point in time), the push button 21 remains in the normal mode (normal state) (see Fig. 4(c-2)). Thus, even in a situation where the same event of "specific event" occurs, the reaction of the push button 21 (whether vibration occurs or not) differs depending on whether the push button 21 is being operated or not.

[0026] In this embodiment, at the specific point in time when a hit hold is acquired, if the push button 21 is in the operating state, it is set so that a specific effect always occurs (with a 100% probability). By doing so, if the player plays while keeping the push button 21 in the operating state, the so-called "complete notification" gameplay is realized. Conversely, when playing while keeping the push button 21 in the operating state, it means that a big win will not occur unless a specific effect occurs.

[0027] Note that the hold symbol 10 corresponding to the hit hold may remain in the normal mode (normal state) (see Fig. 4(c-1), (c-2)). That is, even when a so-called hold change does not occur (i.e., it does not become a so-called chance-up hold), a specific effect occurs.

[0028] In addition, the gaming machine 1 according to the present embodiment is provided with an "auto button function" that reflects a virtual operation as if the operation means 20 (push button 21) has been actually operated even when it has not been actually operated, in an operation effect that requires the player to operate the operation means 20 (push button 21) (since the auto button function itself is well-known, a detailed description thereof is omitted). Even when the auto button function is ON (a state in which a virtual operation occurs), no specific effect is generated unless the operation means 20 (push button 21) is actually operated when a hit hold is acquired. In other words, the "operation of the operation means 20", which is a condition for generating a specific effect, does not reflect the auto button function. As described above, since the specific effect is such that the vibration of the operation means 20 (push button 21) is transmitted to the player who is actually operating, no specific effect is generated if it is not actually operated even when the auto button function is ON. Note that the auto button function is not an essential configuration, and a configuration without the auto button function may also be adopted.

[0029] As described above, according to the gaming machine 1 according to the present embodiment, it is possible to execute an interesting effect (specific effect) that does not occur if the operation means 20 (push button 21) is in a non-operated state but occurs if it is in an operated state at a specific time when a specific event that cannot be predicted by the player occurs.

[0030] Hereinafter, specific examples in which matters related to the above specific effects are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which technologies described using the following specific examples are combined and applied may also be adopted.

[0031] 〇Specific Example 1-1 In the above-described embodiment, it was explained that when the push button 21 is in the operated state at the time when a specific event occurs (specific time point), a specific effect (vibration of the push button 21) occurs with a 100% probability. However, it may be set such that the specific effect does not necessarily occur even when the push button 21 is in the operated state when the specific event occurs. That is, if the push button 21 is not in the operated state (is in the non-operated state) at the specific time point, the specific effect does not occur. However, even if the push button 21 is in the operated state, the specific effect may or may not occur (a setting where the probability of the specific effect occurring when in the operated state at the specific time point is less than 100%). For example, when the push button 21 is in the operated state (see Fig. 5(a)) when a jackpot hold is acquired, a predetermined lottery (hereinafter referred to as a vibration lottery; the probability of winning this lottery is less than 100%) is executed. When winning this vibration lottery, the push button 21 vibrates (see Fig. 5(b-1)), but when missing this vibration lottery, the push button 21 does not vibrate (see Fig. 5(b-2)).

[0032] With the setting as in the above-described embodiment, when playing the game with the push button 21 kept in the operated state, it will not result in a big win unless a specific effect occurs. On the other hand, by doing so as in this example, even when playing the game with the push button 21 kept in the operated state and no specific effect occurs, there is a possibility of winning a big win (the vibration of the push button 21 only counts as a "chance up"), and such a game property is realized. Note that there is no difference from the above-described embodiment regarding the fact that the occurrence of a specific effect determines a big win.

[0033] 〇Specific Example 1-2 In the above-described embodiment, it has been explained that the acquisition of winning / losing lottery information that results in a big win while the variable performance is not being executed is also included in the specific events. However, the acquisition of winning / losing lottery information that results in a big win while the variable performance is being executed is included in the specific events, and the acquisition of such winning / losing lottery information while the variable performance is not being executed is not included in the specific events. In other words, immediately after the winning / losing lottery information is acquired, only the acquisition of the win hold displayed as the "pre-variation hold symbol 12" is set as the specific event. When winning / losing lottery information that results in a big win is acquired while the variable performance is not being executed, it means that the variable performance (win variation) corresponding to the winning / losing lottery information is immediately started. If it is considered that there is no need to deliberately generate a specific performance, it may be done as in this example.

[0034] By doing so, since the specific performance occurs before the start of the variable performance for the corresponding winning / losing lottery result (big win) (occurs while a variable performance that ends before the variable performance for the corresponding winning / losing lottery result is being executed), the specific performance will function as a so-called advance reading performance.

[0035] 〇Specific Examples 1-3 In the above-described embodiment, it has been explained that the acquisition of winning / losing lottery information (win hold) that results in a big win is set as the specific event. However, other events whose occurrence time cannot be accurately predicted by the player may also be set as the specific events. For example, it is conceivable to set as the specific event the point in time when a predetermined performance that is a part of the variable performance and whose occurrence timing is random (unpredictable) starts. For example, the start of a performance (cut-in performance) in which a predetermined performance image 201 is displayed (see Fig. 6(a)) is set as the specific event (not the performance that prompts the operation of the push button 21). When the push button 21 is in the operated state at the time when the performance image 201 is displayed, the push button 21 vibrates (a specific performance occurs) (see Fig. 6(b-1)), but if it is not in the operated state, the push button 21 does not vibrate (the specific performance does not occur) (see Fig. 6(b-2)).

[0036] However, by assuming that a specific event occurs at the timing when the target pass / fail lottery information is acquired as in the above-described embodiment, there is an advantage that it is easy to understand which pass / fail lottery result of the target is suggested by the specific effect (which hold of the target is).

[0037] 〇Specific Examples 1-4 Regarding the specific effect in the above-described embodiment, it has been described that the push button 21 changes from the non-vibrating state to the vibrating state. However, it is also possible to set other effects as the specific effect. For example, it is conceivable that a special image that is not displayed when the push button 21 is in the non-operated state at a specific time but is displayed in the display area 911 when the push button 21 is in the operated state at a specific time.

[0038] However, since the occurrence of the specific effect is determined by whether or not the push button 21 is in the operated state, it can be said that it is preferably an effect related to the push button 21. For example, it is conceivable to set as the specific effect a change in the light emission mode of the light emitting part provided on the push button 21. More preferably, since it is certain that the player is operating the push button 21 when the specific effect occurs, it is preferable to cause a change that the player performing the operation can notice. For example, it is conceivable to set as the specific effect an effect in which air is ejected from the push button 21 or its vicinity so that the player operating the push button 21 can feel it. Also, it is conceivable to set as the specific effect an effect in which a movable object is provided on the push button 21 or its vicinity and the movable object is displaced to touch the player operating the push button 21.

[0039] 〇Specific Examples 1-5 The operation means 20 (push button 21) used for the specific effect in the above embodiment is a physical structure that can be operated by the player. However, the specific effect described in the above embodiment may occur when the operation of a touch panel or the like is regarded as the "operation of the operation means 20" (operation state). Further, a sensor capable of detecting the player's hand or the like may be provided, and the specific effect described in the above embodiment may occur when being detected by the sensor is regarded as the "operation of the operation means 20" (operation state).

[0040] 〇Specific Examples 1-6 It is assumed that the occurrence of the specific effect is limited to a specific game state. For example, in a low base state where the frequency of the game ball entering the start area 904 (first start area 904a) (the frequency at which the win / loss lottery information is acquired) is relatively low and the time required for one variation is relatively long, the specific effect does not occur. It is conceivable to set that the specific effect can occur in a high base state (time shortening state) where the frequency of the game ball entering the start area 904 (second start area 904b) (the frequency at which the win / loss lottery information is acquired) is relatively high and the time required for one variation is relatively long. Since the win / loss lottery information is acquired frequently and the win / loss determination result is notified frequently (the hold is cleared) in the high base state, it can be said that it is suitable for a game in which it is expected that the specific effect will occur while maintaining the operation state of the push button 21.

[0041] It may be set such that a specific effect can occur only during the special game state (so-called ST state) of the gaming machine 1 according to the above embodiment (see FIG. 3). For an ST machine that will shift to the special game state after all jackpot games end as in the above embodiment, the key to "continuous winning" (continuous chain) is to win the jackpot before losing a predetermined number of times in a row. Since winning the jackpot is pleasing to the player, the player should be informed of winning the jackpot through a specific effect. In the case of a so-called probability-variable loop machine, winning a jackpot other than a probability-variable jackpot (normal jackpot) that shifts to a high-probability state (probability-variable state) after the jackpot game ends is an event that is not pleasing to the player. Therefore, it is necessary to set it such that no specific effect is generated for winning a normal jackpot, which makes the control complicated.

[0042] 〇Specific Examples 1-7 It is assumed that an operation effect (see FIG. 7) that prompts the player to operate the push button 21 can occur. Specifically, for the operation effect, an operation valid period during which the operation of the push button 21 is valid (reflected in the effect) is set. When a specific event occurs during the operation of the push button 21 (while in the operation state) within the operation valid period (see FIG. 7(b)), it is set that no specific effect occurs (see FIG. 7(c)). Since the operation of the push button 21 during the operation valid period is highly likely to be performed by the player in response to the operation effect, if a specific effect is generated at that time, the player may mistakenly think that a specific effect (vibration of the push button 21) has occurred as a result of the operation effect. To prevent such a situation from occurring, no specific effect is generated even if a specific event occurs during the operation of the push button 21 within the operation valid period.

[0043] As operation performances, there are single-operation performances that encourage operating the operation means 20 only once, continuous-operation performances that encourage continuous operation (if the operation means 20 is the push button 21, a performance that encourages "rapid-fire"), maintenance-operation performances that maintain the operated state (if the operation means 20 is the push button 21, a performance that encourages "long press"), etc. For the maintenance-operation performance in particular (see Fig. 7), since there is a high probability that a situation will occur where a specific event occurs when the operation means 20 (push button 21) is in the operated state, it can be said that the significance of controlling as in this example is great. Also, a function (automatic rapid-fire function) that reflects a virtual continuous operation when the operation means 20 is maintained and operated in the continuous-operation performance is known. If such a function is installed, since there is a high probability that a situation will occur where a specific event occurs when the operation means 20 is in the operated state even in the continuous-operation performance, it can be said that the significance of controlling as in this example is great.

[0044] 〇Specific Examples 1-8 When a plurality of types of jackpots are set as jackpots, if a hold for a certain type of jackpot is obtained and the operation means 20 is in the operated state, a specific performance will occur. However, if a hold for a jackpot of another type is obtained, no specific performance will occur even if the operation means 20 is in the operated state. For example, when three types of jackpots are set as jackpots: a 10-round jackpot, a 5-round jackpot, and a 3-round jackpot (the concept of "round" is well known, so the explanation is omitted), if a hold for a 10-round jackpot is obtained, a specific performance may occur (it will occur if the operation means 20 is in the operated state). However, if a hold for a 5-round jackpot or a 3-round jackpot is obtained, no specific performance will occur (it will not occur regardless of the state of the operation means 20). That is, a setting is made such that a specific performance can occur only when a hold for a jackpot with a round number of a predetermined number or more is obtained.

[0045] In addition, in a configuration where a variable probability jackpot (a jackpot that transitions to a high probability state (a probability variation with a higher probability of winning the win / loss lottery than normal) after the jackpot game ends) and a normal jackpot (a jackpot that transitions to a low probability state (a state with a lower probability of winning the win / loss lottery than the high probability state) after the jackpot game ends) are set, although a specific effect may occur when a jackpot hold that results in a variable probability jackpot is obtained, it is conceivable to set it such that no specific effect occurs when a jackpot hold that results in a normal jackpot is obtained.

[0046] In this way, in a configuration where multiple types of jackpots with different expected values of benefits enjoyed by the player are set, a specific effect may occur if the expected value of the benefit is equal to or higher than a reference, while no specific effect may occur if it is lower than the reference. Depending on the type of jackpot, winning may not be so pleasing to the player, so it is ensured that the player's expectation (joy) when the specific effect occurs is not betrayed by having the specific effect occur only when a jackpot with an expected benefit of a certain level or more is obtained (when a jackpot hold is obtained).

[0047] 〇Specific Examples 1 - 9 A configuration is adopted in which a period (hereinafter referred to as the prohibited period) during which no specific effect occurs even if the operating means 20 is in an operating state when a jackpot hold is obtained is set. That is, during a period other than the prohibited period (hereinafter referred to as the target period), if the operating means 20 is in an operating state when a jackpot hold is obtained, a specific effect will occur. For example, it is conceivable to adopt a configuration where the period from the transition to a certain game state until a predetermined number of variable effect performances are executed (until the predetermined number of variations end) is the prohibited period, and after that is the target period. That is, a configuration is adopted in which it is determined whether it is the prohibited period or the target period based on a variation count criterion (rotation count criterion).

[0048] Also, for example, a configuration is conceivable in which a period in one or more special performance modes (also called a stage, etc.; the concept of such a mode (stage) is well known and therefore will not be described here) is a prohibited period, and the rest is a target period. In other words, a configuration is conceivable in which a special performance will not occur when the performance state is such that it is not appropriate to cause a special performance.

[0049] 2-2) Specific operation effects The gaming machine 1 according to this embodiment is capable of executing a specific operation presentation (see FIG. 8) as a type of operation presentation that prompts the player to operate the push button 21, which is one of the operation means 20. The specific operation presentation can occur as a presentation that constitutes part of the during-variation presentation. Note that the specific operation presentation in this embodiment is a single-shot operation presentation, but this does not deny the possibility of configuring it as described below in a continuous operation presentation or a sustained operation presentation.

[0050] The specific operation presentation suggests a post-presentation that occurs after the specific operation presentation. In the specific operation presentation, as in the general operation presentation, in order to show the player that the push button 21 should be operated, an operation image 25 representing the push button 21 to be operated is displayed in the display area 911 (see FIG. 8(a)). The operation image 25 may be deformed within a range that the player can recognize that it represents the push button 21 (operation means 20) to be operated. In this embodiment, a meter image 26 indicating the remaining (elapsed) operation valid period is displayed together with the operation image 25 (see FIG. 8(a)). That is, the operation image 25 is displayed at least during the operation valid period. Since the specific operation presentation in this embodiment is a single-shot operation presentation, the operation valid period ends when the push button 21 is operated during the operation valid period. In addition, if the push button 21 is not operated throughout the operation valid period, the operation valid period ends and the push button 21 is considered to have been operated (the control is performed in the same manner as when the push button 21 is operated, triggered by the end of the operation valid period).

[0051] In a specific operation presentation, together with the above operation image 25, a post-presentation image 28 suggesting a post-presentation is displayed (see Fig. 8(a)). That is, the post-presentation image 28 is displayed during the operation validity period. The post-presentation image 28 preferably includes elements that allow the player to recognize that it is suggesting the post-presentation to be suggested. For example, if the post-presentation is named " presentation", the post-presentation image 28 shall include the characters "". Also, although not shown, it is also conceivable that an image displayed as a post-presentation is displayed as the post-presentation image 28.

[0052] The specific form of the post-presentation may be anything. In this embodiment, it is set as a post-presentation that a predetermined image is displayed (see Fig. 8(c)). When a post-presentation occurs during a certain variable presentation, the probability (big win reliability) that the target win / loss lottery result corresponding to the variable presentation becomes a big win is higher than when it does not occur. That is, the post-presentation is a kind of so-called chance-up presentation. The post-presentation is not conditional on the occurrence of a specific operation presentation. That is, the post-presentation can also occur in a variable presentation in which a specific operation presentation does not occur.

[0053] In this embodiment, when a specific operation effect occurs and an operation (single-shot operation) of the push button 21 is performed during the operation valid period (see Fig. 8(b)), a post-operation effect always occurs as an opportunity (occurs immediately after the operation) (see Fig. 8(c)). When the operation of the push button 21 is not performed during the operation valid period, the operation of the push button 21 is regarded as having been performed at the end of the operation valid period. Therefore, also in that case, a post-operation effect occurs immediately after the end of the operation valid period. That is, the occurrence of the specific operation effect is always linked to the occurrence of the post-operation effect (the specific operation effect and the post-operation effect occur with the same variation). However, through the game, the fact that the post-operation effect always occurs when the specific operation effect occurs is not shown to the player. Therefore, when the specific operation effect occurs and the post-operation effect image 28 is displayed, the player operates the push button 21 while expecting the occurrence of the post-operation effect. Note that the post-operation effect is not an effect of determining a big win (although it is a chance-up effect). Therefore, the occurrence of the specific operation effect linked to the occurrence of the post-operation effect is not an effect of determining a big win. The specific operation effect and the post-operation effect can occur even during a variation in which the win / loss lottery result is a loss.

[0054] Thus, the gaming machine 1 according to this embodiment can execute an interesting operation effect (specific operation effect) in which the effect (post-operation effect) that occurs thereafter is suggested from the stage where the player is prompted to operate the push button 21.

[0055] Hereinafter, specific examples in which matters related to the above specific operation 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.

[0056] 〇Specific Example 2-1 In the above-described embodiment, it has been explained that when the push button 21 is not operated during the operation valid period in the specific operation effect (single-shot operation effect), a post-effect is generated when the operation valid period ends. However, when the push button 21 is operated during the operation valid period of the specific operation effect (see Fig. 9(a)) (see Fig. 9(b-1)), although a post-effect is generated (see Fig. 9(c-1)), when the push button 21 is not operated during the operation valid period (see Fig. 9(b-2)), no post-effect is generated (see Fig. 9(c-2)). By doing so, in order for the post-effect to be executed, it is a condition that the push button 21 is operated (single-shot operation), so it contributes to the promotion of the operation in the operation effect (specific operation effect). Whether the push button 21 is operated in the specific operation effect does not affect the jackpot reliability of the target success / failure lottery result.

[0057] In addition, when the push button 21 is operated and a post-effect is generated, after the post-effect ends, the same effect as when it is assumed that the push button 21 is not operated and no post-effect is generated (see Fig. 9(d)) will be executed. That is, during a predetermined period after the end of the specific operation effect, it is divided into two cases: a post-effect is executed according to the presence or absence of an operation, and a post-effect is not executed (divided into the case of Fig. 9(c-1) and the case of Fig. 9(c-2)), but after that, the variable effect proceeds in the same flow.

[0058] If the specific operation effect is a continuous operation effect or a maintenance operation effect, it may be set such that whether a post-effect is generated is determined according to whether the continuous operation or the maintenance operation during the operation valid period satisfies a predetermined condition. That is, when an operation that satisfies a predetermined condition is performed before the operation valid period ends, a post-effect is generated, but when an operation that satisfies the predetermined condition is not performed, no post-effect is generated. The predetermined condition may be a condition that is determined in advance (does not change), or a condition that can change each time the specific operation effect is generated. Also, it may be such that a lottery for whether the condition is satisfied is executed.

[0059] 〇Specific Example 2-2 In the above-described embodiment, it has been explained that when a specific operation effect occurs, it is certain that a post-operation effect (display of a predetermined image) occurs upon an operation of the push button 21 during the operation valid period or at the end of the operation valid period. However, even when a specific operation effect occurs, the probability of the post-operation effect occurring is only high, and the post-operation effect does not necessarily occur (the occurrence probability of the post-operation effect is less than 100%). Such a configuration may be adopted.

[0060] Thus, in the case of adopting a configuration in which the post-operation effect does not necessarily occur even when a specific operation effect occurs, an operation effect different from the specific operation effect, specifically, the operation image 25 is displayed (the player is prompted to operate the push button 21), but a normal operation effect in which the post-operation effect image 28 is not displayed may occur. The post-operation effect may occur upon an operation of the push button 21 during the operation valid period or at the end of the operation valid period in the normal operation effect. On this premise, it is assumed that the probability of the post-operation effect occurring is higher after the specific operation effect than after the normal operation effect. That is, the occurrence of a specific operation effect in which the post-operation effect image 28 is displayed in the operation effect may be configured to only suggest that the probability of the post-operation effect occurring is higher than that in a normal operation effect in which the post-operation effect image 28 is not displayed.

[0061] By doing so, it is possible to achieve an easy-to-understand game property in which the probability (high or low) of the post-operation effect occurring is suggested by the presence or absence of the display of the post-operation effect image 28 in the operation effect.

[0062] 〇Specific Example 2-3 Assume that there are multiple types of post-performance images 28 that can be displayed in a specific operation performance. For example, there may be a case where it is a specific operation performance (first specific operation performance) in which the first post-performance image 281 is displayed as the post-performance image 28, and there may also be a configuration where it is a specific operation performance (second specific operation performance) in which the second post-performance image 282 (with a different mode from the first post-performance image 281) is displayed. In this case, the probability of a post-performance occurring after the specific operation performance is set to be higher when the second post-performance image 282 is displayed (when the second specific operation performance occurs) (see Fig. 10(b)) than when the first post-performance image 281 is displayed in the specific operation performance (when the first specific operation performance occurs) (see Fig. 10(a)). When the second specific operation performance occurs, it may be set such that a post-performance is certain to occur, or it may be set such that a post-performance does not necessarily occur (the occurrence probability is less than 100%) even when the second specific operation performance occurs. Note that the occurrence probability of the post-performance when the first specific operation performance occurs must be less than 100% (because it is lower than the occurrence probability of the post-performance when the second specific operation performance occurs).

[0063] By doing so, the type (mode) of the post-performance image 28 when a specific operation performance occurs also becomes an operation mode that the player pays attention to. That is, as described above, the post-performance is a chance-up performance, so the player hopes for a situation where a specific operation performance occurs and there is an expectation of the occurrence of the post-performance. If the specific operation performance occurs, the gaming property is realized in which the player wishes for it to be the second specific performance (the second post-performance image 282 to be displayed).

[0064] 〇Specific Example 2-4 The configuration is such that the player can arbitrarily select whether or not to have a game property in which a specific operation performance occurs. For example, a normal mode and a specific mode are set. When the specific mode is set, a specific operation performance can occur (an operation performance in which the post-performance image 28 is displayed can occur), but when the normal mode is set, no specific operation performance occurs (the post-performance image 28 is not displayed). The method of selecting the mode may be any method. It is assumed that the player can select a preferred mode by operating the push button 21, the cross key 22, etc. in the standby state (a state in which the variable performance is not being executed). By doing so, when an operation performance occurs, the player can arbitrarily select whether or not to have a game property in which the occurrence of the post-performance is announced (a player who does not want to be notified of the occurrence of the post-performance can select the normal mode).

[0065] When the specific mode is set, the operation performance accompanied by the occurrence of the post-performance may be set to always be a specific operation performance (the post-performance image 28 is always displayed). That is, it may be configured that the specific mode is the "complete notification mode" of the post-performance, in which the post-performance occurs for a specific operation performance and does not occur for an operation performance other than the specific operation performance.

[0066] 2-3) Selection performance The gaming machine 1 according to the present embodiment can execute a selection performance (however, it does not occur in all variations) as a performance constituting the variable performance. Note that it may be such that a selection performance as described below is executed in a state where the variable performance is not being executed, for example, in the jackpot game state.

[0067] The selection presentation (refer to FIG. 11) basically prompts the player to select a preferred option from a plurality of options shown in the display area 911 by operating the operation means 20 (push button 21, cross key 22). In the display area 911, an option image 30 indicating an option is displayed. The option image 30 may be in any form as long as the player can understand the selected content and the like. The selection presentation may display the same options each time, or the options may change each time. Also, among a plurality of types of options, a configuration in which two or more of the same type of options can be displayed may be adopted. Since the content of the option can be anything, the description is omitted. The selection presentation in the present embodiment constitutes a presentation during variation, but the player's selection does not affect the winning or losing lottery result. Only the subsequent development (the mode of the presentation during variation) changes according to the selection. In the following description, it is assumed that a selection presentation occurs in which four types of characters A to D are displayed as options and the player is prompted to select a preferred character. After the selection presentation, an effect corresponding to the selected character (for example, an effect in which the selected character utters some lines) occurs.

[0068] The selection presentation is divided into a first period (the first half) (refer to FIG. 11(a)) and a subsequent second period (the second half) (refer to FIG. 11(b)).

[0069] In the first period (refer to FIG. 11(a)), together with the option image 30 corresponding to each option, an image indicating the content of the selection presentation (the content required of the player) (hereinafter referred to as the instruction image 32) is displayed in the display area 911. In the present embodiment, an instruction image 32 including the words "Select your favorite character" is displayed. Thereby, the player can grasp that he / she only needs to select a preferred character from the characters shown as options.

[0070] Also, one of the plurality of options (option image 30) is in an emphasized state that is more emphasized than the other options. As will be described later, the option in the emphasized state indicates the one to be selected by the determination operation. In the present embodiment, the cursor C is placed on one of the plurality of option images 30. The option (option image 30) on which the cursor C is placed is in the emphasized state. At the start point of the selection effect (the start point of the first period), the option image 30 of character A is in the emphasized state (the initial position of the cursor C is character A) (see Fig. 11(a)). Note that various methods can be considered to create the emphasized state. For example, a method of displaying a certain option image 30 larger than other option images 30, or a method of making the color of a certain option image 30 different from the colors of other option images 30 can be considered. Also, in the selection effect in the present embodiment, finally one option is selected, but two or more options may be selected. In this case, two or more option images 30 are in the emphasized state.

[0071] After the end of the first period, the process shifts to the second period. In the second period (see Fig. 11(b)), an operation explanation image 34 regarding the operation of the operation means 20 is displayed in the display area 911. The operation explanation image 34 is an image that shows how to operate the operation means 20 when the player selects a preferred option. In the present embodiment, the cursor C is moved by the cross keys 22 (the left and right keys of the cross keys 22), that is, the option image 30 in the emphasized state is changed (hereinafter, this operation is referred to as a selection operation), and the selection of the option in the emphasized state is determined (the selection is confirmed) by operating the push button 21 (hereinafter, this operation is referred to as a determination operation). Here, an image explaining the operations of the cross keys 22 and the push button 21 is displayed as the operation explanation image 34. At least, the operation explanation image 34 includes an image representing the operation means 20 necessary for the selection operation and the determination operation (which may be an image representing the appearance of the operation means 20, or may be characters representing the name of the operation means 20, etc.). A player who sees such an operation explanation image 34 can easily understand how to perform the selection operation and the determination operation.

[0072] Here, in the selection effect in this embodiment, a selection operation for changing an option to be in a highlighted state is valid from a stage before the operation instruction image 34 is displayed, that is, from the first period. That is, the operation instruction image 34 indicates that it is possible to change an option to be in a highlighted state by operating the cross key 22 which is one of the operation means 20. However, during the first period, it is possible to change an option to be in a highlighted state, that is, to perform a selection operation (in this embodiment, move the cursor C) even when the operation instruction image 34 is not displayed (see FIG. 12). However, during the first period, a determination operation cannot be performed. That is, even if the push button 21 is operated during the first period, a determination operation is not performed (the determination operation is not valid).

[0073] After the operation instruction image 34 is displayed, that is, after shifting to the second period, a selection operation by operating the cross key 22 is possible following the first period (see FIGS. 13(b) and (c)). Further, after shifting to the second period, a determination operation by operating the push button 21 is possible (see FIGS. 13(d) and (e)). That is, the operation represented by the operation instruction image 34 becomes valid. In summary, during the first period, "the selection operation is valid", and during the second period, "the selection operation and the determination operation are valid". When a predetermined time (determination operation valid time) has elapsed after shifting to the second period, a determination operation is automatically performed even if the push button 21 is not operated. Specifically, the selection of the option that is in the highlighted state at the end point of the determination operation valid time is automatically confirmed.

[0074] In the above selection presentation, since the option images 30 are displayed during the first period before the operation instruction image 34 is displayed, and any one of the option images 30 is in a highlighted state, it is considered that many players can understand that they are being encouraged to select their preferred option. In particular, when the instruction image 32 is displayed during the first period as in the present embodiment, it is expected that the number of players who understand as described above will increase. Also, since the operation means 20 is provided at a position visible to the player who is playing the game, it is assumed that many players are aware of its existence. When the option images 30 are displayed, even if the operation instruction image 34 is not displayed, it is considered that the player will try to operate the operation means 20 to change the option image 30 in the highlighted state (move the cursor C). In particular, if the cross keys 22 are provided as in the present embodiment, it is assumed that many players will think that a selection operation can be performed by operating the cross keys 22 even if the operation instruction image 34 is not displayed.

[0075] In view of such points, in the present embodiment, a configuration is adopted in which a selection operation can be performed from a stage before the operation instruction image 34 is displayed (the selection operation by the cross keys 22 becomes effective) (see FIG. 12). That is, for a player who grasps that it is a presentation for selecting a preferred option from a stage before the operation instruction image 34 is displayed and tries to operate the operation means 20 (operation of the cross keys 22), the operation is made effective so that the operation is not wasted (to suppress the player from getting frustrated because the operation is not effective). Furthermore, by doing so, it is possible to set the state in which the preferred option is selected (the state in which the preferred option image 30 is in the highlighted state) before shifting to the second period in which the determination operation becomes effective. Therefore, there is also an advantage that the time until the option is determined in the selection presentation is shortened.

[0076] On the one hand, during the first period, since the operation instruction image 34 is not displayed, there is a possibility that the player may think that the selection will not be finalized. That is, if the decision operation (operation of the push button 21) is made valid during the first period, there is a risk that a selection of an option that the player does not like will be determined. Therefore, with regard to the determination of the option (finalization of the selection), it is made valid only when the operation instruction image 34 is displayed (when it is shown to the player that the selection is determined by the operation of the push button 21).

[0077] Hereinafter, specific examples in which the matters related to the above selection effect are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0078] 〇Specific Example 3-1 During the second period, a time image 36 indicating the time until the end of the selection effect, specifically, the time when the decision operation becomes valid (decision operation valid time), shall be displayed. Various methods (modes of the time image 36) for indicating the time can be considered. For example, a meter that changes with the passage of time may be displayed as the time image 36 (not shown), or a numerical value indicating the remaining time (a numerical value that is counted down) may be displayed as the time image 36 (see Fig. 14(b)). The time image 36 is not displayed during the first period, that is, in the state before the operation instruction image 34 is displayed (see Fig. 14(a)). Also, the time image 36 may be displayed simultaneously with the start of the display of the operation instruction image 34 (start of the second period), or may be displayed after a predetermined time has elapsed from the start of the display of the operation instruction image 34 (start of the second period).

[0079] By doing so as in this example, the selection effect will be such that it shifts from a state where the time image 36 is not displayed (see Fig. 14(a)) to a state where the time image 36 is displayed (see Fig. 14(b)). Since the state where the time image 36 is displayed is a state where a determination operation is possible, it becomes clearly shown that the transition from the "state where determination is not possible" to the "state where determination is possible" has occurred due to the new display of the time image 36. Also, since the time image 36 indicates the "remaining time" (indicating that the time gradually decreases) for performing the determination operation, the player will sensuously recognize that the determination operation is being urged.

[0080] 〇Specific Example 3-2 In the above-described embodiment, it was explained that the determination of the preferred option is finalized by performing the determination operation (during the second period) with the preferred option in the emphasized state. However, it is not necessary to be configured based on the determination by the "operation" of such an operation means 20 (push button 21). For example, assume that the option in the emphasized state is determined (the selection is finalized) at the time when a specified time has elapsed (the time-up time point) after transitioning to the second period. That is, the configuration is such that the player makes the preferred option in the emphasized state by the time-up time point and then waits for the passage of time for the selection of the option to be determined. It is preferable to display an image (specified time image) indicating the remaining specified time.

[0081] When doing so as in this example, since the "determination operation" becomes unnecessary, the operation means 20 that the player should operate in the selection effect only performs the "selection operation". If configured such that the selection operation is performed by the cross keys 22 as in the above-described embodiment, the player may operate the cross keys 22 to make the preferred option in the emphasized state by the time-up time point. Similar to the above-described embodiment, the selection operation is also effective during the first period. That is, the selection operation (movement of the cursor C) can be performed from the state before the display of the above-described specified time.

[0082] 〇Specific Example 3-3 In the above-described embodiment, it was explained that before the operation explanation image 34 is displayed, although a selection operation is possible, a determination operation cannot be performed. However, a configuration is adopted in which a determination operation is possible (the determination operation becomes valid) even before the operation explanation image 34 is displayed. In accordance with the above-described embodiment, when the push button 21 is operated in a state where the operation explanation image 34 is not displayed, the selection of the option that is highlighted at that time is determined. When a determination operation is performed (the selection is finalized) in a state before the operation explanation image 34 is displayed, the operation explanation image 34 is not displayed through the selection effect. This is because the operation explanation image 34 is for explaining the selection operation and the determination operation, and thus there is no need to display it when a determination operation is performed. In other words, the selection effect in this example is that the operation explanation image 34 is displayed when a determination operation is not performed in a state before the operation explanation image 34 is displayed.

[0083] As also explained in the above-described embodiment, since the option image 30 is displayed and one of the option images 30 is highlighted from a state before the operation explanation image 34 is displayed, it is considered that many players can understand that they are encouraged to select a preferred option. It is considered that players who have grasped the content of the selection effect up to this point may try to perform not only a selection operation but also a determination operation in a state before the operation explanation image 34 is displayed. Therefore, a configuration is adopted in which the determination operation is also made valid. In other words, it can be said that the operation explanation image 34 is displayed for players who cannot grasp the content of the selection effect.

[0084] However, there is a possibility that a player may think that a selection is not finalized in a state where the operation explanation image 34 is not displayed, and a situation may occur where a selection of an option that the player does not like is determined as in this example. To avoid such a situation, the setting as in the above-described embodiment (a setting in which a selection is not finalized in a state where the operation explanation image 34 is not displayed) may be adopted.

[0085] 2-4) Game Explanation Effect and Lucky Chance Effect The gaming machine 1 according to this embodiment can execute a game explanation performance and a lucky machine performance (however, these performances do not occur in all variations) as performances constituting the performance during variation (see Fig. 15). As will be described in detail later, the lucky machine performance is provided on the premise of the existence of the game explanation performance.

[0086] The game explanation performance is a performance in which the game explanation image 51 is displayed in the display area 911 (see Fig. 15(a)). The game explanation image 51 (see Fig. 15(b)) is an image representing an explanation of the game of the gaming machine 1. The game explanation image 51 in this embodiment has an explanation of the game described inside a rectangular frame (outer shape). Various explanations of the game can be considered. Explanations of performances that can occur as performances constituting the performance during variation, those related to the jackpot game, those related to the special game state, those related to the original comic etc. that is the motif of the gaming machine 1, etc. Various images for assisting the player's game (enhancing the taste) when playing the gaming machine 1 can be considered. Note that the game explanation performance in this embodiment does not suggest the jackpot reliability. That is, the performance during variation including the game explanation performance is not such that the jackpot reliability is higher than that without it. The lottery on whether to execute the game explanation performance and the lottery on which type of game explanation performance to execute are executed regardless of the win / loss lottery result (the lottery table is the same for the "jackpot" case and the "miss" case).

[0087] In the game explanation image 51 in this embodiment, a "number" is attached (the "number" is shown inside the rectangular frame). Different types of game explanation images 51 (images explaining different contents) are attached with different numbers. That is, a unique number (digit) is attached to each game explanation image 51. In this embodiment, the number is indicated in the form of "No. ○" (○ is the "number") (see Fig. 15(b)). In other words, the game explanation image 51 includes a common element "No." (hereinafter referred to as the specific element 50c) regardless of its type. A player who has played the game continuously to a certain extent will come to recognize the performance in which the image with the "No." attached is displayed as the game explanation performance.

[0088] A lucky machine display is a display in which a lucky machine image 52 is displayed in the display area 911 (see Fig. 15(a)). The lucky machine image 52 (see Fig. 15(c)) is a so-called chance-up display that suggests an increase in the jackpot reliability of the target win / loss lottery result corresponding to the currently executed variable display. That is, the lucky machine image 52 (lucky machine display) suggests the jackpot reliability, unlike the above game explanation image 51 (game explanation display). A configuration in which a lucky machine image 52 (lucky machine display) for a confirmed jackpot is set may also be used.

[0089] The lucky machine image 52 includes a display that suggests the jackpot reliability inside a square frame (outer shape). The specific form of suggesting the jackpot reliability may be any form. It may be a form in which words suggesting reliability such as "lucky machine", "chance", and "intense heat" are directly expressed, or a form that implies that the currently executed variable display is a chance, such as "Pay attention to the subsequent development". Also, the frame (outer shape) of the lucky machine image 52 and the frame (outer shape) of the game explanation image 51 have the same shape (the color, thickness, etc. of the frame are also the same). Although the lucky machine image 52 and the game explanation image 51 are not displayed together, if the two are overlaid, the frames (outer shapes) are supposed to match exactly.

[0090] Similar to the game explanation image 51, the lucky machine image 52 is also assigned "No. ○" (○ is a number). As described above, "No." is a common element (specific element 50c) that is assigned regardless of the type of the game explanation image 51. This means that the specific element 50c is also assigned to the lucky machine image 52 (see Fig. 15(c)). That is, although the game explanation image 51 and the lucky machine image 52 have different natures, they include a common element of "No.". In this embodiment, the positions where "No." is assigned are the same for the game explanation image 51 and the lucky machine image 52. Although the lucky machine image 52 and the game explanation image 51 are not displayed together, if the two are overlaid so that the outer shapes (frames) match, the characters of "No." will overlap.

[0091] In this embodiment, the range in which the game explanation image 51 is displayed in the display area 911 during the game explanation performance is the same as the range in which the lucky machine image 52 is displayed in the display area 911 during the lucky machine performance. As described above, the outer shapes of the game explanation image 51 and the lucky machine image 52 are the same. However, the lucky machine image 52 and the game explanation image 51 are displayed in a predetermined range (a range having the same shape as the outer shapes of the game explanation image 51 and the lucky machine image 52) in the display area 911 (regardless of whether the game explanation performance or the lucky machine performance occurs, the game explanation image 51 or the lucky machine image 52 is displayed in the range shown in FIG. 15(a)). Since the game explanation performance and the lucky machine performance do not occur simultaneously, the game explanation image 51 is displayed in the predetermined range when the game explanation performance occurs, and the lucky machine image 52 is displayed in the predetermined range when the lucky machine performance occurs. In this embodiment, the image layers constituting the game explanation image 51 and the lucky machine image 52 are set to be in the frontmost position. Therefore, the game explanation image 51 and the lucky machine image 52 will not be made difficult to see by other images.

[0092] The numbers (numerals) after "No." attached to the game explanation image 51 do not overlap with the numbers (numerals) after "No." attached to the lucky machine image 52. In this embodiment, a total of 45 types of game explanation images 51 and a total of 5 types of lucky machine images 52 are prepared. That is, there are a total of 50 types of game explanation images 51 and lucky machine images 52 combined. Different numbers are assigned to each of the 50 types. In this embodiment, each of the total of 5 types of lucky machine images 52 is assigned a unique number of No. 7, No. 15, No. 28, No. 32, and No. 46 (see FIG. 15(c)). The other numbers are assigned to the total of 45 types of game explanation images 51. That is, unique numbers are also assigned to each type of game explanation image 51. In summary, the game explanation images 51 and the lucky machine images 52 are assigned numbers that appear to be "serial numbers".

[0093] In this embodiment, in a certain on-going performance, both a game explanation performance and a lucky hit performance do not occur. That is, when it is determined that either a game explanation performance or a lucky hit performance occurs, the other is prevented from occurring. In this embodiment, based on the result of the target success / failure lottery, it is determined by lottery whether to generate a lucky hit performance, which is a so-called chance-up performance, in the on-going performance for the target success / failure lottery result. When it is determined by this lottery that a lucky hit performance occurs, the lottery for whether to execute a game explanation performance in the on-going performance is not executed (the game explanation performance is not executed). As described above, the on-going performance including the game explanation performance does not necessarily have a higher jackpot reliability than those without it. Therefore, the lottery for whether to execute the game explanation performance executed when the lucky hit performance does not occur and the lottery for which type of game explanation performance to execute when it is determined to execute the game explanation performance are not related to the success / failure lottery result (the lottery table does not change between the case of "jackpot" and the case of "miss").

[0094] Also, in a certain on-going performance, the probability of a game explanation performance occurring (probability of occurrence per variation) is higher than the probability of a lucky hit performance occurring. That is, when playing the game continuously to a certain extent, the chance of encountering a game explanation performance is higher than that of a lucky hit performance.

[0095] The effects of the game explanation presentation and the jackpot presentation are as follows. A player who comes into contact with the game explanation presentation in which the game explanation image 51 is displayed will play the game while receiving an explanation from the game explanation image 51. Since the game explanation image 51 is marked with a "No.", which is a common element (specific element 50c), the player will get the impression that the image marked with the "No." is the game explanation image 51 (assuming that there are as many types of game explanation presentations as the number of the "No."). On the premise that the game explanation presentation with such a configuration occurs, in this embodiment, the jackpot presentation in which the jackpot image 52 is displayed occurs. Since the jackpot image 52 is marked with the same "No." (specific element 50c) as the game explanation image 51, the player may mistake the jackpot image 52 for the game explanation image 51. That is, there is a possibility that the occurrence of the jackpot presentation is regarded as the occurrence of the game explanation presentation. However, since the jackpot image 52 includes words that suggest the jackpot reliability, etc., the player can grasp that the jackpot image 52 suggests the reliability if they look closely. Thus, in this embodiment, by making the mode of the jackpot presentation such that it may be mistaken for the game explanation presentation, only the player who notices that the jackpot presentation has occurred (that the jackpot image 52 different from the game explanation image 51 is displayed) can enjoy the reliability suggestion effect (chance-up suggestion effect) by the jackpot presentation, which is an interesting aspect. Note that whether or not the player notices that the jackpot presentation has occurred does not cause a difference in the essential benefit (payout).

[0096] In particular, in this embodiment, since the game explanation image 51 and the jackpot image 52 are marked with numbers that seem to be "serial numbers", the probability that the player regards the jackpot image 52 as the game explanation image 51 (regards both images as images of the same system) becomes higher.

[0097] Furthermore, in this embodiment, since the range in the display area 911 where the game explanation image 51 is displayed in the game explanation presentation is the same as the range in the display area 911 where the jackpot image 52 is displayed in the jackpot presentation, the probability that the player regards the jackpot image 52 as the game explanation image 51 becomes higher.

[0098] Furthermore, in the present embodiment, during the same variable performance, neither the game explanation performance nor the lucky machine performance occurs (neither the game explanation image 51 nor the lucky machine image 52 is displayed). If it is during the same variation, it becomes easier to compare one of the previously occurring game explanation performance and lucky machine performance with the other that occurs later, and it becomes easier for the player to notice that different performances are occurring. Therefore, in order to avoid this, during one variable performance, neither the game explanation performance nor the lucky machine performance occurs.

[0099] Hereinafter, specific examples in which the matters related to the above game explanation performance and lucky machine performance 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.

[0100] 〇Specific Example 4-1 In the above embodiment, it was explained that the numbers (numerals) attached to the game explanation image 51 and the numbers (numerals) attached to the lucky machine image 52 do not overlap, but they may overlap. That is, the numbers attached to a part of one or more types of lucky machine images 52 are made to match the numbers attached to a certain type of game explanation image 51 (see FIG. 16).

[0101] By doing so, a player who has been in contact with a game explanation performance in which a game explanation image 51 with a certain number attached is displayed will feel a sense of discomfort when an image (lucky machine image 52) with a different content is displayed despite having the same number attached, and the probability of noticing that the lucky machine performance is occurring increases. That is, a configuration is adopted in which the duplication of "numbers" is set as one of the triggers for noticing that the lucky machine performance is occurring.

[0102] 〇Specific Example 4-2 It is assumed that a "rule" is provided for the numbers assigned to the jackpot images 52. For example, in the case of a configuration in which a total of five types of jackpot images 52 are provided as in the above-described embodiment, each of the jackpot images 52 is assumed to be assigned numbers of No. 7, No. 17, No. 27, No. 37, and No. 47 (see FIG. 17). That is, it is assumed that the jackpot image 52 is the one in which the digit in the units place (the rightmost digit) is "7", and the others are game explanation images 51. That is, in this example, the numbers attached to make the jackpot image 52 appear as a kind of game explanation image 51 are used as elements for distinguishing between the jackpot image 52 and the game explanation image 51, which is a novel approach. In other words, the various jackpot images 52 include a common element, that is, the digit "7" (an element not included in the game explanation image 51). By doing so, it becomes a trigger for the player to notice the occurrence of the jackpot effect. Also, for those who discover the rule, it becomes easier to distinguish between the jackpot image 52 and the game explanation image 51.

[0103] When configured as in this example, it may be configured such that the level of reliability at the time of occurrence is suggested by elements other than the common element ("7" digit) included in the various jackpot images 52 (elements different for each type of jackpot image 52). For example, it is assumed that the higher the digit in the tens place (a digit other than "7"), the higher the reliability when displayed. In the example shown in FIG. 17, the reliability is high in the order of No. 7, No. 17, No. 27, No. 37, and No. 47 (the highest) (in the case of "No. 7", the digit in the tens place is regarded as "0").

[0104] 〇Specific Example 4-3 By making the aspects of the elements common to both the game explanation image 51 and the lucky machine image 52 different, it becomes easier to notice the occurrence of the lucky machine effect. For example, it is conceivable to make the aspects of the frames of the game explanation image 51 and the lucky machine image 52 different. However, if the overall size of the frames (the outer shapes of both images) is made different, the difference between the two images will become prominent, and the game explanation effect and the lucky machine effect will become completely different effects. Therefore, it is assumed that the overall size of the frames (the outer shapes of both images) remains the same. As an example of making the aspects of the frames different, it is conceivable to make the thickness of the frame of one image different from that of the other image (e.g., the frame of the lucky machine image 52 is thicker than that of the game explanation image 51) (see Fig. 18). Also, although not shown, it is conceivable to make the colors of the frames of one image and the other image different (e.g., the game explanation image 51 is "black" and the lucky machine image 52 is "red").

[0105] Also, in the above-described embodiment, it was explained that the ranges in which the game explanation image 51 and the lucky machine image 52 are displayed in the display area 911 coincide, but the ranges in which the game explanation image 51 and the lucky machine image 52 are displayed may be made different. That is, the difference in the range (position) where the image is displayed may make it easier to notice that the lucky machine effect is occurring.

[0106] 〇Specific Example 4-4 In the above-described embodiment, it was explained that the common element (specific element 50c) included in both the game explanation image 51 and the lucky machine image 52 is "No.", but what is set as the specific element 50c is not limited to this. For example, not only the game explanation image 51 (see Fig. 19(a)) but also the lucky machine image 52 includes words such as "explanation", "point", "lecture", "advice" (see Fig. 19(b)). Although the lucky machine image 52 is an image that suggests reliability and is not an image that explains the game, in view of that point, it can be said that it is not appropriate for the lucky machine image 52 to include words such as "explanation". However, in order to enhance the effect of making the lucky machine image 52 look like the game explanation image 51, words indicating that it is the game explanation image 51 are also included in the lucky machine image 52 as the specific element 50c.

[0107] By doing so, a gaming property is realized in which it is difficult to notice that a favorable opportunity effect is occurring (i.e., the number of players who notice the occurrence of the favorable opportunity effect decreases).

[0108] 2-5) Image Presentation The gaming machine 1 according to the present embodiment can execute an image presentation (however, it does not occur in all variations) as a presentation constituting a presentation during variation. As will be described below, the image presentation (see FIG. 20) includes aspects of the first stage to the third stage.

[0109] The first stage (see FIG. 20(a)) is a stage in which a plurality of types of candidate images 60 are variably displayed. Each of the plurality of types of candidate images 60 includes an element that suggests a win / loss lottery result (target win / loss lottery result) corresponding to the presentation during variation in which the image presentation occurs. Note that the candidate image 60 is not a symbol (such as the decorative symbol 80 in the present embodiment) for notifying the win / loss lottery result. It suggests the jackpot reliability of the target win / loss lottery result (strictly speaking, it only starts to "suggest" when it becomes the determination image 64 described later) before the notification of the target win / loss lottery result is completed (i.e., before the combination of the decorative symbols 80 indicating the target win / loss lottery result is shown). Note that the "suggestion" includes suggestions of presentations that occur after the end of the image presentation (suggestions of future developments).

[0110] Examples of the candidate image 60 may include the following. "NEXT", which indicates the occurrence of a so-called pseudo-continuous effect (explanation is omitted as the pseudo-continuous effect itself is known), "Development", which indicates the transition to a predetermined reach effect, "Chance", which suggests that the jackpot reliability has increased, "Intense Heat", which suggests that the jackpot reliability is higher than "Chance", "Confirmed", which indicates that the result of the target win / loss lottery has been determined as a jackpot, and "×", which indicates that the result of the target win / loss lottery has been determined as a miss. When arranged in ascending order of the low jackpot reliability when it becomes the determination image 64 described later, it is in the order of "×" (reliability 0%), "Development", "Chance", "NEXT", "Intense Heat", "Confirmed" (reliability 100%). A configuration in which other candidate images 60 are set may be used, or a configuration in which some of the candidate images 60 exemplified above are not set may be used.

[0111] In the first stage of the image effect in the present embodiment, a total of four candidate images 60 are variably displayed in the display area 911. The combination (pattern) of the four candidate images 60 can change each time the image effect is performed. The determination image 64 described later is only selected from the four candidate images 60 shown in the first stage. That is, a candidate image 60 not shown in the first stage will not become the determination image 64. In the present embodiment, two or more of the four candidate images 60 may be of the same type. In this case, the probability that the two or more candidate images 60 are selected as the determination image 64 (the probability of being selected is higher than when only one of the candidate images 60 is shown) is high.

[0112] The outer shapes (sizes) of the candidate images 60 variably displayed in the first stage are the same. In the first stage, each candidate image 60 is variably displayed so that it can be grasped what types of candidate images 60 are being displayed.

[0113] In the second stage after the first stage (see Fig. 20(b)), a covering image 62 that covers a plurality (four in this embodiment) of candidate symbols that are variably displayed is displayed in the display area 911. In this embodiment, an image like a "door" that advances from the left and right toward the center is displayed as the covering image 62 and covers the candidate image 60. In order to indicate that the candidate image 60 is covered by the covering image 62, an image (hereinafter referred to as a shadow image 61) that represents the "shadow" of the candidate image 60 is displayed. The shadow image 61 is the same size as the candidate image 60. The candidate image 60 is displayed as if the variation continues even after being covered by the covering image 62. That is, the same number of shadow images 61 as the candidate images 60 shown in the first stage are variably displayed. Since it is displayed as such a shadow image 61 (shadow), it is impossible to grasp what kind of candidate image 60 each image suggests. That is, if one has not seen the first stage, it is impossible to grasp what kind of candidate images 60 there are.

[0114] As described above, since the "outer shape" of the candidate image 60 is the same regardless of its type, the mode of the shadow image 61 does not change depending on the type of the candidate image 60 (the "shadow" covered by the covering image 62 is the same for any type of candidate image 60). In this embodiment, the combination of the candidate images 60 variably displayed in the first stage changes, but the number (four) is the same. Therefore, the variation mode of the shadow image 61 in the second stage can be made the same every time. That is, there is an advantage that image control in the second stage according to the combination of the types of the candidate images 60 shown in the first stage becomes unnecessary. That is, regardless of the type of the candidate image 60 shown in the first stage, in the second stage, the same image (an image displayed for image effects such as the shadow image 61 and the covering image 62, excluding the reserved symbol 10 and the decorative symbol 80) may be displayed in the display area 911.

[0115] In the third stage after the second stage (see Fig. 20(c)), one of the plurality (four in this embodiment) shown in the first stage is displayed as the determination image 64 in the display area 911. Specifically, by erasing the covering image 62 shown in the second stage, one of the plurality of candidate images 60 is displayed as the determination image 64 (the other candidate images 60 are not displayed in the third stage). In this embodiment, after a change occurs as if the "door" which is the covering image 62 moves outward in the width direction, the "door" is not displayed in the display area 911.

[0116] The determination image 64 (one of the candidate images 60) shown in the third stage suggests the target pass / fail lottery result. For example, when "NEXT" is displayed as the determination image 64, a pseudo-continuous effect occurs thereafter. In other words, it can be said that the determination image 64 shown in the third stage indicates the "result" of the image effect.

[0117] In this way, the image effect in this embodiment is easy to understand in that a changing candidate image 60 (candidate for suggesting reliability) is displayed, then it is once hidden, and when it appears, only one image (determination image 64) is displayed (the reliability (future development) is suggested by the determination image 64).

[0118] Also, in the image effect, since the shadow images 61 corresponding to the number of candidate images 60 are displayed in the second stage, the situation where the candidate images 60 are covered becomes clear.

[0119] Hereinafter, specific examples in which the matters related to the above image 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.

[0120] 〇Specific Example 5-1 According to the mode of the shadow image 61 shown in the second stage, the configuration is such that the probability that the result of the image effect, that is, the determination image 64 shown in the third stage, is advantageous to the player (with a high jackpot reliability) is suggested. For example, as the shadow image 61, there may be a case where the first shadow image 611 is displayed and a case where the second shadow image 612 having a mode different from that of the first shadow image 611 is displayed. The configuration is such that the probability that the determination image 64 shown in the third stage has a higher jackpot reliability is higher when the second shadow image 612 is displayed than when the first shadow image 611 is displayed in the second stage. For example, the first shadow image 611 has a "black" shadow (see Fig. 21(a)), and the second shadow image 612 has a "red" shadow (see Fig. 21(b)).

[0121] Since the shadow image 61 shows the "shadow" of the candidate image 60 covered by the covering image 62, it is not necessary to have a mode corresponding to the type (suggested content) of the candidate image 60. That is, it is only necessary to have a shape that matches the outer shape of the candidate image 60, and the basic mode is simple. If such a basic mode is simple, it is easy to design each of the plurality of modes (the first shadow image 611, the second shadow image 612) for result suggestion. That is, in this example, the fact that the shadow image 61 is a "shadow" indicating that the candidate image 60 is covered by the covering image 62 is utilized to facilitate the creation of an image for result suggestion.

[0122] 〇Specific Example 5-2 According to the aspect of the covering image 62 shown in the second stage, a configuration is adopted such that, as a result of the image effect, that is, the probability that the determination image 64 shown in the third stage is advantageous to the player (has a high jackpot reliability) is suggested. For example, as the covering image 62, there may be a case where the first covering image 621 is displayed and a case where the second covering image 622 having a different aspect from the first covering image 621 is displayed. The configuration is such that the probability that the determination image 64 shown in the third stage has a high jackpot reliability is higher when the second covering image 622 is displayed than when the first covering image 621 is displayed in the second stage. For example, the first covering image 621 represents a "white" door (see Fig. 22(a)), and the second covering image 622 represents a "red" door (see Fig. 22(b)).

[0123] Since the covering image 62 is displayed to temporarily cover the candidate image 60, it is not necessary to adopt an aspect according to the type (suggested content) of the candidate image 60 shown in the first stage. That is, regardless of the type of the candidate image 60 shown in the first stage, it is only necessary to prepare an image for the second stage in which the first covering image 621 is displayed and an image for the second stage in which the second covering image 622 is displayed, so there is an advantage that the control becomes easy.

[0124] 〇Specific Example 5-3 It is assumed that a transition from the second stage (see Fig. 23(a)) to the third stage (see Fig. 23(b-1)) does not occur, that is, a case where the determination image 64 is not displayed (see Fig. 23(b-2)) may also occur. For example, a case may occur where the "door" that is the covering image 62 does not open (the covering image 62 remains without being erased) and the image effect ends without the determination image 64 being displayed. Although not shown, in the second stage, a "teasing effect" may occur such that the door that is the covering image 62 seems to open. The result of the image effect that ends without the determination image 64 being displayed is preferably an unfavorable result for the player. That is, it is preferably a result that determines that the target win / loss lottery result is a miss.

[0125] By doing so, the image presentation becomes a form of presentation in which the player hopes that first, the covering image 62 is erased (the "door" is opened) and the determined image 64 is displayed, and if the determined image 64 is displayed, the player hopes that an image with high reliability is displayed.

[0126] 3) Structure for guiding the game ball to the entrance As a structure for guiding the game ball to the area (target area) where the game ball provided in the game area 902 can enter, the following structure can be adopted. In the present embodiment, the big winning area 906 is used as the target area and this structure (see FIGS. 1 and 24) is adopted. The big winning area 906 is an area where the game ball launched by so-called "right hitting" can enter (it is provided on the right side of the game area 902).

[0127] The entrance to the target area (big winning area 906) is defined as the entrance 62. That is, the game ball entering the target area passes through the entrance 62. The structure in which the entrance 62 is formed is defined as the entrance structure body 60. The entrance structure body 60 is arranged in the game area 902 where the game ball can enter. The entrance structure body 60 has a vertical wall surface 61 (a surface substantially orthogonal to the left-right direction) along the vertical direction. The entrance 62 (a hole opened toward the left side) is formed in the vertical wall surface 61. That is, the entrance 62 is a hole whose opening edge is formed along a plane parallel to the vertical direction (see FIG. 24).

[0128] A guiding member 71 and an opening / closing member 72 are provided at a position close to the entrance 62. The guiding member 71 is a plate-shaped member that slides in the front-rear direction. Specifically, it can reciprocate between an original position (the position in the normal state) (see Fig. 24(b-1)) and an advanced position further forward than that (see Fig. 24(b-2)). In the original position, it is located behind the front surface of the game board (the surface on which game pins etc. are erected), and the flowing-down game balls do not contact the guiding member 71. In the advanced position, it protrudes forward from the front surface of the game board. The upper surface of the guiding member 71 has a shape inclined downward toward the entrance 62. In this embodiment, it is inclined downward toward the right (see Fig. 24(a)). The gap between the edge on the entrance 62 side of the guiding member 71 located in the advanced position and the vertical wall surface 61 (entrance 62) is sized such that game balls cannot pass through. Therefore, when the guiding member 71 is in the advanced position, the game balls flowing down toward the guiding member 71 are received by the upper surface of the guiding member 71 and are guided directly toward the entrance 62.

[0129] The opening / closing member 72 can reciprocate between a closed position (the position in the normal state) (see Fig. 24(b-1)) where it closes the entrance 62 and an open position (see Fig. 24(b-2)) where it opens the entrance 62. When the opening / closing member 72 is in the closed position, at least a part of the opening / closing member 72 is located in front of the entrance 62 (on the side of the guiding member 71), and the entrance 62 is in a state where game balls cannot pass through. That is, since the size of the area not covered by the opening / closing member 72 at the entrance 62 is smaller than the size of the game balls, it is impossible for the game balls to pass through the entrance 62. On the other hand, when the opening / closing member 72 is in the open position, the opening / closing member 72 does not cover the entrance 62, so game balls can pass through the entrance 62.

[0130] When the guiding member 71 is in the original position, the opening / closing member 72 is in the closed position, and when the guiding member 71 is in the advanced position, the opening / closing member 72 is controlled to be in the open position. In the present embodiment, separate electric drive sources for driving the guiding member 71 and the opening / closing member 72 are provided. Examples of the electric drive source include a solenoid and a motor.

[0131] When the guiding member 71 is in the advanced position, since the opening / closing member 72 is in the open position (the state shown in FIG. 24(b-2)), the game balls that have reached the guiding member 71 (the upper surface thereof) directly pass through the entrance 62. On the other hand, when the guiding member 71 is in the original position, there is no member for guiding the game balls toward the entrance 62. However, since there is a possibility that the game balls that bounce irregularly or the like may pass through the entrance 62, the opening / closing member 72 is positioned in the open position (in the state as shown in FIG. 24(b-1)) so that the game balls do not pass through the entrance 62 even when such an event occurs.

[0132] In the present embodiment, an upstream guiding portion 65 is provided above (on the upstream side) the guiding member 71. The upstream guiding portion 65 is constituted by the entrance structure 60. Specifically, the left side surface of the entrance structure 60 is the above-described vertical wall surface 61, and the upper side surface is the upstream guiding portion 65 (see FIG. 24). The upstream guiding portion 65 (the upper side surface of the entrance structure 60) has a shape inclined downward toward the left (see FIG. 24(a)). Therefore, the game balls that have reached the upstream guiding portion 65 are guided toward the left. When the guiding member 71 is in the advanced position, the game balls that have come out from the end (the left end portion) of the upstream guiding portion 65 fall downward and reach the guiding member 71 (the upper surface thereof) (see FIG. 24(a)). In the present embodiment, the game balls hit on the "right" side will all reach the upstream guiding portion 65 (the upper surface thereof) except for those that have entered various winning areas and the like (see FIG. 1).

[0133] Thus, according to this embodiment, since the entrance 62 through which the game balls entering the target area pass is formed along the vertical wall surface 61 of the structure (entrance structure 60) arranged in the game area 902, the arrangement space of the structure for guiding the game balls into the target area can be reduced.

[0134] Also, the movement of the game balls guided from the upstream guiding part 65 to the entrance 62 is as follows: from right to left (flow on the upstream guiding part 65) → from left to right (flow on the guiding member 71) (the flow of the game balls forms a "C" shape) (see Fig. 24(a)). That is, instead of guiding the game balls moving from right to left on the upstream guiding part 65 directly to the entrance 62 (target area) in the same flow, the direction of movement of the game balls is changed (changed from left to right) and then guided to the entrance 62 (target area). By adopting such a guiding structure, the structure (the guiding line of the game balls) for guiding the game balls to the entrance 62 (target area) can be made compact.

[0135] Particularly in this embodiment, where the upstream guiding part 65 and the entrance 62 are formed by the same structure (entrance structure 60), it is novel that the game balls rolling on the upper surface of the entrance structure 60 are guided to the entrance 62 formed on the left side surface (vertical wall surface 61) of the entrance structure 60 (usually, it is not assumed that the game balls rolling on the upper surface of a certain structure are guided to the hole formed on the side surface (the surface along the vertical direction) of the structure).

[0136] In this embodiment, the big winning area 906 is set as the target area (the entrance 62 is the entrance of the big winning area 906), but it is also possible to set the starting area 904, the normal starting area 905, etc. as the target area. Also, it is possible to set the "V area" in a so-called V-probability variable machine and the "two-kind winning area" in a one-kind two-kind hybrid machine as the target area. Further, in this embodiment, the entrance 62 (target area) is arranged in a so-called "right hitting" area, but it may also be arranged in a "left hitting" area.

[0137] Hereinafter, specific examples in which matters related to the guiding structure of the game balls to the above-mentioned entrance 62 are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be used.

[0138] 〇Specific Example 6-1 In the above embodiment, it has been described that the guiding member 71 for guiding the game balls to the entrance 62 and the opening / closing member 72 for opening and closing the entrance 62 are provided, but a configuration in which the opening / closing member 72 is not provided may also be used. As described above, since the entrance 62 is formed on the vertical wall surface 61 along the vertical direction, it is assumed that the game balls do not pass through the entrance 62 unless there is an extraordinary situation when the guiding member 71 is in the original position, and a configuration is adopted in which the opening / closing member 72 is not provided and the entrance 62 is always open.

[0139] 〇Specific Example 6-2 Both the guiding member 71 and the opening / closing member 72 are to be displaced by a single electric drive source. For example, a solenoid is used as the single electric drive source, and the guiding member 71 is configured to move forward (advance from the original position to the advanced position) and backward (retreat from the advanced position to the original position) as the forward and backward movements of the plunger of the solenoid are directly transmitted. On the other hand, the opening / closing member 72 is configured to be displaced from the closed position to the open position when the guiding member 71 moves from the original position toward the advanced position, and to be displaced from the open position to the closed position when the guiding member 71 moves from the advanced position toward the original position. That is, engaging portions that engage with each other are provided on the guiding member 71 and the opening / closing member 72, and a configuration is adopted in which the power transmitted to the guiding member 71 is also transmitted to the opening / closing member 72 by the engagement of the engaging portions. Also, in addition to the electric drive source, a configuration using a biasing member such as a spring that biases the guiding member 71 and the opening / closing member 72 toward one position may be used.

[0140] When the guiding member 71 is in the advanced position, the opening / closing member 72 should be in the open position, and when the guiding member 71 is in the original position, the opening / closing member 72 should be in the closed position. However, when an electric drive source is provided for each of the guiding member 71 and the opening / closing member 72, the two electric drive sources must be controlled so as to ensure the above-described positional relationship. By using one electric drive source as in this example and making the position of one member inevitably determine the position of the other member, there is an advantage that the control becomes easier.

[0141] 〇Specific Example 6-3 In the above-described embodiment, it has been explained that the movement of the game balls guided from the upstream guiding part 65 to the inlet 62 is from right to left (the flow on the upstream guiding part 65) → from left to right (the flow on the guiding member 71) (the flow of the game balls forms a "C" shape). However, a configuration in which the left-right relationship is reversed may also be adopted. That is, the upstream guiding part 65 is inclined so as to slope downward toward the right, and the guiding member 71 is inclined so as to slope downward toward the left. Thus, the movement of the game balls guided from the upstream guiding part 65 to the inlet 62 may be from left to right (the flow on the upstream guiding part 65) → from right to left (the flow on the guiding member 71) (the flow of the game balls forms a "reverse C" shape). The game balls guided to the guiding part pass through the inlet 62 formed on the right side surface (vertical wall surface 61) of the inlet structure 60.

[0142] 4) As described above in detail regarding the embodiments of the present invention, the present invention is not limited to the above-described embodiments at all, and various modifications are possible without departing from the gist of the present invention.

[0143] The matters described in the above-described embodiments can be applied to other gaming machines such as rotary gaming machines, except for the points using the configurations peculiar to pachinko gaming machines.

[0144] Regarding the effect suggesting the probability (big win reliability) that the win / loss lottery result described in the above-described embodiment becomes a "big win", it can also be used to suggest the probability of a so-called "small win".

[0145] The specific means (gaming machine) obtained from the above embodiments are listed below.

[0146] · Means 1-1 A gaming machine comprising: operation means operable by a player; and effect execution means for executing a specific effect that does not occur unless the operation means is in a state of being operated at a specific time when a specific event whose occurrence time cannot be accurately predicted occurs, but occurs when the operation means is in a state of being operated at the specific time. The specific effect executable by the above gaming machine is interesting in that it does not occur unless the operation means is operated at a specific time, and occurs if it is operated.

[0147] · Means 1-2 The operation means can automatically change from a normal mode to a special mode that can be recognized by the player's sense as a mode different from the normal mode, and the specific effect is that the operation means changes from the normal mode to the special mode when the operation means is in a state of being operated at the specific time. The gaming machine according to means 1-2, characterized in that. Since the occurrence condition of the specific effect is that the operation means is operated at a specific time, it is preferable that the specific effect is a change in the mode of the operation means.

[0148] · Means 1-3 The gaming machine according to means 1-2, characterized in that the state where the operation means is in a non-vibrating state is set as the normal mode, and the state where the operation means is in a vibrating state is set as the special mode. Since the occurrence of the specific effect means that the operation means is operated at a specific time, if the vibration of the operation means is set as the specific effect, the player will notice the occurrence of the specific effect.

[0149] · Means 1-4 It is provided with a winning / losing lottery means for executing a winning / losing lottery based on winning / losing lottery information acquired when a game ball enters a predetermined area, and the specific event is the acquisition of the winning / losing lottery information for which the winning / losing lottery result is a winning, and the gaming machine according to any one of means 1-1 to means 1-3 is characterized in that. By doing so, a gaming property is realized in which by continuously operating the operation means during the game, it is possible to quickly notice winning.

[0150] ·Means 2-1 A gaming machine comprising: a display means; an operation means operable by a player; an effect execution means for executing a specific operation effect which is an effect for prompting the player to operate the operation means, and in which a post-effect image suggesting a post-effect that may occur after the effect is displayed on the display means together with an operation image representing the operation means. The above gaming machine can execute an interesting operation effect (specific operation effect) in which a post-effect (post-effect) that occurs thereafter is suggested from the stage where the player is prompted to operate the operation means.

[0151] ·Means 2-2 In the gaming machine according to means 2-1, when the operation of the operation means in the specific operation effect satisfies a predetermined condition, the post-effect occurs after the specific operation effect, but when the operation does not satisfy the predetermined condition, the post-effect does not occur after the specific operation effect. By doing so, since the operation means must be operated in order to generate a post-effect, it contributes to an improvement in the player's operation desire.

[0152] ·Means 2-3 In the gaming machine according to means 2-1, a normal operation effect in which the operation image is displayed but the post-effect image is not displayed can be executed, and the post-effect can also occur after the normal operation effect, and the probability of the post-effect occurring is higher when the specific operation effect occurs than when the normal operation effect occurs. By doing so, it is possible to achieve an easy-to-understand game property that suggests the probability of a post-performance occurring based on the presence or absence of the display of the post-performance image in the operation effect.

[0153] ·Means 2-4 As the post-performance image, a first post-performance image and a second post-performance image having a different mode from the first post-performance image are set as images that can be displayed in the specific operation effect. The probability of the post-performance occurring after the specific operation effect is higher when the second post-performance image is displayed than when the first post-performance image is displayed in the specific operation effect. The gaming machine according to Means 2-1, characterized in that. By doing so, a game property is realized in which the player pays attention to the mode of the post-performance image when the specific operation effect occurs.

[0154] ·Means 3-1 A display means, an operation means operable by a player, and an effect execution means for executing a selection effect that shows a plurality of options on the display means and prompts the player to select a preferred option from among the plurality of options by operating the operation means. The selection effect requires that when the selection of a certain option is determined, the certain option is set in an emphasized state more than other options. A gaming machine characterized in that a selection operation for changing the option to be in the emphasized state is possible before the operation explanation image regarding the operation of the operation means is displayed on the display means in the selection effect. According to the above gaming machine, it is possible to achieve a selection effect in which the player's operation is less likely to be wasted and the game proceeds smoothly.

[0155] ·Means 3-2 In the operation of the player's operation means in the selection presentation, the operation is divided into the selection operation and the determination operation for determining the selection of the highlighted option. The selection presentation includes a first period in which the selection operation is possible but the determination operation is not possible, and a period after the elapse of the first period in which both the selection operation and the determination operation are possible after the operation explanation image is displayed. The gaming machine according to means 3-1, characterized in that it includes such a period. In the state before the operation explanation image is displayed (the first period), since the player may think that the option will not be determined, it is preferable that the selection operation can be performed but the determination operation cannot be performed.

[0156] · Means 3-3 The selection presentation is such that a time image indicating the time until the end of the selection presentation is displayed. The time image is not displayed before the display of the operation explanation image, and the time image is displayed simultaneously with or after the display of the operation explanation image. The gaming machine according to means 3-1 or means 3-2, characterized in that it includes such a feature. By doing so, the selection presentation changes from a state where the time image is not displayed to a state where it is displayed, resulting in an effect mode that makes it seem as if the display of the time image promotes the determination of the option.

[0157] · Means 4-1 A display means having a display area, a game explanation performance execution means for executing a game explanation performance of displaying a game explanation image in the display area to explain about the game as a means for constituting a performance during variation from when the decorative symbol starts to vary until it stops in a mode indicating the winning or losing lottery result, and a good opportunity performance execution means for executing a good opportunity performance of suggesting that the probability of the winning or losing lottery result being a win has increased by displaying a good opportunity image in the display area as a means for constituting the performance during variation. The game explanation image includes a specific element common regardless of its type, and the good opportunity image includes the specific element. The gaming machine is characterized by this. According to the above-described gaming machine, a fascinating gameplay is realized in which a so-called chance boost is suggested by a lucky machine image that appears to be a game explanation image at a glance (only players who notice that the lucky machine image is different from the game explanation image can enjoy the suggestive effect of the lucky machine image).

[0158] · Means 4-2 Each of the game explanation images is assigned a unique number, and each of the lucky machine images is assigned a number that does not overlap with the number assigned to the game explanation image, according to the gaming machine described in Means 4-1. By doing so, it becomes easier to give the impression that the game explanation image and the lucky machine image are images of the same type (it becomes easier to make the lucky machine image look like a game explanation image).

[0159] · Means 4-3 The gaming machine according to Means 4-1 or Means 4-2, characterized in that the range in which the game explanation image is displayed in the display area in the game explanation performance is the same as the range in which the lucky machine image is displayed in the display area in the lucky machine performance. By doing so, it becomes easier to make the lucky machine image look like a game explanation image.

[0160] · Means 4-4 The gaming machine according to any one of Means 4-1 to Means 4-3, characterized in that in one of the variable performances, it is set so that neither the game explanation performance nor the lucky machine performance occurs. By doing so, it becomes difficult to notice that the game explanation performance (game explanation image) and the lucky machine performance (lucky machine image) are different performances.

[0161] · Means 5-1 As an effect constituting the effect during variation from when the decorative symbol starts to vary until it stops in a mode showing the winning or losing lottery result, a first stage of variably displaying a plurality of candidate images each including an element suggesting the probability that the winning or losing lottery result is a winning result; a second stage of displaying a covering image covering the plurality of candidate symbols after the first stage; and a third stage of displaying one of the plurality of candidate symbols as a determination image after the second stage, and suggesting the probability that the winning or losing lottery result is a winning result by the determination image. A gaming machine characterized by executing an image effect including these stages. The above image effect is an easy-to-understand one in which, after a varying candidate image is displayed, it is once hidden and when it appears, a determination image suggesting reliability is displayed.

[0162] ·Means 5-2 The gaming machine according to means 5-1, characterized in that a shadow image indicating that a plurality of the candidate images covered by the covering image are variably displayed is displayed in the second stage. By making such a shadow image be displayed, it is possible to clearly show the situation where the candidate image is hidden.

[0163] ·Means 5-3 The gaming machine according to means 5-2, characterized in that when a second shadow image in a mode different from the first shadow image is displayed rather than when the first shadow image is displayed as the shadow image in the second stage, the probability that the determination image displayed in the third stage is advantageous to the player is higher. In this way, the result of the effect (determination image) can be suggested using the shadow image.

[0164] ·Means 5-4 The gaming machine according to any one of means 5-1 to 5-3, characterized in that when a second covering image in a mode different from the first covering image is displayed rather than when the first covering image is displayed as the covering image in the second stage, the probability that the determination image displayed in the third stage is advantageous to the player is higher. In this way, the result of the effect (determination image) can be suggested using the covering image.

[0165] · Means 6-1 It is arranged within a game area into which game balls can enter, has a vertical wall surface along the vertical direction, and an inlet structure body in which an inlet through which the game balls can enter is formed on the vertical wall surface, and a member that guides the game balls toward the inlet in a state of being located at an advancing position that is in front of the original position, and the upper surface of which has a shape inclined toward the inlet. A game machine, characterized by comprising a guiding member. According to the above game machine, it is possible to reduce the space for arranging the structure for guiding the game balls to the inlet.

[0166] · Means 6-2 It is provided with an upstream guiding part located on the upstream side of the guiding member in the game area, and provided so that when the guiding member is located at the advancing position, the game balls coming out from the end reach the guiding member. The upper surface of the guiding member has a shape inclined so as to descend toward one side in the left-right direction, and the upper surface of the upstream guiding part has a shape inclined so as to descend toward the other side in the left-right direction. The game machine according to Means 6-1, characterized in that it has such a shape. By doing so, the structure for guiding the game balls to the inlet is compactly integrated.

[0167] · Means 6-3 It is provided with an opening and closing member that is located at a closed position where the inlet is in a state where the game balls cannot pass through when the guiding member is located at the original position, and is located at an open position where the inlet is in a state where the game balls can pass through when the guiding member is located at the advancing position. The game machine according to Means 6-1 or Means 6-2, characterized in that it has such a member. By doing so, it is possible to prevent the game balls from passing through the inlet when the guiding member is located at the original position (when the game balls should not be guided to the inlet).

Explanation of Signs

[0168] 1 Game machine 10 Reserved symbols 20 Operating means (21 Push button 22 Cross key) 201 Performance Image 25 Operation Image 26 Meter Image 28 Post-performance Image (281 First Post-performance Image, 282 Second Post-performance Image) 30 Option Image 32 Instruction Image 34 Operation Explanation Image 36 Time Image C Cursor 51 Game Explanation Image 52 Lucky Machine Image 50c Specific Element 60 Candidate Image 61 Shadow Image (611 First Shadow Image, 612 Second Shadow Image) 62 Cover Image (621 First Cover Image, 622 Second Cover Image) 64 Decision Image 60 Entrance Structure 61 Vertical Wall Surface 62 Entrance 65 Upstream Induction Part 71 Induction Member 72 Opening and Closing Member 91 Display Device 911 Display Area

Claims

Claim 1 A gaming machine comprising a gaming ball guiding structure for guiding a gaming ball toward an entrance through which the gaming ball can pass, wherein the entrance is formed along a wall surface extending in the vertical direction, and the gaming ball guiding structure is a member capable of reciprocating between an original position and an advanced position, and in a state of being located at the advanced position, a guiding member for guiding a gaming ball toward the entrance, and an upstream guiding portion for guiding a gaming ball toward the guiding member, and has wherein the upstream guiding member has a shape descending toward one side in the width direction, and the guiding member has a shape descending toward the other side in the width direction characterizing the gaming machine. Claim 2 The gaming machine according to claim 1, further comprising an opening / closing member that is located at a closed position where a gaming ball cannot pass through the entrance when the guiding member is located at the original position, and is located at an open position where a gaming ball can pass through the entrance when the guiding member is located at the advanced position.

Citation Information

Patent Citations

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    JP2017192646A

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  • JP2021‐023640A