Game machine
The gaming machine enhances player engagement by executing a composite effect with increasing privilege probabilities through repeated occurrence of specific events, using hold symbol changes and suggestion images, addressing the lack of interesting composite effects in existing machines.
Patent Information
- Application Number
- JP2025066684
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-15
- Publication Date
- 2025-07-03
- Estimated Expiration
- 2041-07-30
AI Technical Summary
Existing gaming machines lack the ability to execute an interesting composite effect that enhances player engagement through higher reliability of privilege chances based on specific candidate events.
A gaming machine that executes a composite effect comprising multiple unit effects, where the probability of a privilege increases with the occurrence of the same type of candidate event across all unit effects, utilizing hold symbol mode changes, chance combinations, and suggestion images to enhance player engagement.
The gaming machine provides an engaging and unpredictable gaming experience by increasing the reliability of privileges when the same candidate event occurs repeatedly, maintaining player interest and anticipation.
Smart Images

Figure 2025100732000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] An effect in which a plurality of unit effects are executed multiple times (hereinafter referred to as a composite effect) 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 composite effect.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine in which a composite effect including a plurality of unit effects in which any one of a plurality of types of candidate events occurs is executed, and the higher the reliability that a privilege is given to the player as the same type of the candidate event occurs in the composite effect, the higher the probability. A gaming machine characterized by this.
Effects of the Invention
[0006] The gaming machine according to the present invention can execute an interesting composite effect.
Brief Description of the Drawings
[0007]
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Embodiments 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 guide rails 903 that form a passage for guiding a game ball launched by operating a launching device 908 (launching handle) into a game area 902 are provided in a substantially arc shape.
[0010] In the gaming area 902, a display device 91, a start area 904, a big winning area 906, payout openings, etc. are provided. The display area 911 of the display device 91 is a portion visible through the opening 901 formed in the game board 90. Also, in the gaming area 902, a plurality of game pins are provided as obstacles that change the flow state of the game balls when the flowing game balls collide with them. The game balls flowing through the gaming area 902 change into various states according to the conditions when they collide with the game pins.
[0011] In such a gaming machine 1, by operating the launching device 908, game balls are launched toward the gaming area 902. When the game balls flowing through the gaming 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 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 tray and upper tray for storing game balls, etc., will not be described. For these, those having the same structure as known gaming machines can be applied.
[0013] The jackpot lottery is executed by the winning or losing lottery means provided on a control board (not shown) when a game ball wins in the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "special figure 1") and a second start area 904b (the start area of the so-called "special figure 2") are provided. When a game ball wins in the start area 904, a numerical value (winning or losing lottery information) is obtained from a random number source, and if the numerical value is the same as a predetermined jackpot numerical value, it is a jackpot, and if it is different, it is a miss. When it is a jackpot, a jackpot game in which the big winning area 906 is opened is executed (a "privilege" is given to the player). Since the jackpot game itself is well-known, the description thereof will be omitted.
[0014] In this embodiment, the notification of the winning or losing lottery result will start (so-called fluctuation will start) in the order in which the numerical values are acquired. However, if there is winning or losing lottery information for which the notification of the winning or losing lottery result has not been completed yet, the newly acquired winning or losing lottery information will be stored in the storage means provided on the control board that is not shown as hold information (strictly speaking, hold information before fluctuation described later).
[0015] In this embodiment, as the hold symbol 10, the performance during fluctuation for notifying the winning or losing lottery result (the performance from the start of the fluctuation of the decorative symbol 80 (decorative symbol group 80g) to the complete stop in the combination indicating the winning or losing lottery result, that is, the performance during one fluctuation. Hereinafter, it may be simply referred to as "fluctuation") has started, but the winning or losing lottery information for which the notification of the winning or losing lottery result has not been completed yet (hereinafter, may also be referred to as hold information during fluctuation) corresponds to the hold symbol 11 during fluctuation (a symbol indicating the existence of so-called "the hold during this fluctuation"), and the hold symbol 12 before fluctuation corresponding to the winning or losing lottery information for which the performance during fluctuation for notifying the winning or losing lottery result has not started yet (hereinafter, may also be referred to as hold information before fluctuation) is displayed (see FIG. 2). In this embodiment, the hold symbol 11 during fluctuation is displayed larger than the hold symbol 12 before fluctuation, but their basic forms are the same. The basic forms of the hold symbol 11 during fluctuation and the hold symbol 12 before fluctuation may be completely different. Also, a configuration may be adopted in which the hold symbol 11 during fluctuation is not displayed. Note that the order in which the notification of the winning or losing lottery result corresponding to the hold symbol 12 before fluctuation is completed (so-called hold "digestion order") is earlier for those located on the right.
[0016] The maximum number of pieces of pre-variation retained information that can be stored is limited. In the present 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-variation 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 the 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 the 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, a pre-variation retained symbol 12 corresponding to any of the first pre-variation retained information and the second pre-variation retained information stored in the storage means may be displayed (up to eight pre-variation retained symbols 12 are displayed).
[0017] In the present embodiment, similar to a known gaming machine, the winning / losing lottery result is notified to the player by the combination of the decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. When winning a big hit, 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 (other than the combination for a big hit). The decorative symbol 80 may be a combination of numbers and characters, etc.
[0018] Note that 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.
[0019] In the present 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 advantageous to the player as compared with 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 set to about 1 / 320), and is a low-base state (low probability and no time shortening) 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 set to about 1 / 80), and is a high-base state (high probability and time shortening 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 the present 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 the present 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 entry of a game ball into the normal start area 905, the game ball easily wins in the second start area 904b.
[0020] 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 have been a miss for a predetermined number of consecutive times (for example, 100 times). When the special game state ends, the normal game state is entered. If a jackpot is won before the results have been a miss 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 have been a miss for a predetermined number of consecutive times after entering the special game state is the condition for a consecutive 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. Further, it may be a V probability variable machine. Also, it may be a gaming machine (a type of mixed machine of type 1 and type 2) 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 normal game state and the special game state described above, 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 reduction available) in which a game ball easily wins in the start area 904 may be set.
[0021] 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 may be adopted in which only some of the effects and the like described below can be executed. Also, the effects and the like described below may 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. Further, the various effects described below can occur as components of the variable effect, but may also occur while the variable effect is not being executed, such as during a jackpot game. For example, it may occur as an indication that the probability of the game state after the jackpot game ends shifting to a special game state that is more advantageous to the player than the normal game state (regarding the shift to the special game state as a "privilege").
[0022] 2-1) Composite effect The gaming machine 1 according to this embodiment is capable of executing a composite effect (see FIG. 4) as an effect constituting an effect during variation. In this embodiment, from the start to the end of the composite effect, it is completed with one effect during variation. The composite effect includes a plurality of unit effects. The composite effect in this embodiment includes three unit effects. The unit effect is one in which any one of a plurality of types of candidate events occurs.
[0023] The candidate event is an event that suggests that the occurrence is an advantageous situation for the player. Specifically, it is an event that suggests to the player that the probability of winning the win / loss lottery result (target win / loss lottery result) corresponding to the effect during variation being a big win (hereinafter, may also be referred to as the (big win) reliability) has increased. The number of types of candidate events is equal to or more than the number of unit effects included in the composite effect. In this embodiment, in one unit effect, any one of three candidate events (first candidate event to third candidate event) occurs. The example shown in FIG. 4 is an example in which the first candidate event occurs in the first unit effect, the second candidate event occurs in the second unit effect, and the third candidate event occurs in the third unit effect.
[0024] The first candidate event is a hold change (hold change effect) in which the mode of the hold symbol 10 changes in a direction where the jackpot reliability increases. In the present embodiment, the mode of the hold symbol 10 corresponding to the target win / loss lottery result, that is, the mode of the fluctuating hold symbol 11 changes (see FIGS. 4(b) and 4(c)). As the mode of the hold symbol 10 (see FIG. 5(a)), a normal mode 10n and a plurality of special modes 10s are set. The normal mode 10n is the basic mode (normal state) of the hold symbol 10. That is, the hold symbol 10 is most likely to be in the normal mode 10n. The special mode 10s is a mode in which the jackpot reliability of the corresponding win / loss lottery result is higher than that of the normal mode 10n. That is, it is so-called "chance-up hold". In the present embodiment, four types of first to fourth special modes 101s to 104s are set as the special mode 10s. Specifically, four types are set: a first special mode 101s presenting blue, a second special mode 102s presenting green, a third special mode 103s presenting red, and a fourth special mode 104s presenting rainbow (in the drawings, "color" is represented by characters). The jackpot reliability increases in this order (the fourth special mode 104s is the highest). Further, the fourth special mode 104s is a mode in which it is determined that the win / loss lottery result corresponding to the hold symbol 10 becomes a jackpot.
[0025] The second candidate event is one in which a so-called "chance combination" is constructed by three decorative symbols 80 displayed in the display area 911 (chance combination effect) (see FIGS. 4(d) and 4(e)). The chance combination is one in which the combination formed by the three decorative symbols 80 satisfies a predetermined rule (excluding the combination that announces a big win (three of the same decorative symbol 80)). The first chance combination is one in which all three decorative symbols 80 are even numbers. The second chance combination is one in which all three decorative symbols 80 are either "1" or "5". The third chance combination is one in which all three decorative symbols 80 are either "3" or "7". The big win reliability increases in the order of the first chance combination, the second chance combination, and the third chance combination (the third chance combination is the highest) (see FIG. 5(b)). In this embodiment, since the chance combination is constructed during the middle of the variable effect, the variation of the three decorative symbols 80 (decorative symbol group 80g) has not completely stopped and is in a pseudo-stopped state (a state that appears to the player to have stopped, for example, a state where it is slightly swaying).
[0026] The third candidate event is one in which a suggestion image 20 is displayed in the display area 911 (suggestion image effect) (see FIGS. 4(f) and 4(g)). In this embodiment, any one of the three first suggestion image 21 to third suggestion image 23 is displayed. The first suggestion image 21 is an image including the characters "good opportunity", the second suggestion image 22 is an image including the characters "intense heat", and the third suggestion image 23 is an image including the characters "confirmed". The big win reliability increases in the order of the first suggestion image 21, the second suggestion image 22, and the third suggestion image 23 (see FIG. 5(c)). When the third suggestion image 23 is displayed, it is confirmed that the target win / loss lottery result is a big win.
[0027] Note that these holdover change effects, chance symbol effects, and suggestive image effects can occur not only as unit effects (candidate events) that make up a composite effect, but also otherwise (when the composite effect is not being executed). That is, the holdover symbol 10 may become the special mode 10s even without the occurrence of a unit effect, the chance symbol may be constructed even without the occurrence of a unit effect, and the suggestive image 20 may be displayed even without the occurrence of a unit effect.
[0028] The composite effect occurs when three unit effects occur in sequence. In each unit effect, any one of the above first to third candidate events occurs (see Fig. 4). Based on the target pass / fail lottery result, it is determined which candidate event will occur in each unit effect. The occurrence pattern of candidate events in the composite effect is as shown in Fig. 6.
[0029] The occurrence patterns are roughly classified into three types. Pattern A is a pattern in which different types of candidate events occur in all unit performances (three times). Pattern B is a pattern in which the same type of candidate event occurs twice and a different type of candidate event from the two occurrences occurs once among the three unit performances. Pattern C is a pattern in which the same type of candidate event occurs in all unit performances. Since the number of types of candidate events is equal to or greater than the number of unit performances included in the composite performance (in this embodiment, "the number of types of candidate events = the number of unit performances"), Pattern A in which different candidate events occur in all unit performances can occur. Pattern B is divided into Pattern B-1 in which the first candidate event occurs twice, Pattern B-2 in which the second candidate event occurs twice, and Pattern B-3 in which the third candidate event occurs twice. Pattern B-1 is divided into Pattern B-1-2 in which the first candidate event occurs twice and the second candidate event occurs once, and Pattern B-1-3 in which the first candidate event occurs twice and the third candidate event occurs once. Pattern B-2 is divided into Pattern B-2-1 in which the second candidate event occurs twice and the first candidate event occurs once, and Pattern B-2-3 in which the second candidate event occurs twice and the third candidate event occurs once. Pattern B-3 is divided into Pattern B-3-1 in which the third candidate event occurs twice and the first candidate event occurs once, and Pattern B-3-2 in which the third candidate event occurs twice and the second candidate event occurs once. Pattern C is divided into Pattern C-1 in which the first candidate event occurs three times, Pattern C-2 in which the second candidate event occurs three times, and Pattern C-3 in which the third candidate event occurs three times. After the pattern that occurs is determined based on the target pass / fail lottery result, the order in which the candidate events occur is randomly determined. That is, in this embodiment, the order in which the candidate events occur does not affect the reliability.
[0030] As can be seen from FIG. 6, the total jackpot reliability of each pattern increases in the order of pattern A, pattern B (all patterns included in pattern B), and pattern C (all patterns included in pattern C). That is, the reliability is higher when the same type of candidate event occurs in two of the three unit performances (pattern B) than when all different candidate events occur in three unit performances (pattern A). Also, the reliability is higher when the same type of candidate event occurs in all three unit performances (pattern C) than when the same type of candidate event occurs in two of the three unit performances (pattern B). In summary, the more times the same type of candidate event occurs in three unit performances, the higher the reliability.
[0031] In this embodiment, when the same type of candidate event occurs two or more times in one composite performance, there will always be a "step-up" in reliability.
[0032] When the first candidate event occurs two or more times in one composite performance, the jackpot reliability of the state of the hold symbol 10 (the fluctuating hold symbol 11) shown as a result of the occurrence of the previous first candidate event is lower than that of the state of the hold symbol 10 as a result of the occurrence of the subsequent first candidate event. That is, when the first candidate event occurs two or more times, it is assumed that "hold changes" occur in two or more stages. Note that when it is determined that the hold symbol 10 of the fourth special state 104s (jackpot determination) will finally be displayed in a certain composite performance, the hold symbol 10 reaches the fourth special state 104s in the last-occurring first candidate event (the last hold change).
[0033] When the second candidate event occurs two or more times in a single combined effect, the winning probability of the chance number indicated as the result of the later second candidate event is higher than that of the chance number indicated as the result of the previous second candidate event. In this embodiment, the first second candidate event occurring in a certain combined effect is assumed to display the first chance number. Therefore, when the second candidate event occurs twice in a single combined effect (in the case of pattern B-2), the second chance number is finally displayed (at the second second candidate event). When the second candidate event occurs three times in a single combined effect (in the case of pattern C-2), the third chance number is finally displayed (at the third second candidate event).
[0034] When the third candidate event occurs two or more times in a single combined effect, the winning probability of the suggestion image 20 indicated as the result of the later third candidate event is higher than that of the suggestion image 20 indicated as the result of the previous third candidate event. In this embodiment, the first third candidate event occurring in a certain combined effect is assumed to display the first suggestion image 21. Therefore, when the third candidate event occurs twice in a single combined effect (in the case of pattern B-3), the second suggestion image 22 is finally displayed (at the second third candidate event). When the third candidate event occurs three times in a single combined effect (in the case of pattern C-3), the third suggestion image 23 is finally displayed (at the third third candidate event). As described above, since the third suggestion image 23 is a winning-confirmed image, it can be said that pattern C-3 is a pattern with a confirmed win (100% reliability) (a pattern that occurs only when the target win / loss lottery result is a win) (see Fig. 6).
[0035] Thus, the combined effect in this embodiment is an interesting effect form in which the player hopes that the same type of event occurs in each unit effect.
[0036] Hereinafter, specific examples in which the matters related to the above-described composite presentation are improved, specified, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.
[0037] 〇Specific Example 1-1 The specific form of the unit presentation is as follows. The unit presentation (any of the first to third times) includes a first half part and a subsequent second half part (see FIG. 7). In the first half part, one of a plurality of types of candidate events (the first to third candidate events according to the above-described embodiment) is shown by the first half image 31. For example, if the first half part shows the first candidate event, an image (first first half image 311) including the characters "Pending Change" (see FIG. 7(a-1)) is used. If it shows the second candidate event, an image (second first half image 312) including the characters "Chance Point" (see FIG. 7(a-2)) is used. If it shows the third candidate event, an image (third first half image 313) including the characters "Reliability" (see FIG. 7(a-3)) is displayed in the display area 911. By adopting such a form for the first half part, the player will feel that the event indicated by the above image (characters) may occur in the future.
[0038] In the second half part, it is shown that the candidate event of the type shown in the first half part actually occurs. Regardless of the type of candidate event shown in the first half part, an image (second half image 32) including the characters "Occurrence" is displayed in the display area 911 in the second half part (see FIG. 7(b)). After the end of the second half part, the candidate event (any of the events shown in the first half part (Pending Change presentation, Chance Point presentation, Suggestive Image presentation)) actually occurs. Here, in the second half part, there is no form that shows that the candidate event shown in the first half part does not occur. That is, it is a form of unit presentation in which it is clearly shown that the candidate event shown in the first half part actually occurs in the second half part.
[0039] A player who comes into contact with the first half expects that the event indicated by the first half image 31 will occur in the future. However, in the first half, there is no display that clearly indicates that the event will definitely occur, so the player cannot be certain that the event will occur. In this example, since there is no second half that negates the occurrence of the event shown in the first half, it is possible to adopt a production form that does not betray the player's expectations.
[0040] 〇Specific Example 1-2 (An example that further specifies Specific Example 1-1) The first half is presented in an effect mode as if it were a "question" and the second half were an "answer" to it. It may also be in an effect form in which a first character that poses the "question" and a second character that gives the "answer" appear. The first first-half image 311 is in a form such as "Is it a pending change?" (see Fig. 8(a-1)), the second first-half image 312 is in a form such as "Is it a chance roll?" (see Fig. 8(a-2)), and the third first-half image 313 is in a form such as "Is it an expectancy display?" (see Fig. 8(a-3)) to indicate that it is a "question".
[0041] Since the second half indicates that the candidate event shown in the first half occurs, the second half image 32 is presented in a form that indicates an affirmative "answer". For example, by adopting a form such as "Yes" or "YES" (see Fig. 8(b)), it is shown that the event shown in the first half actually occurs.
[0042] It is normal to consider that the "answer" to the "question" can be not only affirmative but also negative. Therefore, a player who comes into contact with the first half cannot be certain that the event shown in the first half will occur. In this example, by ensuring that the "answer" is always affirmative, it is made into an effect form in which the candidate event shown in the first half will definitely occur.
[0043] 〇Specific Example 1-3 (An example that further specifies Specific Examples 1-1 and 1-2) A candidate event is shown in the first half, and it will be shown that it occurs in the second half (it will not be in a form that shows that the candidate event shown in the first half does not occur). It is to be suggested to the player at the time of the first half. For example, in the case of a production form where the first half is "question" and the second half is "answer" as in Specific Example 1-2, an image (pre-image 35) such as "Answer all with 'yes'" is displayed in the display area 911 from the stage of the first half (see Fig. 9(a)). That is, it is to be suggested from the stage of the first half that the "answer" in the second half will always be affirmative. Note that the pre-image 35 is displayed from a stage where it is not known which candidate event is shown in the first half (a stage before the pre-image 31 is displayed (see Fig. 9(b))) (see Fig. 9(a)).
[0044] By doing so, the player can grasp that the event shown in the first half will occur in the future before reaching the second half, so it becomes a production form in which the player pays attention to what kind of event (any of a plurality of candidate events) is shown in the first half. Even in the case of a configuration consisting of "question" and "answer" as in Specific Example 1-2, it becomes a novel production form in which the player pays attention to the "question" rather than the "answer" (ordinarily the "answer" is more important, but the "question" before that is more important).
[0045] Note that the content described in Specific Examples 1-1 to 1-3 is also applicable to productions in a mode different from composite productions (a plurality of unit productions as sub-productions). It may be configured such that a series of productions in which some event is shown in the first half, the occurrence of the event is shown in the second half, and then the event actually occurs occurs once (a mode in which the production corresponding to the unit production occurs only once).
[0046] 〇Specific Example 1-4 Although it has been described that the composite effect in the above embodiment includes three unit effects, the number thereof can be appropriately changed as long as it is two or more. In addition, if a pattern in which different types of candidate events occur in all unit effects is to be possible, the number of types of candidate events shall be equal to or greater than the number of unit effects included in the composite effect.
[0047] Further, the number of unit effects included in the composite effect may be variable each time the composite effect occurs (for example, it may be any of X times to Y times (2 ≤ X < Y)). In addition, if a pattern in which different types of candidate events occur in all unit effects is to be possible, the number of types of candidate events shall be Y or more as described above.
[0048] 〇Specific Examples 1-5 Although it has been described that the composite effect in the above embodiment is an effect form in which the jackpot reliability increases as the number of occurrences of the same type of candidate event increases, it may be an effect form in which whether or not the same candidate event occurs in all unit effects is the key point. For example, if the same candidate event occurs in all unit effects, the target pass / fail lottery result is determined to be a jackpot, and otherwise the target pass / fail lottery result is a miss (even if the same candidate event occurs twice out of the three unit effects, it is a miss).
[0049] 〇Specific Examples 1-6 The combined effect in the above embodiment has been described as being executed in a single in-variation effect (the period from the start to the end of the combined effect is within one variation), but it may also be executed across multiple in-variation effects. For example, assume that in three consecutive in-variation effects, the first unit effect is executed in the first in-variation effect, the second unit effect is executed in the second in-variation effect, and the third unit effect is executed in the third in-variation effect. That is, the combined effect is executed across the number of variations corresponding to the number of unit effects included in the combined effect. Note that the target (target variation) of the reliability suggestion by the combined effect is the pass / fail lottery result corresponding to the third in-variation effect (the variation in which the last unit effect occurs). When setting the above-described reserved change effect as one of the candidate events, the state of the reserved symbol 10 that is the target of the reliability suggestion is changed.
[0050] By doing so, the combined effect will also function as a so-called preview effect. That is, since the unit effects other than the last unit effect occur in a variation prior to the target variation, the unit effects other than the last unit effect exhibit the "preview" function. Note that the last unit effect is the effect that constitutes the variation targeted by the "preview".
[0051] 2-2) Numerical increase effect The gaming machine 1 according to this embodiment is capable of executing a numerical value increase effect as an effect constituting the variable effect. The numerical value increase effect in this embodiment is a type of reach effect (an effect that may occur when a reach is established) (including the post-effect described later). The numerical value increase effect (see FIG. 10) is an effect in which the effect numerical value N is displayed in the display area 911. The effect numerical value N includes numbers (natural numbers) that increase (rise) as the actual time elapses. In this embodiment, the increase of the effect numerical value N starts from "0" (initial value = 0) (see FIGS. 10(a) and 10(b)), and the increase of the effect numerical value N stops when a predetermined stop condition is satisfied (see FIG. 10(c)). The value when the increase stops is taken as the final value. The final value suggests the jackpot reliability (the probability of being given a privilege) of the target win / loss lottery result (the win / loss lottery result corresponding to the variable effect including the numerical value increase effect). In this embodiment, the final value represents the probability of hitting the jackpot itself. For example, when the final value becomes "70", the probability of hitting the jackpot is 70%. The final value is determined in advance by a lottery based on the target win / loss lottery result. The lottery is configured such that the final value represents the probability itself (however, values less than the minimum unit of the effect numerical value N are rounded off (in this embodiment, since the effect numerical value N changes in increments of "1", the minimum unit is "1", and values after the decimal point are rounded off). For example, if the exact probability is "70.3%", it is regarded as "70%"). For example, in the case where the final value becomes "70", assuming that it occurs 100 times, it is a lottery pattern where it hits the jackpot 70 times and misses 30 times. The maximum value of the final value is "100". In this case, the jackpot of the target win / loss lottery result is determined.
[0052] In this embodiment, all numerical values of 30 or more can occur as the final value. That is, the number of patterns that can occur as the final value is 71 types from "30" to "100". However, the pattern that can occur as the final value may be set at predetermined intervals, such as "30", "40", "50",... "100". Also, a part of the final value may be set such that it does not indicate the jackpot probability itself. For example, it may be set that a jackpot is determined when the final value becomes "77". That is, although the final value basically indicates the jackpot probability itself, it may be configured such that special values are set as a so-called "premium" effect.
[0053] The numerical value increase effect has a constant acceleration rate of increase of the effect numerical value N from the start to the end of the increase of the effect numerical value N. In this embodiment, the effect numerical value N increases by "1" per 0.1 second. That is, the acceleration rate of increase of the effect numerical value N is 10 / second. Therefore, if the time from the start point of increase where the increase of the effect numerical value N starts to the end point of increase where the increase stops is the same, the above final value is the same. For example, when the final value becomes "70" (in the case of the example in FIG. 10), the time from the start point of increase to the end point of increase is 7 seconds, and no other patterns occur. As described above, since the maximum value of the final value is "100", the maximum time from the start point of increase to the end point of increase is 10 seconds. Therefore, the numerical value increase effect becomes an effect form that the player wishes for the effect numerical value N to continue as long as possible without the increase being stopped.
[0054] After such a numerical increase effect, a post-effect (see FIG. 11) is executed. The post-effect is an effect that constitutes the same in-play effect as the numerical increase effect (one in-play effect includes the numerical increase effect and the post-effect), and is an effect that determines whether the target win / loss lottery result is a big win. After a branch point in the middle of the post-effect, if the target win / loss lottery result is a big win, it reaches a favorable ending (see FIG. 11(b-1)), and if it is a loss, it reaches an unfavorable ending (see FIG. 11(b-2)) (the favorable ending includes a so-called reversal pattern in which it appears to have reached an unfavorable ending once and then is overridden). That is, the probability indicated by the above final value is the probability that the post-effect reaches a favorable ending. In this embodiment, the post-effect is promoted by an operation (single-shot operation) of the operation means 70 (such as a push button; see FIG. 1) within the operation valid period (see FIG. 11(a)), and reaches a favorable ending (see FIG. 11(b-1)) or an unfavorable ending (see FIG. 11(b-2)) on this occasion. The operation valid period starts simultaneously with the start of the post-effect. If the operation means 70 is not operated within the operation valid period, it reaches a favorable ending or an unfavorable ending at the end of the operation valid period. The player will operate the operation means 70 while looking at the "probability" (reaching a favorable ending) indicated by the final value and wishing to reach a favorable ending.
[0055] The time required from the increase start point at which the increase of the effect value N starts in the numerical increase effect until the post-effect starts is constant regardless of the final value (see FIG. 12). In this embodiment, since the post-effect start point is also the start point of the operation valid period, it means that the time from the increase start point to the start point of the operation valid period is constant. Since the post-effect reaches an ending at the latest until the operation valid period ends, it can be said that the maximum time from the increase start point until the ending is determined is also constant.
[0056] As described above, since the acceleration rate of the production value N in the numerical value increase effect is constant, the time from the start of the increase to the end of the increase becomes longer as the final value becomes larger, and the maximum of this time is 10 seconds. As described above, in this embodiment, since the final value is either "30" or "100", the time from the start of the increase to the end of the increase varies between 3 and 10 seconds (is indefinite) (see Fig. 12).
[0057] On the other hand, in this embodiment, regardless of the final value, the time from the start of the increase to the start of the post-production effect is set to 11 seconds. The period from the end of the increase to the start of the post-production effect is a scale absorption period whose length changes according to the final value (see Fig. 12). For example, when the final value is "100", it takes 10 seconds from the start of the increase to the end of the increase, so the length of the scale absorption period is 1 second. Also, for example, when the final value is "50", it takes 5 seconds from the start of the increase to the end of the increase, so the length of the scale absorption period is 6 seconds. In this way, as the final value becomes larger, the time from the start of the increase to the end of the increase becomes longer, so the scale absorption period becomes shorter, so that regardless of what value the final value is, the length from the start of the increase to the start of the post-production effect is made constant.
[0058] In this way, in the numerical value increase effect in this embodiment, regardless of what the final value is, the acceleration rate of the production value N is constant, that is, if the actual time required from the start of the increase of the production value N to the stop is the same, the final value is set to be the same. Therefore, the magnitude of the final value cannot be predicted from the acceleration rate. In general, for an effect in which such a numerical value increases, the acceleration rate is set to increase (tend to increase) as the final value becomes larger. In this case, the final value can be predicted to some extent from the acceleration rate (the result can be predicted from the change pattern of the numerical value). However, in this embodiment, since the acceleration rate is constant regardless of the final value, it becomes an interesting effect form in which the final value cannot be predicted at all while the production value N is increasing.
[0059] In addition, in the present embodiment, regardless of the final value, the length from the start point of increase to the start point of post-production is made constant. In other words, no matter what value the final value is, the time to be secured for executing the numerical increase production among the time required for one in-production production (so-called variation time) does not change (it does not change in 11 seconds in the present embodiment). Therefore, there is an advantage that the control (lottery) for determining the specific mode (so-called variation pattern) of the in-production production including the numerical increase production becomes easy.
[0060] Hereinafter, specific examples in which matters related to the above numerical increase production 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 be used.
[0061] 〇Specific Example 2-1 Regarding the numerical increase production in the above embodiment, it was explained that the acceleration of increase of the production numerical value N from the start point of increase to the stop point of increase is constant, but the production numerical value N may change halfway. For example, a configuration in which the acceleration of increase increases as the value of the lower digit of the production numerical value N increases, that is, the acceleration of increase gradually increases from "0" to "9", the acceleration of increase decreases again at "10", and gradually increases from "10" to "19" ··· It may be such that a change over time in the acceleration of increase occurs (see FIG. 13). In other words, although the acceleration of increase changes over time, the acceleration of increase at a certain point in time (instant) may be determined by the production numerical value N at that point in time (the acceleration of increase at the instant when the production numerical value N is "a certain value" is the same every time).
[0062] Even in such a case, if the actual time from the start of the increase of the production numerical value N to the stop of the increase is the same, the final value will be the same, so the final value cannot be predicted depending on the increase mode of the production numerical value N, resulting in an in-production form.
[0063] 〇Specific Example 2-2 In the numerical value increase effect in the above-described embodiment, it has been explained that the final value shown represents the probability itself that the target win / loss lottery result is a big win. However, it may be configured not to represent the probability itself. However, (when setting a value that determines a big win, such as "77", except for cases where such a value is obtained), it is assumed that the relationship is maintained such that the higher the final value, the higher the probability that the target win / loss lottery result is a big win compared to when the value is lower. For example, the big win probability when the final value is "70" is not 70%, and the big win probability when the final value is "60" is not 60%, but the relationship is such that the big win probability when the final value is "70" is higher than the big win probability when the final value is "60".
[0064] 〇Specific Example 2-3 In the numerical value increase effect in the above-described embodiment, it has been explained that the effect numerical value N increases by "1" each time (the minimum unit is "1"). However, the increase unit can be changed as appropriate. It may be configured to increase by "10" each time, or it may be configured to increase by "0.1" each time.
[0065] 〇Specific Example 2-4 An effect form in which the effect numerical value N decreases may also be used. That is, an initial value of the effect numerical value N (for example, "100") is set, and the numerical value decreases over time from the initial value. If the actual time required from the start of the decrease (decrease from the initial value) of the effect numerical value N until the decrease stops is the same, the configuration is such that the final value is the same. For example, the decrease rate of the effect numerical value N is constant from the start to the stop of the decrease of the effect numerical value N.
[0066] As in the above embodiment, if the larger the final value, the higher the probability that the target winning / losing lottery result will be a jackpot, then this will be a presentation format in which the player hopes that the decrease in the performance value N will stop sooner (the opposite of the above embodiment in which the player hopes that the "stop" timing will be delayed). Also, in contrast to the above embodiment, if the smaller the final value, the higher the probability that the target winning / losing lottery result will be a jackpot, then this will be a presentation format in which the player hopes that the decrease in the performance value N will continue as long as possible (the same as the above embodiment in which the player hopes that the "stop" timing will be delayed).
[0067] 〇Specific example 2-5 In the above embodiment, the post-performance executed after the numerical value increase performance is explained as a performance in which the outcome is revealed by the operation of the operating means 70 (the result of the target winning / losing lottery is revealed by reaching a favorable or unfavorable outcome), but the configuration does not have to be such that the outcome is revealed due to the player's actions. In other words, the configuration may be such that the outcome is automatically revealed (the outcome is revealed) after a certain time has elapsed since the start of the post-performance. As described above, regardless of the final value, the length from the start of the increase to the start of the post-performance is constant, so in the case of this example, the length from the start of the increase to the point at which the post-performance transitions to the outcome (the branching point at which the transition to the outcome according to the target winning / losing lottery result) is constant. In other words, the performance form is such that the length from the start of the numerical value increase to the point at which the outcome is revealed is constant regardless of the final value. For example, as in the above embodiment, if the time from when the numerical increase begins to when the post-performance begins is a constant 11 seconds, and the time from when the post-performance begins to when the ending is revealed is a constant 5 seconds, then the length from when the numerical increase begins to when the ending is revealed will be a constant 16 seconds (see Figure 14).
[0068] 〇Specific example 2-6 In a numerical value increase effect, while the effect numerical value N is increasing, an effect image 40, which is an image different from the effect numerical value N, is to be displayed in the display area 911 (see Fig. 15). The effect image 40 is displaced over time while the effect numerical value N is increasing (see Fig. 15(b)). When the effect image 40 is displayed at a predetermined position (stops at a predetermined position), the increase of the effect numerical value N stops and the final value is shown (see Fig. 15(c)). That is, since the effect numerical value N continues to increase until the effect image 40 stops at the predetermined position, it becomes an effect form in which the player hopes that the effect image 40 is not located at the predetermined position.
[0069] Such an effect image 40 can be made to match the motif of the effect. For example, let the numerical value increase effect be an effect showing a situation where an enemy character is displayed and aiming is being done to attack the enemy character (see Fig. 15). In such a situation, something representing a "scope" is to be displayed as the effect image 40. It becomes an effect form where it seems that the state of "the aim is correct" when the "scope" is located at a predetermined position (for example, a position surrounding the face of the enemy character) (see Fig. 15(c)). That is, it becomes an effect form in which the effect numerical value N continues to increase until the state of "the aim is correct" is achieved.
[0070] If such a numerical value increase effect is used, it is preferable that the post - effect also be in a corresponding manner. For example, let there be a post - effect of whether or not the enemy character that appeared in the numerical value increase effect can be defeated (win) (see Fig. 16). That is, it is set such that defeating the enemy character (winning) is a favorable ending (see Fig. 16(b - 1)) and not being able to defeat it is an unfavorable ending (see Fig. 16(b - 2)). By doing so, the numerical value increase effect and the post - effect can be smoothly shown as a series of effects.
[0071] Note that the stop of the increase in the performance value N when the performance image 40 is located at a predetermined position is just one example, and other examples are also possible. That is, the increase in the performance value N may be stopped when not only the "position" but also the elements constituting the performance image 40, such as the shape, color, etc. of the performance image 40, satisfy a predetermined condition.
[0072] Specific Example 2-7 (An example that further embodies Specific Example 2-6) When the presentation position is not at a predetermined position (i.e., when the increase in presentation value N has not stopped), it is preferable to display a mark M (see FIG. 17(a) and shown by a dotted line in the drawing) indicating the predetermined position (the "target" of presentation image 40 is displayed). When presentation image 40 and mark M do not match, presentation value N continues to increase, and the increase in presentation value N stops when presentation image 40 and mark M match (the relative positional relationship between presentation image 40 and mark M becomes a predetermined relationship). By doing this, the player can sense, even while presentation value N is increasing, that the increase in presentation value N will stop when presentation image 40 and mark M match.
[0073] 2-3) Specific production The gaming machine 1 according to this embodiment can execute a specific effect (see FIGS. 18 to 21) as an effect constituting a variable effect. In the specific effect, the basic effect occurs multiple times (see FIG. 18). In the specific effect, the number of occurrences of the basic effect (hereinafter referred to as N (times)) is suggested before the first basic effect is executed (before the result of the first basic effect is known). In this embodiment, by displaying the number image 50 in the display area 911, the number of occurrences is suggested in advance (see FIG. 19(a)). Therefore, the player can grasp that the Nth basic effect after the start of the specific effect is the last basic effect. Note that the number of occurrences N suggested here is the maximum number of occurrences of the basic effect in the specific effect (the number of basic effects occurring in the case of a failure ending or a normal success pattern described later). In the case of a special success pattern described later, the number of occurrences of the basic effect is less than the number of occurrences N indicated by the number image 50. Also, in this embodiment, the value of the number of occurrences N indicated by the number image 50 can change each time (each time the specific effect occurs). However, it may be set that the value of N is constant.
[0074] The result of the basic effect leads to a "specific result" (see FIGS. 19(b-1)(c-1)) or a "non-specific result" (see FIGS. 19(b-2)(c-2)). Obtaining a specific result is considered an advantageous result for the player, and not obtaining a specific result and obtaining a non-specific result is considered a disadvantageous result for the player. During the execution of the specific effect, a remaining number image 51 indicating the number of remaining basic effects that can be executed is displayed (see FIGS. 19(b-1)(b-2)(c-1)(c-2)). Although not shown, in the state before the result of the first specific effect appears, the remaining number represented by the remaining number image 51 is set to N. That is, the value indicated by the number image 50 becomes the initial value of the value indicated by the remaining number image 51. Thereafter, each time the result of the specific effect appears, the value indicated by the remaining number image 51 decreases. As will be described later, it can be said that the basic effect is an opportunity for a "chance" to obtain a specific result, and the change in the remaining number of opportunities for the "chance" is indicated by the remaining number image 51.
[0075] If the win / loss lottery result corresponding to the variable performance including the specific performance is taken as the target win / loss determination result, the specific performance suggests the probability that the target win / loss lottery result will be a big win depending on the number of times the basic performance has resulted in a specific result. The specific performance in the present embodiment is set such that when the number of times the basic performance results in a specific result reaches the target number of times, it is a successful ending advantageous to the player, and when it does not reach the target number of times, it is a failed ending disadvantageous to the player (see Fig. 18). In the present embodiment, the target number of times T is set to 3 times. That is, for the specific performance, if the basic performance reaches the specific result 3 times, it is a successful ending, and otherwise it is a failed ending. In the present embodiment, the target number of times is constant. However, it may be possible for the target number of times to change each time. Also, in the specific performance in the present embodiment, before the first basic performance is executed (before the result of the first basic performance is known), a target image 52 indicating the target number of times is displayed (see Fig. 19(a)). Thereby, at the beginning of the specific performance, the player can grasp the target number of times.
[0076] Also, during the execution of the specific performance, the remaining number of specific results required to achieve the target (or the number of specific results that have already occurred) is displayed as an intermediate progress image 53. Thereby, the player can grasp even during the specific performance how many more times it is necessary to obtain a specific result to achieve the target (see Figs. 19(b-1)(b-2)(c-1)(c-2)).
[0077] Thus, since it is set that the basic performance reaching the specific result 3 times is the "target", the number of times of the basic performance occurring in one specific performance is naturally 3 times (the target number of times) or more (if not, it will never reach a successful ending). In the present embodiment, the maximum number of times N of the basic performance occurring in one specific performance is "the target number of times T + 1 time" or more, that is, 4 times or more. Therefore, even if a basic performance leading to a non-specific result occurs once, there is a possibility of reaching a successful ending. From the perspective of the player, the specific performance is an performance form in which the "chance" opportunity is given N times, and whether or not T of them can be achieved (result in a specific result) becomes the branch of success or failure.
[0078] Specific aspects of the specific effect (basic effect) in this embodiment are as follows. In the specific effect, a friendly character, which is a character on the player's side, and an enemy character facing it are displayed. In the basic effect, the friendly character attacks the enemy character. The result of the attack hitting is a specific result (see FIGS. 19(b-1) and (c-1)), and the result of the attack not hitting is a non-specific result (see FIGS. 19(b-2) and (c-2)). Note that a specific result (reversal pattern) may occur in which it appears that the attack did not hit at first (appears to lead to a non-specific result), but then is overridden (the attack hits). When the number of times the attack hits reaches the target number of times (3 times), the enemy character goes down. Reaching the state where the enemy character goes down is a successful ending (see FIGS. 20(b-1) and 21(b-1)), and not reaching the state where it goes down is a failed ending (see FIG. 20(b-2)). Although not shown, it is preferable to make a display such that the enemy character weakens each time a specific result occurs. That is, it is preferable to make it possible to grasp that approaching a successful ending by the change of the enemy character due to the occurrence of a specific result.
[0079] In this embodiment, it is set such that when the specific effect results in a successful ending, the probability ((big win) reliability) that the target win / loss lottery result is a big win is higher than when it results in a failed ending. In this embodiment, when the specific effect reaches a failed ending (see FIG. 20(b-2)), it is certain that the target win / loss lottery result will be a miss (reliability = 0%). On the other hand, when the specific effect reaches a successful ending (see FIGS. 20(b-1) and 21(b-1)), there is a possibility that the target win / loss lottery result is a big win (reliability ≠ 0%). That is, a successful ending is an ending that is more advantageous to the player than a failed ending in that there remains a possibility that the target win / loss lottery result is a big win. Note that even when a failed ending is reached, it may be set such that there is a possibility that the target win / loss lottery result is a big win (reliability ≠ 0%). However, the relationship of "reliability when reaching a successful ending > reliability when reaching a failed ending" should hold.
[0080] Specific effects leading to a successful ending are broadly classified into a normal success pattern (normal successful ending) and a special success pattern (special successful ending) (see Fig. 18). The normal success pattern is a pattern in which, after a specific effect is started, the Nth basic effect results in a specific outcome, leading to a successful ending. That is, it is a pattern in which the last basic effect results in a specific outcome, leading to a successful ending. In terms of the present embodiment, if a specific outcome has occurred twice before the Nth basic effect and the Nth basic effect results in a specific outcome (see Fig. 20(a-1)), it leads to a successful ending (see Fig. 20(b-1)), and if it results in a non-specific outcome (see Fig. 20(a-2)), it leads to a failed ending (see Fig. 20(b-1)). In this situation, the case where the Nth basic effect results in a specific outcome is the normal success pattern. That is, it is a pattern in which, after going through a situation where the Nth basic effect (the last basic effect) becomes a "branch" of success or failure, it leads to a successful ending. For example, if it is a specific effect shown by the number-of-times image 50 that the number of occurrences of the basic effect is 5 times, the normal success pattern is that 2 out of the 1st to 4th basic effects result in specific outcomes, 2 result in non-specific outcomes, and then the 5th basic effect results in a specific outcome (see Fig. 20(a-1)) (see Fig. 20(b-1)).
[0081] A special success pattern is a pattern that reaches a successful ending before the Nth basic performance is executed after a specific performance starts. That is, it is a pattern in which, after a specific performance starts, three specific results occur and a successful ending is reached with less than N - 1 specific performances executed (a pattern that reaches a successful ending without the basic performance being executed N times). From the perspective of the player, it can be said that it is a pattern that reaches a successful ending while leaving the given "chance" opportunities, while understanding that the number of occurrences of the basic performance shown in the number image 50, that is, the number of opportunities of the given "chance", is N times. For example, if it is a specific performance in which the number image 50 shows that the number of occurrences of the basic performance is 5 times, a special success pattern in which any of the first to third basic performances becomes a specific result (a pattern that leaves 2 "chance" opportunities), or a special success pattern in which 2 of the first to third basic performances become specific results and then the fourth basic performance becomes a specific result (a pattern that leaves 1 "chance" opportunity) can occur. Fig. 21 shows an example of reaching a special success pattern (see Fig. 21(b-1)) when the fourth unit performance becomes a specific result in a specific performance in which the number image 50 shows that the number of occurrences of the basic performance is 5 times (see Fig. 21(a-1)).
[0082] In addition, in the case of a successful ending, the probability of it being a special success pattern is lower than the probability of it being a normal success pattern. That is, it can be said that the special success pattern is a "rare" successful ending.
[0083] As described above, since the special success pattern is a pattern that reaches a successful outcome while leaving the opportunity of the given "chance", the player may feel that it is "a waste". In order to reduce such "wastefulness", in this embodiment, even when the specific effect reaches a successful outcome, the winning probability of the target win / loss lottery result is set to be higher when it is a special success pattern than when it is a normal success pattern. That is, if the probability is higher when leaving the "chance" than when not leaving it, the player is less likely to feel the "wastefulness" of leaving the "chance", and it becomes an interesting effect form where the player wishes to reach a successful outcome as soon as possible (the number of basic effects executed until reaching a successful outcome is as small as possible).
[0084] When a special success pattern occurs, a probability increase effect (see Fig. 21(c-1)) suggesting that the winning probability of the target win / loss lottery result has increased occurs. The probability increase effect is an effect that does not occur when it becomes a normal success pattern. Since the special success pattern reaches a successful outcome by "skipping" the basic effects that would have been executed originally (whether it is a normal success pattern or a failed outcome), instead of the "skipped" basic effects, a probability increase effect is generated. The specific form of the probability increase effect may be anything as long as the player can recognize that the probability is increasing. In this embodiment, an attack is further launched on the defeated enemy character, and an image including the characters "Probability UP" (characters indicating that the probability is increasing) is displayed as the probability increase effect.
[0085] Since the reliability increase effect occurs in place of the "extra" basic effects, it occurs a number of times corresponding to the number of such "extra" basic effects (the number of basic effects that were not necessary to be executed to reach a successful outcome). After it has been previously suggested in the number-of-times image 50 that N basic effects can occur, when a specific effect starts and the M-th (where N > M) basic effect results in a specific outcome and thus leads to a special successful pattern that reaches a successful outcome, N - M reliability increase effects occur (see the "※" in FIG. 18 and FIG. 21(c-1)). It is set such that the higher the value of N - M (the more the number of occurrences of the reliability increase effect), the higher the jackpot reliability of the target win / loss lottery result. If specific effects with the same value of N are compared (or if the setting is such that the value of N is constant), the fewer the number of basic effects executed from the start of the specific effect until a successful outcome is reached, the higher the jackpot reliability of the target win / loss lottery result.
[0086] Also, in this embodiment, it is set such that the larger the value of N, the higher the probability of reaching a successful outcome. At the same time, the larger the value of N, the higher the probability of it being a special successful pattern rather than a normal successful pattern when a successful outcome is reached. Furthermore, the larger the value of N, the more likely it is that the number of "extra" basic effects will be large when a special successful pattern is achieved. That is, the larger the value of N, the more likely it is that the number of occurrences of the reliability increase effect that occurs when a special successful pattern is achieved will be large.
[0087] When a specific effect results in a successful outcome, after that specific effect, a post-success effect (see FIG. 22) where the target win / loss lottery result is revealed is executed. As the end of the post-success effect, a winning end where an image indicating a situation advantageous to the player is displayed (see FIG. 22(b-1)) and a losing end where an image indicating a situation disadvantageous to the player is displayed (see FIG. 22(b-2)) are set. That is, when the target win / loss lottery result is a jackpot, it reaches the winning end (the winning end includes a so-called reversal pattern where it initially appears to reach the losing end and then is covered). When it is a loss, it reaches the losing end.
[0088] In this embodiment, the post-success performance executed after the specific performance becomes the normal success pattern and the mode of the post-success performance executed after the specific performance becomes the special success pattern (the performance mode before the outcome is revealed) are made different. For example, it is conceivable that the post-success performance after the special success pattern (see Fig. 22(a-2)) is presented in a performance mode where enemy characters in a "weaker state" are displayed more than the post-success performance after the normal success pattern (see Fig. 22(a-1)). By doing so, it is emphasized whether the specific performance has become the normal success pattern or the special success pattern, and it is also emphasized that the special success pattern has a higher chance compared to the (normal success pattern). Also, although not shown, for the post-success performance executed after the special success pattern, different modes of post-success performance may be executed according to the number of executed reliability-increasing performances (the value of N-M). For example, it may be in a mode where enemy characters in a "weaker state" are displayed more as the number of executed reliability-increasing performances is larger.
[0089] However, it is not to deny the configuration where the mode of the post-success performance to be executed is the same (undistinguishable to the player) regardless of whether it is the normal success pattern or the special success pattern.
[0090] To summarize, the probability that the post-success performance leads to a winning ending (i.e., the reliability of the target hit-or-miss lottery result) is higher when it is the special success pattern than when it is the normal success pattern. Also, even when it is the special success pattern, it is higher as the number of "remaining" basic performances is larger (i.e., as the number of generated reliability-increasing performances is larger). Assuming that specific performances with the same value of N are compared, it is higher as the number of basic performances executed until a successful ending (until the specific result occurs three times) is smaller.
[0091] Hereinafter, specific examples in which the matters related to the above specific 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.
[0092] 〇Specific Example 3-1 Let the value of N be suggested by the number of established "reaches" (the number of reach lines). Since "reach" itself is well-known, the explanation thereof is omitted. It is assumed that the specific effect is a type of reach effect that may occur when a reach is established. Specifically, when a single reach (one reach line) is established in which two decorative symbols 80 (for example, the left decorative symbol 80L and the right decorative symbol 80R) selected from two of the three decorative symbol groups 80g become the same decorative symbol 80 (see Fig. 23(a)), the specific effect may be started. Then, before the first basic effect is started in the specific effect (before the result of the first basic effect is known), a reach line increase effect (see Figs. 23(b) and (c)) occurs. That is, the types of symbols that are the left decorative symbol 80L and the right decorative symbol 80R increase, and accordingly, the number of established reaches, that is, the number of reach lines, increases.
[0093] Finally, the number of established reaches becomes the value of N in the specific effect (see Fig. 23(d)). That is, the number of established reaches becomes the maximum number of basic effects that can occur in the specific effect (the number of basic effects that occur when a failure ending or a normal success pattern occurs). As described above, the value of N indicates the number of opportunities of "chance", and the more the number of established reaches, the more such opportunities. Generally, the number of established reaches (the number of reach lines) is known to be more likely to result in a big win as it increases. By doing so as in this example, it is possible to obtain an easy-to-understand effect form in which the number of established reaches and the opportunity of "chance" (the number of occurrences of the maximum basic effect) in the specific effect are linked.
[0094] If it is configured as in this example, "the maximum number of reach occurrences = the maximum value of the N value = the number of types of decorative symbols". For example, if seven types from "1" to "7" are set as the decorative symbol 80, the maximum value of the N value is seven types. From the perspective of the player, the maximum number of "chance" opportunities that can result in a specific outcome will match the number of types of the decorative symbol 80, providing an easy-to-understand presentation form. When reaches are established for all types of the decorative symbol 80, it may be set that the target success / failure lottery result is determined to be a big win.
[0095] 〇Specific Example 3-2 (an example that further specifies Specific Example 3-1) As described above, assume that a specific performance is executed after multiple reaches are established. Each basic performance is associated with any one of the multiple types of decorative symbols 80 that constitute the reach. For example, when a reach by the decorative symbols 80 from "2" to "5" is established (when the number of reach occurrences = 4) (see Fig. 24(a)), the first basic performance occurs corresponding to the reach of "2" (see Fig. 24(b)), the second basic performance occurs corresponding to the reach of "3" (see Fig. 24(c)), and so on. The basic performance is executed corresponding to each type of decorative symbol 80 that constitutes the reach. In order to show the corresponding relationship, while a certain basic performance is being executed, the type of decorative symbol 80 (the symbol that constitutes the reach) corresponding to the certain basic performance is displayed larger (more prominent) than the other types of decorative symbols 80.
[0096] With such a configuration, assume that the result of the basic performance is suggested by the type of the decorative symbol 80. For example, it can be considered to set that the basic performance corresponding to the reach of the "odd" decorative symbol 80 is more likely to result in a specific outcome (an outcome favorable to the player) than the basic performance corresponding to the reach of the "even" decorative symbol 80. Also, a configuration can be set where a decorative symbol 80 with a specific outcome determination is set, such that the basic performance corresponding to the reach of the decorative symbol 80 of "7" is certain to result in a specific outcome (see Fig. 24(d)).
[0097] By doing so, not only the number of established reaches but also the types of the decorative patterns 80 that make up each reach will become an effect form that attracts the player's attention.
[0098] 〇Specific Example 3-3 During the specific effect (referring to the period before the specific effect reaches its conclusion after at least one result of the basic effect is shown), it is assumed that an effect in which the value of N increases (hereinafter referred to as the increase effect) occurs. That is, the value of N shown at the beginning of the specific effect (the value shown in the count image 50) may increase during the process. As described above, since the value of N indicates the number of "chance" opportunities, it can be said that the occurrence of the increase effect is a pleasant event for the player.
[0099] It is preferable that the increase effect specifically shows the increased value of N. For example, during the execution of the specific effect, while the remaining count image 51 showing the remaining number of basic effects that may occur is being displayed, an effect indicating that the value of the remaining count image 51 increases is assumed to occur as the increase effect. Specifically, if the value of N increases by 1, it is an effect in which the value added to the remaining count image 51 is clearly shown, such as "+1", and if it increases by 2, it is "+2". By doing so, the player can grasp that the "chance" opportunity has increased.
[0100] 〇Specific Example 3-4 In the above embodiment, when a special success pattern occurs, it has been explained that an effect of increasing the reliability for N - M times occurs, that is, an effect of increasing the reliability for the number of "extra" basic effects occurs. However, regardless of the value of "N - M", it may be assumed that an effect of increasing the reliability occurs once.
[0101] In this case, it may be set that the magnitude of the value of "N - M" does not affect the reliability. That is, regardless of the value of "N - M", when a special success pattern occurs, a reliability increase effect of the same mode shall occur. In contrast, it may be set that the magnitude of the value of "N - M" affects the reliability. For example, when "N - M = 1", a first reliability increase effect occurs, when "N - M = 2", a second reliability increase effect occurs, when "N - M = 3", a third reliability increase effect occurs... (the modes of each reliability increase effect are different from each other). In this way, a reliability increase effect of a mode corresponding to the value of "N - M" may occur, and the degree of reliability increase may be suggested to the player as being different.
[0102] 〇Specific Example 3 - 5 (Special Specific Result) As one aspect of the specific result of the basic effect, a configuration is set in which a normal specific result (the same as the specific result described in the above embodiment) and a special specific result (see FIG. 25) are set. It is assumed that the special specific result is the same as when the normal specific result has occurred C times (C is 2 or more). For example, if C = 2, the special specific result is assumed to be the same treatment as two normal specific results. In the case where the target number of times = 3 as in the above embodiment, if only the normal specific result occurs, the occurrence of the normal specific result 3 times becomes a condition for reaching a successful end. If the special specific result occurs, a successful end is reached by the occurrence of one normal specific result and one special specific result.
[0103] When the special specific result is reached, it is preferable to make a display such that the player can grasp that the special specific result is equivalent to C normal specific results. For example, it is assumed that the normal specific result is indicated by a display of "HIT" indicating that an attack on an enemy has hit (see FIGS. 19(b - 1)(b - 2)), and the special specific result is indicated by a display of "HIT×2" indicating that the "HIT" has occurred twice (see FIG. 25(b)). It may be set that a special specific result with C = T (target number of times) is set. That is, it may be possible for a case where the target is reached all at once in one basic effect to occur.
[0104] By causing a special specific result to occur as in this example, there is a possibility that the target can be approached or reached all at once in a single basic performance, resulting in a situation that is unexpected and an entertaining form that keeps the audience engaged until the end. Also, when a successful ending is reached through the occurrence of a special specific result, it tends to result in a form of performance where the number of "extra" basic performances increases and the reliability tends to increase (a reliability-increasing performance is likely to occur).
[0105] 〇Specific Example 3-6 (Special Non-Specific Result) The basic performance leads to a specific result that is advantageous to the player or a non-specific result in the case of not reaching the specific result. As the non-specific result, a normal non-specific result (see Fig. 26(a)) and a special non-specific result (see Fig. 26(b)) are set. When a certain basic performance becomes a non-specific result, the probability that it becomes a normal non-specific result is higher than the probability that it becomes a special non-specific result. That is, the normal non-specific result is the "normal" (basic) non-specific result, and the special non-specific result is a "rare" non-specific result.
[0106] When a certain basic performance (hereinafter sometimes referred to as the previous basic performance) becomes a non-specific result, the probability that at least one target basic performance among one or more basic performances that occur thereafter becomes a specific result is set to be higher when it is a special non-specific result than when it is a normal non-specific result. That is, the special non-specific result suggests that the probability that the basic performance that occurs thereafter becomes a specific result has increased. Since a basic performance becoming a specific result is advantageous to the player, even when the previous basic performance leads to a non-specific result, it is more advantageous to the player when it is a special non-specific result than when it is a normal non-specific result.
[0107] The presentation modes of specific results, normal non-specific results, and special non-specific results can be anything as long as the player can grasp the differences between the modes. If, as in the above embodiment, an ally character attacks an enemy character as a basic presentation, then a clean hit of the attack can be regarded as a specific result, a complete miss of the attack as a normal non-specific result (see Fig. 26(a)), and a slight hit of the attack (a mode indicating that the damage inflicted on the enemy character is less than that of the specific result) as a special non-specific result (see Fig. 26(b)).
[0108] Note that since the special non-specific result suggests that the target basic presentation that occurs thereafter becomes a specific result, it is preferably ensured that the last basic presentation constituting a certain specific presentation does not become a special non-specific result. That is, if the last basic presentation becomes a non-specific result, it is preferably set to be a normal non-specific result.
[0109] By doing so as in this example, even when a certain basic presentation (the previous basic presentation) does not result in an advantageous outcome (when it becomes a non-specific result), an interesting presentation form is achieved in which a result (a special non-specific result) in which the target basic presentation that occurs thereafter becomes advantageous occurs.
[0110] In particular, assuming that a specific effect aims for a specific result to occur T times (3 times in the above embodiment), if a failed outcome occurs, the basic effect occurs N times (more than T times) in one specific effect. That is, since the goal is to obtain the specific result T times in N "chances", the player gets the impression that at least one basic effect will "remain unused". In other words, from the stage before the outcome of the specific effect is known, the player feels that one of the basic effects will result in a disappointing outcome (a non-specific result), and there is a risk that the player will be disappointed when a non-specific result actually occurs. (Certainly, even when a successful outcome occurs, if it is a normal successful pattern (not a special successful pattern where the occurrence is "rare"), it is a fact that at least one non-specific result will occur.) By doing so as in this example, it is possible to give meaning to the disappointing outcome (non-specific result) that the player thinks will occur anyway (even when it is a non-specific result, it becomes an effect form that the player wishes to be a special non-specific result), so the decrease in the attractiveness due to the occurrence of the non-specific result is suppressed.
[0111] It is also possible to deform, concretize, etc. the configuration in which such a special non-specific result is set as follows. As much as possible, a configuration in which the examples described below are combined and applied may also be used.
[0112] (A) When a certain basic effect (the previous basic effect) becomes a special non-specific result, set any of the basic effects that occur thereafter (the target basic effect) to be a specific result. That is, set the probability that the target basic effect becomes a specific result to be 100% (see Fig. 27(a)). When configured in this way, when a special non-specific result occurs, any of the subsequent basic effects will definitely become a specific result.
[0113] (b) Set the target basic performance to be the next basic performance after a certain basic performance (the previous basic performance) (see Fig. 27(b)). That is, when a certain basic performance (the previous basic performance) results in a special non-specific result, the probability that the next basic performance (the target basic performance) will result in a specific result is set to be higher than when it results in a normal non-specific result. By doing so, the basic performance to be suggested by the special non-specific result will occur immediately (next), so there is an advantage that the suggestion by the special non-specific result is easy to understand. After the target basic performance ends, it proceeds as normal (the effect of having resulted in a special non-specific result disappears). In this case, if the setting is as in (a) above, when a certain basic performance (the previous basic performance) results in a special non-specific result, the configuration is such that it is determined that the next basic performance will result in a specific result.
[0114] (c) When a certain basic performance (the previous basic performance) results in a special non-specific result, the probability that all of the basic performances that occur thereafter (the basic performances from the next time on) will result in a specific result is set to be higher than when it results in a normal non-specific result. That is, all of the basic performances that occur after a certain basic performance (the previous basic performance) are set to be the target basic performance (see Fig. 27(c)). By doing so, the effect of having resulted in a special non-specific result becomes an effect form that continues until the specific performance ends (until the outcome of the specific performance becomes clear).
[0115] (d) When a special non-specific result occurs (see Fig. 28(a)), an image (effect image 58) that suggests that the probability of a specific result is increased is displayed (see Fig. 28(b)) at least until the result of the target basic performance becomes clear (until the result of the last target basic performance becomes clear when there are two or more target basic performances). By doing so, the player can grasp that the special non-specific result is a so-called chance-up in which the probability of a specific result is increased, and the player can easily determine whether or not there is a situation in which one can expect a specific result (whether or not the situation has ended). Although not shown, by setting the enemy character to be attacked in a special mode different from the normal mode (for example, a mode indicating that there is an enemy character in a situation where an attack is likely to hit), it may be configured to indicate a state where the probability of a specific result is increased (the enemy character in the "special mode" corresponds to the "effect image" described above). By doing so, it is possible to clearly show that the probability of a specific result is high.
[0116] (E) A configuration such as in this example can also be applied to a specific effect different from the above-described embodiment. It can be applied to a case where a plurality of basic effects are executed and the jackpot reliability of the target hit or miss lottery result is suggested based on the number of times the basic effect has resulted in a specific result. For example, it may be a specific effect where the higher the number of times the basic effect has resulted in a specific result, the higher the jackpot reliability of the target hit or miss lottery result (the concept of "target number of times" described in the above embodiment is not set).
[0117] 3) As described above in detail regarding the embodiments of the present invention, the present invention is not limited to the above embodiments at all, and various modifications are possible without departing from the gist of the present invention.
[0118] The matters described in the above embodiment can also be applied to other gaming machines such as a rotating gaming machine, except for the point of using a configuration specific to a pachinko gaming machine.
[0119] The matters regarding the "jackpot" described in the above embodiment can also be applied by replacing them with so-called "minor wins".
[0120] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0121] · Means 1-1 A gaming machine that executes a composite performance including a plurality of unit performances in which any one of a plurality of types of candidate events occurs, and when the same type of candidate event occurs in all the unit performances included in the composite performance, the probability that a privilege is given to the player is higher than when different types of candidate events occur between a certain unit performance and another unit performance different from it. The gaming machine is characterized by a high reliability. The above gaming machine can execute an interesting composite performance in which the player hopes that the same type of candidate event occurs in all unit performances.
[0122] ·Means 1-2 The gaming machine according to Means 1-1, characterized in that the reliability is higher when the same type of candidate event occurs in two or more of the unit performances included in the composite performance than when different types of candidate events occur in all unit performances. By doing so, the composite performance becomes an interesting performance form in which the player hopes that the same type of candidate event occurs.
[0123] ·Means 1-3 Judgment lottery information used in a win-lose lottery for determining whether or not a privilege is given to a player, provided with display means for displaying the existence of those whose corresponding win-lose lottery results have not been notified as hold symbols, and as the mode of the hold symbols, a plurality of modes suggesting different reliabilities are set, and one type of the candidate event is that the mode of the hold symbol changes in a direction in which the reliability increases. The gaming machine according to Means 1-1 or Means 1-2. Since the mode change of the hold symbol can clearly show that the reliability is increasing, it is preferable that the mode change of the hold symbol occurs as one of the candidate events.
[0124] ·Means 1-4 The unit performance includes a first half portion indicating one of a plurality of types of the candidate events, and a second half portion indicating that the candidate event of the type indicated in the first half portion occurs. The second half portion is characterized in that it does not become a mode indicating that the candidate event of the type indicated in the first half portion does not occur. The gaming machine according to any one of means 1-1 to means 1-3. In this way, by preventing the second half portion from negating the occurrence of the candidate event indicated in the first half portion, it becomes a performance form that does not betray the player's expectations.
[0125] · Means 2-1 A gaming machine that executes a numerical value increase performance in which a performance numerical value that increases with the passage of actual time is displayed on a display device. The final value, which is the value when the increase of the performance numerical value stops in the numerical value increase performance, suggests the probability that a privilege is given to the player. The numerical value increase performance is set such that the final value is the same if the actual time required from the start of the increase of the performance numerical value to the stop of the increase is the same. The gaming machine characterized by this. The above gaming machine can execute a numerical value increase performance that is interesting and difficult to predict the final value.
[0126] · Means 2-2 The numerical value increase performance is characterized in that the increase speed of the performance numerical value is constant. The gaming machine according to means 2-1. By doing so, it becomes a performance form in which the final value cannot be predicted from the increase mode of the performance numerical value.
[0127] · Means 2-3 After the numerical value increase performance, a post-performance in which it is determined whether or not a privilege is given to the player is executed. The actual time required from the start of the increase of the performance numerical value to the start of the post-performance is constant regardless of the final value. The gaming machine according to means 2-1 or means 2-2, characterized by this. By doing so, the control of the performance including the numerical value increase performance becomes easy.
[0128] · Means 2-4 In the numerical value increase presentation, while the presentation numerical value is increasing, an effect image that changes over time is displayed on the display device separately from the presentation numerical value. When the effect image comes to satisfy a predetermined condition, the increase of the presentation numerical value stops. The gaming machine according to any one of means 2-1 to 2-3, characterized in that. By doing so, the state where the effect image does not satisfy the predetermined condition (the time until it satisfies the predetermined condition becomes long) becomes an effect form desired by the player.
[0129] · Means 2-5 The gaming machine according to means 2-4, characterized in that in the numerical value increase presentation, when the effect image is displayed at a predetermined position, the increase of the presentation numerical value stops. By doing so, the state where the effect image is not located at the predetermined position (the time until it is located at the predetermined position becomes long) becomes an effect form desired by the player.
[0130] · Means 2-6 The gaming machine according to means 2-5, characterized in that in the numerical value increase presentation, a mark indicating the predetermined position is displayed from a stage before the increase of the presentation numerical value stops. By doing so, the player can sense that the increase of the presentation numerical value will stop when the effect image is located at the predetermined position.
[0131] · Means 3-1 A gaming machine capable of executing a specific presentation in which it is suggested in advance that N basic presentations can occur, and the number of times the basic presentation results in a specific result reaches a target number of times as a successful ending. When the specific presentation reaches a successful ending, when the specific presentation starts and the Nth basic presentation results in the specific result and becomes a normal successful pattern reaching the successful ending, rather than when the Nth basic presentation is executed after the specific presentation starts, when it becomes a special successful pattern reaching the successful ending earlier, the probability that a privilege is given to the player is high. The gaming machine is characterized by high reliability. By doing so, if it results in a successful ending, it becomes an interesting form of performance where the fewer the number of basic performances executed, the more advantageous it is (it is possible to prevent the impression that some of the basic performances are "wasted" in the case of a special success pattern).
[0132] · Means 3-2 The gaming machine according to means 3-1, characterized in that when it becomes the special success pattern, a reliability increase performance that suggests the increase in the reliability, which is a performance that does not occur when it becomes the normal success pattern, occurs. By doing so, it is possible to clearly show that the occurrence of the special success pattern is advantageous for the player.
[0133] · Means 3-3 The gaming machine according to means 3-1 or means 3-2, characterized in that when it becomes the special success pattern, the higher the reliability, the fewer the number of basic performances executed until the successful ending. By doing so, it becomes a form of performance that the player desires, where all basic performances from the start of the specific performance result in a specific result (such a pattern is considered to have the highest reliability).
[0134] · Means 3-4 The gaming machine according to means 3-3, which quotes means 3-2, characterized in that when it becomes the special success pattern where the successful ending is reached by the Mth basic performance resulting in the specific result after the start of the specific performance, N-M reliability increase performances occur. By doing so, it becomes a form of performance where reliability increase performances occur instead of the remaining "basic performances" (which were not necessary to execute to reach the successful ending).
[0135] · Means 3-5 The gaming machine according to any one of means 3-1 to 3-4, characterized in that N reaches are formed by the decorative symbols indicating the win / loss lottery result before the first basic performance occurs in the specific performance. By doing so, it becomes an easy-to-understand performance form in which the number of occurrences of the basic performance with the maximum number of successful reaches is the number of occurrences of the basic performance.
[0136] ·Means 4-1 A gaming machine capable of executing a plurality of basic performances and executing a specific performance that suggests the probability of awarding a privilege to a player based on the number of times the basic performance results in a specific result. As a non-specific result that is the result of the basic performance that is not the specific result, a normal non-specific result and a special non-specific result in which the probability that a target basic performance, which is any of the basic performances occurring after the normal non-specific result occurs, becomes the specific result is higher are set. The gaming machine is characterized by this. According to the above gaming machine, even when the unit performance does not reach the specific result and reaches the non-specific result, a specific performance that is interesting for the player to pay attention to in terms of its content (whether it is a special non-specific result) can be executed.
[0137] ·Means 4-2 The gaming machine according to Means 4-1, characterized in that when a certain basic performance in the specific performance becomes the special non-specific result, the target basic performance becomes the specific result. By doing so, when it becomes a special non-specific result, it becomes a performance form in which at least one specific result occurs thereafter.
[0138] ·Means 4-3 The gaming machine according to Means 4-1 or Means 4-2, characterized in that the basic performance next to the basic performance that has become the special non-specific result is set as the target basic performance. By doing so, since the basic performance to be suggested by the special non-specific result occurs immediately (next), there is an advantage that the suggestion by the special non-specific result is easy to understand.
[0139] ·Means 4-4 The specific performance is such that the maximum number of occurrences of the basic performance resulting in the specific result is T times. The specific performance is characterized in that when the specific result does not occur T times, the basic performance occurs more than T times, for the gaming machine according to any one of means 4-1 to means 4-3. With the above configuration, it becomes a performance form in which the chance (basic performance) to obtain the specific result T times is more than T times. Therefore, the player predicts that at least once a non-specific result will occur (even if a non-specific result occurs, there is a possibility of obtaining the specific result T times). If the player predicts in this way, it can be said that the occurrence of a non-specific result is not usually something that the player pays much attention to. However, as a non-specific result, a special non-specific result that can be expected for the basic performance after the next time may occur, and even when it becomes a non-specific result, the player's interest should not fade.
Explanation of Signs
[0140] 1 Gaming machine 10 Reserved symbol 11 Reserved symbol during variation 12 Reserved symbol before variation 10n Normal mode 10s Special mode (101s First special mode, 102s Second special mode, 103s Third special mode, 104s Fourth special mode) 20 Suggestion image (21 First suggestion image, 22 Second suggestion image, 23 Third suggestion image) 31 First half image (311 First first half image, 312 Second first half image, 313 Third first half image) 32 Second half image 35 Pre-image N Performance value 40 Performance image M Mark 50 Number image 51 Remaining number image 52 Target image 53 Intermediate progress image 58 Effect image 70 Operating means 80 Decorative symbol 91 Display device 911 indicating area
Claims
Claim 1 A gaming machine capable of executing a plurality of basic performances and executing a specific performance that suggests the probability of granting a privilege to a player based on the number of times the basic performance has resulted in a specific result, As a non-specific result that is the result of the basic performance that is not the specific result, a normal non-specific result and a special non-specific result in which the probability that a target basic performance, which is any of the basic performances that occur after the normal non-specific result, becomes the specific result is higher than when the normal non-specific result occurs are set, The gaming machine, wherein when a certain basic performance results in the special non-specific result in the specific performance, the target basic performance results in the specific result. Claim 2 The gaming machine according to claim 1, wherein the basic performance next to the basic performance that has resulted in the special non-specific result is the target basic performance. Claim 3 In the specific performance, the maximum number of occurrences of the basic performance resulting in the specific result is T times, The gaming machine according to claim 1 or claim 2, wherein in the specific performance, when the specific result does not occur T times, the basic performance occurs more than T times.
Citation Information
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