Game machine
The gaming machine addresses the lack of engaging operational presentations by incorporating multiple operation means and a selection operation effect system, enhancing player interaction and enjoyment through customizable settings and dynamic display states.
Patent Information
- Application Number
- JP2024038862
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-13
- Publication Date
- 2025-09-29
AI Technical Summary
Existing gaming machines lack engaging operational presentations that can enhance player interaction and interest.
A gaming machine equipped with multiple types of operation means, an operation request unit, and an effect execution unit that executes a selection operation effect, including a selection reflection unit to execute post-effects based on the type of operation means selected by the player.
The gaming machine provides an interesting operational presentation that enhances player engagement through customizable settings and dynamic display states, increasing player interaction and enjoyment.
Smart Images

Figure 2025139818000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Gaming machines capable of executing operation effects that prompt a player to operate an operating means are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2024-014153 Summary of the Invention [Problem to be solved by the invention]
[0004] The problem to be solved by the present invention is to provide a gaming machine that can execute interesting operational presentations. [Means for solving the problem]
[0005] The gaming machine of the present invention, which has been made to solve the above problems, is characterized by comprising: a plurality of types of operation means that can be operated by a player; an operation request unit that prompts the player to operate one of the plurality of types of operation means as a selected operation means; and an effect execution unit that executes a selection operation effect including a selection reflection unit that executes a post-effect according to the type of operation means selected as the selected operation means. [Effects of the Invention]
[0006] The gaming machine according to the present invention is capable of executing an interesting operational presentation. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] FIG. 10 is a diagram for explaining the gaming state (transition of gaming state). [Figure 4] 10A and 10B are diagrams showing a change from a standard display state to a special display state. [Figure 5] FIG. 10 is a diagram for explaining a customization method. [Figure 6] FIG. 10 is a diagram for explaining auxiliary functions included in the special display function. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 10 is a diagram for explaining specific example 1-4. [Figure 11] FIG. 10 is a diagram illustrating a selection operation presentation. [Figure 12] FIG. 10 is a diagram for explaining specific example 2-1. [Figure 13] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 14] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 15] FIG. 10 is a diagram for explaining specific example 2-5. [Figure 16] FIG. 10 is a diagram for explaining specific example 2-6. [Figure 17] 10 is a diagram for explaining special effects (and sudden effects). FIG. [Figure 18] FIG. 10 is a diagram for explaining a special period. [Figure 19] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 20] FIG. 10 is a diagram for explaining specific example 3-2. [Figure 21] FIG. 10 is a diagram for explaining specific example 3-5. [Figure 22] FIG. 10 is a diagram for explaining specific example 3-8. [Figure 23]FIG. 10 is a diagram for explaining specific example 3-9. [Figure 24] FIG. 10 is a diagram for explaining an end suggestion function. [Figure 25] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 26] FIG. 10 is a diagram for explaining specific example 4-2. [Figure 27] FIG. 10 is a diagram for explaining specific example 4-4. DETAILED DESCRIPTION OF THE INVENTION
[0008] 1) Basic configuration of gaming machines An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. Unless otherwise specified, the following description is based on the assumption that the player plays the game as instructed (the player plays the game normally without performing any special gameplay). Furthermore, when a phrase such as "a gaming ball enters XX (wins)," strictly speaking, it means that the sensor installed in the XX has detected the gaming ball that has entered. Furthermore, when a phrase such as "when XX is operated," strictly speaking, it means that the XX has moved to a predetermined position due to the operation. Furthermore, the various values (probabilities, etc.) described below can be increased or decreased as appropriate, provided that the changes do not result in a loss of distinctive features. Furthermore, in the following explanation, if a "closed" state of various areas means a state in which game balls cannot enter (meaning a state in which game balls are designed to be unable to enter on the assumption that normal play (fraudulent activity) will be performed), then an "open" state may be a state in which game balls can enter, and any method may be used to achieve an inaccessible / allowable state (for example, a state in which game balls cannot pass through an entrance even if the entrance is open will be considered "closed").
[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and is provided with a guide rail 903 that forms a path for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902, and that is provided in a substantially arc-shaped manner.
[0010] The game area 902 is provided with a display device 91, which is the main display device, a start area 904, a big win area 906, an outlet, and the like. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pins as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pins.
[0011] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.
[0012] Note that explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. These components may have the same structure as known gaming machines.
[0013] The lottery for the jackpot is executed by a win / lose lottery means provided on a control board (not shown) when a gaming ball enters the start area 904. In this embodiment, the start area 904 is provided with a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area). When a gaming ball enters the start area 904, a numerical value (win / lose lottery information) is acquired from a 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. In this embodiment, the announcement of the win / lose lottery results begins in the order in which the numerical value is acquired. However, if there is win / lose lottery information for which the announcement of the win / lose lottery result has not yet been completed, the newly acquired win / lose lottery information is stored as reserved information (strictly speaking, pre-variation reserved information, as described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, the reserved symbols 70 displayed are a during-change reserved symbol 71 (a symbol indicating the existence of the "relevant change reserved symbol") corresponding to the win / loss lottery information (hereinafter also referred to as during-change reserved information) for which the during-change effect (from the start of the change of the decorative symbol 80 (decorative symbol group 80g) until it completely stops at the combination indicating the win / loss lottery result, i.e., the effect during one change; hereinafter also referred to as "change" or "rotation") has started but the notification of the win / loss lottery result has not been completed, and a pre-change reserved symbol 72 corresponding to the win / loss lottery information (hereinafter also referred to as pre-change reserved information) for which the during-change effect (hereinafter also referred to as pre-change reserved information) for which the win / loss lottery result has not started (see FIG. 2). In this embodiment, the during-change reserved symbol 71 is displayed larger than the pre-change reserved symbol 72, but the basic shapes of both are the same. The basic shapes of the during-change reserved symbol 71 and the pre-change reserved symbol 72 may be completely different. Also, the pending pattern 71 may not be displayed during the change. The order in which the notification of the winning / losing lottery results corresponding to the pending pattern 72 before the change is completed (the so-called pending "consumption order") is earlier the one located to the right.
[0015] There is a set upper limit on the maximum number of pre-change reserved information pieces that can be stored. In this embodiment, the maximum number of first pre-change reserved information pieces (special symbol 1 reserved) obtained by winning in the first starting area 904a is four, and the maximum number of second pre-change reserved information pieces (special symbol 2 reserved) obtained by winning in the second starting area 904b is four. Therefore, with respect to the reserved symbol 70 corresponding to either special symbol 1 or special symbol 2, one currently changing reserved symbol 71 and up to four pre-change reserved symbols 72 may be displayed (see FIG. 2). The pre-change reserved symbol 72 is configured so that when a game ball should be launched toward the first starting area 904a (the normal game state described below), the first pre-change reserved information piece (special symbol 1 reserved) is displayed as the pre-change reserved symbol 72, and when a game ball should be launched toward the second starting area 904b (the special game state described below), the second pre-change reserved information piece (special symbol 2 reserved) is displayed as the pre-change reserved symbol 72. Regardless of the game status, the pre-change reserve pattern 72 corresponding to both the first pre-change reserve information and the second pre-change reserve information stored in the memory means may be displayed (a maximum of eight pre-change reserve patterns 72 may be displayed).
[0016] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begin to fluctuate, and eventually one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped (left decorative symbol 80L, center decorative symbol 80C, right decorative symbol 80R, lined up from left) will be a predetermined combination (in this embodiment, a set of three decorative symbols 80 of the same type). If a loss occurs, the combination will be something other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, it is basically possible to understand the winning / losing lottery results by looking at the decorative symbols 80.
[0018] In this embodiment, two game states are set: a normal game state and a special game state (see FIG. 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and a low base state (low probability, no time reduction) in which it is difficult for a game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and a high base state (high probability, time reduction) in which it is easy for a game ball to enter the starting area 904. Because a predetermined number of prize balls (three in this embodiment) are paid out when a game ball enters the starting area 904, the high base state allows the player to play without losing too many balls (compared to the low base state). In the normal game state, the player launches a game ball aiming at the first starting area 904a. In this embodiment, the player performs what is known as a "left-handed shot." The normal gaming state is the standard gaming state (the "default" gaming state), and the expected length of stay when playing continuously is longer in the normal gaming state than in the special gaming state. In the special gaming state, the gaming ball is launched aiming at the second starting area 904b. In this embodiment, a so-called "right hit" is performed. The high base state is a state in which it is easy to win the opening lottery for the second starting area 904b triggered by the gaming ball entering the normal starting area 905 (a state in which the probability of winning the opening lottery is higher than in the low base state), so it is relatively easy for the gaming ball to enter the second starting area 904b.
[0019] In this embodiment, two types of jackpots are provided: a normal jackpot, in which the game state after a jackpot game ends is the normal game state, and a special jackpot, in which the game state after a jackpot game ends is the special game state. The special game state is a high-base, high-probability state in which the next jackpot can be easily won without losing many game balls. As long as a special jackpot is won in the special game state, the special game state and the jackpot loop (consecutive jackpots) occur. If a normal jackpot is won in the special game state, the game returns to the normal game state after the jackpot game ends. The probability (percentage) that a jackpot won in the special game state is a special jackpot is the so-called continuation rate (consecutive jackpot continuation rate). By using a so-called V-type probability variable machine, the probability (percentage) that a jackpot won in the normal game state is a special jackpot may be different from the probability (percentage) that a jackpot won in the special game state is a special jackpot. Note that, unless otherwise specified in the following description, the gameplay (specifications) are merely examples. For example, it may be a so-called ST machine. Also, it may be a gaming machine (with "two types of" gaming features) that is equipped with a so-called small win and that can win a jackpot by having the gaming ball enter a predetermined area when the small win is won. Also, it may be configured to have a gaming state different from the normal gaming state and the special gaming state, for example, a low probability gaming state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which the gaming ball is likely to enter the starting area 904.
[0020] If the lottery results in a jackpot, a jackpot game is executed. A jackpot game involves one or more unit games in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the jackpot area 906 after it is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during a jackpot game, the winning condition is met before the time condition is met. In other words, 10 game balls enter the jackpot area 906 in one unit game. A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots.
[0021] 2) The following describes various configurations (functions, executable effects, etc.) that the gaming machine 1 according to this embodiment has. Note that it may have only some of the configurations described below. Also, in some of the drawings used in the following description, illustrations of reserved symbols 70 and decorative symbols 80 may be omitted.
[0022] 2-1) Special display functions and their auxiliary functions The image displayed in the display area 911 during the variation performance is referred to as the variation image 10. The variation image 10 includes at least the decorative pattern 80 and a background image (not shown) displayed as the background of the decorative pattern 80. In this embodiment, the reserved pattern 70 is also included in the variation image 10. It is preferable that so-called small patterns (small patterns (not shown) that are displayed small so as not to stand out) are not included in the variation image 10. However, this does not mean that it is denied that such small patterns may be included in the variation image 10.
[0023] The normal (default) display state (display mode) of the changing image 10 is the "standard display state" (it is in the "standard display state" when not in the "special display state" described in detail later) (see Figure 4(a)). In this embodiment, the standard display state is a state in which the changing image 10 is displayed across the entire display area 911. However, this does not deny the possibility of using the standard display state in which there are parts of the display area 911 in which the changing image 10 is not displayed.
[0024] The gaming machine 1 according to this embodiment has a function (special display function) for changing the display state (display mode) of the changing image 10 to a special display state (see FIG. 4(c)) different from the standard display state (see FIG. 4(a)). The switch from the standard display state to the special display state is triggered by the player's actions. In other words, the special display state will not be entered unless the player requests it (it will remain in the standard display state). As will be described later, the special display state is a state in which the changing image 10 is displayed smaller than in the standard display state. Note that a display in which the changing image 10 becomes smaller is known as a display indicating the probability that the result of the winning / losing lottery will be a jackpot (jackpot reliability), but the change from the standard display state to the special display state occurs at the player's request, and is therefore different from the change that occurs as a display of this type (the change from the standard display state to the special display state itself does not indicate reliability).
[0025] In the standard display state, the display is configured to transition to a special display state by performing a specified operation on at least one of one or more operation means. In this embodiment, the operation means include a push button 61 and a cross key 65 (see FIG. 1). The cross key 65 has operation keys for the "up," "down," "left," and "right" directions, as well as a "center" operation key between these four keys (see the upper right of FIG. 4).
[0026] The specific mode of the prescribed operation may be any. The prescribed operation may be the operation of one operating means, or the prescribed operation may be the operation of two or more operating means. In this embodiment, the standard display state (see FIG. 4(a)) is configured so that when the player operates the "up" button on the cross key 65, which is one of the operating means (see FIG. 4(b)), the state transitions to the special display state (see FIG. 4(c)).
[0027] In the standard display state, an image (a prescribed operation image 15 (omitted in some drawings)) is displayed to suggest to the player that a prescribed operation will cause a transition to the special display state (see FIG. 4(a)). As will be described later, in this embodiment, the special display state is entered when the customization function is used. Therefore, an image is displayed as the prescribed operation image 15, which indicates to the player that the player should operate the "up" button on the cross key 65 when using the customization function. Note that the prescribed operation image 15 is not included in the during-variation image 10. In the special display state, the prescribed operation image 15 is not displayed (see FIG. 4(c)). A configuration may be adopted in which a transition to the special display state is not made even if a prescribed operation is made (a transition prohibited state). For example, when one or more specific effects that can occur as effects constituting the during-variation effects are occurring, a transition to the special display state may not be made even if a prescribed operation is made (to draw the player's attention to the specific effects). In the transition prohibited state, a transition to the special display state is not made even if a prescribed operation is made, so it is preferable that the prescribed operation image 15 is not displayed.
[0028] Furthermore, in this embodiment, a return operation is performed in the special display state to trigger a return to the standard display state. Any specific form of the return operation may be used. In this embodiment, a single operation of a push button 61, which is a type of operating means, is considered to be the return operation. In the special display state, a return operation image 16 is displayed, indicating that a return operation will return to the standard display state (return to the original state). Note that the configuration may also be such that a return to the standard display state is automatically triggered when a predetermined time has passed since the special display state was entered without the player operating the operating means.
[0029] In the special display state, the changing image 10 is displayed smaller than in the standard display state (see FIG. 4(c)). Even when changing from the standard display state to the special display state, the continuity of the changing performance executed on the changing image 10 is maintained (the changing performance is executed while the overall size of the image becomes smaller). The same is true when returning from the special display state to the standard display state. The fact that the changing image 10 becomes smaller when changing from the standard display state to the special display state means that in the special display state, the display area 911 has a portion where the changing image 10 is displayed and a portion where the changing image 10 is not displayed (hereinafter, this portion will be referred to as the "outer area 911a"). In other words, the changing image 10 is displayed in a "small window" surrounded by a square frame image 10f, and the outside of this frame image 10f is the outer area 911a. In the special display state, the changing performance progresses within this "small window". Since the varying image 10 in this embodiment includes the reserved symbol 70, the increase or decrease of the reserved symbol 70 also occurs within the "small window." The frame image 10f is not an image displayed in the standard display state, but can also be said to represent the part corresponding to the outer edge (the outer edge of the approximately rectangular shape) of the display area 911 in the standard display state.
[0030] The gaming machine 1 according to this embodiment has a customization function (player customization) that can change game settings. Such a customization function itself is publicly known (see, for example, Japanese Patent Application Laid-Open No. 2022-022439), so a detailed description will be omitted. In this embodiment, when the customization function is used (settings are changed) during fluctuation, the display state is changed to a special display state.
[0031] As described above, in the special display state, an outer area 911a is generated in which the changing image 10 is not displayed. The outer area 911a displays options selectable by the player. These options represent items targeted for customization (see FIG. 4(c)). In this embodiment, the volume output from the speaker 68, the light intensity output from the various light-emitting devices, the probability (reliability) of a hold change effect, the probability (reliability) of a pre-read effect, and the probability of a premium effect can be changed. Therefore, in the special display state, the outer area 911a displays the options "volume," "light intensity," "hold change," "pre-read effect," and "pre-read effect" as options. Other options may also be provided. Furthermore, a "customization reset" option may be provided to select when wishing to reset all the options to their initial settings (default settings). The hold change effect, pre-read effect, and premium effect are well-known effects, and therefore, their explanations are omitted.
[0032] Any method may be used to change the settings of various customizable items. In this embodiment, in the special display state, operating the "up" or "down" arrow on the cross key 65 moves the cursor between selection items (one of the multiple selection items is highlighted to stand out more than the other selection items). In the special display state, an image (movement operation image 17) explaining the operation is displayed. Operating the "center" arrow on the cross key 65 with the cursor positioned on the item whose settings you want to change confirms the selection of that item. In the special display state, an image (confirmation operation image 18) explaining the operation is displayed. When one of the multiple selection items is selected (see FIGS. 5(a) and (b)), an image for making specific settings (customization) for that item is displayed in the outer area 911a (see FIG. 5(c)), and the item can be set to your desired settings according to the operation method displayed there.
[0033] In this embodiment, the size of the changing image 10 can be changed while the changing image 10 remains in a special display state (hereinafter, this function will be referred to as an "auxiliary function" which is part of the special display function). When an enlargement operation is performed using at least one of one or more operating means, the changing image 10 becomes larger, and when a reduction operation is performed using at least one of one or more operating means, the changing image 10 becomes smaller. The enlargement operation and reduction operation may be different from the operation for selecting a selection item. In this embodiment, operating the "left" of the cross key 65 is the enlargement operation, and operating the "right" of the cross key 65 is the reduction operation.
[0034] In this embodiment, the size of the changing image 10 changes in stages when an enlargement or reduction operation is performed (see FIG. 6). The number of stages can be set as appropriate. In this embodiment, the size of the changing image 10 can be changed in five stages (from "stage 1" to "stage 5"). The changing image 10 at "stage 5" (see FIG. 6(c-1)) is the largest in the special display state, and the changing image 10 at "stage 1" (see FIG. 6(c-2)) is the smallest in the special display state. Immediately after transitioning to the special display state (when the specified operation is performed), the changing image 10 is at the size of "stage 3" ("stage 3" is the "default" size) (see FIGS. 4(c) and 6(a)). The changing image 10 enlarges or reduces while maintaining the continuity of the changing performance. The changing image 10 includes the decorative pattern 80, and when an enlargement or reduction operation is performed, the rate of change (magnification) of the entire changing image 10 (frame image 10f) is the same as the rate of change (magnification) of the decorative pattern 80 displayed inside it. If the changing image 10 includes the reserved pattern 70 as in this embodiment, the rate of change (magnification) of the reserved pattern 70 will also be the same as the rate of change (magnification) of the entire changing image 10 (frame image 10f).
[0035] In the special display state, an image (auxiliary operation image 19) (see FIG. 4(c)) is displayed to show the player that the size of the changing image 10 will change by the enlargement and reduction operations. The operation assistance image may be any image that shows the specific manner of the enlargement operation and how it will make the changing image 10 larger, or the specific manner of the reduction operation and how it will make the changing image 10 smaller. In this embodiment, an operation assistance image is displayed that shows that operating the "left" side of the cross key 65 will make the changing image 10 larger, and operating the "right" side will make the changing image 10 smaller.
[0036] The outer area 911a is an area in the display area 911 where the changing image 10 is not displayed. Therefore, the larger the changing image 10, the smaller the outer area 911a (see FIG. 6). In other words, the size of the outer area 911a is smallest when it is at "stage 5" and largest when it is at "stage 1". The larger the outer area 911a, the larger the size of the image components displayed in the outer area 911a. In this embodiment, characters (characters representing selected items) are displayed in the outer area 911a, and the larger the outer area 911a, the larger each character (font size) is controlled (as shown in FIG. 6, the characters displayed in the outer area 911a become larger in the order of (c-1), (b-1), (a), (b-2), and (c-2)).
[0037] If the display does not return to the standard display state, it remains in the special display state, and the special display state can be maintained across two or more variations. In other words, the variation may end in the special display state (the combination of decorative patterns 80 is displayed statically and the notification of the winning / losing lottery result is completed). If no zoom-in or zoom-out operation is performed, the size (stage) of the varying image 10 is maintained even when moving from one variation to the next.
[0038] When the changing image 10 is not at its maximum ("stage 5" in this embodiment), a single enlargement operation causes the changing image 10 to become one stage larger. When the changing image 10 is not at its minimum ("stage 1" in this embodiment), a single reduction operation causes the changing image 10 to become one stage smaller. Also, in this embodiment, when the changing image 10 is at its maximum, an enlargement operation causes the changing image 10 to return to the standard display state. If a further enlargement operation is performed when the changing image 10 is at its maximum, this is interpreted as meaning that the user wishes to make the changing image 10 even larger, and the changing image 10 is returned to the standard display state. In other words, the return operation is the basic method for returning to the standard display state, but when the changing image 10 is at its maximum, it is configured so that the standard display state can be returned to by an enlargement operation as well as a return operation.
[0039] As described above, in this embodiment, the special display function can be used to place the changing image 10 in a special display state, and the size of the changing image 10 can be changed in this special display state. Even in the special display state (a state in which an image other than the changing image 10 is displayed), when the changing image 10 is difficult to see (when emphasis is placed on seeing the changing image 10), a zoom-in operation can be performed, thereby preventing the changing image 10 from becoming difficult to see. Conversely, when the image displayed in the outer area 911a (in this embodiment, an image for customization) is difficult to see (when emphasis is placed on seeing the image displayed in the outer area 911a), a zoom-out operation can be performed to make the image displayed in the outer area 911a easier to see.
[0040] The following describes specific examples in which the above-described special display function and its auxiliary functions have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0041] 〇Specific example 1-1 When the auxiliary function is used, the size of the outer area 911a changes in accordance with the change in the size of the varying image 10. An image showing information related to the game is displayed in the outer area 911a, and the amount of information is configured to change according to the size of the outer area 911a. If one unit of information displayed in the outer area 911a is one item, the number of items is configured to change according to the size of the outer area 911a. In this way, it is possible to prevent an excessive number of items from being displayed compared to the size of the outer area 911a, making the information displayed in the outer area 911a difficult to see.
[0042] If the outer area 911a displays options that the player can select, as in the above embodiment, the number of options can vary depending on the size of the outer area 911a. For example, when the size of the changing image 10 is "Level 1," "Level 2," or "Level 3," five options ("Volume," "Light Intensity," "Hold Change," "Preview Effects," and "Premium Effects") are displayed (see FIGS. 7(a), (b-2), and (c-2)). When the size of the changing image 10 is "Level 4" or "Level 5," three options ("Hold Change," "Preview Effects," and "Premium Effects") are displayed (see FIGS. 7(b-1) and (c-1)). In other words, when the size of the outer area 911a is larger than a certain standard, the number of options displayed is greater than when the size is smaller than a certain standard.
[0043] It is preferable that "volume" and "light intensity" be given priority as selection items that are no longer displayed when the outer area 911a becomes smaller (see Figures 7(b-1) and (c-1)). In other words, it is preferable that selection items for changing the occurrence probability of effects that make up the effects during fluctuations are displayed as much as possible even when the outer area 911a becomes smaller. Since "volume" and "light intensity" are often set to preferred settings at the start of play, and it is thought that there are relatively few cases in which a player wants to change them during fluctuations (it is thought that there are fewer cases in which a player wants to change the occurrence probability of effects), it is preferable that these are not given priority in display when the outer area 911a becomes smaller.
[0044] When the changing image 10 is at its default size, it is preferable that all items that can be displayed in the outer area 911a are displayed (the number of display items is maximized). If "stage 3" is the default size of the changing image 10 as in the above embodiment, all items that can be displayed in the outer area 911a when it is at "stage 3" (in accordance with the above embodiment, five items: "volume," "light intensity," "hold change," "preview effect," and "premium effect") are displayed (see FIG. 7(a)). If some items are not displayed immediately after transitioning to the special display state, there is a high risk that the player will not notice the existence of those items, so it is preferable that all items are displayed immediately after transitioning to the special display state.
[0045] 〇Specific example 1-2 After the special display state is entered, the display will not return to the standard display state by zooming in or out (it will not return to the standard display state unless a return operation is performed). Therefore, even if an zooming operation is performed (see FIG. 8(b)) when the changing image 10 is at its maximum ("stage 5" in the above embodiment) in the special display state (see FIG. 8(a)), the display will not return to the standard display state (see FIG. 8(c)). In other words, even if an zooming operation is performed when the changing image 10 is at its maximum, the display will not return to the standard display state and the changing image 10 will not be enlarged. This prevents the display from unintentionally returning to the standard display state when using an auxiliary function in the special display state.
[0046] 〇Specific example 1-3 Although it has been explained that the changing image 10 in the above embodiment includes the reserved symbol 70, the changing image 10 may not include the reserved symbol 70. In this case, the size of the reserved symbol 70 is maintained even when the display state is changed from the standard display state to the special display state (see FIGS. 9(a) to 9(c)). Since the size of the changing image 10 (frame image 10f) is maintained even when the display state is changed from the standard display state to the special display state, at least a part of the reserved symbol 70 is displayed outside the frame image 10f (outer area 911a) in the standby display state (a part or all of the reserved symbol 70 extends outside the frame image 10f) (see FIG. 9(c)). Even when the size of the changing image 10 is changed using the auxiliary function in the special display state, the size of the reserved symbol 70 does not change (see FIGS. 9(c) to 9(e)).
[0047] The status of the reserved pattern 70 changes as the game progresses even while it is fluctuating (it increases as new winning / losing lottery information (reserved information) is acquired), so it is possible to use the example shown here to make it easier for players to notice that there has been a change in the status of the reserved pattern 70 even in a special display state.
[0048] 〇Specific example 1-4 The configuration is such that a reliability suggestion element that suggests the result of the win / loss lottery can be expressed in the special display state. In other words, if the special display state is in the middle of a certain variation performance (target variation) being executed, a reliability suggestion element that suggests the probability that the win / loss lottery result (target win / loss lottery result) corresponding to that target variation will be a jackpot will be output. Conversely, if the standard display state is in effect, the reliability suggestion element will not be output (the reliability suggestion effect of the reliability suggestion element cannot be enjoyed). The reliability suggestion element may be something that can be grasped in the special display state but cannot be grasped in the standard display state.
[0049] It is preferable that the reliability suggestion element be changed using an auxiliary function. As an example, a frame image 10f may be configured to function as a reliability suggestion element. The reliability is suggested by the appearance of the frame image 10f, such as the color and thickness of the frame image 10f. For example, a setting may be made such that the reliability is higher when the frame image 10f is "red" than when the frame image 10f is "black" (default). Since the size of the frame image 10f (changing image 10) can be changed using an auxiliary function, the larger the frame image 10f (changing image 10), the more noticeable the reliability suggestion made by the frame image 10f.
[0050] In this example, when the special display state is maintained over multiple variations, the transition from one variation (a losing variation) to the next variation can trigger a change in the state of the reliability suggestion element. In other words, while a variation is being executed, the frame image 10f is "black" (see FIG. 10(a)), but when the next variation starts, the frame image 10f can change to "red" (see FIG. 10(b)) (which can lead to expectations that the result of the lottery corresponding to the "next variation" will be a jackpot).
[0051] 〇Specific example 1-5 In a case where the change from the standard display state to the special display state occurs automatically (not as a result of the operation of the operating means), the size of the changing image 10 in the special display state may be changed by the player by enlarging or reducing the size. In other words, in a case where the changing image 10 may become smaller than normal (standard display state) as a performance effect, the size of the changing image 10 can be changed when it becomes smaller than normal (special display state).
[0052] 〇Specific example 1-6 In the above embodiment, it has been described that the changing image 10 changes stepwise in response to an enlargement or reduction operation, but the size of the changing image 10 may be configured to be continuously variable. Strictly speaking, the number of sizes (number of steps) that the changing image 10 can take is finite, but if the size of the changing image 10 is configured to change gradually as the enlargement or reduction operation is performed (if the difference in size between one step and the next step is minimal), then the size of the changing image 10 can be continuously variable. In this example, it is preferable to maintain the enlargement or reduction operation (in accordance with the above embodiment, by pressing and holding the "left" or "right" button on the cross key 65) so that the changing image 10 changes gradually.
[0053] 2-2) Selection operation The gaming machine 1 according to this embodiment is capable of executing a selection operation effect (see FIG. 11) as an effect constituting a variation effect. The selection operation effect is an effect that utilizes the provision of multiple types of operation means. The same type of operation means refers to those that have the same structure to be operated and the same operation method, while heterogeneous operation means refer to those that have different structures to be operated and / or different operation methods. The selection operation effect in this embodiment is an effect that utilizes a push button 61 (first operation means) and a special device 62 (second operation means). The push button 61 is a device that is displaced by pressing it downward. The special device 62 is a device that is displaced by pressing it backward (at the back). The push button 61 and the special device 62 are separate structures provided separately (see FIG. 1).
[0054] The selection operation effect includes an operation request section and a selection reflection section that is executed subsequently. Because the selection reflection section is executed after the operation request section, the operation request section can be considered the first half part, and the selection reflection section can be considered the second half part. In this embodiment, the selection operation effect can occur as part of a specific reach effect that is executed after a reach is achieved.
[0055] The operation request section (see FIG. 11(a)) is a part that prompts the player to operate one of a plurality of types of operation means (a single operation in this embodiment). In this embodiment, the player is prompted to operate either the push button 61 or the special device 62. In other words, two operation means are presented to the player as "options." The operation request section displays operation images that represent the plurality of operation means that require operation. In this embodiment, a button image 21 (first operation image) that represents the push button 61 and a device image 22 (second operation image) that represents the special device 62 are displayed. It is sufficient that each operation image be in a form that allows the player to understand that it represents the corresponding operation means.
[0056] The operation request section displays a button image 21 and a device image 22, and then displays a message indicating that the player should select one of them before operating it. In this embodiment, the message "Select and press!" is displayed (see FIG. 11(a)). When the player sees this, he or she understands that he or she is being asked to select and operate either the push button 61 or the special device 62.
[0057] Furthermore, the operation request section displays character images associated with each of the multiple types of operation means. In this embodiment, a first character image 25 (indicated by the letter "X" in the drawings) representing a first character is displayed on the push button 61, while a second character image 26 (indicated by the letter "Y" in the drawings) representing a second character (a character different from the first character) is displayed on the special device 62 (see FIG. 11(a)). The first character image 25 is displayed closer to the button image 21 than the device image 22, and the second character image 26 is displayed closer to the device image 22 than the button image 21, allowing the player to sense that the first character is associated with the push button 61 and the second character is associated with the special device 62.
[0058] In the operation request unit, a valid operation period of a predetermined length (for example, 3 seconds) is set (a meter or the like indicating the elapsed (remaining) valid operation period may be displayed). The operation means operated first during the valid operation period is determined to be the operation means selected by the player (selected operation means). If none of the operation means is operated during the valid operation period, one of the operation means is automatically treated as having been operated (selected) as the selected operation means. In this embodiment, either the push button 61 or the special device 62 is determined to be the selected operation means by lottery. If none of the operation means is operated during the valid operation period, a lottery may not be held, and a certain type of operation means may be determined to be the selected operation means (for example, if none of the operation means is operated, the push button 61 may be determined to be the selected operation means).
[0059] At the start of the valid operation period, multiple operation images (button images 21, device images 22) corresponding to each operation means are displayed. When a certain operation means is operated (a selected operation means is operated) during the valid operation period, operation images corresponding to operation means other than the selected operation means (operation images representing operation means other than the selected operation means) are erased. That is, when the push button 61 is operated as the selected operation means (see FIG. 11(b-1)), the button images 21 are displayed but the device images 22 are erased (see FIG. 11(c-1)). When the special device 62 is operated as the selected operation means (see FIG. 11(b-2)), the button images 21 are displayed but the device images 22 are erased (see FIG. 11(c-2)). In this way, by erasing the operation images corresponding to operation means other than the selected operation means, it is possible to clearly indicate that the operation means operated by the player has been selected.
[0060] In this embodiment, when a certain type of operation means is operated (a selection operation means is operated) during the operation valid period, character images other than the character image corresponding to the selection operation means are erased. That is, when the push button 61 is operated as the selection operation means (see FIG. 11(b-1)), the first character image 25 is displayed while the second character image 26 is erased (see FIG. 11(c-1)), and when the special device 62 is operated as the selection operation means (see FIG. 11(b-2)), the first character image 25 is displayed while the second character image 26 is erased (see FIG. 11(c-2)). When no operation means is operated throughout the operation valid period, the selection operation means is automatically determined, and therefore character images other than the character image corresponding to the selection operation means are erased.
[0061] After the selected operation means is determined in the operation request section, the process proceeds to the selection reflection section. The selection reflection section is the part where the post-performance is executed. Multiple types of performances (candidate performances) are provided as performances that can be executed as post-performances. Which of the multiple candidate performances is executed as the post-performance depends on the type of operation means selected as the selected operation means in the operation request section. In this embodiment, when the push button 61 is operated in the operation request section (the push button 61 becomes the selected operation means) (see FIG. 11(b-1)), the first post-performance (see FIG. 11(d-1)) is executed, and when the special device 62 is operated in the operation request section (the special device 62 becomes the selected operation means) (see FIG. 11(b-2)), the second post-performance (see FIG. 11(d-2)) is executed.
[0062] The first post-performance (see FIG. 11(d-1)) is a performance using the first character (the first character appears). When button image 21 is operated in the operation request unit, second character image 26 is erased and first character image 25 remains, and therefore, the selection reflecting unit executes a first post-performance using the first character image 25. In this embodiment, a performance in which the first character attacks an enemy character is executed as the first post-performance. On the other hand, the second post-performance (see FIG. 11(d-2)) is a performance using the second character (the second character appears). When special device 62 is operated in the operation request unit, first character image 25 is erased and second character image 26 remains, and therefore, the selection reflecting unit executes a second post-performance using the second character image 26. In this embodiment, a performance in which the second character attacks an enemy character is executed as the second post-performance.
[0063] The first and second post-event effects differ not only in the manner of presentation but also in the type of information (basic manner) provided to the player. In this embodiment, the first and second post-event effects are common in that they both suggest the reliability of the target win / loss lottery result (the win / loss lottery result corresponding to the variation (target variation) including the selection operation presentation), but they differ in the type (basic manner) of the reliability suggestion. In the first post-event effect, the reliability is suggested by a displayed "numerical value" (see FIG. 11(d-1)). The damage inflicted by the first character on the enemy character is displayed as a "numerical value," and the higher the numerical value, the greater the expectation of a jackpot. If the "numerical value" is 100, a jackpot is confirmed. On the other hand, in the second post-event effect, the reliability is suggested by the "color" of the displayed image (see FIG. 11(d-2)). The "color" of a predetermined effect image displayed when the second character attacks an enemy character is set in order of increasing reliability: white < green < red < rainbow (a "rainbow" is a confirmed jackpot). In this way, the selection operation effect in this embodiment is an effect form in which the type (basic aspect) of information provided by the selection reflection unit differs depending on which operation means is selected by the operation request unit.
[0064] In this embodiment, after such a selection reflection section (first post-effect or second post-effect), an effect (not shown) according to the result of the target hit / miss lottery is executed. If the result of the target hit / miss lottery is a jackpot, an effect is executed indicating that the situation is favorable to the player (for example, an effect in which the first character or the second character wins against the enemy character), and if it is a miss, an effect is executed indicating that the situation is unfavorable to the player (for example, an effect in which the first character or the second character is defeated by the enemy character). Note that executing an effect according to the result of the target hit / miss lottery after the selection reflection section is merely one example.
[0065] In this way, the selection operation presentation in this embodiment is interesting in that the player is required to select and operate one of several types of operating means, and the type of post-presentation that is executed varies depending on the selection.
[0066] The following describes specific examples in which the above-described selection operation presentation has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0067] 〇Specific example 2-1 The selection operation presentation may be such that a continuous operation (rapid tapping) or a sustained operation (long press) is encouraged during the valid operation period (see FIG. 12(a)). In other words, the operation request unit selects one of a plurality of types of operation means as the selection operation means, and then displays a message indicating that the selection operation means should be continuously operated or sustained.
[0068] In such a configuration, the operation means operated first during the valid operation period becomes the selected operation means. When the push button 61 is operated for the first time during the valid operation period (see FIG. 12(b-1)), the push button 61 becomes the selected operation means, and the user is prompted to continue operating the push button 61 continuously or maintaining the operation using the button image 21 that remains displayed (see FIG. 12(c-1)). When the special device 62 is operated for the first time during the valid operation period (see FIG. 12(b-2)), the special device 62 becomes the selected operation means, and the user is prompted to continue operating the special device 62 continuously or maintaining the operation using the device image 22 that remains displayed (see FIG. 12(c-2)).
[0069] It is preferable that the operation means that are not designated as the selected operation means are not reflected in the effect even if they are operated during the operation valid period. For example, if the push button 61 is operated first during the operation valid period, the push button 61 becomes the selected operation means, so that even if the special device 62 is operated during the operation valid period, it is not reflected in the effect.
[0070] 〇Specific example 2-2 The selection operation is performed by displaying images (change images) corresponding to each of a plurality of operation means, which change in response to the operation of the selection operation means. For example, a configuration in which an image of a "meter" is displayed as the change image is conceivable. If two operation means (push button 61, special device 62) are presented as options as in the above embodiment, a first change image 28 and a second change image 29 corresponding to each operation means are displayed (see FIG. 13(a)). By displaying the first change image 28 closer to the button image 21 than the device image 22 and the second change image 29 closer to the device image 22 than the button image 21, it is possible to easily understand that the first change image 28 is associated with the push button 61 and the second change image 29 is associated with the special device 62. The first change image 28 and the second change image 29 may be differentiated by color or other factors to clearly distinguish them.
[0071] When a certain type of operation means is operated as a selection operation means by the operation request unit, a post-effect is executed in which a change occurs in the change image corresponding to the selection operation means. On the other hand, no such change occurs in the change image corresponding to an operation means other than the selection operation means. The change image corresponding to an operation means other than the selection operation means may be erased. In other words, if the push button 61 is operated (see FIG. 13(b-1)), the second change image 29 is erased and the first change image 28 is changed (see FIG. 13(c-1)), and if the special device 62 is operated (see FIG. 13(b-2)), the first change image 28 is erased and the second change image 29 is changed (see FIG. 13(c-2)).
[0072] The information indicated by the change in the changing image corresponding to the selection operation means may be anything. For example, the degree of change may indicate the probability that the result of the lottery will be a jackpot.
[0073] As explained in the above specific example 2-1, when a continuous operation or a sustaining operation is required, it is possible to configure the continuous operation or sustaining operation of the selection operation means to cause a change in the varying image associated with the selection operation means. In other words, the result of the continuous operation or sustaining operation of the selection operation means is reflected in the corresponding varying image.
[0074] 〇Specific example 2-3 In the above embodiment, it has been described that the operation images representing operation means other than the selected operation means are erased when one of a plurality of operation means is operated as the selected operation means. However, the operation images representing operation means other than the selected operation means may remain instead of being erased. However, it is preferable that a display be made to indicate that an operation means other than the selected operation means has not been selected. For example, it is conceivable to mark an operation image representing an operation means other than the selected operation means with an "x" to clearly indicate that the corresponding operation means has not been selected (see FIG. 14).
[0075] 〇Specific example 2-4 In the above embodiment, it was explained that when a certain type of operation means (selection operation means) is operated, the operation image corresponding to the selection operation means remains displayed, but the configuration may also be such that the operation image corresponding to the selection operation means is also erased.
[0076] 〇Specific example 2-5 Assume that each of the multiple operating means is configured to be changeable into a special state that is recognizable by the player's senses as being different from the normal state. For example, assume that the various operating means are capable of vibrating (since vibrating operating means themselves are publicly known, a description of the specific structure for generating the vibration will be omitted), and that a non-vibrating state is the normal state, and a vibrating state is the special state. Assuming this configuration, when a certain operating means is operated in the operation request unit, that operating means temporarily changes from the normal state to the special state (unselected operating means remain in the normal state) (see Figures 15(b-1) and (b-2)). In other words, to indicate that a certain operating means has been selected as the selected operating means, that operating means changes from the normal state to the special state, clearly indicating this to the player.
[0077] There are other ways to provide a special state that is different from the normal state besides using "vibration." For example, it is conceivable that the special state could be achieved by having the light-emitting units of the various operating means emit light in a manner different from the normal state.
[0078] 〇Specific example 2-6 When a selection operation effect is executed, one of a plurality of types of operation means is set as the specific operation means. Specifically, one of the operation means is set as the specific operation means by an internal lottery (see FIG. 16(a)). Before the player operates any of the operation means, the player cannot know which operation means has been set as the specific operation means. Based on this premise, if the selected operation means selected and operated by the player is the specific operation means (see FIG. 16(b-1)), a specific event occurs (a post-effect including the specific event occurs) (see FIG. 16(c-1)), and if it is not the specific operation means (see FIG. 16(b-2)), the specific event does not occur (a post-effect not including the specific event occurs) (see FIG. 16(c-2)). In short, the "winning operation means" for the presentation is internally determined as a specific operation means, and when the player operates the "winning operation means" for the presentation, a specific event occurs as a reward, but if the player does not operate the "winning operation means" for the presentation (if the player operates the "losing operation means" for the presentation), the specific event does not occur. By doing this, the presentation becomes more interesting, as if the selection of the operation means were a "lottery."
[0079] The specific event may be of any kind. For example, it is conceivable that a special event occurs that suggests the reliability of the target winning / losing lottery result (see FIG. 16(c-1)). In other words, if the player can operate the operation means for the "winning" effect, the player can enjoy the reliability suggestion effect as a reward.
[0080] 2-3) Special performance The gaming machine 1 according to this embodiment is capable of executing a special effect. A special effect is an effect that can occur when a target operating means is operated during a special period. Any target operating means can be used to trigger the occurrence of a special effect. In this embodiment, the push button 61 is the target operating means.
[0081] The special period (see Figure 18) is a period that is set as a result of the occurrence of a sudden effect. If a sudden effect does not occur, a special period will not be set. If a special period is not set, a special effect will not occur. A sudden effect is an effect that occurs suddenly as a hint at a certain winning / losing lottery result (target winning / losing lottery result). There is no advance notice that a sudden effect will occur, and the sudden effect occurs without any warning.
[0082] The sudden effect in this embodiment is an effect in which the vibration device vibrates and the vibration is transmitted to the player playing (operating the launch device 908 (handle)). This type of vibration device (vibration function) itself is well known, so a description thereof will be omitted. In this embodiment, the vibration of the special device 62 occurs as a sudden effect (the special device 62 functions as the vibration device) (see Figure 17 (b)). In other words, the vibration of an operating means other than the target operating means is considered to be a sudden effect.
[0083] A sudden effect can occur during a change (target change) that announces the result of the target win / loss lottery, or during a previous change (future change) that precedes the target change. The former is known as a "relevant change effect," while the latter is known as a "predictive effect." Because the reliability of the target win / loss lottery result is higher when a sudden effect occurs than when it does not, the sudden effect can be considered a so-called chance-boosting effect. Figure 17 shows an example in which the result of the win / loss lottery corresponding to the reserved symbol 70 marked with a "T" is the target win / loss lottery result, and a sudden effect occurs as a "relevant change effect." (In other drawings, reserved symbols 70 corresponding to the target win / loss lottery result are also marked with a "T.") It is preferable that the reliability of the target win / loss lottery result when a sudden effect occurs is 40% or higher. Because this is a highly reliable effect, its timing is not consistent, and there is no advance notice, the sudden effect can occur unexpectedly to the player.
[0084] The special period includes at least a portion of the period during which the special device 62, which is a vibration device, vibrates and the period after the vibration of the special device 62 has ended (after the sudden effect has ended). In other words, the special period continues until a predetermined time has elapsed, even after the sudden effect has ended. In this embodiment, the special period begins when the special device 62 starts vibrating and includes a 1.5-second period after the vibration of the special device 62 (the sudden effect) has ended. Because the special device 62 vibrates for 1.5 seconds during one sudden effect, the length of the special period is 3 seconds (= 1.5 seconds + 1.5 seconds) (see FIG. 18). Only some of the fluctuations that result in the sudden effect are special periods, but not all of the fluctuations that result in the sudden effect are special periods. The fact that the sudden effect occurs without warning means that the special period is also set without warning. Thus, the special period includes the period after the sudden effect has ended, but because this period is short, unless the push button 61 (the target operating means) is operated immediately after noticing the occurrence of the sudden effect, it does not constitute an operation during the special period.
[0085] If the push button 61, which is the target operating means, is operated during the special period, a special effect may occur. Even if a special period is set, if the push button 61, which is the target operating means, is not operated during the special period, the special effect will not occur. Note that in this embodiment, operation (pressing) of the push button 61 before the special period begins is not treated as an operation during the special period (an operation (press) after the special period begins is considered an operation during the special period). Therefore, even if the push button 61 is kept operated (pressed and held) and a sudden effect is waiting to occur (a special period is set), no special effect will occur.
[0086] Since no display or the like is given during the special period to encourage the player to operate the target operating means (push button 61), the special effect can be said to be a so-called "back button" (hidden button) effect. As mentioned above, since the special period is relatively short, if the push button 61 is not operated immediately after noticing that the special device 62 is vibrating, it will not be considered an operation during the special period.
[0087] The special effect is preferably an effect that causes a change in the target operating means. In this embodiment, the special effect is when the light-emitting portion of the push button 61 emits light in a special manner (for example, emits light in rainbow colors) (see FIG. 17(c-1)). In other words, the special effect is a visual effect (an effect that can be visually grasped by the player) in which the state of the push button 61 becomes a special state that is different from the normal state (normal state).
[0088] If the push button 61 is operated during the special period and a special effect occurs, the reliability of the target win / loss lottery result is higher than if the push button 61 is operated during the special period but no special effect occurs. In this embodiment, if the push button 61 is operated during the special period and a special effect occurs, the target win / loss lottery result is set to a confirmed jackpot. In other words, the special effect is considered to be a type of so-called premium effect. Therefore, if the target win / loss lottery result is a loss, no special effect will occur even if the push button 61 is operated during the special period (see Figure 17 (c-3)).
[0089] It is preferable that the setting be such that even if the push button 61 is operated during the special period but no special effect is generated, the target winning / losing lottery result may be a jackpot. In other words, if the target winning / losing lottery result is a jackpot and the push button 61 is operated during the special period, the special effect may or may not be generated. Specifically, if the push button 61 is operated during the special period when the target winning / losing lottery result is a jackpot, a predetermined execution lottery with a winning probability of less than 100% is executed, and if the lottery is won, a special effect is executed (see FIG. 17(c-1)), and if the lottery is not won, no special effect is executed (see FIG. 17(c-2)). Note that in this embodiment, only one execution lottery is executed at most during one special period. As mentioned above, the special period is a period that is set when a sudden effect occurs, and if the setting is such that if push button 61 is operated during the special period and no special effect occurs, the result of the lottery is confirmed as a loss, this will create a situation where a loss is confirmed immediately after the sudden effect, which is a chance-up effect, occurs, and there is a risk that the player will lose interest, so it is preferable to set it so that the player can expect to win a jackpot even if push button 61 is operated during the special period and no special effect occurs.
[0090] In this way, the gaming machine 1 according to this embodiment is interesting in that when a sudden effect occurs without warning, a special effect can be generated by immediately operating the target operating means (push button 61).
[0091] The following describes specific examples in which the above-described special effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0092] 〇Specific example 3-1 The sudden effect is assumed to use the target operating means that triggers the generation of the special effect. For example, if the target operating means is the push button 61 as in the above embodiment, the sudden effect is assumed to be an effect in which the push button 61 vibrates (see FIG. 19). Also, although not shown, the target operating means may be the special device 62, and the sudden effect may be an effect in which the special device 62 vibrates. In this way, when a sudden effect in which a certain operating means vibrates occurs (see FIG. 19(b)), a special effect can be generated by operating the same operating means (see FIG. 19(c-1)) (this is an easy-to-understand effect format in which the operating means used for the sudden effect and the operating means for generating the special effect are the same).
[0093] 〇Specific example 3-2 The sudden effect may be any effect that can occur without prior notice (advance warning), and may be other than the vibration effect described in the above embodiment. For example, a winning effect (see FIGS. 20(a) and 20(b)), which can occur when the gaming ball enters the starting area 904, may be configured as a sudden effect. The winning effect may occur immediately after the gaming ball enters the starting area 904 (a timing that the player perceives as almost simultaneous). In other words, it is an effect that can occur immediately after new win / loss lottery information is acquired. A winning effect may involve the output of a dedicated sound effect from the speaker 68 (a dedicated image may be displayed in addition to the sound effect). When a winning effect occurs, there is a higher probability that the win / loss lottery result (target win / loss lottery result) corresponding to the newly acquired win / loss lottery information will result in a jackpot, compared to when the winning effect does not occur. In other words, the winning effect is a so-called chance-up effect. If new winning / losing lottery information that will trigger the generation of the winning effect is acquired as pending information, the winning effect will be generated as a so-called pre-reading effect. Because the game ball flows down the game area irregularly, the player cannot predict the timing when the game ball will enter the start area 904 (the timing when new winning / losing lottery information is acquired). Therefore, the generation of the winning effect also occurs irregularly.
[0094] A special period is set when such a winning effect occurs. The special period preferably includes at least a portion of the period during which the winning effect is being executed (the period during which a dedicated sound effect is being output) and the period following that period. The special effect can be triggered by operating the target operating means (push button 61) during the special period. If the target operating means is not operated during the special period, the special effect will not occur.
[0095] 〇Specific example 3-3 The sudden effect may be an effect that is the target of so-called effect customization. In other words, the configuration may be such that the probability of the sudden effect occurring can be changed at the player's discretion. If it is possible to select a state in which the sudden effect does not occur (the occurrence probability is 0) as effect customization, then if this state is selected, the special effect will not occur. In other words, the special effect can occur on the premise that the state in which the sudden effect can occur is set by effect customization.
[0096] 〇Specific example 3-4 It may be set so that even if a special effect occurs, it is not guaranteed that a jackpot will be won (reliability ≠ 100%). In other words, if a special effect occurs when the target operation means is operated during the special period, the probability that the target win / loss lottery result will be a jackpot is higher than if the special effect does not occur, but it is not guaranteed that a jackpot will be won when the special effect occurs. In other words, when the target operation means is operated during the special period, it is possible to win the actual lottery even if the target win / loss lottery result is a miss, and the probability of winning the actual lottery is higher when the target win / loss lottery result is a jackpot than when it is a miss.
[0097] In this example, it is preferable that the special effect mode is not the mode (illumination in rainbow colors) as in the above embodiment. Since "rainbow colors" are known to be executed as a so-called jackpot confirmation effect (premium effect), if the special effect is not to be a jackpot confirmation effect, it is preferable that the special effect mode does not output a "rainbow" visual element.
[0098] Furthermore, in the case of this example, a configuration may be provided in which multiple types of possible special effects are provided, each with a different reliability of the target win / loss lottery result. For example, a first type and a second type different from the first type may be possible as special effects, and the reliability of the target win / loss lottery result may be higher when the second type of special effect occurs than when the first type of special effect occurs. The difference between the first type and the second type may be any (for example, the light-emitting color of the light-emitting element may be different between the first type and the second type). In this way, a presentation form will be created in which the player will not only pay attention to whether or not a special effect will occur as a result of operating the target operating means during the special period, but also to the type of special effect that will occur if it does occur.
[0099] 〇Specific example 3-5 During one special period, the execution lottery may be held two or more times. In other words, if the execution lottery has not yet been won (no special effect has occurred) during a certain special period, the execution lottery will be held the second or subsequent time the target operating means (push button 61) is operated after the special period has started (FIG. 21 shows an example in which the execution lottery was won and a special effect was performed by operating the target operating means three times after the special period started). In this way, the more times the target operating means is operated during the special period, the higher the probability that a special effect will occur (players hoping to trigger a special effect can enjoy the game by repeatedly pressing the push button 61 when a sudden effect occurs).
[0100] 〇Specific example 3-6 Although the special effect in the above embodiment has been described as a visual effect in which the push button 61, which is the target operating means, changes from a normal state to a special state, it is conceivable that other effects could be configured as special effects. Because special effects are generated in response to the operation of the target operating means, it is preferable that the effect be an effect in which a change occurs in the target operating means (however, this does not negate the possibility of an effect in which a change occurs in something other than the target operating means). For example, it is conceivable that the special effect could be an effect in which the push button 61, which is the target operating means, vibrates (changing from a non-vibrating state to a vibrating state).
[0101] 〇Specific example 3-7 In the above embodiment, the special period includes at least a portion of the period during which the sudden effect is being executed (the period during which the special device 62 is vibrating) and the subsequent period after the sudden effect ends (the period after the vibration of the special device 62 has ended). However, the period after the sudden effect ends (the period after the vibration of the special device 62 has ended) may not be included in the special period. In other words, operation of the push button 61 (target operating means) while the sudden effect is being executed (while the special device 62 is vibrating) is effective as a trigger for the occurrence of a special effect, but operation after the sudden effect ends (after the vibration of the special device 62 has stopped) is not effective as a trigger for the occurrence of a special effect. This results in an easily understandable effect format in which the condition for the occurrence of a special effect is that the sudden effect is being executed.
[0102] However, if the time during which the sudden performance is executed (the time during which the special device 62 is vibrating) is short, the special period will be short, and it will be difficult to operate the target operating means (push button 61) during the special period. Therefore, it is advisable to make the special period continue for a certain period after the sudden performance has ended, as in the above embodiment.
[0103] 〇Specific example 3-8 An effect (hereinafter referred to as a corresponding effect) is generated that starts when the special period begins and ends when the special period ends (if no special effect occurs). The corresponding effect may be any effect that allows the player to recognize its start and end. Preferably, it uses the target operating means. For example, the light-emitting portion of the push button 61 is non-illuminating in the normal state (see FIG. 22(a)), but emits red light during the special period (see FIG. 22(b)). In this way, if the push button 61 is operated while emitting red light (see FIG. 22(b)), a special effect (the light-emitting portion of the push button 61 turns rainbow-colored) (see FIG. 22(c)) may be generated.
[0104] By doing as in this example, it is possible to determine whether or not it is during a special period by the presence or absence of a corresponding effect, so it is easy to know whether or not the operation of push button 61 to generate a special effect is an operation performed during a special period.
[0105] 〇Specific example 3-9 Regardless of whether a special effect occurs or not, if the target operating means (push button 61) is operated during the special period, a predetermined effect (effective effect) will be executed. For example, if push button 61 is operated during the special period, a predetermined sound effect (the same sound effect) will be output from speaker 68 as an effective effect, regardless of whether the special effect occurs (see FIG. 23(b)) or does not occur (see FIG. 23(a)).
[0106] In the configuration of the above embodiment (configuration in which a valid effect does not occur), even if the target operating means is operated when a sudden effect occurs, it may not be clear whether the operation is an operation within the special period (whether it is in time). Specifically, if a special effect occurs, it is clear that the operation was performed in time, but if a special effect does not occur, it is not clear whether the operation was performed in time or whether the execution lottery was missed. In this example, if the operation is performed in time, a valid effect will occur, so even if a special effect does not occur, it can be determined that the operation was performed within the valid period but the special effect did not occur.
[0107] 2-4) Termination suggestion function The gaming machine 1 according to this embodiment is equipped with a forced termination function that forcibly disables play when a termination condition is met. When the termination condition is met, play cannot be resumed unless a predetermined cancellation operation (reset operation) is performed. This cancellation operation cannot be performed without access to the inside of the gaming machine. In other words, the gaming parlor (gaming parlor staff) can perform the cancellation operation, but the player cannot. In this embodiment, the cancellation operation is the reset operation of the RAM (RWM) provided in the gaming machine.
[0108] The termination condition can be met by an increase in the player's profit (ball payout). In other words, it is a forced termination due to the so-called "ball payout limit." The profit value is a value that increases as the player's profit increases. It is calculated based on a predetermined standard. The termination condition is met when the profit value reaches a preset termination value. The profit value is counted every business day. Therefore, the initial state of the profit value (profit value "0") is the state when the gaming machine is powered on (a state in which no game is played after powering on). In other words, even if the above-mentioned cancellation operation (reset operation) is not performed, the profit value is reset to "0" when the power is turned off and then on. Furthermore, as long as the power remains on, the initial state will not be restored even if the player changes (the profit value is carried over even if the player changes).
[0109] In this embodiment, the maximum difference in the number of balls after the initial state (the state where the player has the most positive balls - the state where the player has the most negative balls) is set as the profit value, and the end value is set as "95,000." Since the power is likely to be turned off once every business day, the profit value is the maximum difference in the number of balls in one business day (day). In other words, the end condition is met when, on a certain business day, the player has gone from the state where the player has the most negative balls to a plus of "95,000" balls (balls). Note that the profit value and end value may be set based on the "number of balls paid out" (total number of winning balls) rather than the "difference in balls."
[0110] In this embodiment, if a termination condition is met during a jackpot game, the game continues (can be played) until the jackpot game ends. In other words, if it is determined that the termination condition is met and the jackpot game state is not in progress, the game is forced to end. However, unlike this embodiment, if the termination condition is met, the game may be set so that further play is immediately disabled even during the jackpot game (the game is forced to end midway through the jackpot game).
[0111] Assuming that such a forced termination function is installed, the gaming machine 1 according to this embodiment also includes a termination suggestion function. The termination suggestion function is a function that suggests the possibility of the termination condition being met if the player continues playing during a jackpot game, when the termination condition would be met if the player continued playing, allowing the player to choose not to meet the termination condition. A jackpot game normally involves continuously firing game balls toward the jackpot area 906. However, in a situation where the profit value reaches the termination value and the termination condition is met if the game balls continue to be fired, the function suggests to the player that if the player does not want the termination condition to be met, they should stop firing the game balls. Since the termination condition would not be met if the game balls were stopped, but the termination condition could be met if the game balls were continued, the termination suggestion function can also be said to be a function that allows the player to choose whether or not to meet the termination condition. From another perspective, it can also be said to be a "termination prevention function" that allows the player to prevent the termination condition from being met if the player wishes.
[0112] The significance of implementing this function is as follows: If a termination condition is met during a jackpot game, the forced termination function is activated upon the end of that jackpot game, preventing further play. Some players may wish to continue playing, and the activation of the forced termination function would be contrary to their wishes. Furthermore, if the next jackpot can be won without significantly reducing the number of balls held, the player would gain greater profits (ball payouts) by not meeting the termination condition during the current jackpot game (by ending the current jackpot just before the termination condition is met) and instead meeting the termination condition during the next jackpot game. In light of this reality, when there is a possibility that a termination condition will be met during a jackpot game, the termination suggestion function is activated to prevent the termination condition from being met.
[0113] In this embodiment, when the profit value reaches a predetermined value during a jackpot game (see FIG. 24(b)), the end suggestion image 30 is displayed in the display area 911 (see FIG. 24(c)), which is considered to be the activation of the end suggestion function (immediately after the profit value reaches the predetermined value). The end suggestion image 30 is not displayed before the profit value reaches the predetermined value (see FIG. 24(a)). The predetermined value is a predetermined value that is lower than the end value by "D" (predetermined value = end value - D). Since the predetermined value is set to indicate a situation in which the profit value is about to reach the end value, the value of D (predetermined value) is set to be equal to or less than the expected value of the difference ball increase in one jackpot game (jackpot game with the maximum number of rounds). Preferably, the value of D is 500 or less. In this embodiment, the value of D is set to 280, taking into account the number of prize balls (P) paid out when one gaming ball enters the big prize area 906 (hence, the "default value = 94,720"). In this embodiment, P = 15, so the difference in balls increased by 14 when one gaming ball enters the big prize area 906. Assuming that all launched gaming balls enter the big prize area 906, the difference in balls (profit value) increases by 280 when 20 gaming balls enter the big prize area 906. Therefore, setting D = 280 means that the profit value may reach the end value if 20 gaming balls are launched after the end suggestion image 30 is displayed. Conversely, if fewer than 20 gaming balls have been launched since the end suggestion image 30 was displayed, the profit value may not reach the end value.
[0114] The end suggestion image 30 is an image that suggests to the player that if they want to prevent the forced termination function from being activated in the currently executing jackpot game, they should stop playing the jackpot game (stop firing game balls toward the jackpot area 906). In this embodiment, a display including the words "Stop firing to avoid forced termination" is displayed (see FIG. 24(c)). As described above, the end condition is not met unless at least 20 game balls enter the jackpot area 906 from the time the end suggestion image 30 is displayed. Therefore, if the player sees this and stops firing before 20 game balls are fired, the end condition will not be met.
[0115] As described above, a unit game ends when either the winning condition or the time condition is met. If the player sees the end suggestion image 30 and chooses not to meet the end condition, i.e., stops firing game balls toward the big prize area 906, the remaining unit game ends when the time condition is met. In this way, the jackpot game ends without the end condition being met, so the game can be continued even after the jackpot game ends (see Figure 24(d-1)). On the other hand, if the player continues firing game balls even after the end suggestion image 30 is displayed and the profit value reaches the end value (the end condition is met), a message to that effect will be displayed (see Figure 24(d-2)). The game then ends compulsorily upon the end of the jackpot game.
[0116] The following describes specific examples in which the above-described termination suggestion function has been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.
[0117] 〇Specific example 4-1 In a jackpot game in which the end condition may be met, a preliminary image 31 is displayed (see FIG. 25(c)) before the end suggestion image 30 is displayed (see FIG. 25(e)). In other words, the preliminary image 31 is configured to suggest in advance that the end suggestion image 30 will be displayed. Since there is a risk that the end condition will be met (the profit value will reach the end value) because the player does not notice that the end suggestion image 30 is being displayed or is unsure whether to avoid the forced end (stop firing), the preliminary image 31 is displayed in advance to prevent such a situation. For example, the preliminary image 31 is displayed (see FIG. 25(c)) when the profit value reaches the preliminary value (a value lower than the specified value) (see FIG. 25(b)). The preliminary image 31 may be any image that suggests that the end condition is approaching (approaching the payout limit). For example, a preliminary image 31 saying "approaching the payout limit" may be displayed. After the profit value reaches the preliminary value and the preliminary image 31 is displayed, the profit value reaches the specified value (see Figure 25(d)), and the end suggestion image 30 is displayed (see Figure 25(e)).
[0118] Specific example 4-2 The end suggestion image 30 is an image that suggests in advance the timing to stop the game in order to reliably avoid a forced termination. As an example, it is possible to use the end suggestion image 30 to suggest the timing to stop the game based on a unit game. If the end condition can be met by continuing to shoot game balls in a certain jackpot game, but the profit value will not reach the end value if the game is stopped at the end of "x round," for example, an end image containing the words "To avoid a forced termination, stop shooting at the end of x round" is displayed before the start of the x round unit game (see Figure 26(a)).
[0119] As another example, it is possible to use an end suggestion image 30 that indicates the number of remaining balls at which firing should be stopped. For example, even if all of the X balls land in the big prize area 906, at the point where the profit value will not reach the end value, an end suggestion image 30 including the text "Avoid forced termination by stopping firing when X balls remain" is displayed (see FIG. 26(b)).
[0120] Although not shown, as another example, it is conceivable to use an end suggestion image 30 that indicates the remaining number of prize balls at which firing should be stopped (the number of prize balls that will be paid out by entering the big prize area 906). For example, even if the remaining x prize balls are paid out upon entry into the big prize area 906, at a point where the profit value will not reach the end value, an end suggestion image 30 containing the text "Avoid forced termination by stopping firing before the remaining x p increases" is displayed ("p" represents the number of prize balls). Note that, when using this example, it is preferable to display an image (prize ball number image) that shows the change in the number of prize balls (change in real time).
[0121] Specific example 4-3 In the above embodiment, the termination suggestion function is activated by displaying an image (termination suggestion image 30) in the display area 911. However, other methods may be used to suggest that the termination condition has been met. For example, a dedicated suggestion sound may be output from the speaker 68 when the profit value reaches a specified value. However, if a display is displayed indicating that a forced termination (satisfaction of the termination condition) can be avoided, as in the termination suggestion image 30 in the above embodiment, the player can easily understand that there is an option to avoid the forced termination.
[0122] In addition, the end suggestion image 30 that is displayed when the profit value reaches a specified value may represent the remaining number of balls remaining before the profit value reaches the end value or the remaining number of prize balls that may cause the profit value to reach the end value, and may be configured so that the player can avoid forced termination by looking at the remaining number of balls remaining or the number of prize balls.
[0123] Specific example 4-4 Jackpot games are divided into target jackpot games in which the end suggestion function may be activated (end suggestion image 30 may be displayed), and non-target jackpot games in which the end suggestion function is not activated (end suggestion image 30 is not displayed). In other words, if the profit value reaches a specified value during a target jackpot game, the end suggestion function is activated (end suggestion image 30 is displayed) (see Figure 27(a)), but if the profit value reaches a specified value during a non-target jackpot game, the end suggestion function is not activated (end suggestion image 30 is not displayed) (see Figure 27(b)).
[0124] The target jackpot game and the non-target jackpot game are distinguished by the game state after the jackpot game ends. Specifically, the game state after the target jackpot game ends is more advantageous to the player than the game state after the non-target jackpot game ends.
[0125] For example, a game that transitions to a high base state after a jackpot game could be considered a target jackpot game, and a game that transitions to a low base state after a jackpot game could be considered a non-target jackpot game. With the specifications of the above embodiment, a special jackpot game is a target jackpot game, and a normal jackpot game is a non-target jackpot game. Avoiding a forced termination in a jackpot game results in substantial profit (profit in balls) if the next jackpot is won in a high base state. In other words, if a game transitions to a high base state after a jackpot game, it is better to continue playing because you can aim to win the next jackpot while benefiting from the high base state (without losing too many balls). On the other hand, if a game transitions to a low base state after a jackpot game, there is a high probability that profits (balls) will decrease even if you continue playing. Therefore, if a transition to a high base state occurs after the end of a jackpot game, the player will be presented with the option of avoiding forced termination, but if a transition to a low base state occurs after the end of a jackpot game, the player will not be presented with the option of avoiding forced termination (the termination condition will be met during that jackpot game as is).
[0126] 3) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above embodiments, and various modifications are possible within the scope of the gist of the present invention.
[0127] The matters described in the above embodiment can also be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.
[0128] In the above embodiment, a jackpot and a miss are set as the results of the lottery, and a jackpot is won (a jackpot game is executed) when a jackpot is won, but a jackpot may also be won via a so-called small win. Since the gameplay that allows a jackpot to be won via a small win (the gameplay of a so-called "two-type gaming machine") is well known, a detailed explanation will be omitted. For example, if a small win is won (except in the case of an irregular event such as a malfunction of the gaming machine or the player not playing as instructed), it will lead to the winning of a jackpot (a setting in which winning a small win and winning a jackpot can essentially be considered the same), then the "jackpot" described in the above embodiment can be replaced with a "small win" (for example, the "jackpot probability" is the combined probability of winning a jackpot (the probability of winning a direct hit) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "jackpot").
[0129] The gaming machine 1 may be a controlled gaming machine, that is, a gaming ball may be enclosed inside, and a game may be played without touching the gaming ball.
[0130] Specific means (gaming machines) obtained from the above embodiment are listed below.
[0131] ·Means 1-1 A gaming machine comprising one or more operating means operable by a player, a display means having a display area for displaying multiple types of decorative symbols that notify the result of a win / lose lottery, a performance execution means for executing a performance during the change from when the multiple types of decorative symbols start to change until they stop in a manner according to the result of the win / lose lottery, and a special display function for changing the changing image, which is an image of the change-over performance, into a special display state in which the changing image is displayed smaller than in a standard display state while the changing image is displayed in the display area, wherein the special display function includes an auxiliary function for making the changing image larger or smaller when an enlargement or reduction operation is performed using at least one of the operating means while the changing image is in the special display state. According to the gaming machine, it is possible to prevent the changing image from becoming difficult to see in the special display state.
[0132] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that in the special display state, options that the player can select are displayed in an outer area of the display area where the changing image is not displayed, and the number of options displayed in the outer area can change depending on the size of the changing image. Due to the relationship between the changing image and the outer area, the larger the changing image, the smaller the outer area becomes, and in order to prevent the selection items displayed in the outer area from becoming difficult to see, the selection items displayed in the outer area can be made to change according to the size of the changing image.
[0133] ·Means 1-3 The gaming machine described in means 1-1 or 1-2 is characterized in that when the size of the changing image is at its maximum in the special display state, the image does not return to the standard display state even if the enlargement operation is performed. This prevents the display from unintentionally returning to the standard display state.
[0134] ·Means 2-1 A gaming machine characterized by comprising: a plurality of types of operation means operable by a player; an operation request unit that prompts the player to operate one of the plurality of types of operation means as a selected operation means; and an effect execution unit that executes a selection operation effect including a selection reflection unit that executes a post-effect according to the type of operation means selected as the selected operation means. The gaming machine can perform an interesting presentation in which the type of post-event presentation to be executed varies depending on the selection of the operating means by the player.
[0135] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the operation request unit displays multiple types of operation images representing each of the multiple types of operation means, and when any of the multiple types of operation means is operated as the selection operation means, the operation images representing the operation means other than the selection operation means are erased. By doing so, it is possible to clearly indicate that no operation means other than the selection operation means has been selected.
[0136] ·Means 2-3 A gaming machine described in means 2-1 or 2-2, characterized in that a first operating means and a second operating means are provided as the multiple types of operating means, and when the first operating means is operated as the selection operating means, a first post-event performance using a first character is executed as the post-event performance, and when the second operating means is operated as the selection operating means, a second post-event performance using a second character is executed as the post-event performance. This results in an interesting presentation in which a post-show performance of the character corresponding to the selection operation means is executed.
[0137] ·Means 3-1 A gaming machine comprising: a winning / losing lottery means for drawing a winning / losing lottery when a predetermined condition is met; an operation means operable by a player; a sudden effect execution means for executing a sudden effect that may occur suddenly as an indication of a target winning / losing lottery result that is the result of a winning / losing lottery drawn by the winning / losing lottery means; and a special effect execution means for executing a special effect that may occur when the operation means is operated during a special period that is set when the sudden effect occurs. The gaming machine is interesting in that a special effect can be generated by operating the target operating means (push button) during a special period that is set when a sudden effect occurs without warning.
[0138] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that the sudden effect is an effect in which a vibration device vibrates, and the special period includes at least a portion of the period in which the vibration device is vibrating and the subsequent period after the vibration of the vibration device has ended. By doing this, it is easier to perform the operation to cause the special effect to occur in time (it is less likely that the special period will have already ended when the operation is performed).
[0139] ·Means 3-3 A gaming machine as described in means 3-1 or 3-2, characterized in that the probability that the result of the target winning / losing lottery will be a winning one is higher when the operation means is operated during the special period and the special effect occurs, compared to when the operation means is operated during the special period but the special effect does not occur. By doing this, the gameplay becomes such that if a special effect occurs as a result of an operation during the special period, the player can expect to win.
[0140] ·Means 4-1 This gaming machine is characterized by comprising: a winning game execution means for executing a winning game when the result of a lottery is a winning one; a forced termination function for forcibly disabling play when a termination condition is met in which a profit value, which increases as the profit earned by the player increases and is calculated based on a predetermined standard, reaches a preset termination value; and a termination suggestion function for suggesting that the termination condition may be met if the player continues playing during the winning game in which the termination condition may be met if the player continues playing. According to the gaming machine, in a winning game in which the end condition may be met, the end condition can be avoided from being met by the player's choice.
[0141] ·Means 4-2 The gaming machine described in means 4-1 is characterized in that the termination suggestion function displays a termination suggestion image that suggests that the release of the gaming ball should be stopped in order to avoid the establishment of the termination condition. By doing this, if you want to avoid the end condition from being met, you just need to stop firing in accordance with the end suggestion image. [Explanation of symbols]
[0142] 1. Gaming machines 10 Changing image 10f frame image 15 Default operation image 16 Return operation image 17 Movement operation image 18 Decision operation image 19 Auxiliary Operation Images 21 Button Images 22 Device Images 25 First character image 26 Second character image 28 First transformation image 29 Second transformation image 30 End suggestion image 31 Advance Image 61 Push Button 62 Special Devices 65 D-pad 68 Speaker 70 Reserved symbols (71 Reserved symbols during change 72 Reserved symbols before change) 80 decorative designs 904 starting area (904a first starting area 904b second starting area) 906 Big Winners Area 91 Display device 911 Display area 911a outer area
Claims
1. a plurality of types of operation means operable by a player; an effect execution means for executing a selection operation effect, the effect including an operation request unit for prompting a player to operate one of the plurality of types of operation means as a selection operation means, and a selection reflection unit for executing a post-event effect according to the type of the operation means selected as the selection operation means; A gaming machine characterized by comprising:
2. the operation request unit displays a plurality of operation images representing the plurality of operation means, The gaming machine described in claim 1, characterized in that when any of the multiple types of operation means is operated as the selection operation means, the operation images representing the operation means other than the selection operation means are erased.
3. The plurality of types of operation means include a first operation means and a second operation means, When the first operation means is operated as the selection operation means, a first post-performance using a first character is executed as the post-performance; When the second operation means is operated as the selection operation means, a second post-performance using a second character is executed as the post-performance.
3. The gaming machine according to claim 1 or 2.
Citation Information
Patent Citations
Game machine
JP2024014153A