Game machine
The gaming machine enhances player engagement by allowing clear reflection of selections during variation effects, addressing the challenge of unclear selection processes in existing machines.
Patent Information
- Application Number
- JP2025072828
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-07-17
- Estimated Expiration
- 2045-04-25
AI Technical Summary
Existing gaming machines do not effectively reflect the player's selection in a way that is easy to understand during the variation effect, making the game less engaging.
A gaming machine with display means, yes/no lottery means, effect execution means, and operation means that allows players to make a specific selection from multiple options during a variation effect, where the selection is reflected in a continuous execution of target and previous variable effects without gaps, enhancing the understanding of the selection process.
The solution improves the attractiveness of the game by making the player's selection process clearer and more engaging, thereby enhancing the overall gaming experience.
Smart Images

Figure 2025107215000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of executing a selection effect during so-called symbol variation (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 making a variation effect in which a player's selection is reflected easy to understand.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes display means having a display area, yes / no lottery means for executing a yes / no lottery, effect execution means for executing a variation effect from when a decorative symbol displayed in the display area starts to vary until it stops in a mode indicating the yes / no lottery result by the yes / no lottery means, operation means operable by a player, and during the variation effect, a specific selection (for example, see FIG. 36) may occur in which the player can select an arbitrary option from among a plurality of options using the operation means, The specific selection includes a pre-selection stage in which a plurality of types of the options are shown (see (1) in FIG. 36(b)), and a post-selection stage indicating that the selection has been completed (see (3) in FIG. 36(b)). As the variable effect presentation, in a case where the target variable effect presentation that is the variable effect presentation for notifying the target hit or miss lottery result and the previous variable effect presentation that is the variable effect presentation immediately before the target variable effect presentation are continuously executed without a gap, after the pre-selection stage is executed in the previous variable effect presentation, it is possible to execute the specific selection so that the post-selection stage is executed in the target variable effect presentation (see FIG. 36(a) for example), the target variable effect presentation proceeds with the content reflecting the specific selection (see (4) in FIGS. 36(a) and (b)). A gaming machine characterized by the above.
Effect of the Invention
[0006] The gaming machine according to the present invention can improve the attractiveness of the game.
Brief Description of the Drawings
[0007]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
Figure 50
Figure 51
Figure 52
Figure 53
Figure 54
Figure 55
Figure 56
Figure 57
Figure 58
Mode for Carrying Out the Invention
[0008] Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, in the following description, the term "image" includes not only still images but also moving images. Also, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays a normal game without performing a special game). Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that a sensor provided in the ○○ has detected the game ball that has entered. Also, when it is said that "when an operation of ○○ is performed", strictly speaking, it means that it has been detected that ○○ has moved to a predetermined position by the operation. Also, unless it is something that changes to a value that eliminates the features, the various values (probabilities, number of times, etc.) described below can be increased or decreased as appropriate. Also, in the following description, the state in which various regions are "closed" means a state in which it is normal that no game ball enters the region on the premise that a normal game is being played, and the state in which the region is "open" means a state in which a game ball can enter the region on the premise that a normal game is being played (even if the entrance of the game ball is open, a state in which the game ball does not pass through the entrance when a normal game is being played is regarded as "closed"). Also, in each figure, the illustration of elements not related to the features described using that figure may be omitted. Also, the supplementary elements (numbers ("first", "second", etc.) and various alphabets, etc.) in the following description are attached for the purpose of distinguishing the types and do not have any meaning by themselves.
[0009] <Basic Configuration of the Gaming Machine> With reference to FIG. 1 and the like, the overall configuration of the gaming machine 1 will be briefly described. Note that detailed descriptions of well-known configurations will be omitted (the same configuration as that of a general gaming machine can be adopted). The gaming machine 1 includes a game board 90. The game board 90 is a structure having a substantially rectangular shape when viewed from the front. In front of the game board 90, a game area 902 through which game balls flow down is formed. Below the game board 90, a well-known launching device 908 (launching handle) is provided. The player can launch a game ball (a game ball stored in the upper tray) toward the game area 902 by operating the launching device 908. The game ball launched from the launching device 908 reaches the game area 902 through a passage formed by the guide rail 903.
[0010] In the game area 902, various winning areas into which game balls can enter (such as a start area 904, a big winning area 906, etc.), an out port 907 (a port through which game balls that have not entered any winning area (so-called out balls) are discharged), and the like are provided. Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flowing state of the game balls when the flowing game balls collide with them. The game balls flowing down in the game area 902 change in various manners according to the conditions when they collide with the game pins. When the game balls flowing down in the game area 902 win in a winning area such as the start area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0011] The gaming machine 1 includes a display device 91. As will be described later, the display device 91 is a main display device having a display area 911 on which decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a part that can be visually recognized through an opening 901 formed in the game board 90. The display area 911 is positioned slightly above so as to match the player's line of sight.
[0012] The gaming machine 1 includes a speaker 67 (sound output means). Basically, various effects that occur as components of a variable effect (described later) are accompanied by unique effect sounds associated with each of the various effects (the unique effect sounds are output from the speaker 67).
[0013] Incidentally, descriptions of general components such as the frame of the gaming machine 1, the structure (upper tray) that forms a space for storing the game balls to be launched, and the structure (lower tray) that forms a space for storing the game balls that overflow from the upper tray are omitted. For these, the same components as those of known gaming machines can be used.
[0014] The jackpot lottery is executed based on the win / loss lottery information obtained when the win / loss lottery means constructed on a control board (main control board) (not shown) is triggered by a game ball winning the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "special figure 1") and a second start area 904b (the start area of the so-called "special figure 2") are provided. The first start area 904a is provided at a position where a game ball may enter by launching the game ball so that it flows down the left side of the display area 911 (the left side of the game area 902) (performing "left shooting"). The second start area 904b is provided at a position where a game ball may enter by launching the game ball so that it flows down the right side of the display area 911 (the right side of the game area 902) (performing "right shooting").
[0015] When a game ball enters the start area 904, a numerical value as the win / loss lottery information (the win / loss lottery information obtained when a game ball enters the first start area 904a is defined as the first win / loss lottery information, and the win / loss lottery information obtained when a game ball enters the second start area 904b is defined as the second win / loss lottery information) is obtained from the random number source. If the numerical value is the same as the predetermined jackpot numerical value, it is a jackpot; if it is different, it is a loss.
[0016] When the pass / fail lottery by the pass / fail lottery means is executed, the pass / fail lottery result is notified by a variation effect (an effect from the start of the variation of the decorative symbol 80 (the decorative symbol group 80g) until the decorative symbol 80 completely stops in the combination indicating the pass / fail lottery result, that is, the effect during one variation. In the following description, it may also be referred to as "variation" or "rotation"). Note that a known pseudo-stop state (a state where the symbol slightly sways. It may also be referred to as a temporary stop (state)) that makes it appear to the player that the decorative symbol 80 has stopped may be adopted. Since the decorative symbol 80 in the pseudo-stop state has not completely stopped (because the selection has not been finalized), its type may change (in the drawings, the pseudo-stop state of the target decorative symbol 80 may be expressed by showing that the decorative symbol 80 is swaying).
[0017] In the present embodiment, a variation effect for the pass / fail lottery result corresponding to the order in which the pass / fail lottery information is acquired is executed. However, when new pass / fail lottery information is acquired in a state where the variation effect for a certain pass / fail lottery result has not ended (a state where there is pass / fail lottery information for which the notification of the pass / fail lottery result has not been completed), the newly acquired pass / fail lottery information is stored in a storage means (RAM) not shown up to a predetermined number as pass / fail lottery information before variation (described later).
[0018] The obtained win / loss lottery information (for which the notification of the corresponding win / loss lottery result has not been completed) is classified into "pre-change win / loss lottery information" for which the variation effect for the corresponding win / loss lottery result has not started (the one corresponding to the first win / loss lottery information is the first pre-change win / loss lottery information, and the one corresponding to the second win / loss lottery information is the second pre-change win / loss lottery information), and "in-change win / loss lottery information" for which the variation effect for the corresponding win / loss lottery result has started but has not ended (the one corresponding to the first win / loss lottery information is the first in-change win / loss lottery information, and the one corresponding to the second win / loss lottery information is the second in-change win / loss lottery information). In this embodiment, the maximum number of the first pre-change win / loss lottery information that can be stored by the storage means is four, and the maximum number of the second pre-change win / loss lottery information is also four. Also, in this embodiment, the maximum number of the in-change win / loss lottery information existing at a certain point in time is one (both the first in-change win / loss lottery information and the second in-change win / loss lottery information do not exist (i.e., the variation of the so-called special figure 1 and the variation of the special figure 2 do not proceed together)).
[0019] During the variable display, a pre-variation display 72, which is an image (icon) indicating the existence of the pre-variation win / loss lottery information, and a mid-variation display 71, which is an image (icon) indicating the existence of the mid-variation win / loss lottery information, are displayed in real time (see FIG. 2). In the present embodiment, the mid-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may be displayed on different display devices. In the present embodiment, in a gaming state where a game ball should be launched aiming at the first start area 904a (a gaming state where one should "hit left"), since the first win / loss lottery information is acquired, the pre-variation display 72 and the mid-variation display 71 indicating the existence of the first pre-variation win / loss lottery information and the first mid-variation win / loss lottery information are displayed (the pre-variation display 72 and the mid-variation display 71 indicating the existence of the second win / loss lottery information are not displayed or are displayed smaller than the pre-variation display 72 and the mid-variation display 71 indicating the existence of the first win / loss lottery information). On the other hand, in a gaming state where a game ball should be launched aiming at the second start area 904b (a gaming state where one should "hit right"), since the second win / loss lottery information is acquired, the pre-variation display 72 and the mid-variation display 71 indicating the existence of the second pre-variation win / loss lottery information and the second mid-variation win / loss lottery information are displayed (the pre-variation display 72 and the mid-variation display 71 indicating the existence of the first win / loss lottery information are not displayed or are displayed smaller than the pre-variation display 72 and the mid-variation display 71 indicating the existence of the second win / loss lottery information). As described above, since the maximum number of stored first pre-variation win / loss lottery information in the present embodiment is four, the maximum number of pre-variation displays 72 displayed in a gaming state where a game ball should be launched aiming at the first start area 904a is four (naturally, the maximum number of mid-variation displays 71 displayed is one). Also, since the maximum number of stored second pre-variation win / loss lottery information is four, the maximum number of pre-variation displays 72 displayed in a gaming state where a game ball should be launched aiming at the second start area 904b is also four (naturally, the maximum number of mid-variation displays 71 displayed is one).
[0020] The order in which the notification of the winning / losing lottery results corresponding to each pre-change display 72 is completed (so-called "consumption order") is earlier the closer it is to the changing display 71. In other words, the pre-change displays 72 are displayed in a line such that the earlier the consumption order, the closer it is to the changing display 71. Each time the notification of the winning / losing lottery is completed (the change ends), the position in which the pre-change display 72 is displayed changes (each pre-change display 72 moves to a position according to the "consumption order"). In addition, the pre-change display 72 with the earliest consumption order becomes the changing display 71 (moves to a position where the changing display 71 is displayed) when the notification of the winning / losing lottery is completed (the change ends). In addition, the winning / losing lottery by the winning / losing lottery means is strictly performed at the same time as the corresponding change performance starts (the execution timing of such a winning / losing lottery is not clearly indicated to the player). Therefore, the pre-change display 72 is sometimes called "reserved (display)" because it indicates the presence of winning / losing lottery information (pre-change winning / losing lottery information) for which the corresponding winning / losing lottery has not been performed. In addition, since the number of pre-change winning / losing lottery information can be said to be the number of winning / losing lottery that is promised to be executed in the future (the number of winning / losing lottery rights that have already been acquired), it can be said that the greater the number of pre-change winning / losing lottery information (reserved display), the higher the probability that the winning / losing lottery result will be a jackpot in the future at that time. In addition, the display during change 71 indicates the presence of winning / losing lottery information in which the corresponding winning / losing lottery has been executed, but the variation performance to notify the winning / losing lottery result is currently in progress (in an "active" state), so it is sometimes called an "active display". In addition, since the variation performance to notify the corresponding winning / losing lottery result is currently in progress (the so-called "pertinent variation" is being executed), it is sometimes called "the pertinent variation reserved". In other words, the pre-change display 71 may also be treated as being included in the category of "reserved". In this embodiment, the display during change 71 is made larger than the display before change 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar). Instead of being related by such similar shapes, the basic shapes (external shapes, etc.) of the changing display 71 and the pre-changing display 72 may be entirely different.
[0021] In this embodiment, similar to known gaming machines, the winning or losing lottery result is notified to the player by the combination of the decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops. Whether the types of the decorative symbols 80 are the same or not shall be determined by whether the characters included in each decorative symbol 80 are the same or not. In this embodiment, each type of decorative symbol 80 is assumed to include any one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type, and if the numbers are different, they are of different types. In the following description, each type of decorative symbol 80 may also be expressed by the number included in the decorative symbol 80, such as the decorative symbol 80 of "1". It is also possible to adopt a configuration in which even decorative symbols 80 of the same type have different aspects (for example, different number designs). Each of the groups of decorative symbols 80g includes all types of decorative symbols 80 (all of the decorative symbols 80 from "1" to "7"). Each type of decorative symbol 80 may include elements other than numbers. For example, it may include characters associated with each number (type).
[0022] The combination of the decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from the left) selected and stopped from each group of decorative symbols 80g is roughly classified into a winning combination indicating winning the winning or losing lottery and a losing combination indicating not winning. In this embodiment, the winning combination is defined as a state where all three decorative symbols 80 are of the same type, and the losing combination is defined as a combination where all three decorative symbols 80 are not of the same type.
[0023] In this embodiment, the variation of each group of decorative symbols 80g may be temporarily stopped (pseudo-stopped). Note that the temporary stop (pseudo-stop) refers to a state where although the variation has not completely stopped, it appears to the player as if it has stopped (for example, a state where it is slightly swaying). By temporarily stopping (pseudo-stopping) the variation in this way, it is also possible to construct a so-called chance point during the variation effect.
[0024] In addition, an image showing various information may be displayed near the outer edge of the display area 911 so as not to be conspicuous (the illustration of the image is omitted in each figure). For example, a pattern (so-called small pattern) that starts to change along with the start of the variable effect and stops in a manner corresponding to the winning / losing lottery result along with the end of the variable effect may be displayed small. However, the player can enjoy the game without being conscious of this type of image. That is, basically, it is possible to grasp the winning / losing lottery result by looking at the decorative pattern 80 and various effects.
[0025] Also, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting pattern of the lamp is supposed to indicate the results of various lotteries. The lighting pattern of the lamp corresponding to the first winning / losing lottery result and the second winning / losing lottery result is generally what is called a "special pattern". Also, the lighting pattern of the lamp corresponding to the normal lottery result (the normal lottery will be described later) is generally what is called a "normal pattern".
[0026] By winning the first winning / losing lottery or the second winning / losing lottery, a privilege (big win) is given to the player. The player plays the game aiming to obtain the privilege (big win). That is, in order to receive the first winning / losing lottery or the second winning / losing lottery, the game ball is launched toward the first start area 904a or the second start area 904b. The game state of playing the game aiming to obtain the privilege (big win) is roughly divided into a normal game state and a specific game state that is more advantageous to the player than the normal game state (see Fig. 3(a)). Also, in the present embodiment, as the specific game state, a first specific game state and a second specific game state that is more advantageous to the player than the first specific game state are provided. It can be said that the normal game state is the most disadvantageous state and the second specific game state is the most advantageous state.
[0027] The normal game state is a low-base state in which it is difficult for the game ball to win in the start area 904, and the specific game state is a high-base state in which it is easier for the game ball to win in the start area 904 (easier to win than the low-base state). The normal game state is a state in which the game ball should be launched aiming at the first start area 904a (a state in which "left hitting" should be performed). The specific game state is a state in which the game ball should be launched aiming at the second start area 904b (a state in which "right hitting" should be performed). The high-base state is a state in which it is easier to win the normal lottery than the low-base state. The normal lottery is a lottery executed when the game ball enters the normal area 905. The second start area 904b is an area that is normally closed and is opened by winning the normal lottery. That is, if the normal lottery is not won, the game ball will not enter the second start area 904b. When the normal lottery is won, the opening and closing member (so-called electric chute) provided at the entrance of the second start area 904b is positioned at the open position, and the second start area 904b is opened. The opening and closing member positioned at the open position receives the game ball flowing down from above and plays a role of guiding the game ball toward the second start area 904b. That is, if the opening and closing member continues to be positioned at the open position to some extent, the game ball will enter the second start area 904b relatively easily.
[0028] The normal area 905 is provided at a position where a "right-hit" game ball can enter (see Fig. 1). Therefore, if continuously hitting right in a specific game state, a normal lottery is executed, and if winning the normal lottery, game balls frequently enter the second start area 904b. On the other hand, in the normal game state, since it is difficult to win the normal lottery, even if hitting right, the second start area 904b is hardly opened, and hitting right is set to be disadvantageous for the player. In this embodiment, in the normal game state, even if winning the normal lottery, the opening time of the second start area 904b is extremely short, and it is practically impossible for a game ball to enter the second start area 904b. It may be set that the winning probability of the normal lottery in the normal game state is 0%, and game balls cannot enter the second start area 904b. Because of such a configuration, the normal game state becomes a state where game balls enter the first start area 904a by hitting left and aim to obtain a privilege (big win) through the first win / loss lottery. Also, the specific game state becomes a state where game balls enter the second start area 904b by hitting right and aim to obtain a privilege (big win) through the second win / loss lottery.
[0029] When the game ball enters the first start area 904a or the second start area 904b, a predetermined number (e.g., 1) of bonus balls are paid out (the number of bonus balls when entering the first start area 904a and the number of bonus balls when entering the second start area 904b may be different). Therefore, in the specific game state, compared with the normal game state, the game can be played with little reduction in the number of balls held. In the technical field of this case, in a state where it is not in the jackpot, there is a situation where the number of bonus balls per launched ball is referred to as the "base". The specific game state is a "high base state" with a (relatively) high base, and the normal game state is a "low base state" with a (relatively) low base. Since the high base state is a state where the game ball is more likely to enter the start area 904 compared to the low base state, it can easily undergo the win-lose lottery. Therefore, the average time required for one variation effect (variation time) is shorter for the specific game state than for the normal game state (so-called "time shortening"). Based on this, it can be said that the high base state is a "time shortening" (with time shortening) state, and the low base state is a "non-time shortening" (without time shortening) state. In addition, due to such a configuration, the average stay time when playing continuously is longer for the normal game state than for the specific game state (the total stay time of the first specific game state and the second specific game state).
[0030] The normal game state and the first specific game state are states with a relatively low probability of winning the win-lose lottery (low probability states), and the second specific game state is a state with a relatively high probability of winning the win-lose lottery (high probability state). The probability can be set as appropriate. In this embodiment, the winning probability (jackpot probability) of the low probability state is about 1 / 319, and the winning probability (jackpot probability) of the high probability state is about 1 / 99. The normal game state aims to perform left-handed shots and obtain a privilege (jackpot) through the first win-lose lottery with a low probability (about 1 / 319). The first specific game state aims to perform right-handed shots and obtain a privilege (jackpot) through the second win-lose lottery with a low probability (about 1 / 319). The second specific game state aims to perform right-handed shots and obtain a privilege (jackpot) through the second win-lose lottery with a high probability (about 1 / 99).
[0031] A jackpot (prize) can be obtained by winning the first win / loss lottery or the second win / loss lottery. In the present embodiment, as jackpots, a normal jackpot (normal prize), a first special jackpot (first special prize), and a second special jackpot (second special prize) are provided (see Fig. 3(a)). The normal jackpot is a jackpot that shifts to the normal game state after the jackpot game (all unit games) ends. The first special jackpot is a jackpot that shifts to the first special game state after the jackpot game (all unit games) ends. That is, the acquisition of the first special jackpot (first special prize) is the transition condition (start condition) of the first special game state. The second special jackpot is a jackpot that shifts to the second special game state after the jackpot game (all unit games) ends. That is, the acquisition of the second special jackpot (second special prize) is the transition condition (start condition) of the second special game state. Since the second special game state is a more advantageous game state than the first special game state, in that regard, it can be said that the second special jackpot is a more advantageous jackpot for the player than the first special jackpot. Note that providing such three types of jackpots is merely an example. For example, a configuration without a normal jackpot may be adopted. Also, a configuration without the first special jackpot (first special game state) may be adopted.
[0032] In the present embodiment, the distribution of the jackpot (prize) obtained through the first win / loss lottery (special drawing 1 lottery) is different from the distribution of the jackpot (prize) obtained through the second win / loss lottery (special drawing 1 lottery) (see Fig. 3(b)). The jackpot obtained through the first win / loss lottery may be any of a normal jackpot (25%), a first special jackpot (25%), and a second special jackpot (50%). On the other hand, all (100%) of the jackpots obtained through the second win / loss lottery are set to be the second special jackpot. From this, it can be said that after shifting to the special game state, as long as a jackpot is obtained (a consecutive win) through the second win / loss lottery, the second special game state, which is the most advantageous game state for the player, continues.
[0033] The first specific gaming state and the second specific gaming state end when a predetermined end condition is satisfied (see Fig. 3(a)). In the present embodiment, the first specific gaming state ends when the win / loss lottery fails 100 times in a row. Since the first specific gaming state is a low-probability state, it can be said that the first specific gaming state is a state in which the game is played aiming to win a low-probability lottery (about 1 / 319) before 100 lotteries are executed. Also, in the present embodiment, the second specific gaming state ends when the win / loss lottery fails 150 times in a row. Since the second specific gaming state is a high-probability state, it can be said that the second specific gaming state is a state in which the game is played aiming to win a high-probability lottery (about 1 / 99) before 150 lotteries are executed. That is, the gaming machine 1 according to the present embodiment has a so-called ST type of gaming property (there is a situation where a state in which the aim is to win a high-probability lottery before failing a predetermined number of times in a row is called "ST (state)"). Since the probability that the high-probability lottery (about 1 / 99) fails 150 times in a row (the probability that the second specific gaming state ends without winning the high-probability lottery when a certain second specific gaming state is started) is about 22%, the so-called continuation rate is about 78%. Note that, unless otherwise specified in the following description, the above specifications are merely an example. For example, in the high-probability state, it may be configured to win either a big win (high-probability big win) in which the high-probability state continues or a big win (low-probability big win) in which the high-probability state ends (shifts to the low-probability state), and it may have a so-called loop type of gaming property in which the high-probability state continues until winning the low-probability big win.
[0034] In this embodiment, even if the power supply of the gaming machine 1 is once turned off (even if an operation of turning off the power supply and then turning it on is performed), the gaming state is maintained. However, when a predetermined reset operation that can only be performed by a game store employee (a person who can access the inside of the gaming machine) is performed, the normal gaming state is entered (the game store employee is enabled to forcibly shift to the normal gaming state, which is the "default" gaming state). It is not normal for a player to stop playing in a specific gaming state that is advantageous to the player, and even if the store closes in the specific gaming state, the game store side will perform a reset operation. Therefore, it is normal for the gaming machine to be in the normal gaming state when the game store opens (the so-called early morning state). Thus, basically, the player starts playing from the normal gaming state.
[0035] When a jackpot (prize) is won through a winning or losing lottery, a jackpot game (prize game) is executed. The jackpot game repeatedly performs a plurality of unit games in which the large winning area 906 (see FIG. 1; the large winning area 906 is normally closed by the opening and closing member 906a) is opened until a predetermined closing condition is satisfied. The closing condition is established when either one of the following is satisfied: C game balls (C = 10 in this embodiment) are won after the large winning area 906 is opened (winning condition), or a predetermined time has elapsed after the large winning area 906 is opened (time condition). If game balls are continuously launched toward the large winning area 906 during the jackpot game (if hitting to the right in this embodiment), it is assumed that the winning condition will be satisfied before the time condition is satisfied. That is, at least 10 game balls win in the large winning area 906 in one unit game (it is also possible that a so-called over-win occurs where more than 10 game balls win in the large winning area 906). A unit game is also referred to as a round (game), etc. The number of unit games (rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, the number of prize balls paid out when one game ball wins in the large winning area 906 is 15. Therefore, in the case of a 10-round jackpot, at least 1500 prize balls are paid out.
[0036] In some cases, the pre-variation display 72 (hold display) and the during-variation display 71 (active display) are collectively referred to as "hold". However, the mode of "hold" suggests a reliability (the probability that the corresponding win / loss lottery result will be a big win (the probability of privilege grant)). The pre-variation display 72 and the during-variation display 71 can be any of a plurality of modes (see FIG. 4) according to the reliability (hereinafter, the modes that the pre-variation display 72 and the during-variation display 71 can be may also be referred to as display modes). Note that the reliability of the pre-variation display 72 and the during-variation display 71 refers to the reliability at the time when each display mode is displayed, and the reliability may increase due to a subsequent change in the display mode (hereinafter, this change may also be referred to as "hold change (production)"). Also, the relationship of the high and low reliability of each display mode refers to the relationship in the same gaming state. In the present embodiment, reliability is suggested by the display mode (hold change) of hold in any of the normal gaming state, the first specific gaming state, and the second specific gaming state. However, that the reliability of one display mode is higher than that of another display mode means that the reliability is higher when it becomes another display mode than when it becomes a certain display mode in the same gaming state.
[0037] The display mode is roughly divided into a normal display mode 70n and a special display mode 70s. The normal display mode 70n is the reference display mode (default mode). The pre-variation display 72 and the in-variation display 71 have the highest probability of being in the normal display mode 70n (the probability of the pre-variation display 72 and the in-variation display 71 being in the normal display mode 70n is higher than the probability of being in any special display mode 70s (preferably, the probability of the pre-variation display 72 and the in-variation display 71 being in the normal display mode 70n is 90% or more)). The special display mode 70s is a display mode that suggests a higher reliability than the normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in the normal gaming state are provided: the first special display mode 701s, the second special display mode 702s, the third special display mode 703s, and the fourth special display mode 704s (the description of the special display mode in the specific gaming state is omitted). The reliability of the target win / loss lottery result increases in this order (the fourth special display mode 704s has the highest reliability). The fourth special display mode 704s is only displayed when the target win / loss lottery result is a big win (the reliability = 100%). Each display mode only needs to be such that the player can clearly distinguish the differences between the modes. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s exhibits a rainbow color (in the drawings, the colors of the special display modes 70s are represented by characters. Those without characters representing colors are the normal display mode 70n). The different display modes may also differ in points other than color (for example, the outer shape may be different).
[0038] The display modes of the pre-variation display 72 and the during-variation display 71 can change in a direction of increasing reliability (the held change effect only occurs in the direction of increasing reliability). Even in the state of the pre-variation display 72 (i.e., before the target variation is started), or in the state of the during-variation display 71 (i.e., during the target variation), the mode may change. Note that the specific mode of the so-called held change effect may be anything. In this embodiment, the display modes of the pre-variation display 72 and the during-variation display 71 may suddenly change (a sudden held change effect occurs), or as a result of an image acting on the pre-variation display 72 or the during-variation display 71 being displayed, the display modes of these may change (a held change effect in which an action image that brings about a change in the display mode is displayed occurs). The final display mode of the during-variation display 71 in the target variation becomes the final reliability suggested by the during-variation display 71. When the target variation effect is started, the pre-variation display 72 (the one with the digestion order of 1) becomes the during-variation display 71, and at that time, the display mode is carried over. For example, when the pre-variation display 72 (the one with the digestion order of 1) immediately before the target variation is started is in the second special display mode 702s, the target variation is started with the during-variation display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-variation display 72 (the one with the digestion order of 1) becomes the during-variation display 71. Note that in this embodiment, in a state where a plurality of the pre-variation display 72 and the during-variation display 71 are displayed together, a state where two or more special display modes 70s are displayed may occur.
[0039] The gaming machine 1 is provided with a plurality of types of operating means that can be operated by the player. In this embodiment, a push button (effect button) 61, a cross key 62, and a special operation unit 65 are provided. The push button 61 can be pushed downward. The cross key 62 can be operated in any of the up, down, left, and right directions. The special operation unit 65 can be pushed backward.
[0040] Hereinafter, the effects that the gaming machine 1 according to the present embodiment can execute, the functions, characteristics, etc. that the gaming machine 1 has will be described. Note that it may be configured to be able to execute only a part of the effects and the like described below (only have a part).
[0041] <Special background image and intermediate image> During the variable effect, a background image is displayed as the background of the decorative symbol. In the gaming machine 1 according to the present embodiment, the reliability may be suggested by the background image. A special background image may be displayed as the background image, and an intermediate image may be displayed when the special background image is displayed. In the following description of the special background image and the intermediate image, the win / loss lottery result that is the target of the reliability suggestion by the background image (special background image) is referred to as the target win / loss lottery result, and the variable effect corresponding to the target win / loss lottery result is also referred to as the target variable effect (target variation). The special background image and the intermediate image are displayed only when a predetermined execution condition is satisfied. In the present embodiment, the special background image and the intermediate image can be displayed in the normal gaming state. However, it may be configured to be able to be displayed in a specific gaming state. In the drawings used to explain the special background image and the intermediate image, basically the background image is illustrated, but in other drawings, the illustration of the background image is basically omitted.
[0042] The background image can be roughly distinguished into a normal background image (see FIG. 5(a)) and a special background image (see FIG. 5(b)). It can be said that the type of the background image represents the difference in so-called stages (also referred to as modes, zones, etc.). The difference in the form between the normal background image and the special background image may be any as long as the player can distinguish them. The normal background image is the default background image. Note that, unless otherwise specified, in the drawings used to explain the special background image and the intermediate image, the normal background image is shown in a plain form (a form in which nothing is drawn) as shown in FIG. 5(a). The probability that the variable effect is executed with the normal background image displayed is the highest (it is preferable that 80% or more of the variable effects are in the state where the normal background image is displayed).
[0043] The special background image is an image that suggests a higher reliability of the target acceptance / rejection lottery result than when the normal background image is displayed (so-called chance-up background image). That is, the probability that the variation in which the special background image is displayed leads to the notification that a big win has occurred in the said variation (the probability of being given a privilege (big win game)) is higher than the variation in which the normal background image is displayed. In the present embodiment, as the special background image, special background image A (refer to Fig. 5(b-1)) and special background image B (refer to Fig. 5(b-2)) may be displayed. The probability that the variation in which special background image B is displayed leads to the notification that the target acceptance / rejection lottery result is a big win in the target variation is higher than the target variation in which special background image A is displayed. That is, special background image B suggests a higher degree of chance-up than special background image A. Note that in the present embodiment, even if special background image B is displayed, it is not certain that the target acceptance / rejection lottery result is a big win (the reliability of special background image B ≠ 100%). Also, there is a possibility that the acceptance / rejection lottery result is a big win even when the normal background image is displayed (even when the state does not become the state in which the special background image is displayed). The difference in the modes of special background image A and special background image B may be anything as long as the player can distinguish them.
[0044] Note that images displayed for so-called customization (production customization, adjustment of light quantity and volume), the in-variation display 71 and the pre-variation display 72, images representing the rotation speed, etc. are not considered to constitute the background image (these images are displayed superimposed in front of the background image, similar to the decorative pattern). Also, when a specific production such as a so-called super reach production is executed, each background image shown in Fig. 5 becomes non-displayed.
[0045] In this embodiment, a change from a state where a certain background image is displayed to a state where a different type of background image is displayed (hereinafter referred to as a background change) suggests that the situation has changed to a situation where it can be expected that the result of the win / loss lottery will be a big win. If the type of background image indicates the type of so-called stage, then the said background change is what is called a "stage change". Hereinafter, the background image before the change when a background change occurs may also be referred to as the "previous background image", and the background image after the change may be referred to as the "subsequent background image". In this embodiment, as the background change, there is a "special background change A" (see FIG. 6) that changes from a normal background image to a special background image A (the previous background image is a normal background image and the subsequent background image is a special background image A), and a "special background change B" (see FIG. 7) that changes from a normal background image to a special background image B (the previous background image is a normal background image and the subsequent background image is a special background image B). As described above, since the reliability of the target win / loss lottery result is higher for the special background image B than for the special background image A, it can be said that the special background change B is a more advantageous background change for the player than the special background change A.
[0046] In this embodiment, when a background change occurs, an intermediate image is displayed between the state in which the previous background image is displayed and the state in which the subsequent background image is displayed. It can be said that the intermediate image is an image that connects (relays) the previous background image and the subsequent background image. If the background change is regarded as a so-called stage change, it can be said that the intermediate image is an image indicating the occurrence of the stage change. In this embodiment, the intermediate image is made to correspond to the type of background image to be displayed as the subsequent background image. That is, the intermediate image indicates the type of the destination background image. When the subsequent background image is the special background image A (when the special background change A occurs), the intermediate image A is displayed (see (2) in Fig. 6(b)). On the other hand, when the subsequent background image is the special background image B (when the special background change B occurs), the intermediate image B (an image in a different form from the intermediate image A) is displayed (see (2) in Fig. 7(b)). That is, the intermediate image A (see (2) in Fig. 6(b)) is an image that suggests in advance that the special background image A is to be displayed (see (3) in Fig. 6(b)) (that the special background change A occurs), and the intermediate image B (see (2) in Fig. 7(b)) is an image that suggests in advance that the special background image B is to be displayed (see (3) in Fig. 7(b)) (that the special background change B occurs).
[0047] The specific embodiments of the intermediate image A and the intermediate image B may be of any kind. Preferably, they may include elements suggesting the subsequent background image (corresponding special background image). That is, the intermediate image A (see (2) in FIG. 6(b)) includes elements suggesting the special background image A, and the intermediate image B (see (2) in FIG. 7(b)) includes elements suggesting the special background image B. Thereby, it becomes possible to anticipate in advance that when the intermediate image A is displayed, it will shift to the state where the special background image A is displayed, and when the intermediate image B is displayed, it will shift to the state where the special background image B is displayed. For example, it is conceivable that the intermediate image A includes at least a part of the name of the state (stage) where the special background image A is displayed, and the intermediate image B includes at least a part of the name of the state (stage) where the special background image B is displayed. In this embodiment, since the special background image A is named "○○○ (stage)", the intermediate image A is assumed to include the characters "○○○". Since the special background image B is named "××× (stage)", the intermediate image B is assumed to include the characters "×××".
[0048] Special background change A and special background change B do not occur during fluctuations. That is, in a single fluctuation, both the previous background image and the subsequent background image are not displayed. A certain fluctuation in which the previous background image is displayed (hereinafter, may also be referred to as the previous fluctuation) ends, and the process proceeds to the next fluctuation (hereinafter, may also be referred to as the subsequent fluctuation), and the subsequent background image is displayed in the subsequent fluctuation (see FIGS. 6(a) and 7(a)). When the subsequent background image is a special background image, the object to be suggested by the special background image (the object of the chance up) is the pass / fail lottery result corresponding to the subsequent fluctuation (that is, the subsequent fluctuation is the target fluctuation, and the pass / fail lottery result corresponding to the subsequent fluctuation is the target pass / fail lottery result (the pass / fail lottery result of the object to be suggested)). In the present embodiment, the intermediate image is displayed in the subsequent fluctuation. Specifically, when the subsequent fluctuation starts, the intermediate image is displayed, and the intermediate image continues to be displayed until a predetermined display time elapses, and when the display time elapses, the intermediate image is erased and the subsequent background image is displayed (see FIGS. 6(a) and 7(a)). Incidentally, while the intermediate image is being displayed, a decorative pattern (a decorative pattern for notifying the target pass / fail lottery result) fluctuates and is displayed in front of the intermediate image (see (2) in FIG. 6(b) and (2) in FIG. 7(b)).
[0049] Here, the display time of the intermediate image varies depending on the type of the intermediate image. Specifically, the display time Tb of the intermediate image B is set to be longer than the display time Ta of the intermediate image A. In the present embodiment, Ta = 2 seconds and Tb = 4 seconds (see FIGS. 6(a) and 7(a)). That is, the special background image A starts to be displayed after 2 seconds have elapsed since the start of the display of the intermediate image A, while the special background image B starts to be displayed after 4 seconds have elapsed since the start of the display of the intermediate image B. As described above, in the present embodiment, the intermediate image is displayed from the start of the subsequent fluctuation. Therefore, the intermediate image A continues to be displayed until 2 seconds have elapsed since the start of the subsequent fluctuation, while the intermediate image B continues to be displayed until 4 seconds have elapsed since the start of the subsequent fluctuation.
[0050] After the time is up, a special background image is displayed, and subsequent changes (target changes) proceed. Then, the target pass / fail lottery result is notified by the subsequent changes (target changes). When a super reach effect or the like (a specific effect that triggers the disappearance of the background image) is executed during the subsequent changes, the special background image is erased (an image of the super reach effect or the like is displayed instead of the special background image). There is also a possibility that the subsequent changes end without such an effect being executed (the subsequent changes end with the special background image still being displayed).
[0051] When the player senses that the background image changes (shifts to a state where the special background image is displayed) by the display of the intermediate image, the display time of the intermediate image will differ according to the type of special background image that is subsequently displayed. In this embodiment, since the display time of the intermediate image becomes relatively long and thus shifts to a state where the special background image B with relatively high reliability is displayed, the fact that the display time of the intermediate image becomes long is configured as an advantageous event for the player. For a player who has already been exposed to the effect of displaying the intermediate image A and the special background image A, (normally, it would be thought that the display time of the intermediate image B is also the same as that of the intermediate image A), when the intermediate image B is displayed, there is a form of performance where there is a possibility of feeling a "sense of incongruity" that its display time is long (longer than the display time already experienced). That is, when a sense of incongruity that the display time of the intermediate image is long is felt, an interesting gameplay can be realized where it shifts to a state where the special background image B, which can be expected to result in a big win (compared to the state where the special background image A is displayed), is displayed.
[0052] Hereinafter, specific examples of improving, concretizing, modifying, etc. matters regarding the above special background image and intermediate image will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied in multiple sets may also be used.
[0053] 〇Specific Example 1-1 Assume that a plurality of types of normal background images are provided. Regardless of their types, the reliability (the probability that the win-lose lottery result corresponding to the variation in which the normal background image is displayed is a big win) of the normal background images is the same (the type of the normal background image does not affect the reliability), and it is assumed that the reliability is lower than that of the special background images (special background image A, special background image B).
[0054] When configured as in this example, the normal background images that may transition to the special background image (special background image A or special background image B) can be limited (only a part of the plurality of types of normal background images is the target normal background image that may transition to the special background image). For example, assume that three types of normal background images, the first normal background image to the third normal background image, are provided as the normal background images, and there is no possibility of transitioning to the special background image from the state where the first normal background image and the second normal background image are displayed, but there is a possibility of transitioning to the special background image from the state where the third normal background image is displayed (configure the third normal background image as the target normal background image) (see Fig. 8). By doing so, the state in which the target normal background image is displayed will function as a suggestion that there is a possibility of transitioning to the special background image.
[0055] 〇Specific Example 1-2 Assume that a plurality of types of normal background images are provided. And assume that a background change (normal background change) (see Fig. 9(a)) in which, from the state where a certain type of normal background image is displayed, the state changes to the state where another type of normal background image is displayed can occur. That is, assume that a background change can occur in which both the previous background image and the subsequent background image are normal background images. Also assume that an intermediate image N (different from intermediate image A and intermediate image B) is displayed between the state where the previous background image is displayed and the state where the subsequent background image is displayed during the normal background change, and the length of the display time (Tn) of the intermediate image (see Fig. 9(a)) is set to be shorter than the length of the display time (Tb) of the intermediate image B (see Fig. 9(b)) when the special background change B occurs (Tn < Tb). By doing so, the fact that the display time of the intermediate image becomes longer than when the normal background change occurs can realize a game property that is regarded as an advantageous event for the player.
[0056] When setting it as in this example, it is conceivable that the display time (Tn) of the intermediate image at the time of normal background change is the same as the length (Ta) of the display time of intermediate image A at the time of special background change A (Tn = Ta) (see Fig. 10(a)), or it is conceivable that the display time (Tn) of the intermediate image is shorter than the length (Ta) of the display time of intermediate image A (Tn < Ta) (see Fig. 10(b)) (note that Ta < Tb). If the former setting is adopted, when the display time of the intermediate image exceeds Tn (= Ta), the playability that there is no possibility of normal background change and special background change A (special background change B occurs) can be realized. On the other hand, if the latter setting is adopted, when the display time of the intermediate image exceeds Tn, the possibility of normal background change disappears, and when the display time of the intermediate image exceeds Ta, the possibility of special background change A disappears (special background change B occurs), and the playability can be realized.
[0057] 〇Specific Examples 1 - 3 Assume that a background change can occur from the state where special background image A is displayed to the state where special background image B is displayed. That is, assume that a background change can occur where special background image A is the previous background image and special background image B is the subsequent background image (see Fig. 11). Even when such a background change occurs, since the subsequent background image is special background image B, an intermediate image B is displayed (the display time is Tb) between the state where special background image A is displayed and the state where special background image B is displayed (see Fig. 11(a)). By doing so, the playability can be achieved where after the state where special background image A is displayed, it is expected to shift to the state where special background image B is further displayed.
[0058] Note that it is preferable to prevent the background change from the state where special background image B is displayed to the state where special background image A is displayed (the background change where special background image B is the previous background image and special background image A is the subsequent background image) from occurring because it is a change in the direction of decreasing reliability.
[0059] 〇Specific Examples 1 - 4 When a special background change occurs, the display of the subsequent background image shall start from the start time of the subsequent change (see Fig. 12). In this case, the intermediate image shall be displayed during the previous change. That is, the previous change shall include the state where the previous background image was displayed and the state where the subsequent intermediate image was displayed. Since the display time Tb of intermediate image B (see Fig. 12(b)) is longer than the display time Ta of intermediate image A (see Fig. 12(a)), if the end time of the previous change is taken as a reference, intermediate image B will start to be displayed at a "faster timing" than intermediate image A. For example, if, as in the above embodiment, the display time Ta of intermediate image A is 2 seconds and the display time Tb of intermediate image B is 4 seconds, then intermediate image A shall start to be displayed 2 seconds before the end of the previous change, and intermediate image B shall start to be displayed 4 seconds before the end of the previous change.
[0060] In this way, if the state where the subsequent background image is displayed starts from the start time of the subsequent change (if the subsequent change starts and the background change is completed), the chance-up effect by the special background image becomes an easy-to-understand production form (it becomes easy to understand that expectations can be placed on the subsequent change (target change)).
[0061] 〇Specific Examples 1-5 The intermediate image shall be displayed across the previous change and the subsequent change. That is, the intermediate image shall be displayed during the combined period (composite period) of the period from the middle to the end time of the subsequent change (previous period P1) and the period from the start time to the middle time of the previous change (subsequent period P2) (see Fig. 13). Since the display time of intermediate image B is longer than the display time of intermediate image A, the composite period set when intermediate image B is displayed is longer than the composite period set when intermediate image A is displayed.
[0062] When doing it as in this example, regardless of the type of intermediate image to be displayed (even when either special background change A or special background change B occurs), the length of one of the previous period and the subsequent period can be made the same. For example, as shown in FIG. 13, although the length of the previous period P1 is different, by making the length of the subsequent period P2 the same, the timing at which the subsequent background image (special background image A or special background image B) starts to be displayed can be made the same (for example, if, as in the above embodiment, the display time of intermediate image A is 2 seconds and the display time of intermediate image B is 4 seconds, when intermediate image A is displayed, "previous period (P1)=1 second, subsequent period (P2)=1 second", and when intermediate image B is displayed, "previous period (P1)=3 seconds, subsequent period (P2)=1 second" can be considered).
[0063] Although not shown, the length of the subsequent period P2 is different, but the length of the previous period P1 can also be made the same (for example, if, as in the above embodiment, the display time of intermediate image A is 2 seconds and the display time of intermediate image B is 4 seconds, when intermediate image A is displayed, "previous period (P1)=1 second, subsequent period (P2)=1 second", and when intermediate image B is displayed, "previous period (P1)=1 second, subsequent period (P2)=3 seconds" can be considered).
[0064] 〇Specific Examples 1-6 Let it be configured such that images of a plurality of modes are provided as the intermediate image B. For example, as the intermediate image B, an intermediate image B1 and an intermediate image B2 having a different mode from the intermediate image B1 are provided. When special background change B occurs (when the special background image B is displayed as the subsequent background image (see FIG. 14(c))), sometimes the intermediate image B1 is displayed (see FIG. 14(b-1)), and sometimes the intermediate image B2 is displayed (see FIG. 14(b-2)).
[0065] It is assumed that it is more advantageous for the player when the intermediate image B2 is displayed than when the intermediate image B1 is displayed. That is, it is set such that the probability of an event advantageous to the player occurring is higher when the intermediate image B2 is displayed than when the intermediate image B1 is displayed. Various events can be considered as the event to be suggested (an event advantageous to the player) depending on the type of the intermediate image B (any event can be considered as long as its occurrence is an event advantageous to the player). For example, if the event to be suggested is that the target win / loss lottery result is a big win, even when the same special background change B occurs, the game playability can be realized such that when the intermediate image B2 is displayed, there is more expectation of a big win in the target win / loss lottery result than when the intermediate image B1 is displayed. In addition to this, it is also conceivable to set the event to be suggested as "an advantageous event" of shifting to the second specific game state. That is, it is set such that when the intermediate image B2 is displayed, the probability that the big win is a second specific big win is higher when the target win / loss lottery result is a big win than when the intermediate image B1 is displayed.
[0066] By doing so as in this example, when the display time of the intermediate image becomes long (exceeds Ta) (when the player feels a sense of discomfort that the display time of the intermediate image becomes long), an interesting game playability can be realized in that the player should also pay attention to the aspect (the type of the intermediate image B) of the intermediate image.
[0067] 〇Specific Examples 1-7 When shifting to the state where the special background image A is displayed (when the special background change A occurs), the intermediate image may not be displayed. That is, there may be a case where after the intermediate image A is displayed, the state shifts to the state where the special background image A is displayed, or there may be a case where the state shifts to the state where the special background image A is displayed without the intermediate image being displayed.
[0068] Similarly, when transitioning to a state where the special background image B is displayed (a special background change B occurs), the intermediate image may not be displayed. That is, there may be a transition to a state where the special background image B is displayed after the intermediate image B is displayed, or there may also be a transition to a state where the special background image B is displayed without the intermediate image being displayed.
[0069] 〇Specific Example 1-8 When transitioning to a state where the special background image A is displayed (a special background change A occurs), the intermediate image may not be displayed (it may transition after the intermediate image A is displayed or may also transition without the intermediate image A being displayed). However, when transitioning to a state where the special background image B is displayed (a special background change B occurs), the intermediate image will surely be displayed. When the relatively highly reliable special background image B is displayed, it is emphasized that (unlike the relatively low-reliability special background image A), the intermediate image B is displayed for a relatively long time (Tb) and then the state where the special background image B is displayed is reached.
[0070] 〇Specific Example 1-9 The probability that the special background image B is displayed (a special background change B occurs) per change is made lower than the probability that the special background image A is displayed (a special background change A occurs). By doing so, the player will have more contacts with the special background change A. That is, the player will have more contacts with the change of transitioning to a state where the special background image A is displayed after the intermediate image A is displayed for Ta time. Therefore, when the special background change B occurs, the probability that the player feels a sense of discomfort when the display time of the intermediate image B becomes Tb is increased.
[0071] 〇Specific Example 1-10 Contrary to the above embodiment, the display time Ta of the intermediate image A is set to be longer than the display time Tb of the intermediate image B. By doing so, it is possible to realize a game property in which if the display time of the intermediate image is short, the player shifts to a state where a relatively advantageous special background image (special background image B) is displayed. That is, different from the above embodiment, it is possible to realize a game property in which it is more advantageous for the player when they feel that the display time of the intermediate image is short.
[0072] 〇Specific Example 1-11 A configuration is adopted in which three or more types of special background images are provided, and corresponding intermediate images are provided for each of them (each special background image and each intermediate image have different modes from each other). For example, three types of special background images, special background image A, special background image B, and special background image C, are provided, and the reliability increases in this order (special background image C has the highest reliability). When a background change to special background image A (special background change A) occurs, intermediate image A is displayed before special background image A is displayed (see Fig. 15(a)). When a background change to special background image B (special background change B) occurs, intermediate image B is displayed before special background image B is displayed (see Fig. 15(b)). When a background change to special background image C (special background change C) occurs, intermediate image C is displayed before special background image C is displayed (see Fig. 15(c)) (intermediate image A, intermediate image B, and intermediate image C have different modes from each other). The display time of each intermediate image is such that the display time Tb of intermediate image B is longer than the display time Ta of intermediate image A (see Fig. 15(a)(b)), and the display time Tc of intermediate image C is longer than the display time Tb of intermediate image B (see Fig. 15(b)(c)).
[0073] By doing so, it is possible to realize a game property in which the longer the display time of the intermediate image, the higher the reliability of the type of the special background image (the special background image to be displayed as the subsequent background image) to which the transition is made.
[0074] 〇Specific Example 1-12 While the intermediate image is being displayed, the hold (display 72 before change, display 71 during change) is set to be non-displayed (invisible) (see Fig. 16(b)). The hold may be overlaid on the intermediate image. That is, the hold is displayed in the state where the previous background image is displayed and the state where the subsequent background image is displayed when the special background change occurs, but the hold is not displayed between the two states. Even if a new start winning (a game ball enters the start area 904) occurs while the intermediate image is being displayed and new win / loss lottery information is obtained, the hold corresponding to the win / loss lottery information is not displayed (while the intermediate image is being displayed). Since the special background change is characterized by the length of the display time of the intermediate image, the increase or decrease of the hold (display 72 before change, display 71 during change) is not displayed while the intermediate image is being displayed, so that the player can easily notice the length of the display time.
[0075] <Specific Symbol> As described above, a plurality of types of decorative symbols for notifying the win / loss lottery result are displayed in the display area 911. In the present embodiment, a part of the plurality of types of decorative symbols is a specific symbol. In the following description, a decorative symbol that is not a specific symbol is referred to as a non-specific symbol ("a decorative symbol that is not a specific symbol = a non-specific symbol"). Further, the plurality of types of decorative symbols referred to here are symbols that are normally displayed and can form a symbol combination (losing combination, winning combination) for notifying the win / loss lottery result, and special symbols that are displayed only in special cases are excluded.
[0076] In this embodiment, a "specific symbol determination lottery" is executed when specified conditions are satisfied. The fact that the specific symbol determination lottery has been executed and the lottery result are not made known to the player. Therefore, whether a symbol is a specific symbol cannot be determined from the appearance (aspect) of each decorative symbol. That is, the various decorative symbols do not have elements (elements that make up the outer shape) for determining whether a symbol is a specific symbol. The trigger (satisfaction of the specified conditions) for executing the specific symbol determination lottery may be anything. In this embodiment, the start of a new normal game state is regarded as the satisfaction of the specified conditions. When a predetermined reset operation (an operation that can only be performed by a game store employee who can access the inside of the gaming machine) is performed, when a normal jackpot game ends, when a loss occurs 100 times in a row in the first specific game state, and when a loss occurs 150 times in a row in the second specific game state, a transition is made to the normal game state (the normal game state starts). At the timing of the start of the normal game state, the specific symbol determination lottery is executed, and a certain type of decorative symbol determined by the lottery is set as the specific symbol (stored in a storage means (RAM), not shown, provided in the gaming machine 1) (see the frame at the upper part of FIG. 17).
[0077] At the beginning of the variable display, a group of decorative patterns (three groups of decorative patterns in this embodiment) including a plurality of types of decorative patterns is variably displayed. After that, it is shown that one type of decorative pattern has been selected from each group of decorative patterns (hereinafter, the selected and shown pattern may also be referred to as the "selected pattern"). The modes of indicating that a certain type of decorative pattern has been selected can be roughly divided into a "stop display mode" and a "pseudo-stop display mode". Since such "stop display" and "pseudo-stop display" themselves are well-known in the technical field of this case (see, for example, Japanese Patent Application Laid-Open No. 2013-240609), they will be briefly described. The stop display mode is a state in which the selected pattern is completely stopped. The pseudo-stop display mode is a state in which the selected pattern is in a pseudo-stop (temporary stop) state (as described above). When a certain type of decorative pattern is shown as the selected pattern in a "stop display" from a certain group of decorative patterns (target decorative pattern group) in the variable display, the decorative pattern shown as the selected pattern in the variable display does not change to another type (the selection from the target decorative pattern group is determined). On the other hand, when a certain type of decorative pattern is shown as the selected pattern in a "pseudo-stop display" from a certain group of decorative patterns (target decorative pattern group) in the variable display, the decorative pattern shown as the selected pattern in the variable display may change to another type (the selection from the target decorative pattern group is not determined). That is, the pseudo-stop display (mode) is a selection mode that gives the player the impression that a certain type of decorative pattern has been selected, but leaves room for the selected decorative pattern to change to another type of decorative pattern. Note that the selection may be determined when a certain selected pattern changes from the "pseudo-stop display" state to the "stop display" state. In some drawings, the decorative pattern shown in the pseudo-stop display mode is represented as if the pattern is swaying (see Fig. 17(b)).
[0078] A specific symbol is a symbol that is never "pseudo-stopped." That is, when indicating that a decorative symbol selected as a specific symbol from a certain group of decorative symbols, the decorative symbol may be in a stopped display mode, but it is never in a pseudo-stopped display mode. In other words, when it is shown that a specific symbol has been selected from a certain group of decorative symbols, it is certain that the selection is finalized. On the other hand, a non-specific symbol may be "stopped" or "pseudo-stopped." That is, when indicating that a decorative symbol selected as a non-specific symbol from a certain group of decorative symbols, the decorative symbol may be in a stopped display mode or a pseudo-stopped display mode.
[0079] The gaming machine 1 according to the present embodiment can execute a pseudo-continuous effect (so-called pseudo-continuous) as a kind of effect using pseudo-stop display (an effect constructed on the premise of being pseudo-stopped). Since the pseudo-continuous effect itself is well-known, a detailed description thereof will be omitted. However, three selected symbols each selected from three groups of decorative symbols (see Fig. 17(a)) are shown in a pseudo-stop display mode (a combination satisfying a specific law (hereinafter referred to as a lucky combination)) (see Fig. 17(B)), and it is an effect of repeating one or more times of re-variation (see Fig. 17(c)). Generally, the reliability is made higher as the number of times of the re-variation increases. Note that the law of the lucky combination may be any kind. In the present embodiment, it is set as a lucky combination that the numbers are arranged in order from the left (so-called sequential order) (in the present embodiment, the maximum number of the decorative symbol is "7", and a combination arranged as "6·7·1", "7·1·2" from the left is also set as a lucky combination). A special symbol that is not displayed under normal conditions (a symbol that is not a decorative symbol of "1" to "7" (a symbol that does not constitute a combination for notifying the result of a win / loss lottery)) may be displayed as constituting a lucky combination. For example, a symbol including the character "NEXT" suggesting that a pseudo-continuous occurs is displayed as a middle symbol constituting a lucky combination (the left symbol and the right symbol may be any of the decorative symbols of "1" to "7").
[0080] As described above, the specific symbol is not set to the pseudo-stop display mode. Then, when a specific symbol is shown as the selected symbol from a certain group of decorative symbols, there is no possibility of a pseudo-continuous effect occurring at that time. That is, since the fact that a specific symbol is shown as the selected symbol means that the selection of that symbol is determined (it does not change to other symbols), the occurrence of the pseudo-continuous effect is denied at that time. In other words, when the pseudo-continuous effect occurs, all the decorative symbols constituting the above-mentioned lucky combination are controlled to be non-specific symbols. For example, when the decorative symbol "5" is the specific symbol, there is no possibility of a pseudo-continuous effect occurring when the decorative symbol "5" is selected from any of the left decorative symbol group 80gL, the middle decorative symbol group 80gC, and the right decorative symbol group 80gR. Also, when the pseudo-continuous effect occurs, the above-mentioned lucky combination is constructed without including the decorative symbol "5". As described above, the lucky combination in the present embodiment is the so-called normal order. In the state where the decorative symbol "3" is the specific symbol, the lucky combinations of "3·4·5", "4·5·6", and "5·6·7" are not displayed when the pseudo-continuous effect occurs (see Fig. 17(b)).
[0081] The decorative symbol that is the specific symbol can be selected as a symbol constituting a symbol combination for notifying the winning or losing lottery result (the winning combination for notifying a win (see Fig. 18(a)), the losing combination for notifying a loss (see Fig. 18(b))) (see Fig. 18). Naturally, a decorative symbol that is a non-specific symbol can also be selected as a symbol constituting a losing combination or a winning combination. That is, the setting of the specific symbol does not affect the symbol combination for notifying the winning or losing lottery result.
[0082] Thus, in the gaming machine 1 according to the present embodiment, since a specific symbol that is not set to the pseudo-stop display mode is set, an interesting gaming property can be realized in that the occurrence of a pseudo-continuous effect, which is an "effect using pseudo-stop display", is denied when the specific symbol is shown as the selected symbol.
[0083] Further, if, as in the present embodiment, a specific symbol is determined by a specific symbol determination lottery and the player is not explicitly informed of which type of decorative symbol has been determined as the specific symbol, a game property can be realized in which the player enjoys the game while predicting which decorative symbol is the specific symbol.
[0084] Hereinafter, specific examples in which the matters related to the specific symbol 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 adopted.
[0085] 〇Specific Example 2-1 As an "effect using pseudo-stop display", it is also conceivable to adopt a configuration in which an effect other than the pseudo-continuous effect occurs instead of or in addition to the pseudo-continuous effect. For example, from a state (pre-state) in which a three-of-a-kind (winning combination) of a certain decorative symbol is pseudo-stopped (see Fig. 19(a)), it may re-vary (see Fig. 19(b)) and change to a state (post-state) in which it stops and is displayed as a three-of-a-kind (winning combination) of another type of decorative symbol (see Fig. 19(c)). A "re-variation effect" that can occur as an effect using pseudo-stop display may be adopted. (Note that the re-variation effect may also result in a situation where the type of symbol does not change.) In this case, since the specific symbol is not pseudo-stopped, it is not displayed as constituting the winning combination in the pre-state (the combination at the time of Fig. 19(a)). However, since the specific symbol can be stopped and displayed, it may be displayed as constituting the winning combination in the post-state (the combination at the time of Fig. 19(c)).
[0086] A configuration in which two or more "effects using pseudo-stop display" can occur may also be adopted. If a configuration is adopted in which two or more "effects using pseudo-stop display" can occur, it becomes impossible for any of the two or more "effects using pseudo-stop display" to occur when the specific symbol is shown as the selected symbol.
[0087] 〇Specific Example 2-2 The decorative symbol designated as the specific symbol may have a fixed (predetermined) configuration. That is, instead of executing a specific symbol determination lottery as in the above embodiment to determine the decorative symbol that becomes the specific symbol, a configuration is adopted in which a certain type of decorative symbol continues to be maintained as the specific symbol. The fact that the decorative symbol designated as the specific symbol is invariant means that the decorative symbols designated as non-specific symbols are also invariant. By doing so, it is possible to achieve an easy-to-understand game play in which a predetermined type of decorative symbol is not pseudo-stopped and displayed.
[0088] 〇Specific Example 2-3 A configuration may be adopted in which two or more types of decorative symbols can be designated as specific symbols. That is, it is assumed that there are two or more types of decorative symbols that are not subject to the pseudo-stop display mode. If a configuration is adopted in which the specific symbol is determined by a specific symbol determination lottery as in the above embodiment, two or more types of decorative symbols should be selected by the lottery. If a configuration is adopted in which the decorative symbol designated as the specific symbol is invariant as in the above Specific Example 2-2, it is assumed that two or more types of decorative symbols are predetermined to be specific symbols.
[0089] 〇Specific Example 2-4 A part (non-target symbols) of a plurality of types of decorative symbols is configured not to be able to be designated as a specific symbol. For example, the decorative symbols of "3" and "7" are set as non-target symbols, and the specific symbol is set to be any one of "1", "2", "4", "5", and "6". If a configuration is adopted in which the specific symbol is determined by a specific symbol determination lottery as in the above embodiment, the non-target symbols should not be selected by the lottery. If a configuration is adopted in which the decorative symbol designated as the specific symbol is invariant as in the above Specific Example 2-2, it is assumed that the decorative symbols other than the non-target symbols are predetermined to be specific symbols. By doing so, since the types of decorative symbols that can be designated as specific symbols are partially limited, it becomes a game play in which it is relatively easy to specify which type of decorative symbol is designated as the specific symbol.
[0090] 〇Specific Example 2-5 Rather than adopting a configuration in which a specific symbol is constantly set as in the above embodiment, it is assumed that the setting of the specific symbol is limited to a period during which a predetermined condition is satisfied (hereinafter referred to as a specific period). That is, during the specific period, any one of a plurality of types of decorative symbols is set as the specific symbol, and the specific symbol is not pseudo-stopped (see Fig. 20(a)). However, during a period other than the specific period (non-specific period), no specific symbol is set, and any of the plurality of types of decorative symbols can be pseudo-stopped (see Fig. 20(b)). When configured as in this example, it is preferable that no notification or suggestion is made that it is during the specific period (so that it is impossible to externally distinguish whether it is during the specific period). By doing so, the player can enjoy the game while anticipating whether it is currently during the specific period.
[0091] However, if configured as in this example, it can be said that the gameplay becomes such that it is quite difficult to find out which type of decorative symbol is set as the specific symbol. That is, as in the above embodiment, it can be said that a configuration in which there is always a decorative symbol that is not pseudo-stopped makes it easier to find out which type of decorative symbol is set as the specific symbol.
[0092] 〇Specific Example 2-6 The decorative symbol set as the specific symbol is made such that its symbol color does not change. The color of the decorative symbol is known as one that indicates various information (for example, the value of a big win when forming a winning combination is based on the color of the decorative symbol that forms the winning combination), and there are also known effects in which a color change occurs during a variable effect. However, the decorative symbol set as the specific symbol is made such that no color change occurs (note that at least a part of the decorative symbol set as a non-specific symbol may be made to allow a color change). Since the selection of the decorative symbol set as the specific symbol is determined when it is shown that it has been selected, the symbol color of the decorative symbol is also made not to occur (if the symbol color changes, there is a risk that it will seem as if the type of symbol has changed (there is a risk that it will seem as if a change in the type of symbol that should not change has occurred), so the symbol color is made not to change).
[0093] <Specific image presentation> The gaming machine 1 according to the present embodiment is capable of executing a specific image presentation (see FIGS. 21 to 23). The specific image presentation is a presentation that suggests the probability of an event advantageous to the player occurring (hereinafter, the event to be suggested by the specific image presentation may also be referred to as a "specific event"). The specific image presentation in the present embodiment may occur during a jackpot game (so-called "first jackpot" jackpot game) executed by winning a win / loss lottery in the normal gaming state. Specifically, the event to be suggested (specific event) is that the gaming state after the jackpot game ends shifts to the second specific gaming state (referred to as "○○ Rush" in the present embodiment). In other words, it can be said that it suggests the probability that the jackpot obtained in the normal gaming state is a second specific jackpot. In the present embodiment, when winning the second specific jackpot in the normal gaming state, there are cases where it is notified before the start of the jackpot game (notified during the change of winning combination), and there are also cases where it is notified during the jackpot game. If the winning combination for notifying the jackpot (the winning combination finally shown during the change of winning combination) is three matching decorative symbols of "7", it is determined that it is the second specific jackpot at that time. On the other hand, if the winning combination for notifying the jackpot is three matching decorative symbols other than the "7" decorative symbol, it is not determined that it is the second specific jackpot at that time, and it may be notified during the jackpot game (it is notified that the second specific gaming state is entered). The specific image presentation in the present embodiment may occur during the jackpot game when the winning combination for notifying the jackpot is three matching decorative symbols other than the "7" decorative symbol (when it is not determined that it is the second specific jackpot at the end of the change of winning combination).
[0094] The specific image presentation is a presentation using a winning area into which the game ball can enter (hereinafter, the winning area used for the specific image presentation is referred to as the target winning area). The target winning area is an area into which the game ball can enter during the specific image presentation. In the present embodiment, the specific image presentation is executed during the jackpot game (during a round), and the large winning area 906 opened in the jackpot game is set as the target winning area.
[0095] The specific image presentation is a presentation in which a specific image is displayed in the display area 911. As the specific images, a first specific image 11 and a second specific image 12 are displayed (see Fig. 21(a)). Both the first specific image 11 and the second specific image 12 include numerical values. Hereinafter, the numerical value of the first specific image 11 is referred to as the "first numerical value", and the numerical value of the second specific image 12 is referred to as the "second numerical value". It is preferable that the first specific image 11 and the second specific image 12 have image components (not the numerical values themselves) that can be distinguished from each other. In the present embodiment, the first specific image 11 and the second specific image 12 have different colors (the first specific image 11 (first numerical value) is "blue", and the second specific image 12 (second numerical value) is "red"). Alternatively, the first specific image 11 and the second specific image 12 may have configurations such as different sizes or different fonts.
[0096] In the present embodiment, the first specific image 11 is displayed in association with a first character (indicated by attaching the character "A" in the drawing), and the second specific image 12 is displayed in association with a second character (indicated by attaching the character "B" in the drawing) (see Fig. 21(a)). By associating different characters with the first specific image 11 and the second specific image 12 in this way, the first specific image 11 appears to represent the status of the first character, and the second specific image 12 appears to represent the status of the second character.
[0097] At the start point of the specific image presentation, both the first specific image 11 (first numerical value) and the second specific image 12 (second numerical value) are in the initial state. In the present embodiment, both the first numerical value and the second numerical value are in the state of "0" (see Fig. 21(a)). The period during which the specific image presentation is executed may be any period during which the large winning area 906, which is the target winning area, is opened. In the present embodiment, the unit games from the 3rd round to the 6th round are set as the execution period.
[0098] After the execution period starts, one of the first specific image 11 and the second specific image 12 changes (the other does not change) (see Fig. 21(b)) when a game ball wins in the first big winning area 906 (target winning area) (hereinafter, sometimes referred to as "the first win") (see Fig. 21(b)). That is, one of the first numerical value and the second numerical value increases (the other remains "0"). Hereinafter, the change of the first specific image 11 (first numerical value) is referred to as "the first specific change", and the change of the second specific image 12 (second numerical value) is referred to as "the second specific change". As described above, in the present embodiment, the first numerical value is "blue" and the second numerical value is "red", and either one of "the numerical value of blue changes" (the first specific change) (see Fig. 21(c-1)) and "the numerical value of red changes" (the second specific change) (see Fig. 21(c-2)) occurs. In the present embodiment, in both the first specific change and the second specific change, the corresponding numerical value becomes "+1" (changes from "0" to "1").
[0099] When a specific image presentation occurs, thereafter, a presentation advantageous to the player (hereinafter referred to as a specific advantageous presentation) or a presentation disadvantageous to the player (hereinafter referred to as a specific disadvantageous presentation) occurs. Hereinafter, the specific advantageous presentation and the specific disadvantageous presentation when the first specific change occurs are also referred to as the first specific advantageous presentation (see FIG. 22(e-1)) and the first specific disadvantageous presentation (see FIG. 22(e-2)), and the specific advantageous presentation and the specific disadvantageous presentation when the second specific change occurs are also referred to as the second specific advantageous presentation (see FIG. 23(e-1)) and the second specific disadvantageous presentation (see FIG. 23(e-2)). The specific advantageous presentation is a presentation in which the corresponding specific image (the changed specific image) reaches a predetermined mode (target mode) during the execution period. When the first specific change occurs, a first specific advantageous presentation in which the first specific image 11 (first numerical value) reaches the target mode may occur. When the second specific change occurs, a second specific advantageous presentation in which the second specific image 12 (second numerical value) reaches the target mode may occur. On the other hand, the specific disadvantageous presentation is a presentation in which the corresponding specific image (the changed specific image) does not reach the target mode during the execution period. When the first specific change occurs, it is considered a first specific disadvantageous presentation that the first specific image 11 (first numerical value) does not reach the target mode. When the second specific change occurs, it is considered a second specific disadvantageous presentation that the second specific image 12 (second numerical value) does not reach the target mode.
[0100] In this embodiment, the target mode is set to "100". That is, it is considered a specific advantageous presentation that one of the first numerical value and the second numerical value reaches "100" (see FIGS. 22(e-1) and 23(e-1)), and it is considered a specific disadvantageous presentation that it does not reach "100" (see FIGS. 22(e-2) and 23(e-2)). As described above, in this embodiment, each numerical value is displayed in association with the corresponding character (the first character or the second character), and it is considered a presentation of achieving the target that the numerical value (power) of one of the characters becomes "100".
[0101] In this embodiment, each time a winning occurs in the target winning area (the large winning area 906), the target numerical value may change. Specifically, when a first specific change occurs in the first winning (see FIG. 21(b)) (see FIG. 21(c-1)), each time a winning occurs in the subsequent target winning area (the large winning area 906) during the execution period (hereinafter sometimes referred to as a subsequent winning), an effect is produced in which the first numerical value (the first specific image 11) may change (see FIGS. 22(a) to (d)). On the other hand, when a second specific change occurs in the first winning (see FIG. 21(b)) (see FIG. 21(c-2)), an effect is produced in which the second numerical value (the second specific image 12) may change each time a subsequent winning occurs (see FIGS. 23(a) to (d)). That is, the specific image effect in this embodiment is an effect in which the numerical value (specific image) that changed in the first winning (hereinafter sometimes referred to as the target numerical value (target specific image)) can change toward the target each time a subsequent winning occurs. Note that in this embodiment, the amount of change in the numerical value due to a single subsequent winning is not constant.
[0102] If a specific event occurs (in this embodiment, a transition to the second specific gaming state occurs after the jackpot game ends), a specific advantageous effect (see FIGS. 22(e-1) and 23(e-1)) occurs, and if the specific event does not occur (in this embodiment, a transition to the second specific gaming state does not occur after the jackpot game ends), a specific disadvantageous effect (see FIGS. 22(e-2) and 23(e-2)) occurs. That is, if the winning is the second specific jackpot, a specific advantageous effect occurs, but if it is not the second specific jackpot, a specific disadvantageous effect occurs. It can also be said that the specific advantageous effect is an effect that determines that a specific event advantageous to the player occurs. The specific advantageous effect in this embodiment is an effect of notifying the transition to the second specific gaming state using the characters of "○○ Rush", which is the name of the second specific gaming state that is the specific event. As described above, in the specific image effect, the first specific change and the second specific change occur triggered by the first winning. When the first specific change occurs (see FIG. 21(c-1)), it is a specific advantageous effect (first specific advantageous effect) (see FIG. 22(e-1)) that the first specific image 11 (first numerical value), which is the target specific image (target numerical value), reaches the target state (100), and it becomes a specific disadvantageous effect (first specific disadvantageous effect) (see FIG. 22(e-2)) that the first specific image 11 (first numerical value) does not reach the target state (100). On the other hand, when the second specific change occurs (see FIG. 21(c-2)), it is a specific advantageous effect (second specific advantageous effect) (see FIG. 23(e-1)) that the second specific image 12 (second numerical value), which is the target specific image (target numerical value), reaches the target state (100), and it becomes a specific disadvantageous effect (second specific disadvantageous effect) (see FIG. 23(e-2)) that the second specific image 12 (second numerical value) does not reach the target state (100). Thus, whether or not the specific image (numerical value) that has changed triggered by the first winning reaches the target state is a branch of whether or not the specific event occurs. Whether or not the winning is the second specific jackpot (whether or not the specific event occurs) is internally determined. In the case of the second specific jackpot (when the specific event occurs), the target specific image (target numerical value) approaches the target state triggered by the post-winning, and is finally controlled to reach the target state.On the other hand, when it is not the second specific big win (when the specific event does not occur), although the target specific image (target value) approaches the target state triggered by the post-award, it is finally controlled not to reach the target state. That is, at a stage before the target state, even if a post-award occurs, no further change occurs (in this embodiment, after the target value becomes "99", no change in the target value occurs triggered by the post-award).
[0103] Here, in this embodiment, when the second specific change occurs (see Fig. 21(c-2)) rather than when the first specific change occurs triggered by the first award (see Fig. 21(c-1)), the probability of the occurrence of a specific advantageous effect (that is, the occurrence of a specific event) is set to be higher. That is, either the first specific image 11 (first value) or the second specific image 12 (second value) only needs to reach the target state, but the probability of realizing the second specific image 12 (second value) is made higher than that of the first specific image 11 (first value). If the probability of the occurrence of the specific advantageous effect (first specific advantageous effect) when the first specific change occurs is P1, and the probability of the occurrence of the specific advantageous effect (second specific advantageous effect) when the second specific change occurs is P2, it is controlled so that "P1 < P2" (see above Fig. 22(e-1), above Fig. 23(e-1)).
[0104] Thus, in the specific image effect in this embodiment, when either the first specific change in which the first specific image 11 (first value) changes or the second specific change in which the second specific image 12 (second value) changes occurs triggered by a game ball winning in the target winning area, the probability of the occurrence of a specific event is set to be higher when the second specific change occurs than when the first specific change occurs. Therefore, it is an interesting effect that the player will pay attention to which one changes when the game ball wins in the target winning area.
[0105] Hereinafter, specific examples in which the matters related to the specific symbol 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.
[0106] 〇Specific Example 3-1 The first specific image 11 and the second specific image 12 displayed in the specific image effect do not have to represent numerical values (the first numerical value, the second numerical value). It is an effect in which either the first specific image 11 or the second specific image 12 changes triggered by the first winning in the target winning area during the execution period, and when the second specific image 12 changes (when the second specific change occurs) rather than when the first specific image 11 changes (when the first specific change occurs), it is sufficient if the probability of a specific event occurring is higher.
[0107] For example, let the first specific image 11 and the second specific image 12 represent different types of characters (character C, character D) (see Fig. 24(a)). Then, triggered by the first winning in the target winning area during the execution period (see Fig. 24(b)), one of the characters changes (transforms). The change of the first specific image 11 (character C) is the first specific change (see Fig. 24(c-1)), and the change of the second specific image 12 (character D) is the second specific change (see Fig. 24(c-2)). Although not shown in the figure, after the first specific change and the second specific change occur, it is assumed that it is a specific advantageous effect for the changed character to reach the target mode (any mode), and in that case, it is ensured that a specific event occurs. The probability of a specific event occurring is set to be higher when the second specific change occurs than when the first specific change occurs triggered by the first winning (see Fig. 24(c-1)(c-2)).
[0108] 〇Specific Example 3-2 In the above-described embodiment, it has been explained that one of the first numerical value and the second numerical value "increases" triggered by the first winning in the target winning area during the execution period. Conversely, it can also be configured to "decrease". For example, assume that the initial values of the first numerical value (first specific image 11) and the second numerical value (second specific image 12) are "100" (see Fig. 25(a)). Triggered by the first winning (see Fig. 25(b)), a first specific change in which the first numerical value (first specific image 11) decreases (see Fig. 25(c-1)), or a second specific change in which the second numerical value (second specific image 12) decreases (see Fig. 25(c-2)) occurs. When the first specific change occurs, the first numerical value (first specific image 11) is made to decrease triggered by subsequent winnings (see Figs. 26(a) to (d)). When the second specific change occurs, the second numerical value (second specific image 12) is made to decrease triggered by subsequent winnings (see Figs. 27(a) to (d)). And finally, a configuration is adopted in which achieving the target state (for example, "0") is defined as a specific advantageous effect (see Figs. 26(e-1) and 27(e-1)), and not achieving the target state is defined as a specific disadvantageous effect (see Figs. 26(e-2) and 27(e-2)). The probability of the specific advantageous effect (specific event) occurring is higher when the second specific change occurs (probability P2) than when the first specific change occurs (probability P1).
[0109] Note that a configuration like this example can be used as an effect that gives an impression such that, for example, enemy characters are displayed associated with each numerical value, and defeating the enemy characters (setting the power to "0") is an advantageous effect (specific advantageous effect) for the player (see Figs. 26(e-1) and 27(e-1)).
[0110] 〇Specific Example 3-3 The target winning area may be an area into which a game ball can enter when a specific image effect occurs (an area into which a game ball can enter when launched in a correct launching mode). For example, if it is desired that a specific image effect can occur during a jackpot game as in the above embodiment, a general winning area 909R (an area where winning of a game ball becomes an opportunity for paying out a predetermined number of prize balls but not an opportunity for a winning / losing lottery) (see FIG. 1) into which a game ball can enter when the game ball is launched in a launching mode according to the jackpot game (right-handed if the large winning area 906 is provided on the right side of 2904 as in the above embodiment) may be used as a specific image effect with the target winning area.
[0111] 〇Specific Example 3-4 A plurality of target winning areas may be provided. However, it is necessary that any of the plurality of target winning areas is an area into which a game ball can enter when a specific image effect occurs (an area into which a game ball can enter when launched in a correct launching mode). If a configuration is adopted such that a specific image effect can occur during a jackpot game as in the above embodiment, it is sufficient that a plurality of areas into which a game ball can enter when the game ball is launched in a launching mode according to the jackpot game are set as the target winning areas. For example, in a configuration in which a plurality of large winning areas 906 are provided (for example, a so-called twin attacker configuration), a configuration in which any of them is set as the target winning area may be adopted. Also, a configuration in which the large winning area 906 and the general winning area 909R are set as the target winning areas may be adopted.
[0112] 〇Specific Example 3-5 A specific event that is the subject of suggestion for a specific image presentation (an event that is certain to occur when a specific advantageous presentation is executed) is an event that is more advantageous to the player than not occurring, and whether or not the event will occur in the future is determined at the start time of the specific image presentation (it is possible to determine the presence or absence of the occurrence of the event inside the gaming machine). It may be any such event. For example, when a specific image presentation is executed during a jackpot game as in the above embodiment, it can be configured such that a so-called "retained consecutive wins" in which a jackpot is obtained again after the jackpot game ends is the subject of suggestion. That is, it is configured such that the probability of the occurrence of retained consecutive wins is higher when the second specific change occurs than when the first specific change occurs.
[0113] 〇Specific Example 3-6 The specific image presentation may be made to occur during a variable presentation. In this case, the target winning area needs to be an area where a game ball may enter during the variable presentation. For example, if it is configured such that the specific image presentation can occur during the variable presentation in the left-shot state (normal gaming state), it is conceivable to use the first start area 904a as the target winning area. Also, it is conceivable to use the general winning area 909L (an area where the entry of a game ball that has been left-shot can trigger the payout of a predetermined number of prize balls but not the opportunity for a winning or losing lottery) (see FIG. 1) as the target winning area.
[0114] If it is configured such that the specific image presentation can occur during the variable presentation in the right-shot state (specific gaming state), it is conceivable to use the second start area 904b as the target winning area. Also, it is conceivable to use the general winning area 909R into which a game ball that has been right-shot can enter as the target winning area.
[0115] 〇Specific Example 3-7 Unlike the above-described embodiment, the specific image that did not change upon the first winning in the target winning area during the execution period is configured to be erased (see Fig. 28). That is, when the first specific change occurs upon the first winning (see Fig. 28(b)) (see Fig. 28(c-1)), the second specific image 12 (second numerical value) is erased (see Fig. 28(d-1)), and when the second specific change occurs (see Fig. 28(c-2)), the first specific image 11 (first numerical value) is erased (see Fig. 28(d-2)). By doing so, after either the first specific change or the second specific change occurs, it becomes an easy-to-understand presentation form in that only the specific image that changes toward the target is displayed.
[0116] However, if it is configured as in this example, after either the first specific change or the second specific change occurs, only one of the specific images remains (the specific image that did not change does not remain) (see Figs. 28(d-1) and (d-2)), so it can be said that it is difficult to tell which one has changed. By configuring so that the specific image that did not change remains even after either the first specific change or the second specific change occurs as in the above-described embodiment, there is an advantage that it is easy to tell which of the first specific image 11 and the second specific image 12 has changed.
[0117] 〇Specific Example 3-8 The presentation mode after either the first specific change or the second specific change occurs upon the first winning during the execution period may be different from that of the above-described embodiment. For example, the following may be considered.
[0118] After one of the first specific change (refer to Fig. 29(c-1)) and the second specific change (refer to Fig. 29(c-2)) occurs following the first winning (refer to Fig. 29(b)), the player is required to operate the operation means (for example, push button 61) (refer to Fig. 29(d-1)(d-2)), and an effect mode is adopted such that the target specific image (target numerical value) changes toward the target mode by operating the operation means. That is, after the first specific change occurs, the first specific image 11 (first numerical value) changes toward the target mode by operating the operation means (refer to Fig. 29(d-1)), and it is assumed that reaching the target mode is a specific advantageous effect and not reaching the target mode is a specific disadvantageous effect. After the second specific change occurs, the second specific image 12 (second numerical value) changes toward the target mode by operating the operation means (refer to Fig. 29(d-2)), and a specific event occurs (a specific advantageous effect occurs) if the target mode is reached, and no specific event occurs (a specific disadvantageous effect occurs) if the target mode is not reached. Various operation modes of the required operation means can be considered. It is conceivable to adopt a configuration in which the target specific image (target numerical value) gradually approaches the target mode by continuous operation or maintenance operation (in the case where the operation means is a button, it corresponds to so-called continuous pressing or long pressing) (refer to Fig. 29(d-1)(d-2)), and whether the target mode is finally reached or not is used as a branch for whether a specific event occurs or not. Also, although not shown, a configuration may be adopted in which it is shown whether the target specific image (target numerical value) becomes the target mode by a single operation (single-shot operation).
[0119] 〇Specific Example 3-9 After the first specific change and the second specific change occur, a "target" (target mode) in which a specific event will occur is shown. When the first specific change occurs, if the first specific image 11 reaches the target mode, it becomes a first specific advantageous effect and a specific event occurs, and the target mode is shown in this way (refer to Fig. 30(c-1)). Similarly, when the second specific change occurs, if the second specific image 12 reaches the target mode, it becomes a second specific advantageous effect and a specific event occurs, and the target mode is shown in this way (refer to Fig. 30(c-2)). By doing so, an easy-to-understand effect form can be achieved.
[0120] 〇Specific Example 3-10 Set it so that a specific event does not necessarily occur even if a specific advantageous effect occurs (the specific advantageous effect is an effect that does not notify the occurrence of a specific event). And set it so that the probability of a specific event occurring is higher when a second specific advantageous effect occurs through a second specific change than when a first specific advantageous effect occurs through a first specific change (see Fig. 31).
[0121] For example, assume that a specific image effect can occur on the first hit as in the above embodiment, and the transition to the second specific game state is a specific event. When a specific advantageous effect occurs, set it to transition to a specific game state (the first specific game state or the second specific game state) after the jackpot game ends. And set it so that the probability that the game state after the jackpot game ends is the second specific game state is higher when a second specific advantageous effect occurs than when a first specific advantageous effect occurs. Since the second specific game state has a higher expected value of winning balls than the first specific game state, it can be said that the expected value of winning balls is higher when a second specific advantageous effect occurs than when a first specific advantageous effect occurs.
[0122] 〇Specific Example 3-11 It is assumed that a predetermined effect (hereinafter referred to as a specific special effect) can occur together with at least one of the first specific change and the second specific change, and when the specific special effect occurs, the probability of a specific event occurring (a specific advantageous effect occurring) is higher than when it does not occur (the case of FIG. 32(c-2-2) is more likely than the case of FIG. 32(c-2-1), and the case of FIG. 32(c-1-2) is more likely than the case of FIG. 32(c-1-1)). (Note that the occurrence timing of the specific change and the specific special effect may have a slight deviation as long as the player feels that they occur together.) FIG. 32 shows an example where the first specific special effect occurs when the first specific change occurs (see FIG. 32(c-1-2)), and the second specific special effect occurs when the second specific change occurs (see FIG. 32(c-2-2)). However, it may be configured such that no specific special effect occurs in one of the first specific change and the second specific change (one of the first specific special effect and the second specific special effect does not occur). By doing so, not only does it mean that either the first specific change or the second specific change occurs, but it also becomes an interesting effect form that the player will pay attention to whether a specific special effect occurs together with the specific change.
[0123] When setting that the specific special effect may occur together with the first specific change or the second specific change, it is preferable that the specific special effect takes different forms according to the type of specific change. For example, it is assumed that the first specific special effect that occurs together with the first specific change is that the first special image 13 is displayed (see FIG. 32(c-1-2)), while the second specific special effect that occurs together with the second specific change is that the second special image 14 (different in form from the first special image 13) is displayed (see FIG. 32(c-2-2)).
[0124] In a setting where a specific special effect may occur along with the first specific change or may occur along with the second specific change, it is preferable to maintain the law that the probability of a specific event occurring is higher for the second specific change than for the first specific change. That is, it is preferable that the probability of a specific event occurring is such that "first specific change (no specific special effect) < first specific change (with specific special effect) < second specific change (no specific special effect) < second specific change (with specific special effect)" (see Fig. 33). By doing so, the type of specific change that occurs (whether the first specific image 11 or the second specific image 12 changes) becomes an important suggestion (a suggestion with a high weight), and the presence or absence of a specific special effect becomes an incidental suggestion (a suggestion with a low weight), resulting in such an effect form.
[0125] 〇Specific Example 3-12 The effect after the first specific change occurs does not have to be an effect using the first specific image 11. After the first specific change occurs, it may be configured such that an image other than the first specific image 11 reaching a predetermined state (target state) is regarded as the first specific advantageous effect (the occurrence of a specific event is confirmed), and not reaching it is regarded as the first specific disadvantageous effect. Similarly, after the second specific change occurs, it may be configured such that an image other than the second specific image 12 reaching a predetermined state (target state) is regarded as the second specific advantageous effect (the occurrence of a specific event is confirmed), and not reaching it is regarded as the second specific disadvantageous effect.
[0126] 〇Specific Example 3-13 Before either the first specific change or the second specific change occurs, it is set that a suggestion image (specific change suggestion image 15) that suggests which specific change will occur may be displayed. For example, when the specific change suggestion image 15 (any specific embodiment may be used) is displayed (see Fig. 34(b)), the probability that the second specific change will occur is higher than when the specific change suggestion image 15 is not displayed (see Fig. 34(a)). It may be set that when the specific change suggestion image 15 is displayed, it is certain that the second specific change will occur. Since the probability that a specific event will occur after the second specific change is higher than that after the first specific change, it can be said that the display of the specific change suggestion image 15 is advantageous to the player.
[0127] 〇Specific Example 3-14 The initial states (states before the first winning occurs during the execution period) of the first specific image 11 and the second specific image 12 are set to be changeable each time. For example, if the first specific image 11 and the second specific image 12 are numerical values (first numerical value, second numerical value) as in the above embodiment, the numerical values (initial values) in the initial state may be different each time. The case where the initial value of the first numerical value is different from the initial value of the second numerical value may occur.
[0128] When doing so as in this example, the probability of a specific event occurring (a specific advantageous effect occurring) may be made different according to the initial value of the numerical value corresponding to the specific change that has occurred. For example, as shown in FIG. 35(a), when the initial value of the first numerical value is "0" (see FIG. 35(a-1)) and when it is "10" (see FIG. 35(a-2)), the probability of a specific event occurring when the first specific change occurs is made different. Similarly, as shown in FIG. 35(b), when the initial value of the second numerical value is "0" (see FIG. 35(b-1)) and when it is "10" (see FIG. 35(b-2)), the probability of a specific event occurring when the second specific change occurs is made different. Note that FIG. 35 shows an example where the probability of a specific event occurring when the corresponding specific change occurs is set to be higher as the initial value is larger, but the reverse may also be true. In this case, not only which of the first specific change and the second specific change occurs, but also the initial values of the first numerical value and the second numerical value will be an effect form that the player will pay attention to.
[0129] <Specific selection> During the variable effect, in the gaming machine 1 according to the present embodiment, a specific selection (specific selection effect) in which the player can select an arbitrary option from among a plurality of types of options (arbitrary selection is possible) may occur. As will be described in detail later, the specific selection is executed across two variations (the previous variable effect and the next target variable effect), and the arbitrary selection in which the selection is completed from the presentation of the options in one variation is not regarded as the above specific selection. Also, in the present embodiment, the specific selection can occur in the normal gaming state.
[0130] The specific selection includes a pre-selection stage where a plurality of options are presented and a post-selection stage indicating that the selection has been completed (see Fig. 36(a)). The specific selection is characterized in that the variable effect executed in the pre-selection stage is different from the variable effect executed in the post-selection stage. Hereinafter, the variable (effect) executed in the pre-selection stage is referred to as the "previous variable (effect)", and the variable (effect) executed in the post-selection stage is referred to as the "target variable (effect)". The target variable effect is executed after the previous variable effect ends. The specific selection may occur when the previous variable effect and the target variable effect are continuously executed without a gap (when the lottery information for determining the success or failure corresponding to the target variable effect is acquired at the time when the previous variable effect is started). In a case where, after a certain variable ends, it enters a non-variable state (a state where no variable effect is being executed), and a game ball enters the starting area 904 in the non-variable state and the next variable is started, the specific selection does not occur.
[0131] In this embodiment, the pre-selection stage (specific selection) is started in the middle of the previous variation effect (see Fig. 36(a)). In the pre-selection stage, each of a plurality of options is displayed as an option image (see (1) in Fig. 36(b)). In this embodiment, one of the plurality of option images is made to stand out compared to the other option images (hereinafter referred to as the "emphasis mode"). In this embodiment, a state is set in which a cursor is on a certain option image (the option image on which the cursor is located is in the emphasis mode). In addition, a state in which one option image is emphasized can be created by methods such as making one option image larger than the other option images, displaying one option image in color and the other option images in monochrome. In the pre-selection stage, an operation valid period is set during which an operation of a predetermined operation means (the cross key 62 in this embodiment) is valid (in this embodiment, the pre-selection stage = the operation valid period). By operating the cross key 62 during the operation valid period, the option image in the emphasis mode is changed (the cursor moves in this embodiment). During the operation valid period (pre-selection stage), an image representing the operation means to be operated (the cross key 62 in this embodiment) is displayed. The operation valid period can also be said to be a selection period provided for the player to select a preferred option. In this embodiment, the length of the operation valid period is constant (for example, 5 seconds). That is, after the option images are displayed, the operation valid period ends after a certain period of time has elapsed.
[0132] In the specific selection in this embodiment, the option image in the emphasis mode at the end point of the operation valid period (see (2) in Fig. 36(b)) is selected. In this embodiment, an image (time image 16) indicating the elapse of the operation valid period is displayed (see (1) in Fig. 36(b)), so that the approximate end timing of the operation valid period can be grasped in advance. The time image 16 may be any image as long as it indicates the elapse of the operation valid period. In this embodiment, it is a meter that changes with the passage of time. In addition, a configuration may be adopted in which numbers that change toward the end of the operation valid period (for example, numbers that are counted down) are displayed as the time image 16.
[0133] In this embodiment, the end point of the operation valid period is made to coincide with the end point of the previous variation effect (the point in time when the notification of the failure of the pass / fail lottery result corresponding to the previous variation effect is completed) (see (2) in FIGS. 36(a) and (b)). If the operation valid period is 5 seconds, the operation valid period starts 5 seconds before the end of the previous variation effect. Because it is configured in this way, the option image emphasized at the end point of the previous variation will be selected. Then, in the target variation effect, a post-selection stage indicating that the selection of the option image has been completed is executed (see FIG. 36(a)). In the post-selection stage, a selection completion image 17 indicating that the selection of the specific selection has been completed is displayed. The selection completion image 17 in this embodiment includes the characters "selection completed" together with the effect elements (elements representing the type of option image) included in the selected option image (see (3) in FIG. 36(b)). Because it includes such effect elements, the aspect of the displayed option image will differ depending on which option image is selected. As will be described later, since various option images in this embodiment show characters, the selection completion image 17 is made to include the character of the selected option image. By displaying such a selection completion image 17, the player grasps that the selection (specific selection) has been completed. The target variation effect proceeds with the content reflecting the specific selection. That is, the content of the target variation effect may differ depending on which option the player selects.
[0134] In this embodiment, a plurality of characters (Character E, Character F, Character G (shown with the letters "E", "F", and "G" in the drawing)) are presented as options (option images) (see (1) to (2) in FIG. 36(b)). In the post-selection stage, by displaying the completion of selection together with any one of the characters, it is shown to the player that the character has been selected (selection result) (see (3) in FIG. 36(b)). The selected character appears as the player's character (ally character) in the battle effect executed after the specific selection (see (4) in FIG. 36(b)). That is, depending on which option is selected in the specific selection, the mode of the battle effect (target variation) will be different. Since the battle effect is executed in a state where a reach is established, it can be said to be a type of reach effect (super reach effect). Therefore, it can also be said that the selection in the specific selection is reflected as the mode of the reach effect to be executed thereafter. However, the effect in which the specific selection is reflected does not have to be a reach effect as long as it is executed during the target variation.
[0135] In the battle effect, the ally character and the enemy character (shown with the letter "enemy" in the drawing) fight, and when the win-lose lottery result (target win-lose lottery result) corresponding to the target variation is a big win, it leads to a victory ending where the ally character wins against the enemy character (see (5-1) in FIG. 36(b)), and when it is a loss, it leads to a defeat ending where the ally character loses to the enemy character (see (5-2) in FIG. 36(b)) (note that as a victory ending, a so-called reversal pattern where it appears to have reached a defeat ending once and then is overturned may also occur). The specific selection in this embodiment is executed before the battle effect occurs and is to select the ally character who appears in the battle effect. Therefore, the target variation including the battle effect proceeds with the content reflecting the selection of the ally character in the specific selection. However, since the specific selection is an arbitrary selection by the player, which option is selected in the specific selection does not affect the target win-lose lottery result (the mode of the battle effect (the ally character who appears) has nothing to do with the target win-lose lottery result).
[0136] In this embodiment, the combination of options (option images) presented by specific selection does not change. That is, in specific selection, characters E, F, and G are presented as options every time. Therefore, it can be said that the presentation of option images in such a combination corresponds to specific selection. Also, the specific content of each option shown in specific selection may be anything (the presentation of characters as options is just an example). Any option that reflects the selection in specific selection in the target variation is acceptable.
[0137] In this way, in the gaming machine 1 according to this embodiment, where the target variation proceeds with the content reflecting the specific selection, it is novel in that the specific selection (selection of the player's preferred option) is executed during the previous variation. Since it is not necessary to secure time for selection in the target variation, it is possible to suppress the target variation from becoming too long. Also, although the time for the player to make a selection is provided during the previous variation, since the target variation shows the completion of the selection (the result of the selection) (the post-selection stage is executed), it is easy to understand that the player's selection is reflected in the target variation.
[0138] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific selection 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.
[0139] 〇Specific Example 4-1 It is possible that the operation valid period has already started when the previous change starts (the selection pre-stage has already been executed when the previous change starts) (see Fig. 37). That is, the selection operation may be possible at the start of the previous change. If the end point of the operation valid period coincides with the end point of the previous change as in the above embodiment, it means that "the length of the operation valid period = the length of the previous change (change time)". The specific selection is for making the content of the target change according to the player's selection (to be the player's preference). Sufficient time may be ensured for the player to select a preferred option using the entire previous change.
[0140] 〇Specific Example 4-2 Before the end of the previous change, it may be possible to determine the selection according to the player's intention (to make it a state where the option image in the emphasized state cannot be changed). That is, even in the state during the operation valid period before it ends (see Fig. 38(a)), by performing a predetermined determination operation (for example, operating the push button 61) (see Fig. 38(b)), the selection of the option image in the emphasized state at that time is determined (see Fig. 38(c)) (if the determination operation is not performed, the selection is determined at the end point of the operation valid period). However, even if the determination operation is performed before the end of the operation valid period, to clearly show that the selection in the specific selection is reflected in the target change, the selection completion image 17 is not displayed in the previous change (see Fig. 38(d)) and is displayed in the target change (see Fig. 38(e)) (the selection post-stage is provided in the target change).
[0141] 〇Specific Example 4-3 It is assumed that the time image 16 indicating the elapse of the operation valid period is not displayed. If a valid operation period as a selection period during which the player can select a preferred option is ensured, the time image 16 until the end of the period may not be displayed. However, as in the above embodiment, it is preferable for the player because the player can know in advance how much consideration can be given when the time image 16 is displayed.
[0142] 〇Specific Example 4-4 The selection-completed image 17 may not include the production elements (production elements representing the selected option image) included in the selected option image, and may only indicate that the selection has been completed. Not including such production elements means that regardless of the type of option image selected in the pre-selection stage, the mode of the selection-completed image 17 displayed in the post-selection stage does not change. For example, assume that the characters "Selection Completed" are displayed in the post-selection stage (object variation) regardless of which type of option image is selected.
[0143] 〇Specific Example 4-5 Set the length of the operation valid period for specific selection to be not constant (it can be different each time). Since the variation time of the previous variation (the time from the start to the end of the previous variation) is different, the length of the operation valid period can be set to change accordingly (even when the variation time is short, a specific selection with a correspondingly short operation valid period can occur). If the operation valid period ends at the end of the previous variation as in the above embodiment, the timing at which the operation valid period starts will be different depending on the length of the operation valid period. However, it can be said that a configuration in which the length of the operation valid period for specific selection is constant as in the above embodiment results in an easy-to-understand production form for the player with no variation in the time required for selection.
[0144] 〇Specific Example 4-6 Assume that specific selection can occur in a specific gaming state. Since specific selection is executed across two variations (the previous variation and the subsequent object variation) in the pre-selection stage and the post-selection stage, there is an advantage that sufficient selection time can be ensured even if the variation time of one variation is short. Therefore, it can be said that the significance of generating specific selection in a specific gaming state (high base state) (where the average variation time is shorter than in the normal gaming state (low base state)) is greater than in the normal gaming state.
[0145] 〇Specific Example 4-7 In the above-described embodiment, it has been explained that the selection in the specific selection is reflected as an aspect of the effect (reach effect) executed by the target variation after the specific selection. However, as long as it is reflected in the effect executed by the target variation, it is not limited to such a configuration. For example, the following configuration may be considered.
[0146] The specific selection shall be reflected in the likelihood (occurrence probability) of the occurrence of a predetermined effect (hereinafter referred to as the specific target effect) that can occur at the specified timing of the target variation (see Fig. 39(a)). The specific aspect of the specific target effect may be anything. When a different option is selected than when a certain option is selected in the specific selection ((1) to (3) in Fig. 39(b)), the probability that the specific target effect occurs at the specified timing in the target variation (before the combination of decorative symbols for notifying the pass / fail lottery result is displayed) ((4-1) in Fig. 39(b)) is set to be higher. The specific target effect may be a so-called chance-up effect (however, the reliability ≠ 100%) in which the probability of the target pass / fail lottery result being a big win is higher when it occurs than when it does not occur. In this case, the selection in the specific selection will be reflected as the probability that the specific target effect, which is a chance-up effect, occurs at the specified timing. Also, the specific target effect may be a big win determination effect. In this case, the selection in the specific selection will be reflected as the probability that the specific target effect, which is a big win determination effect, occurs at the specified timing in the target variation when the target pass / fail lottery result is a big win.
[0147] Although not shown, it is also conceivable that the specific selection is reflected as an aspect of the effect output by the target variation. For example, it is reflected in the background music (BGM) output by the target variation. When a certain option is selected in the specific selection and when a different option is selected, the background music output by the target variation shall be different.
[0148] 〇Specific Example 4-8 Set it so that the combinations of multiple options (option images) presented in the stage prior to a specific selection can change. That is, provide multiple types of options that can be presented in a specific selection, and set it so that a specific selection may occur in which at least a part of the multiple types of options is not presented.
[0149] When it is like this example, it can also be set so that the probability (reliability) of the target pass / fail lottery result being a big win varies depending on the combination of multiple types of options presented in the stage prior to selection. For example, there is an option X as one of the multiple types of options that can be presented in a specific selection, and when a specific selection occurs in which the option X is not included (see Fig. 40(a)), compared to when a specific selection occurs in which the option X is included (see Fig. 40(b)), set it so that the probability (reliability) of the target pass / fail lottery result being a big win is higher. (Note that since the specific selection is an arbitrary selection, which option is selected has nothing to do with the reliability.) Since the stage prior to selection is executed with the previous variation, the suggestion of the target pass / fail lottery result based on the combination of options selected in the stage prior to selection is the suggestion as a so-called foreshadowing effect (the suggestion of the pass / fail lottery result corresponding to the next variation (target variation)).
[0150] 〇Specific Example 4-9 Assume that the specific selection is not such that the player can select any option. That is, assume it is an "automatic selection" in which any one of the multiple types of options is automatically selected (what is selected is determined in advance internally). Even in the case of such an automatic selection, by making the stage prior to selection be executed with the previous variation and the stage after selection be executed with the target variation, it is possible to suppress the target variation from becoming too long.
[0151] For example, it is conceivable to make a specific selection such as the following "automatic selection". In the pre-selection stage, a plurality of types of option images are displayed, and one option image that is emphasized changes over time (for example, the cursor moves between each option image) (see Fig. 41(a)). Then, before the target change is started, the change stops in a state where one option image is emphasized (see Fig. 41(b)). The change may stop along with the end of the target change. Note that the configuration may be such that the change automatically stops, or the configuration may be such that the change stops when the player operates an operation means (for example, push button 61). Then, in the target change, a selection completion image 17 indicating that the selection of the option image that is finally emphasized is completed is displayed (the post-selection stage is executed) (see Fig. 41(c)).
[0152] 〇Specific Example 4-10 The end point of the operation valid period may be earlier than the end point of the previous change. That is, an operation valid period is set in the previous change (see Fig. 42(a)), the operation valid period ends before the previous change ends, and the selection of one option that is before the previous change ends is determined (a state where another option cannot be selected) (see Fig. 42(b)). Then, the previous change ends (see Fig. 42(c)), the target change is started, and a selection completion image 17 indicating that the selection of the option is completed is displayed (the post-selection stage is executed) (see Fig. 42(d)).
[0153] 〇Specific Example 4-11 In the above-described embodiment, in the target variation, after the post-selection stage is executed (the selection completion image 17 is displayed), the production of the content in which the specific selection is reflected (the battle production in the above-described embodiment) is executed. However, the production of the content in which the specific selection is reflected may be executed together with the execution of the post-selection stage. That is, after the post-selection stage (operation valid period) ends in the previous variation (see FIGS. 43(a) and (b)), the production of the content in which the specific selection is reflected may be executed together with the display of the selection completion image 17 during the target variation (see FIG. 43(c)). When a specific selection occurs, instead of the selection completion image 17 being displayed and the production of the content in which the specific selection is reflected being executed together every time (instead of being in the state as shown in FIG. 43(c) every time), the selection completion image 17 may be displayed and the production of the content in which the specific selection is reflected may be executed together only in some cases when a specific selection occurs (for example, it is conceivable to adopt a configuration in which whether the selection completion image 17 is displayed and the production of the content in which the specific selection is reflected are executed together is determined according to the variation time of the target variation or the selection content of the specific selection). Even in this case, since the selection completion image 17 is displayed and the production reflected thereby is executed, the player can easily grasp that the specific selection is reflected and the target variation is progressing.
[0154] 〇Specific Example 4-12 Adopt a configuration in which the selection completion image 17 is not displayed. That is, a plurality of types of options in the previous variation are shown, and the specific selection is to be determined before the target variation starts. However, in the target variation, the selection completion image 17 is not shown, and the target variation progresses with the content reflecting the specific selection. However, when the present example is adopted, since the target variation indicates the completion of the selection, the effect that it is easy for the player to understand that the selection by the player is reflected in the target variation is not achieved.
[0155] <Target Operation Production·Non-Target Operation Production> The gaming machine 1 according to this embodiment can execute a target operation effect (see FIG. 44) and a non-target operation effect (see FIG. 45) as effects that can occur during a variable effect. Note that the target operation effect and the non-target operation effect in this embodiment can occur in a normal gaming state, but may also occur in a specific gaming state. Both the target operation effect and the non-target operation effect occur when a predetermined execution condition is satisfied. Since the execution condition is not satisfied every time a variation occurs, the target operation effect and the non-target operation effect do not occur every time a variation occurs. Also, in this embodiment, the target operation effect and the non-target operation effect do not occur in the same variation.
[0156] One of a plurality of types of operation means that can be operated by the player is defined as the target operation means. The target operation effect is an effect using the target operation means. In this embodiment, the special operation unit 65 (see FIG. 1) is defined as the target operation means. In the target operation effect, an image (target operation image 18) representing the special operation unit 65, which is the target operation means, is displayed in the display area 911 (see FIG. 44(b)). Naturally, the target operation image 18 is not displayed in a state where the target operation effect is not executed (before it is started) (see FIG. 44(a)). The target operation image 18 only needs to be in a form that allows the player to recognize that it represents the special operation unit 65 (the target operation means). It may be a form that realistically represents the special operation unit 65, or a form that represents the special operation unit 65 in a deformed manner. When such a target operation image 18 is displayed, the player feels that they are in a situation where they should operate the special operation unit 65, which is the target operation means. In this embodiment, in addition to the target operation image 18, an operation mode image 19 representing the operation mode of the target operation means is displayed. Since the target operation effect in this embodiment is such that a result image 20 described later is displayed by a single operation (single-shot operation) of the target operation means, an operation mode image 19 including the character "Push" is displayed (see FIG. 44(b)).
[0157] In the target operation presentation, an operation effective period is set during which the operation of the target operation means is reflected as a presentation. When the target operation means is operated during the operation effective period (see Fig. 44(c)), a result image 20 representing the result of the operation is displayed (see Fig. 44(d)). If the target operation means is not operated during the operation effective period, the result image 20 is not displayed. When the result image 20 is displayed, the target operation image 18 is set to be erased. That is, the target operation image 18 is erased upon the operation of the target operation means during the operation effective period. Similarly, when the result image 20 is displayed, the operation mode image 19 is set to be erased. That is, the operation mode image 19 is erased upon the operation of the target operation means during the operation effective period.
[0158] The specific form of the result image 20 may be anything. The result image 20 in this embodiment is intended to suggest the probability (reliability) that the winning or losing lottery result corresponding to the variable presentation including the target operation presentation is a big win. The reliability is set to be higher when a result image (second result image 202) in a form different from the certain form is displayed (see Fig. 44(d-2)) than when a result image 20 of a certain form (first result image 201) is displayed (see Fig. 44(d-1)).
[0159] The non-target operation presentation is a presentation "imitating" the target operation presentation (it can be said to be a "fake" target operation presentation). In the non-target operation presentation, similar to the target operation presentation, the target operation image 18 is displayed (see Fig. 45(b)). The position, size, and range of the target operation image 18 displayed in the display area 911 are the same for both the target operation presentation and the non-target operation presentation. At this stage (when the target operation image 18 is displayed), there is no difference between the target operation presentation (see Fig. 44(b)) and the non-target operation presentation (see Fig. 45(b)) (it is impossible to identify which presentation is occurring from the appearance of the presentation). Note that it is also impossible to identify which presentation is occurring based on the decorative pattern and its background image. Therefore, it is highly probable that the player feels as if the target operation presentation has occurred (recognizes that the target operation means should be operated). As described above, since the operation mode image 19 is displayed in the target operation presentation in this embodiment, the operation mode image 19 is also displayed in the non-target operation presentation accordingly (the presence or absence of the operation mode image 19 is not a difference between the target operation presentation and the non-target operation presentation). The position, size, and range of the operation mode image 19 displayed in the display area 911 are the same for both the target operation presentation and the non-target operation presentation. Note that as will be described later, the operation of the target operation means is not reflected in the non-target operation presentation. Therefore, strictly speaking, the operation mode image 19 displayed in the non-target operation presentation does not represent the operation mode of the target operation means. However, since the image is in the same form as the one displayed in the target operation presentation, the one displayed in the non-target operation presentation is also referred to as the "operation mode image".
[0160] In the non-target operation presentation, even if the target operation means is not operated, the target operation image 18 and the operation mode image 19 are erased and the good opportunity image 21 is displayed (see Fig. 45(c)). The good opportunity image 21 is an image different from the result image (not an image displayed as a result of the target operation presentation). If a plurality of types of result images 20 (the first result image 201, the second result image 202 (see Fig. 44(d))) are to be displayed as in this embodiment, the good opportunity image 21 (see Fig. 45(c)) is an image different from any of them. That is, the non-target operation presentation does not set an operation effective period that triggers the display of the result image 20. In the non-target operation presentation in this embodiment, after a specified time has elapsed since the display of the target operation image 18 was started, the target operation image 18 is erased and the good opportunity image 21 is displayed. Note that even if the target operation means is operated before the specified time has elapsed, the good opportunity image 21 is not displayed. The specified time is preferably shorter than the operation effective period set in the target operation presentation. In this embodiment, the operation effective period of the target operation presentation is set to 3 seconds, and the specified time of the non-target operation presentation is set to 1 second.
[0161] There is a possibility that the target operation presentation may occur at any of one or more timings (specified timings) at which the non-target operation presentation may occur. Therefore, it is not possible to determine that the presentation is a non-target operation presentation based on the timing (scene) when the target operation image 18 is displayed. For example, in this embodiment, there is a possibility that the non-target operation presentation may occur at a point in time when a predetermined time has elapsed since the start of the variation (see Fig. 45(a)) (see Fig. 45(b)), but there is also a possibility that the target operation presentation may occur at the timing after a predetermined time has elapsed since the start of the variation (see Fig. 44(a)) (see Fig. 44(b)) (not only is there a possibility that the non-target operation presentation may occur at the point in time when the same time has elapsed since the start of the variation, but there is also a possibility that the target operation presentation may occur).
[0162] In this embodiment, the probability (reliability) that the winning lottery result corresponding to the variable effect including the non-target operation effect is a big win is made higher than that of the target operation effect. As described above, the target operation effect in this embodiment is one in which any one of a plurality of types of result images 20 is displayed (see FIG. 44(d)). However, the non-target operation effect (see FIG. 45) has a higher reliability than any of the target operation effects (the target operation effect corresponding to FIG. 44(d-1) and the target operation effect corresponding to FIG. 44(d-2)) in which any type of result image 20 is displayed. Thus, it can be said that the non-target operation effect (display of the lucky image 21) is a so-called chance-up with respect to the target operation effect (display of the result image 20). The specific form of the lucky image 21 may be any as long as it is different from the result image 20. It is preferable that it is a form that suggests to the player that it is a situation where a big win can be expected.
[0163] Note that the probability of occurrence of the non-target operation effect (probability of occurrence per variation) is lower than the probability of occurrence of the target operation effect (probability of occurrence per variation). That is, the probability of contacting the non-target operation effect is set lower than the probability of contacting the target operation effect (the non-target operation effect is a "rarer effect").
[0164] In the non-target operation presentation, since the target operation image 18 is displayed (see Fig. 45(b)), the player feels that it is a situation where the target operation means should be operated. For a player who has already been exposed to the target operation presentation (see Fig. 44) (has been exposed to the presentation in which the result image 20 is displayed by operating the target operation means), the probability of thinking that the target operation presentation has occurred is high. After creating such a situation (a situation where the player feels that the target operation means should be operated) (see Fig. 45(b)), since the target operation image 18 is suddenly erased and the big-win image 21 is displayed while the target operation means is not being operated (see Fig. 45(c)), it can be said that the non-target operation presentation is a presentation that gives the player a surprise (unexpectedness). In addition, in the present embodiment, since the non-target operation presentation is a presentation with a higher reliability (than the target operation presentation) (it is suggested that it is a situation where a big win (prize giving) can be expected by the big-win image 21), it can be said that it is an interesting presentation that generates an expectation of a big win along with the surprise.
[0165] Hereinafter, specific examples in which the matters regarding the above-described target operation presentation and non-target operation presentation 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.
[0166] 〇Specific Example 5-1 In the target operation presentation, the operation mode image 19 is not displayed (although the target operation image 18 is displayed) (see FIG. 46(a-1)). As long as the target operation image 18 representing the target operation means is displayed, the player can understand that the target operation means should be operated, and the operation mode image 19 may not be displayed. In this case, the operation mode image 19 is not displayed even in the non-target operation presentation (although the target operation image 18 is displayed) (see FIG. 46(b-1)). Since the non-target operation presentation is intended to make the player mistake it for the target operation presentation, if the operation mode image 19 is not displayed in the target operation presentation, the operation mode image 19 is not displayed in the non-target operation presentation either. If the position, size, and range in which the target operation image 18 is displayed in the display area 911 are the same between the target operation presentation and the non-target operation presentation, it will be impossible to tell whether the target operation presentation or the non-target operation presentation is occurring when the target operation image 18 is displayed.
[0167] Although not shown, in the target operation presentation, the target operation image 18 may be made to blink (repeatedly change between bright and dark). By doing so, it becomes easier to understand that the target operation means should be operated. In this case, the target operation image 18 displayed in the non-target operation presentation is also made to blink in the same way.
[0168] Specific example 5-2 In the target operation presentation, if the target operation means is not operated by the end of the valid operation period, the result image 20 may be displayed upon the end of the valid operation period (a result image 20 in the same form as the result image 20 that would be displayed if the target operation means was operated during the valid operation period is displayed).
[0169] However, if it is done as in this example, the target operation performance and the non-target operation performance will match in that some reaction (effect) will occur even without the operation of the target operation means. That is, since the non-target operation performance is characterized by surprising the player by displaying the jackpot image 21 even without the operation of the target operation performance, in order to clarify the difference from it, the target operation performance is preferably configured such that the result image 20 is not displayed unless the target operation means is operated during the operation valid period as in the above embodiment.
[0170] 〇Specific Example 5-3 The mode of the result image 20 displayed in the target operation performance shall not suggest the probability (reliability) that the win / loss lottery result is a big hit. If, as in the above embodiment, the mode of the displayed result image 20 can be different, it is set that there is no difference in reliability even if the result image 20 of one mode (the first result image 201) and the result image 20 of another mode (the second result image 202) are displayed. Different from the above embodiment, the result image 20 displayed in the target operation performance may be configured to be fixed (not changing with each performance) (since the result image 20 is fixed, the result image 20 cannot be what is suggested by the reliability). However, it is ensured that the probability (reliability) that the win / loss lottery result corresponding to the fluctuation is a big hit is higher when the non-target operation performance occurs than when the target operation performance occurs due to a certain fluctuation.
[0171] By doing so as in this example, it becomes an easy-to-understand game property where the reliability is higher (the chance is increased) when the non-target operation performance occurs and the jackpot image 21 is suddenly displayed than when the target operation performance occurs and the result image 20 is displayed triggered by the operation of the target operation means.
[0172] 〇Specific Example 5-4 As the favorable opportunity image 21 to be displayed when a non-target operation effect is generated, a plurality of types of favorable opportunity images 21 are prepared (when a non-target operation effect occurs, any one of the plurality of types of favorable opportunity images 21 is displayed). For example, starting from when the target operation image 18 is displayed (see Fig. 47(a)), the first favorable opportunity image 211 may be displayed (see Fig. 47(b-1)) when a specified time has elapsed, or the second favorable opportunity image 212 (which has a different mode from the first favorable opportunity image 211) may be displayed (see Fig. 47(b-2)). For example, assume that the character included in the first favorable opportunity image 211 is different from the character included in the second favorable opportunity image 212. Then, when a non-target operation effect occurs due to a certain variation, the probability (reliability) that the pass / fail lottery result corresponding to the variation is a big hit is higher when the second favorable opportunity image 212 is displayed than when the first favorable opportunity image 211 is displayed.
[0173] By doing so as in this example, the non-target operation effect remains a surprising effect in which the favorable opportunity image 21 is suddenly displayed even without an operation of the target operation means, and it becomes an interesting effect in that the level of reliability can be grasped by paying attention to the type of the favorable opportunity image 21 at that time.
[0174] 〇Specific Example 5-5 As an operation effect, it is assumed that the probability of occurrence per change is higher for operating an operation means (push button 61) different from the target operation means (special operation unit 65) than for operating the target operation means. That is, the probability of occurrence of an operation effect (button operation effect) in which an image (button image) representing the push button 61, which is a type of operation means, is displayed and an image (image showing the result) is displayed by operating the push button 61 is higher than the probability of occurrence of the operation effect (target operation effect) of the special operation unit 65. In such a configuration, an effect in which the button image is displayed but the button image is erased and an image different from the image showing the above result is displayed without operating the push button 61 does not occur (that is, with respect to the push button 61, an effect corresponding to a non-target operation effect does not occur). By using the target operation effect described in the above embodiment for the operation means (special operation unit 65) with a lower probability of occurrence as an operation effect, the occurrence of a non-target operation effect imitating the target operation effect can be made even more surprising.
[0175] 〇Specific Example 5-6 It is assumed that the lucky image 21 is not displayed without going through a non-target operation effect. That is, it is set not to be displayed in a variation in which the non-target operation effect does not occur. By doing so, since it becomes impossible to come into contact with the lucky image 21 without the occurrence of the non-target operation effect, the value of the non-target operation effect (lucky image 21) can be enhanced.
[0176] 〇Specific Example 5-7 As shown in FIG. 48, in one variation, after a target operation effect occurs (see FIGS. 48(a) to (c)), a non-target operation effect may occur (see FIGS. 48(d) to (e)) (hereinafter, such a variation is referred to as a both-effects-occurring variation). When the both-effects-occurring variation occurs, the player will come into contact with the non-target operation effect with the same variation after coming into contact with the target operation effect. That is, since the player is in contact with the target operation effect immediately before coming into contact with the non-target operation effect, the probability that the non-target operation effect is also an effect in which a reaction occurs (the result image 20 is displayed) triggered by the operation of the target operation means increases. Therefore, it can be expected that the surprise received by the player due to the occurrence of the non-target operation effect will be greater.
[0177] 〇Specific Example 5-8 The effect sound output from the speaker 67 when the result image 20 is displayed by the target operation effect and the effect sound output from the speaker 67 when the good opportunity image 21 is displayed by the non-target operation effect shall be different. Since the non-target operation effect surprises the player who would feel that the target operation effect has occurred (surprises by displaying the good opportunity image 21 without operating the target operation means), it is preferable to make the effect sound output when the good opportunity image 21 is displayed different from that output when the result image 20 is displayed so that the display of the good opportunity image 21 is more emphasized.
[0178] 〇Specific Example 5-9 In the above embodiment, it was explained that the target operation effect and the non-target operation effect cannot be externally distinguished when the target operation image 18 is being displayed, but the target operation effect and the non-target operation effect shall be externally different when the target operation image 18 is being displayed. For example, the size of the target operation image 18 displayed by the target operation effect (see FIG. 49(a-1)) and the size of the target operation image 18 displayed by the non-target operation effect (see FIG. 49(a-2)) shall be different. Also, although not shown, it is also conceivable to make the color of the target operation image 18 displayed by the target operation effect different from the color of the target operation image 18 displayed by the target operation effect.
[0179] The target operation image 18 is the same, but it may be configured such that there are differences in the images displayed together with the target operation image 18. For example, when a non-target operation effect occurs, a predetermined image (non-target suggestion image 22) is displayed together with the target operation image 18 (see Fig. 49(b-2)), but when a target operation effect occurs, the non-target suggestion image 22 is not displayed together with the target operation image 18 (see Fig. 49(b-1)). Although not shown, it is also conceivable that when a target operation effect occurs, a predetermined image (target suggestion image) is displayed together with the target operation image 18, but when a non-target operation effect occurs, the target suggestion image is not displayed together with the target operation image 18.
[0180] By doing so as in this example, a gaming property can be realized in which it is possible for some players (players who know the difference between the target operation effect and the non-target operation effect) to know in advance which of the target operation effect and the non-target operation effect has occurred. However, there is a demerit that if one knows the difference between the target operation effect and the non-target operation effect, there will be no surprise when the non-target operation effect occurs (if one wants to avoid such a demerit, it may be configured as in the above embodiment).
[0181] <Non-corresponding pre-operation> Hereinafter, the non-corresponding pre-operation will be described. In this embodiment, the effect of the non-corresponding pre-operation described in detail below is manifested in the normal gaming state. However, it may be configured to be manifested in a specific gaming state.
[0182] The non-corresponding pre-operation utilizes the fact that two different types of operation means for effects that can be operated by the player are provided. Hereinafter, one of the two types of operation means will be referred to as operation means A and the other as operation means B (it is assumed that operation means A and operation means B are provided separately). In this embodiment, the push button 61 corresponds to operation means A and the special operation unit 65 corresponds to operation means B.
[0183] In this embodiment, during the variable effect, there may be an operation effect B that requests an operation of the operation means B. At least a part of the operation effect B is defined as a specific operation effect B. In the specific operation effect B (see Fig. 50), an operation valid period (hereinafter referred to as "specific operation valid period B") in which the operation of the operation means B is reflected as an effect is provided. The reaction (effect) that occurs when an operation (single-shot operation) of the operation means B is performed within the specific operation valid period B is defined as an "operation reaction B". In this embodiment, when an operation of the operation means B is performed during the specific operation valid period B, the specific operation valid period B ends on that occasion. As shown in Fig. 50(a), in this embodiment, when the specific operation valid period B starts, an operation B image 24 (which only needs to allow the player to recognize that it represents the special operation unit 65) representing the operation means B (special operation unit 65) is displayed. Also, a meter image representing the remaining time of the specific operation valid period B is displayed. Although not shown, an image representing the operation mode of the operation means B (for example, an image including the character "push") may be displayed. By displaying such an image during the specific operation valid period B, the player senses that they are in a situation where they should operate the operation means B.
[0184] The mode of the operation reaction B (see Fig. 50(c)) differs depending on whether a non-corresponding pre-operation (see Fig. 50(b-2)), the details of which will be described later, has been performed or not. Hereinafter, the mode of the operation reaction B when the non-corresponding pre-operation has not been performed is referred to as the pre-operation-free mode, and the operation reaction B when the non-corresponding pre-operation has been performed is referred to as the pre-operation-having mode. Since the specific operation valid period B is the period during which the operation B image 24 is displayed (requesting an operation of the operation means B) (see Fig. 50(a)), it is normal to perform an operation of the operation means B accordingly (without performing the non-corresponding pre-operation) (see Fig. 50(b-1)). Therefore, it can be said that the operation reaction B in the pre-operation-free mode (see Fig. 50(c-1)) is a normal action, and the operation reaction B in the pre-operation-having mode (see Fig. 50(c-2)) is a special action.
[0185] The non-corresponding pre-operation is defined such that, after the specific operation validity period B starts and before the operation means B is operated, the operation means A is operated. That is, in the state where the specific operation validity period B is in effect and the operation B image 24 is displayed and the operation of the operation means B is requested, instead of immediately operating the operation means B, the operation means A (a single operation in this embodiment) is first operated, and then the operation means B is operated (after the operation means A is operated during the operation validity period, the operation means B is operated) (see Fig. 50(b-2)). As a result, the operation reaction B becomes the pre-operation active mode (see Fig. 50(c-2)). That is, the specific operation effect B in this embodiment is such that, by performing the operation of the operation means A (the operation of the non-corresponding operation means), which is an operation means for which no operation request has been made, in advance, the reaction (action) when the operation means B is operated is different.
[0186] There are various ways to define the difference between the pre-operation inactive mode and the pre-operation active mode of the operation reaction B. It is preferable that the operation reaction B in the pre-operation inactive mode suggests the target pass / fail lottery result (the pass / fail lottery result corresponding to the variable effect including the specific operation effect). In this embodiment, the jackpot reliability of the target pass / fail lottery result is indicated numerically (see Fig. 50(c-1)). For example, several (three or more) candidate numerical values that can be displayed are provided, and one of them is actually displayed (the higher the displayed numerical value, the higher the reliability).
[0187] It is also preferable that the operation reaction B in the pre-operation mode also suggests the target pass / fail lottery result, but the method is different from that in the non-pre-operation mode. In this embodiment, there is a possibility that the target pass / fail lottery result is a big win (before the combination of decorative patterns indicating the pass / fail lottery result is displayed), which is immediately and definitely indicated (so-called one-shot notification) (see Fig. 50(c-2)). Specifically, it becomes an advantageous aspect indicating that a situation favorable to the player has occurred (see above Fig. 50(c-2)) or a disadvantageous aspect indicating that an unfavorable situation has occurred (see below Fig. 50(c-2)). When it becomes an advantageous aspect, the target pass / fail lottery result is determined to be a big win (note that the illustrated advantageous and disadvantageous aspects are merely examples). In this embodiment, when it becomes a disadvantageous aspect, it is determined to be a loss. However, even when it becomes a disadvantageous aspect, there may still be a possibility of a big win to a certain extent (about a few percent). In any case, basically, the extreme effect of whether or not the effect of determining a big win appears is the pre-operation mode of the operation reaction B.
[0188] Of course, the presence or absence of the non-corresponding pre-operation (whether the operation reaction B is in the non-pre-operation mode or the pre-operation mode) does not affect the target pass / fail lottery result (does not affect the expected value of "winning"). That is, the presence or absence of the non-corresponding pre-operation only results in a difference in the mode of the effect executed as the operation reaction B (in this embodiment, there will be a difference in the method of suggesting the target pass / fail lottery result).
[0189] Also, in this embodiment, if the operation means B is not operated during the specific operation effective period B, the operation reaction B will not occur (neither in the non-pre-operation mode nor in the pre-operation mode). Even when the non-corresponding pre-operation is performed (the operation means A is operated), if the operation means B is not operated, the operation reaction B (pre-operation mode) will not occur. Therefore, the effect (production effect) due to the performance of the non-corresponding pre-operation will not be manifested.
[0190] In this manner, the specific operation presentation B (specific operation valid period B) in this embodiment results in a pre-operation-free mode (normal response) if operation means B is operated as instructed, but if operation means A is operated and then operation means B is operated (if a non-corresponding pre-operation is performed and then operation means B is operated), it is a novel and interesting presentation in which a pre-operation-containing mode different from the pre-operation-free mode will result. If a player knows the existence of a non-corresponding pre-operation (pre-operation-containing mode), they can enjoy the experience of choosing whether or not to perform a non-corresponding pre-operation when the specific operation presentation B occurs (choosing whether operation response B will be the pre-operation-free mode or the pre-operation-containing mode).
[0191] Below, we will explain specific examples of improvements, specific embodiments, and modifications of the above-mentioned non-compliant prior operation (specific operation performance B). In addition, to the extent possible, the following specific examples may be used to apply a combination of multiple technologies.
[0192] 〇Specific example 6-1 Even if the operation of the operation means B is not performed during the specific operation valid period B (even if the time runs out without the operation of the operation means B), the operation reaction B occurs. In other words, the setting is made such that the end (time runs out) of the specific operation valid period B is treated as the operation of the operation means B. In this case, when a non-compatible prior operation (operation of the operation means A) is performed (see FIG. 51(b)) during the specific operation valid period B (see FIG. 51(a)) and the specific operation valid period B times out without the operation of the operation means B, this triggers the operation reaction B in the prior operation mode (see FIG. 51(c-2)). Also, when the specific operation valid period B times out without the non-compatible prior operation, this triggers the operation reaction B in the non-prior operation mode (see FIG. 51(c-1)).
[0193] However, if it is done as in this example, the mode of operation reaction B will differ only depending on the presence or absence of the operation of operation means A (non-corresponding pre-operation). That is, although it is an effect in which an operation request for operation means B is made, the reaction differs only depending on the presence or absence of the operation of operation means A. If you want to create an effect in which the reaction that occurs as a result of the operation of operation means B differs depending on the presence or absence of the pre-operation of operation means A, which is another operation means, it is advisable to do so as in the above embodiment.
[0194] 〇Specific Example 6-2 When the specific operation effect B occurs, the operation valid period B to be set is not always set to be the specific operation valid period B every time. That is, it is set such that it may be the specific operation valid period B or may be an operation valid period B that is not the specific operation valid period B (non-specific operation valid period B). The method for determining whether to set it as the specific operation valid period B or the non-specific operation valid period B may be any method. It is conceivable to execute a predetermined lottery and make a decision before the specific operation effect B starts.
[0195] If it is the specific operation valid period B, as described in the above embodiment, the mode of operation reaction B will differ depending on the presence or absence of the non-corresponding pre-operation (operation of operation means A). On the other hand, if it is the non-specific operation valid period B, regardless of whether the non-corresponding pre-operation (operation of operation means A) has been performed or not, the mode of operation reaction B will not differ (the pre-operation of operation means A does not affect operation reaction B). By doing so as in this example, even if the specific operation effect B occurs and the non-corresponding pre-operation is performed, it becomes an effect form in which the operation reaction B in the pre-operation mode does not necessarily occur.
[0196] 〇Specific Example 6-3 Even if a non-corresponding pre-operation (operation of operation means A) is performed during the specific operation valid period B, it is set such that the operation reaction B triggered by the operation of operation means B does not necessarily become the pre-operation mode. That is, in some cases where the non-corresponding pre-operation is performed, the operation reaction B in the pre-operation mode occurs, but in other cases, the operation reaction B in the pre-operation mode does not occur.
[0197] For example, when a non-corresponding pre-operation (operation of operation means A) is performed during a specific operation validity period B (see Fig. 52(a)), a predetermined lottery (hereinafter referred to as a specific lottery) with a winning probability ≠ 100% is conducted (see Fig. 52(b)). When winning the specific lottery, the operation reaction B becomes a pre-operation active mode (see Fig. 52(c-2)). However, when not winning the specific lottery, the operation reaction B becomes the same mode as the pre-operation inactive mode (a mode indistinguishable from the normal operation reaction B) (see Fig. 52(c-1)). Although not shown in the figure, when the non-corresponding pre-operation is not performed, the operation reaction B becomes the pre-operation inactive mode. By doing so as in this example, even if a non-corresponding pre-operation is performed during the specific operation validity period B, it becomes a production form in which the operation reaction B in the pre-operation active mode does not necessarily occur.
[0198] 〇Specific Example 6-4 In the specific operation validity period B, an image (non-corresponding pre-operation suggestion image 25) suggesting a non-corresponding pre-operation shall be displayed. For example, during the specific operation validity period B, a configuration is adopted in which the non-corresponding pre-operation suggestion image 25 including an image representing the operation means A (push button 61 according to the above embodiment) is displayed (see Fig. 53). By doing so, even a player who is completely unaware of the existence of the non-corresponding pre-operation can be given an opportunity to perform the non-corresponding pre-operation (operation of operation means A), and it is expected that the opportunity to encounter the operation reaction B in the pre-operation active mode will increase. When doing so as in this example, it is preferable that the image of the operation means A included in the non-corresponding pre-operation image is made smaller than the image of the operation means B (operation B image 24) displayed during the specific operation validity period B (the range occupied in the display area 911 is made smaller). This is because if the image of the operation means A is enlarged, the player may mistakenly think that they are in a situation where they should operate the operation means A (it should be made clear that during the specific operation validity period B, it is the operation means B that should be operated, not the operation means A).
[0199] However, if the operation reaction B in the pre-operation existing mode is to be a so-called "hidden effect" (an effect that only limited players (players who have found or obtained information about the existence of non-corresponding pre-operations) can access), then, as in the above-described embodiment, it is preferable that an image (an image representing the operation means A) that suggests the existence of non-corresponding pre-operations is not displayed during the specific operation valid period B.
[0200] 〇Specific Example 6-5 The specific modes of the non-pre-operation mode and the pre-operation existing mode of the operation reaction B are not limited to the modes described in the above embodiment. Basically, any mode that can occur in the non-pre-operation mode and any mode that can occur in the pre-operation existing mode may be different. For example, in the above embodiment, the suggestive effect (production effect) of the target success / failure lottery result was described as being different, but it may also be the case that there is no difference in the suggestive effect of the target success / failure lottery result (simply different as a production). For example, a configuration may be adopted in which the non-pre-operation mode and the pre-operation existing mode differ in the presence or absence of a predetermined production element (for example, an image of a specific character) (see FIG. 54). Also, although not shown in the figure, for example, the image displayed as the operation reaction B in the pre-operation existing mode is made more prominent than the image displayed as the operation reaction B in the non-pre-operation mode (the image displayed as the operation reaction B in the pre-operation existing mode is larger than the image displayed as the operation reaction B in the non-pre-operation mode, the image displayed as the operation reaction B in the pre-operation existing mode is brighter than the image displayed as the operation reaction B in the non-pre-operation mode, etc., and various methods for creating a "prominent" mode can be considered).
[0201] 〇Specific Example 6-6 A configuration is adopted in which a plurality of types of operating means A (operating means different from operating means B) are provided as operating means whose operations during a specific operation validity period B are non-corresponding pre-operations. For example, it is assumed that operating means A1 and operating means A2 are provided. Then, when a non-corresponding pre-operation (referred to as non-corresponding pre-operation A1) of operating operating means A1 during a specific operation validity period B1 is performed, and when a non-corresponding pre-operation (referred to as non-corresponding pre-operation A2) of operating operating means A2 during a specific operation validity period B1 is performed, the pre-operation active modes of the operation reaction B are different (when non-corresponding pre-operation A1 is performed, the operation reaction B of the pre-operation active mode A1 occurs, and when non-corresponding pre-operation A2 is performed, the operation reaction B of the pre-operation active mode A2 (different from the pre-operation active mode A1) occurs). The difference between the pre-operation active mode A1 and the pre-operation active mode A2 may be anything (both the pre-operation active mode A1 and the pre-operation active mode A2 are different from the pre-operation inactive mode). By doing so, even when a non-corresponding pre-operation is performed, an interesting presentation form is obtained in which the reaction differs depending on which of operating means A1 and operating means A2 is operated.
[0202] 〇Specific Example 6-7 Assume that the specific operation performance B is a so-called chance-up performance. Specifically, at a specified timing, either the operation performance A that requires an operation of the operation means occurs, or the operation performance B (specific operation performance B) that requires an operation of the operation means B may occur (assuming there is a branching point where either the operation performance A or the operation performance B (specific operation performance B) occurs). And the jackpot reliability of the target hit / miss lottery result at that time (specified timing) is set to be higher when the operation performance B (specific operation performance B) occurs (see Fig. 55(a-2)) than when the operation performance A occurs (see Fig. 55(a-1)) (assuming that the operation performance A is the default and the operation performance B (specific operation performance B) is the chance-up). That is, it is assumed that the performance where the non-corresponding pre-operation becomes effective (reflected in the operation reaction) is more advantageous than the performance that is not. In this case, it is preferable that the probability of the operation performance A occurring at the specified timing is set higher than the probability of the specific operation performance B occurring. The specified timing can be any timing. For example, the timing when a predetermined time has elapsed since the start of the variation can be set as the specified timing, or the timing when a certain specific event occurs (such as the timing when a reach is established or the timing when a predetermined performance starts) can be set as the specified timing.
[0203] By doing so, when the specific operation performance B that is a chance-up occurs (when the specific operation period B is provided), operating the operation means A that would have been operated if the default operation performance (operation performance A) had occurred becomes a performance form of non-corresponding pre-operation.
[0204] 〇Specific Example 6-8 It is set such that the pre-operation effective modes can be different according to the degree of non-corresponding pre-operation during the specific operation validity period B (the degree of operation of the operation means A). For example, during the specific operation validity period B (see Fig. 56(a)), when the operation of the operation means A is performed once before the operation of the operation means B is performed (see Fig. 56(b-2)), the mode of the operation reaction B becomes the first pre-operation effective mode, but when the operation of the operation means A is performed twice (see Fig. 56(b-3)), the mode of the operation reaction B becomes the second pre-operation effective mode (a mode different from the first pre-operation effective mode). When the operation of the operation means A is not performed (see Fig. 56(b-1)), the mode of the operation reaction B becomes the pre-operation non-effective mode. The difference between the first pre-operation effective mode and the second pre-operation effective mode can be anything. As long as both the first pre-operation effective mode and the second pre-operation effective mode are different from the pre-operation non-effective mode. By doing so, an interesting production form is achieved in which the pre-operation effective mode is different according to the degree of non-corresponding pre-operation during the specific operation validity period B (the degree of operation of the operation means A).
[0205] 〇Specific Example 6-9 It is assumed that, during the specific operation validity period B, an operation reaction B in the same mode as the pre-operation valid mode can occur without performing a non-corresponding pre-operation. For example, when the operation of the operation means B is performed without performing a non-corresponding pre-operation during the specific operation validity period B (see Fig. 57(a)), an operation reaction B in the non-pre-operation mode may occur (see Fig. 57(c-1)), or an operation reaction B in the same mode as the pre-operation valid mode may occur (see Fig. 57(c-2)). According to the above embodiment, when the non-corresponding pre-operation is not performed, it is assumed that a numerical value representing the reliability may be displayed, or an effect of one-shot notification may occur. If the probability of the operation reaction B in the non-pre-operation mode when the non-corresponding pre-operation is not performed is P1, and the probability of the operation reaction B in the same mode as the pre-operation valid mode is P2, it is preferable that the probability P1 > the probability P2. That is, when the non-corresponding pre-operation is not performed, basically, the operation reaction B in the non-pre-operation mode occurs, but it is preferable that the operation reaction B in the same mode as the pre-operation valid mode may occur with a relatively low probability. If the non-corresponding pre-operation is performed, the operation reaction B in the pre-operation valid mode occurs (as shown in Figs. 50(a), (b-2), and (c-2)).
[0206] In this case, a gaming property can be realized in which there is a possibility of contacting an operation reaction B in the same mode as the pre-operation valid mode (see Fig. 57(c-2)) even without performing a non-corresponding pre-operation. However, if it is desired to enhance the value of the operation reaction B in the pre-operation valid mode, it is preferable to ensure that the operation reaction B in the pre-operation valid mode does not occur unless the non-corresponding pre-operation is performed, as in the above embodiment.
[0207] 〇Specific Examples 6 - 10 When a non-corresponding pre-operation (operation of operation means A) is performed during the specific operation validity period B, a corresponding reaction (hereinafter referred to as pre-operation reaction A) shall occur. Since the specific operation validity period B continues even when operation means A is operated, pre-operation reaction A shall occur during the specific operation validity period B. Note that when operation means B is operated during the specific operation validity period B, the specific operation validity period B ends, so pre-operation reaction A does not occur. For example, as pre-operation reaction A, pre-operation reaction image 26 (the specific form may be any) shall be displayed. After the occurrence of the pre-operation reaction A, when the operation of operation means B is performed, an operation reaction B in a pre-operation valid mode shall occur. By the occurrence of such pre-operation reaction A, the player can grasp that the non-corresponding pre-operation has been accepted (that the preparation for the occurrence of the operation reaction B in the pre-operation valid mode has been completed).
[0208] As described above, the embodiments of the present invention have been described in detail, but 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.
[0209] The matters described in the above embodiments can be applied to other gaming machines such as rotary gaming machines except for the point of using the configuration peculiar to pachinko gaming machines.
[0210] In the above-described embodiment, a jackpot and a loss are set as the modes of the winning or losing lottery result, and a jackpot is obtained (a jackpot game is executed) by hitting the jackpot. However, it may be possible to obtain a jackpot via a so-called minor jackpot. Since a gaming machine having such a gaming property (the gaming property of a so-called "two-type gaming machine") that allows a jackpot to be obtained via a minor jackpot is well-known per se, a detailed description thereof will be omitted. For example, when winning a minor jackpot, (except when irregular events such as a malfunction of the gaming machine or the player not playing the game as instructed occur), if it is set that this leads to the acquisition of a jackpot (a setting in which a minor jackpot win and a jackpot win can be substantially regarded as the same), the "jackpot" described in the above embodiment can be replaced with a "minor jackpot" (for example, the "jackpot probability" is the probability obtained by adding the probability of winning the jackpot (the probability of a direct win) and the probability of winning the minor jackpot, and winning the "minor jackpot" is substantially the same as winning the "jackpot").
[0211] The above-described gaming machine 1 may be a management gaming machine (so-called smart pachinko). That is, it may be one in which game balls are enclosed inside and the game can be played without touching the game balls.
Explanation of Reference Numerals
[0212] 1 Gaming machine 11 First specific image 12 Second specific image 13 First special image 14 Second special image 15 Specific change suggestion image 16 Time image 17 Selection completion image 18 Target operation image 19 Operation mode image 20 Result image 21 Good machine image 22 Non-target suggestion image 61 Push button 62 Cross key 65 Special operation unit 71 Display during variation 72 Pre-change display 70n Normal display mode 70s Special display mode 80 Decorative symbol 80g Group of decorative symbols 904 Start area (904a First start area, 904b Second start area) 905 Normal area 906 Big winning area 908 Launch device 909 Other winning areas 91 Display device 911 Display area 909L, 909R General winning areas
Claims
1. display means having a display area; right / wrong lottery means for performing a right / wrong lottery; performance execution means for executing a variation performance from when a decorative design displayed in the display area starts to vary until it stops in a manner indicating the right / wrong lottery result by the right / wrong lottery means; operation means operable by a player; comprising; during the variation performance, a specific selection may occur in which the player can select an arbitrary option using the operation means from among a plurality of types of options; the specific selection includes a pre-selection stage in which a plurality of types of the options are shown and a post-selection stage indicating that the selection has been completed; as the variation performance, when a target variation performance that is the variation performance for notifying the target right / wrong lottery result and a previous variation performance that is the variation performance immediately before the target variation performance are continuously executed without a gap, after the pre-selection stage is executed in the previous variation performance, the specific selection can be executed so that the post-selection stage is executed in the target variation performance; the target variation performance proceeds with content reflecting the specific selection A gaming machine characterized by the above.
2. The gaming machine according to claim 1, characterized in that, together with the post-selection stage being executed in the target variation performance, a performance of content reflecting the specific selection can be executed.
Citation Information
Patent Citations
Game machine
JP2004305312A
Game machine
JP2012179107A
Game machine
JP2020191981A
Game machine
JP2021062301A
Game machine
JP2024001401A