Gaming machine
By introducing a display device, a yes/no lottery device, and a variable effect execution device into the game console, and combining the display and selection effects of multiple candidate images, the problem of insufficient game appeal in the game console is solved, and the player's gaming experience and entertainment value are improved.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2026-01-19
- Publication Date
- 2026-04-09
AI Technical Summary
Existing game consoles lack appeal in terms of game attractiveness, and there is a need to improve the player's gaming experience and interest.
By introducing a display device, a yes/no lottery device, and a change effect execution device into the game machine, and combining the display and selection effects of multiple candidate images, the image selection results can be changed under different game states, thereby enhancing the game's appeal.
It enhances the game's entertainment value and appeal, increasing player engagement and satisfaction.
Smart Images

Figure 2026062615000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of executing a selection effect in which any one of a plurality of options is selected (see, for example, Patent Document 1 below).
Prior Art Document
Patent Document
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the attractiveness of the game.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes display means having a display area, yes / no lottery means for executing a yes / no lottery, variation effect execution means for executing a variation effect from when a decorative symbol displayed in the display area starts to vary until it stops in a manner indicating the yes / no lottery result by the yes / no lottery means, and as an effect that can occur during the variation effect, a selection effect X in which a plurality of types of candidate images are displayed and a result in which any one of the plurality of types of candidate images is selected is achievable, one of the plurality of types of candidate images is defined as a specific candidate image, The aforementioned selection effect X may occur in state X1, or in state X2 which is different from state X1 (see, for example, Figures 131(a) and 132(a)). The combination of multiple candidate images displayed in the selection animation X is the same regardless of whether it occurs in state X1 or state X2 (see, for example, Figures 131(a) and 132(a)). When the selection animation X occurs in state X1, there is a possibility that any of the multiple candidate images will be selected (see, for example, Figures 131(b-1) to (b-3)). When the selection animation X occurs in state X2, the specific candidate image is selected, and no other candidate images are selected (see, for example, Figure 131(b)). It is characterized by the following: [Effects of the Invention]
[0006] The gaming machine according to the present invention makes it possible to improve the enjoyment of the game. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first win / fail lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second win / fail lottery. [Figure 4] This diagram illustrates the display modes for pre-change and during-change displays. [Figure 5] This diagram illustrates that specific performance sequences A and B may be initiated after a predetermined time has elapsed following the establishment of a reach. [Figure 6] This is a diagram illustrating specific staging and production A. [Figure 7] This is a diagram to explain specific configuration and performance B. [Figure 8] It is a diagram (part one) for explaining Specific Example 1-1. [Figure 9] It is a diagram (part two) for explaining Specific Example 1-1. [Figure 10] It is a diagram (part one) for explaining Specific Example 1-2. [Figure 11] It is a diagram (part two) for explaining Specific Example 1-2. [Figure 12] It is a diagram for explaining Specific Example 1-3. [Figure 13] It is a diagram for explaining Specific Example 1-4. [Figure 14] It is a diagram for explaining Specific Example 1-5. [Figure 15] It is a diagram for explaining Specific Example 1-6. [Figure 16] It is a diagram for explaining Specific Example 1-8. [Figure 17] It is a diagram for explaining Specific Example 1-9. [Figure 18] It is a diagram for explaining Specific Example 1-10. [Figure 19] It is a diagram for explaining the relationship between the selection before the target variation and the specific special effects. [Figure 20] It is a diagram for explaining the selection before the target variation (specific selection, non-specific selection). [Figure 21] It is a diagram for explaining the specific target variation performance. [Figure 22] It is a diagram for explaining the non-specific target variation performance. [Figure 23] It is a diagram (part one) for explaining Specific Example 2-1. [Figure 24] It is a diagram (part two) for explaining Specific Example 2-1. [Figure 25] It is a diagram for explaining Specific Example 2-3 and Specific Example 2-4. [Figure 26] It is a diagram for explaining Specific Example 2-5. [Figure 27] It is a diagram for explaining Specific Example 2-7. [Figure 28]This is a diagram (part one) to explain specific example 2-8. [Figure 29] This is the second diagram to illustrate specific example 2-8. [Figure 30] This is a diagram (part one) to explain specific example 2-10. [Figure 31] This is the second diagram to illustrate specific example 2-10. [Figure 32] This is the third diagram to illustrate specific example 2-10. [Figure 33] This is a diagram to explain specific example 2-13. [Figure 34] This is a diagram to explain specific example 2-16. [Figure 35] This is a diagram to explain specific example 2-19. [Figure 36] This diagram explains the overview of the special mode and the relationship between the performance mode (special mode, normal mode) and the reliability of the performance elements. [Figure 37] This is a list showing the relationship between the performance mode (special mode, normal mode) and the reliability of the performance sequences. [Figure 38] This is a diagram to explain specific example 3-1. [Figure 39] This is a diagram to explain specific example 3-2. [Figure 40] This is a diagram to explain specific example 3-3. [Figure 41] This is a diagram to explain specific example 3-4. [Figure 42] This is a diagram to explain specific example 3-8. [Figure 43] This is a diagram to explain specific example 3-9. [Figure 44] This is a diagram to explain specific example 3-11. [Figure 45] This is a diagram to explain specific example 3-12. [Figure 46] This is a diagram to explain numerical effects. [Figure 47] This is a diagram to explain the numerical display (a continuation of Figure 46, showing an example of the display when the goal is not reached). [Figure 48] This is a diagram to explain the numerical display (a continuation of Figure 46, and an example of the display when the game reaches its destination and ends (normal ending pattern)). [Figure 49] This is a diagram to explain the numerical effects (a continuation of Figure 46, and an example of the effects when the game reaches its end (special ending pattern)). [Figure 50] This is a diagram to explain specific example 4-1. [Figure 51] This is a diagram to explain specific example 4-2. [Figure 52] This is a diagram to explain specific example 4-4. [Figure 53] This is a diagram to explain specific example 4-6. [Figure 54] This is a diagram to explain specific example 4-7. [Figure 55] This is a diagram to explain specific example 4-9. [Figure 56] This is a diagram to explain specific example 4-10. [Figure 57] This diagram shows an example of a customizable image used to set a specific performance mode. [Figure 58] This diagram illustrates the specific and basic reactions that occur when a prize is won in a lottery while a specific performance mode is set. [Figure 59] This diagram illustrates that when a specific performance mode is set, the basic reaction occurs in response to an over-winning combination. [Figure 60] This is a diagram to explain specific example 5-2. [Figure 61] This is a diagram to explain specific example 5-3. [Figure 62] This is a diagram to explain specific example 5-4. [Figure 63] This is a diagram to explain specific example 5-7. [Figure 64] This is a diagram to explain specific example 5-8. [Figure 65] This is a diagram to explain specific example 5-10. [Figure 66] This is a diagram to explain specific example 5-11. [Figure 67] This is a diagram to explain specific example 5-13. [Figure 68] This is a diagram to explain the first specific selection presentation. [Figure 69] This is a diagram to explain the second specific selection presentation. [Figure 70] This diagram illustrates the difference between the display modes of candidate images shown in the first selection sequence and the display modes of candidate images shown in the second selection sequence. [Figure 71] This diagram illustrates the reliability of the first and second specific selection events. [Figure 72] This is a diagram to explain specific example 6-1. [Figure 73] This is a diagram to explain specific example 6-2. [Figure 74] This is a diagram to explain specific example 6-4. [Figure 75] This is a diagram to explain specific example 6-5. [Figure 76] This is a diagram to explain specific example 6-6. [Figure 77] This is a diagram to explain specific example 6-7 (a specific post-event performance following the first specific selection performance). [Figure 78] This is a diagram to explain specific example 6-7 (a specific post-event performance following a second specific selection performance). [Figure 79] This is a diagram to explain specific example 6-8. [Figure 80] This diagram shows an example of a structure that guides game balls used in specific special effects to the target space (specific special effect device). [Figure 81] This is a diagram illustrating a specific device installed within the target space. [Figure 82] This diagram illustrates specific special feature effects and special feature entry effects that are executed when the specific special feature effect results in entry (and not executed when the result is not entry). [Figure 83] This is a diagram to explain specific example 7-2. [Figure 84]This is a diagram (part one) to explain specific example 7-5. [Figure 85] This is the second diagram to illustrate specific example 7-5. [Figure 86] This is a diagram to explain specific example 7-8. [Figure 87] This is a diagram (part one) to explain specific example 7-9. [Figure 88] This is the second diagram to illustrate specific example 7-9. [Figure 89] This is a diagram to explain specific example 7-10. [Figure 90] This is a diagram to explain the special transformation effects. [Figure 91] This is a diagram to explain specific example 8-2. [Figure 92] This is a diagram to explain specific example 8-5. [Figure 93] This is a diagram to explain specific example 8-8. [Figure 94] This diagram shows a reference example to explain specific examples 8-9. [Figure 95] This is a diagram to explain specific examples 8-10. [Figure 96] This is a diagram to explain specific example 8-11. [Figure 97] This is a diagram to explain specific example 8-12. [Figure 98] This is a diagram to explain the specific reaction manipulation and presentation (specific reaction image). [Figure 99] This diagram illustrates the display formats (normal display pattern, special display pattern) for specific reaction images. [Figure 100] This diagram illustrates the differences in reliability depending on the display format of specific reaction images (an example of reliability when the first and second specific reaction images are displayed in a normal or special display pattern). [Figure 101] This is a diagram to explain specific example 9-1. [Figure 102] This is a diagram to explain specific example 9-4. [Figure 103]This is a diagram to explain specific example 9-7. [Figure 104] This is a diagram to explain specific example 9-8. [Figure 105] This is a diagram to explain specific example 9-9. [Figure 106] This diagram illustrates the pre-production (production part A, production part B) for a specific composite production. [Figure 107] This diagram illustrates the subsequent developments (whether or not post-event staging is performed and the type of post-event staging performed) in a specific composite production, based on the results of the pre-event staging (stage staging part A and stage staging part B). [Figure 108] This diagram shows examples of post-event presentations X1 and X2. [Figure 109] This diagram shows an example of post-event production S. [Figure 110] This is a diagram (part one) to explain specific example 10-1. [Figure 111] This is the second diagram to illustrate specific example 10-1. [Figure 112] This is a diagram to explain specific example 10-2. [Figure 113] This is a diagram to explain specific example 10-3. [Figure 114] This is a diagram to explain specific example 10-5. [Figure 115] This is a diagram to explain specific example 10-6. [Figure 116] This is a diagram to explain specific example 10-7. [Figure 117] This is a diagram to explain specific example 10-10. [Figure 118] This is a diagram (part one) to explain specific example 10-11. [Figure 119] This is the second diagram to illustrate specific example 10-11. [Figure 120] This diagram explains the specific symbol suggestion effect and the specific stage effect (showing an example where the final stage reached in the specific stage effect is the 4th stage). [Figure 121] This diagram shows the stage images displayed during specific stage sequences. [Figure 122] This is a diagram to explain specific example 11-1. [Figure 123] This is a diagram to explain specific example 11-2. [Figure 124] This is a diagram to explain specific example 11-4. [Figure 125] This is a diagram to explain specific example 11-5. [Figure 126] This is a diagram to explain specific example 11-6. [Figure 127] This is a diagram to explain specific example 11-7. [Figure 128] This is a diagram to explain specific example 11-8. [Figure 129] This is a diagram to explain specific example 11-9. [Figure 130] This is a diagram to explain specific example 11-10. [Figure 131] This is a diagram to explain the selection animation (a selection animation that occurs in Scene X1 (State X1)). [Figure 132] This is a diagram to explain the selection animation (a selection animation that occurs in Scene X2 (State X2)). [Figure 133] This diagram shows the reliability of each outcome in the selection process. [Figure 134] This is a diagram to explain specific example 12-1. [Figure 135] This is a diagram to explain specific example 12-2. [Figure 136] This is a diagram to explain specific example 12-5. [Figure 137] This is a diagram to explain specific example 12-8. [Figure 138] This is a diagram to explain specific example 12-9. [Figure 139] This is a diagram to explain specific example 12-10. [Figure 140] This is a diagram to explain specific example 12-11. [Modes for carrying out the invention]
[0008] Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Unless otherwise specified, the following description assumes that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when it is stated that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, when it is stated that "when an operation is performed on ○○", it strictly means that it has been detected that ○○ has moved to a predetermined position as a result of the operation. In addition, the various values (probability, number of times, etc.) described below can be increased or decreased as appropriate, as long as they are not changed in a way that eliminates the characteristics. Furthermore, in the following explanation, a "closed" state of various areas refers to a state in which, assuming normal gameplay, game balls do not normally enter the area, while an "open" state refers to a state in which, assuming normal gameplay, game balls can enter the area (a state in which, even if the entrance for game balls is open, game balls do not pass through the entrance when normal gameplay is occurring is considered "closed"). Also, in each diagram, the illustration of elements unrelated to the features explained using that diagram may be omitted. In addition, supplementary elements in the following explanation (numbers ("first," "second," etc.), various letters, etc.) are added to distinguish between types and, unless otherwise specified, do not have any meaning in themselves.
[0009] <Basic configuration of a gaming machine> The overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. Detailed explanations of well-known configurations will be omitted (the same configuration as a general gaming machine can be adopted). The gaming machine 1 is equipped with a game board 90. The game board 90 is a structure that is roughly rectangular in shape when viewed from the front. In front of the game board 90 is a game area 902 through which game balls flow. Below the game board 90 is a well-known launching device 908 (launching handle). By operating the launching device 908, the player can launch game balls (game balls stored in the upper tray) toward the game area 902. The game balls launched from the launching device 908 reach the game area 902 through a passage formed by a guide rail 903.
[0010] The game area 902 is equipped with various prize-winning areas into which game balls can enter (starting area 904, major prize area 906, etc.), an out-out opening 907 (an opening from which game balls that did not enter any of the prize-winning areas (so-called out balls) are discharged), and so on. In addition, the game area 902 is equipped with multiple game pins that act as obstacles, causing changes in the flow of game balls when they collide with them. Game balls flowing down the game area 902 change their form in various ways depending on the conditions when they collide with the game pins. When game balls flowing down the game area 902 enter a prize-winning area such as the starting area 904 or the major prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is the main display device having a display area 911 on which decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a part that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the player's line of sight.
[0012] The gaming machine 1 is equipped with a speaker 67 (sound output means). Basically, the various effects that occur as part of the variable effects (described later) are accompanied by a unique effect sound corresponding to each of the various effects (the unique effect sound is output from speaker 67).
[0013] Note that explanations of general components such as the frame of the gaming machine 1, the structure that forms the space for storing the launched game balls (upper tray), and the structure that forms the space for storing the game balls that overflow from the upper tray (lower tray) will be omitted. These components can be the same as those used in known gaming machines.
[0014] The lottery for a jackpot (hereinafter sometimes simply referred to as "winning") is performed by a win / fail lottery means constructed on a control board (main control board) not shown, based on win / fail lottery information acquired when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "starting area of Figure 1") and a second starting area 904b (the so-called "starting area of Figure 2"). The first starting area 904a is located in a position where a game ball may enter when the game ball is launched so that it flows down the left side of the display area 911 (the left side of the game area 902) ("left-handed shooting" is performed). The second starting area 904b is located in a position where a game ball may enter when the game ball is launched so that it flows down the right side of the display area 911 (the right side of the game area 902) ("right-handed shooting" is performed).
[0015] When a game ball enters the starting area 904, a numerical value is obtained from the random number source as win / loss lottery information (the win / loss lottery information obtained when the game ball enters the first starting area 904a is called the first win / loss lottery information, and the win / loss lottery information obtained when the game ball enters the second starting area 904b is called the second win / loss lottery information). If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss.
[0016] When a win / loss lottery is performed using the win / loss lottery method, the result of the lottery is notified by a variation animation (an animation from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until the decorative symbol 80 completely stops in a combination (win / loss notification mode) corresponding to the win / loss lottery result, so-called animation for the middle of one variation. In the following explanation, this may also be referred to as "variation" (variation game) or "rotation". Furthermore, a variation in which the corresponding win / loss lottery result is a jackpot may be referred to as a "winning variation", and a variation in which it is a loss may be referred to as a "losing variation"). In addition, the player may be shown a known pseudo-stop state (a state in which the symbol is slightly shaking; also referred to as a temporary stop (state), etc.) that makes it appear as if the decorative symbol 80 has stopped. Since the decorative symbol 80 in the pseudo-stop state has not completely stopped (because the selection has not been determined), its type may change (in the diagram, the pseudo-stop state of the decorative symbol 80 may be represented by showing the target decorative symbol 80 shaking). Note that in some diagrams, the illustration of the decorative pattern 80 may be omitted to make the diagram easier to understand (even in diagrams showing the variation animation, the illustration of the decorative pattern 80 may be omitted, but basically the continuously changing decorative pattern 80 is displayed during the variation animation).
[0017] In this embodiment, the variation animation for the corresponding win / fail lottery result is executed in the order in which the win / fail lottery information is acquired. However, if new win / fail lottery information is acquired while the variation animation for a certain win / fail lottery result has not yet been completed (i.e., there is win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed), the newly acquired win / fail lottery information is stored in a storage means (RAM) (not shown) up to a predetermined limit as pre-variation win / fail lottery information (described later).
[0018] The acquired lottery information (for which notification of the corresponding lottery result has not been completed) is divided into "pre-change lottery information" (where the variation animation for the corresponding lottery result has not yet started, and the first pre-change lottery information is referred to as the first pre-change lottery information, and the second pre-change lottery information is referred to as the second pre-change lottery information) and "in-change lottery information" (where the variation animation for the corresponding lottery result has started but has not yet finished, and the first in-change lottery information is referred to as the first in-change lottery information, and the second in-change lottery information is referred to as the second in-change lottery information). In this embodiment, the maximum number of first pre-change lottery information entries that the storage means can store is four, and the maximum number of second pre-change lottery information entries that can store is also four. Furthermore, in this embodiment, there is at most one piece of information on the winning / losing lottery during a change that exists at any given time (it is not the case that both the first winning / losing lottery information and the second winning / losing lottery information exist (i.e., the changes in Special Figure 1 and Special Figure 2 proceed simultaneously)).
[0019] During the variation animation, a pre-variation display 72, which is an image (icon) indicating the existence of pre-variation win / failure lottery information, and a variation-in-variation display 71, which is an image (icon) indicating the existence of in-variation win / failure lottery information, are displayed in real time (see Figure 2). In this embodiment, the variation-in-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may be displayed on a different display device. In this embodiment, in a game state where the game ball should be launched aiming at the first starting area 904a (a game state where "left-handed shooting" should be performed), the first win / failure lottery information is acquired, so the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first pre-variation win / failure lottery information and the first in-variation win / failure lottery information, are displayed (the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the second win / failure lottery information, are either not displayed or are displayed smaller than the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first win / failure lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where "right-handed shooting" is required), the second win / loss lottery information is acquired, and the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second pre-rotation win / loss lottery information and the second in-rotation win / loss lottery information are displayed (the pre-rotation display 72 and in-rotation display 71 indicating the existence of the first win / loss lottery information are either not displayed or are displayed smaller than the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second win / loss lottery information). As described above, the maximum number of pre-rotation win / loss lottery information entries in this embodiment is four, so the maximum number of pre-rotation displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of in-rotation displays 71 displayed is one). Furthermore, since the maximum number of memory slots for the second pre-spin win / loss lottery information is four, the maximum number of pre-spin displays 72 that are shown when the game ball should be launched aiming for the second starting area 904b is also four (naturally, the maximum number of in-spin displays 71 that are shown is one).
[0020] The order in which the notification of the win / loss lottery result corresponding to each of the pre-reaction displays 72 is completed (the so-called "processing order") is such that the closer it is to the in-reaction display 71, the earlier it is processed. In other words, the pre-reaction displays 72 are displayed in an order such that the earlier they are processed, the closer they are to the in-reaction display 71. Each time the notification of the win / loss lottery is completed (the reel spin ends), the position in which the pre-reaction display 72 is displayed changes (each pre-reaction display 72 moves to a position according to the "processing order"). Also, the pre-reaction display 72 with the earliest processing order becomes the in-reaction display 71 when the notification of the win / loss lottery is completed (the reel spin ends) (it moves to the position where the in-reaction display 71 is displayed). It should be noted that, strictly speaking, the win / loss lottery by the win / loss lottery means is executed simultaneously with the start of the corresponding reel spin animation (the timing of such win / loss lottery execution is not explicitly shown to the player). Therefore, the pre-reaction displays 72 indicate the existence of win / loss lottery information (pre-reaction win / loss lottery information) for which the corresponding win / loss lottery has not yet been executed, and are sometimes referred to as "hold (display)". Furthermore, the number of pre-change win / failure lottery information can be said to represent the number of win / failure lotteries that are promised to be executed in the future (the number of win / failure lottery rights already acquired). Therefore, the more pre-change win / failure lottery information (reserve) there is, the higher the probability that the future win / failure lottery result will be a jackpot at that point. Also, the in-change display 71 indicates the existence of win / failure lottery information where the corresponding win / failure lottery is being executed, but the change animation to notify the result of that lottery is currently in progress (it is in an "active" state), and is therefore sometimes referred to as the "active display". Also, since the change animation to notify the corresponding win / failure lottery result is currently in progress (the so-called "change in question" is being executed), it is sometimes referred to as the "change in question reserve". In other words, the in-change display 71 is sometimes treated as being included in the category of "reserve" (hereinafter, the in-change display 71 may also be referred to as "reserve"). In this embodiment, the display during change 71 is larger than the display before change 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar). Alternatively, the basic form (external shape, etc.) of the display during change 71 and the display before change 72 may be completely different, rather than being in such a similar relationship.
[0021] In this embodiment, similar to known gaming machines, the winning or losing result is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the decorative symbols 80 are of the same type is determined by whether the characters contained in each decorative symbol 80 are the same. In this embodiment, each decorative symbol 80 contains one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type; if the numbers are different, they are of different types. In the following description, each decorative symbol 80 may be expressed by the number contained in the decorative symbol 80, such as the "1" decorative symbol 80. Even if the decorative symbols 80 are of the same type, they may have different appearances (for example, different number designs). Each of the 80g of decorative patterns contains all types of decorative patterns 80 (all of the decorative patterns 80 from "1" to "7"). Each type of decorative pattern 80 may include elements other than numbers. For example, it may include a character associated with each number (type).
[0022] The combinations of decorative symbols 80 selected and stopped from each group of decorative symbols 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R, arranged from left to right) (win / loss notification modes) are broadly divided into winning combinations (win notification modes) indicating that the lottery has been won, and losing combinations (loss notification modes) indicating that the lottery has not been won. In this embodiment, a winning combination is defined as when all three decorative symbols 80 are of the same type, and a losing combination is defined as when all three decorative symbols 80 are not of the same type.
[0023] In this embodiment, the fluctuations of each decorative pattern group 80g may temporarily stop (pseudo-stop). A temporary stop (pseudo-stop) refers to a state where the fluctuations have not completely stopped, but appear to the player as if they have stopped (for example, a state where they are slightly swaying). By temporarily stopping (pseudo-stopping) the fluctuations in this way, it is possible to create so-called "chance symbols" in the middle of the fluctuation animation.
[0024] Furthermore, images showing various information may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). For example, the symbols that start to change when the change animation begins and stop in a manner corresponding to the win / loss lottery result when the change animation ends (so-called small symbols) may be displayed in a small size. However, players can enjoy the game without being aware of these kinds of images. In other words, it is basically possible to understand the win / loss lottery result by looking at the decorative symbols 80 and the various animations.
[0025] Furthermore, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of these lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first and second winning / losing lottery results are generally referred to as "special symbols." The lighting patterns of the lamps corresponding to the regular lottery results (regular lotteries will be described later) are generally referred to as "regular symbols."
[0026] By winning the first or second draw, players are awarded a prize (jackpot). Players play with the aim of winning this prize (jackpot). That is, in order to participate in the first or second draw, players launch game balls towards the first starting area 904a or the second starting area 904b. The game state in which players play with the aim of winning a prize (jackpot) is broadly divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see Figure 3(a)). In this embodiment, there is also a first specific game state and a second specific game state which is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.
[0027] The normal game state is a low-base state in which it is difficult for game balls to enter the starting area 904, while the specific game state is a high-base state in which it is easier for game balls to enter the starting area 904 (easier than in the low-base state). In the normal game state, game balls should be launched aiming at the first starting area 904a (a state in which "left-handed shooting" should be performed). In the specific game state, game balls should be launched aiming at the second starting area 904b (a state in which "right-handed shooting" should be performed). In the high-base state, it is easier to win the normal lottery compared to the low-base state. The normal lottery is a lottery that is executed when a game ball enters the normal area 905. The second starting area 904b is a closed area under normal circumstances and is opened when the normal lottery is won. In other words, if the normal lottery is not won, the game ball will not enter the second starting area 904b. When the regular lottery is won, the opening / closing member (so-called electric chute) located at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening / closing member, in the open position, receives the game balls flowing down from above and guides the game balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, the game balls will enter the second starting area 904b relatively easily.
[0028] The normal area 905 is located in a position where game balls shot to the right can enter (see Figure 1). Therefore, if the player continuously shoots to the right in a specific game state, a normal lottery will be performed, and if the player wins the normal lottery, game balls will frequently enter the second starting area 904b. On the other hand, in the normal game state, it is difficult to win the normal lottery, so even if the player shoots to the right, the second starting area 904b is hardly opened, and the system is set so that shooting to the right is disadvantageous for the player. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get game balls into the second starting area 904b. The probability of winning the normal lottery in the normal game state may be set to 0%, making it impossible to get game balls into the second starting area 904b. With this configuration, the normal game state is a state in which the player aims to get game balls into the first starting area 904a by shooting to the left and win a prize (jackpot) after the first win / fail lottery. Furthermore, in the specific game state, the goal is to enter the second starting area 904b by shooting to the right, and to win a prize (jackpot) after the second win / loss lottery.
[0029] When a game ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (for example, 1) are dispensed (the number of prize balls dispensed when entering the first starting area 904a may differ from the number of prize balls dispensed when entering the second starting area 904b). Therefore, in the specific game state, the player can play without losing as many balls as in the normal game state. In the present technical field, when not in a jackpot state, the number of prize balls dispensed per number of balls launched is referred to as the "base." The specific game state is a "high base state" with a (relatively) high base, while the normal game state is a "low base state" with a (relatively) low base. In the high base state, game balls are more likely to enter the starting area 904 than in the low base state, making it easier to receive a win / loss draw. Therefore, the average time required for one variation (variation time) is shorter in the specific game state than in the normal game state (this is known as "time reduction"). Based on this, it can be said that the high base state is a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Furthermore, because of this structure, the average time spent playing continuously is longer in the normal game state than in the specific game states (the sum of the time spent in the first specific game state and the second specific game state).
[0030] The normal game state and the first specific game state are states where the probability of winning the draw is relatively low (low probability state), and the second specific game state is a state where the probability of winning the draw is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the probability of winning (jackpot probability) in the low probability state is approximately 1 / 319, and the probability of winning (jackpot probability) in the high probability state is approximately 1 / 59. The normal game state is a state in which the player shoots left and aims to win a prize (jackpot) through the first draw with a low probability (approximately 1 / 319). The first specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a low probability (approximately 1 / 319). The second specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a high probability (approximately 1 / 59).
[0031] Winning the first or second lottery will award you a jackpot (prize). In this embodiment, there are three types of jackpots: a regular jackpot (regular prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) (see Figure 3(a)). A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game (all rounds of gameplay) is completed. A first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. A second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a second specific jackpot (second specific prize) is a condition (start condition) for transitioning to the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that perspective, the second specific jackpot is a more advantageous jackpot for the player than the first specific jackpot. It should be noted that providing these three types of jackpots is merely an example. For example, a configuration without a regular jackpot is also possible. Furthermore, a configuration without a first specific jackpot (first specific game state) is also possible.
[0032] In this embodiment, the distribution of jackpots (bonuses) obtained through the first win / fail lottery (special figure 1 lottery) is different from the distribution of jackpots (bonuses) obtained through the second win / fail lottery (special figure 1 lottery) (see Figure 3(b)). Jackpots obtained through the first win / fail lottery can be any of the following: a regular jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all (100%) jackpots obtained through the second win / fail lottery are set to be second specific jackpots. From this, it follows that after transitioning to a specific game state, as long as jackpots are obtained (consecutive wins) through the second win / fail lottery, the second specific game state, which is the most advantageous game state for the player, will continue.
[0033] The first and second specific game states end when predetermined termination conditions are met (see Figure 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the first specific game state is a low-probability state, it can be said that the game is played with the aim of winning a low-probability lottery (approximately 1 / 319) within the time it takes to complete 100 lotteries. Also in this embodiment, the second specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the second specific game state is a high-probability state, it can be said that the game is played with the aim of winning a high-probability lottery (approximately 1 / 59) within the time it takes to complete 100 lotteries. In other words, the game machine 1 according to this embodiment is a so-called ST-type game (in practice, the state in which the aim is to win a high-probability lottery before a predetermined number of consecutive losses are referred to as "ST (state)"). The probability of losing 100 consecutive times in the high-probability lottery (approximately 1 / 59) (the probability that a certain second specific game state will end without winning the high-probability lottery at the start of that state) is approximately 18%, so the so-called continuation rate is approximately 82%. In the first and second specific game states, it would be good to display the remaining number of losing spins until the game state ends (a number that decreases by "1" each time a losing spin occurs). Note that unless otherwise specified in the following explanation, the above specifications are merely an example. For example, in the high-probability state, it is possible to have a loop-type game where the player can win either a jackpot that continues the high-probability state (high-probability jackpot) or a jackpot that ends the high-probability state (transitions to a low-probability state) (low-probability jackpot), and the high-probability state continues until a low-probability jackpot is won.
[0034] In this embodiment, even if the power to the gaming machine 1 is turned OFF (even if the power is turned OFF and then ON), the game state is maintained. However, if a predetermined reset operation is performed, which can only be performed by a gaming store employee (a person who can access the inside of the gaming machine), the machine will return to the normal game state (a gaming store employee is able to forcibly switch to the normal game state, which is the "default" game state). It is not normal for a player to stop playing in a specific game state that is advantageous to the player, and even if the store closes while the machine is in a specific game state, the store will likely perform a reset operation. Therefore, when the store opens (the so-called morning state), the machine is usually in the normal game state. Thus, basically, players will start playing from the normal game state.
[0035] When a jackpot (prize) is won after a draw, a jackpot game (prize game) is executed. The jackpot game is a round game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed by the opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the big prize area 906 after it is opened (prize condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. If game balls are continuously launched toward the big prize area 906 during the jackpot game (in this embodiment, shot to the right), the prize condition is met before the time condition is met. In other words, in one round of play, at least 10 game balls enter the jackpot area 906 (it is also possible for more than 10 game balls to enter the jackpot area 906, a so-called over-winning event). The number of rounds included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, 15 prize balls are paid out when one game ball enters the jackpot area 906. Therefore, in a 10-round jackpot, at least 1500 prize balls are paid out.
[0036] As described above, the pre-reset display 72 (hold display) and the in-reset display 71 (active display) are sometimes collectively referred to as "hold" (hold symbol), and the form of this "hold" suggests the level of reliability (the probability that the corresponding win / loss result will be a jackpot (the probability of receiving a bonus)). The pre-reset display 72 and the in-reset display 71 can be one of several forms (see Figure 4) depending on the level of reliability (hereinafter, the forms that the pre-reset display 72 and the in-reset display 71 can be may be referred to as display forms). The level of reliability of the pre-reset display 72 and the in-reset display 71 refers to the level of reliability at the time each display form is displayed, and the level of reliability may increase due to subsequent changes in the display form (hereinafter, such changes may be referred to as "hold change (effect)"). Furthermore, the relationship between the high and low levels of reliability of each display form refers to the relationship under the same game state. In this embodiment, the reliability is indicated by the display pattern (change in the reserved symbols) in all three states: normal gameplay, the first specific gameplay state, and the second specific gameplay state. However, when it is stated that one display pattern has a higher reliability than another, it means that the reliability is higher when the other display pattern appears than when the first display pattern appears in the same gameplay state (and the relationship between the reliability of the various effects described below also refers to the relationship between the reliability of the same gameplay state).
[0037] The display modes are broadly divided into normal display mode 70n and special display mode 70s. Normal display mode 70n is the standard display mode (default mode). The pre-variation display 72 and the in-variation display 71 have the highest probability of being normal display mode 70n (the probability of being normal display mode 70n is higher than the probability of being any of the special display modes 70s (preferably the probability of pre-variation display 72 and in-variation display 71 being normal display mode 70n is 90% or higher)). Special display mode 70s is a display mode that suggests a higher level of reliability than normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in a normal game state are provided: first special display mode 701s, second special display mode 702s, third special display mode 703s, and fourth special display mode 704s (explanation of special display modes in specific game states is omitted). The reliability of the target winning / losing lottery results increases in this order (the fourth special display mode 704s is the most reliable). The fourth special display mode 704s is only displayed when the target winning / losing lottery result is a jackpot (reliability = 100%). Each display mode only needs to be clearly distinguishable by the player. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (in the drawings, the color of special display mode 70s is indicated by text. If there is no text indicating the color, it is the normal display mode 70n). Different display modes may also differ in aspects other than color (for example, their external appearance may differ).
[0038] The display modes of the pre-variation display 72 and the in-variation display 71 may change in a way that increases reliability. The mode may change whether the state of the pre-variation display 72 is (i.e., before the target variation begins) or the state of the in-variation display 71 is (i.e., during the target variation). The specific mode of the so-called hold change effect may be anything. In this embodiment, the display modes of the pre-variation display 72 and the in-variation display 71 may change suddenly (a sudden hold change effect occurs), or the display modes of the pre-variation display 72 and the in-variation display 71 may change as a result of the display of an image that acts on them (a hold change effect occurs in which an image that causes a change in the display mode is displayed). The final display mode of the in-variation display 71 in the target variation becomes the final reliability suggested by the in-variation display 71. When the target variation effect begins, the pre-variation display 72 (the first one to be consumed) becomes the in-variation display 71, but the display mode is carried over at that time. For example, if the pre-change display 72 (the one being consumed first) immediately before the target change begins is the second special display mode 702s, then the target change will begin with the in-change display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-change display 72 (the one being consumed first) becomes the in-change display 71. In this embodiment, when multiple pre-change displays 72 and in-change displays 71 are displayed together, it is possible that two or more special display modes 70s are displayed.
[0039] The gaming machine 1 is equipped with multiple types of operating means that can be operated by the player. In this embodiment, a push button (effect button) 61, a directional pad 62, and a special operation unit 65 are provided. The push button 61 can be pressed downwards. The directional pad 62 can be operated in any of the up, down, left, or right directions. The special operation unit 65 can be pressed backwards.
[0040] The following describes the effects, controls, etc. that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects, controls, etc. described below can be executed. Furthermore, the effects, controls, etc. described below may be executed when the game is not in a state of variation (for example, during a jackpot game), unless they are ones that can only be executed during a variation (those that can only be established on the premise that a variation is in progress).
[0041] <Specific composition production> The gaming machine 1 according to this embodiment is capable of executing a specific configuration effect (see Figures 6 and 7) as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the specific configuration effect can occur in the normal game state, but it may also occur in a specific game state. The specific configuration effect occurs when predetermined execution conditions are met. Since these execution conditions are not necessarily met every variation, the specific configuration effect does not occur every variation. In the following description of the specific configuration effect, the variation effect (variation) that includes the specific configuration effect may be referred to as the target variation effect (target variation). Also, the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result.
[0042] In this embodiment, the specific combination animation (see Figures 6 and 7) is a reach animation (super reach animation) that can occur when a reach (a state in which two of the three decorative symbol groups 80g are selected and shown as the same type) is achieved (see Figure 5(b)). The specific combination animation ultimately leads to either a favorable outcome for the player or an unfavorable outcome for the player. After a branching point set in the middle of the specific combination animation, an animation for a favorable outcome or an animation for an unfavorable outcome is executed. In the target variation, if the target win / loss lottery result is a jackpot, the specific combination animation leads to a favorable outcome (Figure 6(b-1) or (c-1), Figure 7(b-1) or (c-1)), and if it is a loss, the specific combination animation leads to an unfavorable outcome (Figure 6(c-2) or Figure 7(c-2)). In other words, the specific combination animation can be said to notify the target win / loss lottery result by its outcome, and the branching point mentioned above is the so-called win / loss branching point.
[0043] In this embodiment, as a specific configuration performance, a specific configuration performance A and a specific configuration performance B of a different type from the specific configuration performance B can be executed. In this embodiment, both specific configuration performance A and specific configuration performance B will not occur in the same fluctuation. Also, the timing at which specific configuration performance A and specific configuration performance B may occur (the timing at which they may start) are at least partially the same. In this embodiment, after a predetermined time (for example, 3 seconds) has elapsed since a reach was achieved, specific configuration performance A may occur, or specific configuration performance B may occur (however, neither specific configuration performance A nor specific configuration performance B may occur at that timing). In other words, when a predetermined timing set during the fluctuation performance is reached, specific configuration performance A may occur, or specific configuration performance B may occur (see Figure 5).
[0044] Specific configuration effect A (see Figure 6) is an effect in which character A (indicated by the letter "A" in the drawing) is displayed in the display area 911. Specific configuration effect B (see Figure 7) is an effect in which character B (a different character from character A; indicated by the letter "B" in the drawing) is displayed in the display area 911. In this embodiment, character B is not displayed in specific configuration effect A, and character A is not displayed in specific configuration effect B. Therefore, whether specific configuration effect A or specific configuration effect B is being executed can be distinguished by whether character A or character B is displayed.
[0045] In this embodiment, specific configuration animation A and specific configuration animation B are so-called battle animations in which the player's character (ally character) and the enemy character (enemy character (indicated by the word "enemy" in the drawings)) fight. The above-mentioned favorable ending is one in which the player's character wins (the enemy character loses), and the unfavorable ending is one in which the player's character loses (the enemy character wins). Character A and Character B are displayed as the player's character. That is, specific configuration animation A (see Figure 6) is an animation in which Character A fights the enemy character, and specific configuration animation B (see Figure 7) is an animation in which Character B fights the enemy character. Note that the enemy character may be the same or different in specific configuration animation A and specific configuration animation B.
[0046] In a specific configuration sequence, there are two possible outcomes that lead to a favorable result: a normal favorable outcome (see Figures 6(b-1) and 7(b-1)) and a reverse favorable outcome (see Figures 6(c-1) and 7(c-1)). In a normal favorable outcome, after the branching point, it is shown that the situation has become favorable to the player, and the sequence ends there (the target variation (winning variation) ends). In this embodiment, the specific configuration sequence is a battle sequence as described above, so a normal favorable outcome is when it is shown that the player's character (character A in the case of specific configuration sequence A, character B in the case of specific configuration sequence B) has won against the enemy character, and the sequence ends there. On the other hand, in a reverse favorable outcome, after the branching point, it is shown that the situation has become unfavorable to the player, but this is reversed, and the sequence ends there (the target variation (winning variation) ends). In this embodiment, the specific configuration performance is a battle performance as described above, so it is displayed as if the player's character (character A in specific configuration performance A, character B in specific configuration performance B) has lost to the enemy character (see Figures 6(b-2) and 7(b-2)), but this is reversed (for example, it is displayed as if the player's character has revived) (see Figures 6(c-1) and 7(c-1)) and the performance ends, which is a reversed favorable ending. A reversed favorable ending can be said to be a performance method in which an unfavorable situation is shown as a "falsehood" (pseudo). It should be noted that the methods for showing a "situation favorable to the player" (the form of an image that shows that an advantageous situation has occurred) and the methods for showing a "situation unfavorable to the player" (the form of an image that shows that an unfavorable situation has occurred) are not limited to the methods described above. It is sufficient for the player to understand that they have reached an advantageous situation or an unfavorable situation. Furthermore, the method of indicating that "a situation unfavorable to the player has been reversed" in the event of a reversal to a favorable outcome (the visual representation showing that an unfavorable situation has been reversed) is not limited to the methods described above. It is sufficient for the player to understand that although they were initially in a unfavorable situation, that situation has been negated. Note that in certain configurations of the presentation, "a situation favorable to the player" will not be reversed.In other words, in both specific configuration performance A and specific configuration performance B, if it is shown that the situation becomes favorable to the player after the branching point, it is confirmed that it is a favorable outcome (the result of the target win / loss lottery is a jackpot).
[0047] If a specific combination of animations leads to an unfavorable outcome, after the branching point, it is indicated that the player is in an unfavorable situation (see Figures 6(b-2) and 7(b-2)), and this unfavorable situation is maintained (see Figures 6(c-2) and 7(c-2)) before the animation ends (the target variation (losing variation) ends). If the type of specific combination of animations is the same, the image showing the "unfavorable situation for the player" that is displayed when a favorable outcome is reached is the same as the image showing the "unfavorable situation for the player" that is displayed when an unfavorable outcome is reached. In other words, even in patterns that lead to a favorable outcome, it is considered indistinguishable from an unfavorable outcome up to a certain point (the state in which the image showing the unfavorable situation for the player is displayed (the state before the image showing that the unfavorable situation has been reversed is displayed)). In this embodiment, in specific configuration presentation A, in both cases where an unfavorable ending occurs and where a favorable ending is reached, an image showing that "character A has lost" in the same manner is displayed immediately after the branching point (see Figure 6(b-2)). In specific configuration presentation B, in both cases where an unfavorable ending occurs and where a favorable ending is reached, an image showing that "character B has lost" in the same manner is displayed immediately after the branching point (see Figure 7(b-2)).
[0048] Here, in the present embodiment, if we take as a reference the point in time when it has been shown that the situation has become unfavorable to the player after the above-mentioned branch point (the state in which an image indicating an unfavorable situation to the player is being displayed), the probability that the unfavorable situation will be covered and result in a reversal advantageous ending (hereinafter, sometimes referred to as the "reversal probability") is set such that Specific Configuration Performance B is higher than Specific Configuration Performance A. That is, if we denote the probability (reversal probability) that a reversal advantageous ending occurs (resulting in FIG. 6(c-1)) at the point in time when the situation of FIG. 6(b-2) occurs in the case of Specific Configuration Performance A as Pa, and the probability (reversal probability) that a reversal advantageous ending occurs (resulting in FIG. 7(c-1)) at the point in time when the situation of FIG. 7(b-2) occurs in the case of Specific Configuration Performance B as Pb, then there is a relationship of Pa < Pb. Therefore, when it has been shown that the situation has become unfavorable to the player after the branch point, there is more expectation that Specific Configuration Performance B will cover the unfavorable situation (result in a reversal pattern) than Specific Configuration Performance A. With such a magnitude relationship, the value of the reversal probability can be set as appropriate, but it is preferable that a relatively large difference is set between Specific Configuration Performance A and Specific Configuration Performance B. In the present embodiment, the reversal probability of Specific Configuration Performance A is 5%, while the reversal probability of Specific Configuration Performance B is 25% (see FIGS. 6(b-2)(c-1) and FIGS. 7(b-2)(c-1)).
[0049] It should be noted that the "reversal probability" is the probability of a favorable reversal ending at the point when it is indicated that the situation is unfavorable to the player (when an image indicating an unfavorable situation for the player is displayed, i.e., the state shown in Figure 6(b-2) for specific configuration performance A, and the state shown in Figure 7(b-2) for specific configuration performance B), and not the probability of a favorable reversal ending at the point when specific configuration performance A or specific configuration performance B is started (the state before reaching the branching point, where it is unknown whether it will indicate a favorable or unfavorable situation). Naturally, this is different from the reliability of these performances (the probability that the target win / loss lottery result will be a jackpot) at the point when specific configuration performance A or specific configuration performance B is started (occurs). Considering that the possibility of a "normal favorable ending" disappears once it is indicated that the situation is unfavorable to the player after the branching point, the reversal probability can be said to be the probability of a "favorable reversal ending" in a state where only one of the two possibilities remains: an "unfavorable ending" or a "favorable reversal ending" (a state where the possibility of a "normal favorable ending" has disappeared). In this embodiment, the 5% reversal probability for specific configuration performance A means that at the point when an unfavorable situation is indicated (when the possibility of a "normally favorable ending" is eliminated), the probability of a "reversal favorable ending" is 5%, and the probability of an "unfavorable ending" is 95% (see Figure 6(b-2)(c-1)(c-2)). Similarly, the 25% reversal probability for specific configuration performance B means that at the point when an unfavorable situation is indicated (when the possibility of a "normally favorable ending" is eliminated), the probability of a "reversal favorable ending" is 25%, and the probability of an "unfavorable ending" is 75% (see Figure 7(b-2)(c-1)(c-2)).
[0050] The significance of setting the reversal probability of specific configuration effect B higher than the reversal probability of specific configuration effect A could be considered as follows: Suppose a game machine is created based on a source material (manga, movie, etc.), and that source material features a tenacious character who can turn the tables even when in a losing situation. In that case, by setting the effect featuring that character as specific configuration effect B (referring to that character as character B), the game machine can reflect the worldview of the source material. Even if the game machine is not based on such a source material, it is conceivable to adopt a setting like this embodiment to give the impression that character B is a character that can easily turn the tables (compared to character A).
[0051] In this embodiment, the probability (reliability) that the target win / loss lottery result at the time a specific combination of events occurs (when it starts), that is, the probability that the specific combination of events will lead to a favorable outcome (normal favorable outcome, reverse favorable outcome), is higher for specific combination of events B than for specific combination of events A. In other words, in the state before reaching the above branching point, specific combination of events B is designed to offer a greater chance of winning the jackpot than specific combination of events A.
[0052] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific configuration and presentation aspects. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following examples.
[0053] 〇Specific Example 1-1 In the above embodiment, it has been described that characters A and B are displayed as characters on the player's side, but they may also be displayed as enemy characters. That is, the specific configuration performance A (see FIG. 8) may be a performance in which the character on the player's side (indicated by attaching the character "taste" in the drawing) fights against character A, and the specific configuration performance B (see FIG. 9) may be a configuration in which the character on the player's side fights against character B (the character on the player's side may be the same or different between the specific configuration performance A and the specific configuration performance B). When it is as in this example, in the specific configuration performance A, usually, character A losing (the player's character winning) is an advantageous ending (see FIG. 8(b-1)), and although it is shown that character A has once won (the player's character has once lost) (see FIG. 8(b-2)), but then being overturned is a reversed advantageous ending (see FIG. 8(c-1)), and character A winning and not being overturned is a disadvantageous ending (see FIG. 8(c-2)). Similarly, in the specific configuration performance B, usually, character B losing (the player's character winning) is an advantageous ending (see FIG. 9(b-1)), and although it is shown that character B has once won (the player's character has once lost) (see FIG. 9(b-2)), but then being overturned is a reversed advantageous ending (see FIG. 9(c-1)), and character B winning and not being overturned is a disadvantageous ending (see FIG. 9(c-2)).
[0054] And, set the reversal probability of the specific configuration performance B to be higher than the reversal probability of the specific configuration performance A (in the examples shown in FIGS. 8 and 9, the reversal probability Pa of the specific configuration performance A = 3%, and the reversal probability Pb of the specific configuration performance B = 15%). For example, assume that the gaming machine is created based on a certain original work (such as a comic, a movie, etc.), and in the original work, there is an enemy character who once wins as a character but is then reversed and loses. In that case, by setting the performance in which the enemy character appears as the specific configuration performance B (setting the enemy character as character B), the worldview of the original work can be reflected in the gaming machine.
[0055] 〇Specific Example 1-2 Specific configuration sequences are not limited to the battle sequences described above. Specific configuration sequence A can be a sequence in which character A is displayed, and specific configuration sequence B can be a sequence in which character B is displayed. For example, as shown in Figure 10, specific configuration sequence A is a sequence in which character A acts toward a certain objective, and immediately after a branching point, it is shown that the objective has been achieved (success), which is a normally favorable ending (see Figure 10(b-1)); it is shown that the objective has not been achieved (failure) (see Figure 10(b-2)), but this is reversed, which is a reverse favorable ending (see Figure 10(c-1)); and it is shown that the objective has not been achieved and the sequence ends there, which is a failure ending (see Figure 10(c-2)). Similarly, as shown in Figure 11, specific configuration animation B is an animation in which character B acts toward a certain goal, and immediately after a branching point, it is shown that the goal has been achieved (success), which is a normally favorable ending (see Figure 11(b-1)); it is shown that the goal has not been achieved (failure) (see Figure 11(b-2)), but this is reversed, which is a reverse favorable ending (see Figure 11(c-1)); and it is shown that the goal has not been achieved and the animation ends there, which is a failure ending (see Figure 11(c-2)). Furthermore, as in the above embodiment, the reversal probability of specific configuration animation B is made higher than the reversal probability of specific configuration animation A (in the example shown in Figures 10 and 11, the reversal probability Pa for specific configuration animation A is 8%, and the reversal probability Pb for specific configuration animation A is 20%).
[0056] For example, suppose a gaming machine is created based on a source material (manga, movie, etc.), and that source material features a character who always fails at first but eventually overcomes those failures and achieves success. In that case, by setting the scene in which that character appears as a specific compositional scene B (referring to that character as character B), the gaming machine can reflect the worldview of the source material.
[0057] Specific Examples 1-3 The specific combination of effects does not have to be a reach effect. In other words, it does not have to be an effect that notifies the result of the target win / loss lottery depending on whether it leads to a favorable outcome (normal favorable outcome, reverse favorable outcome) or an unfavorable outcome. For example, as shown in Figure 12(a), the probability (reliability) of the target win / loss lottery result being a jackpot is higher when it leads to a favorable outcome (normal favorable outcome, reverse favorable outcome) than when it leads to an unfavorable outcome, but it is not guaranteed that the target win / loss lottery result will be a jackpot. (It is acceptable to set it so that the reliability of the favorable outcome is higher than that of the unfavorable outcome, and the reliability is not 100%). It is preferable that the reliability differs when specific combination of effects A leads to a favorable outcome compared to when specific combination of effects B leads to a favorable outcome. Furthermore, the reliability of unfavorable outcomes may be set to 0% (meaning that an unfavorable outcome guarantees a loss), or it may be set so that even if an unfavorable outcome occurs, there is still a possibility that the target win / loss lottery result will be a jackpot (meaning reliability ≠ 0%). Even if it is set so that there is still a possibility that the target win / loss lottery result will be a jackpot even if an unfavorable outcome occurs, the reliability in this case should be lower than that of favorable outcomes (the reliability of specific performance A when it has an unfavorable outcome should be lower than the reliability of specific performance A when it has a favorable outcome, and the reliability of specific performance B when it has an unfavorable outcome should be lower than the reliability of specific performance B when it has a favorable outcome).
[0058] If a specific combination of effects is not considered a reach effect, then, as shown in Figure 12(b), the reliability of a specific combination of effects reaching a reverse-favorable outcome may be set higher than the reliability of a normal-favorable outcome (in this case, the reliability of a reverse-favorable outcome may be set to 100% or less than 100%). In other words, the case where an unfavorable situation is shown and then reversed is set to have higher reliability than the case where an favorable situation is shown from the beginning. In this case, since the probability of a reversal is higher for specific combination of effects B than for specific combination of effects A, the gameplay becomes such that there is a relatively high expectation of reaching a reverse-favorable outcome. The reliability should be different for specific combination of effects A reaching a normal-favorable outcome and specific combination of effects B reaching a normal-favorable outcome. Similarly, the reliability should be different for specific combination of effects A reaching a reverse-favorable outcome and specific combination of effects B reaching a reverse-favorable outcome. Furthermore, it is preferable to set the system so that in both cases where a normally favorable outcome is reached and where a reverse favorable outcome is reached, one of the specific configuration sequences B is more reliable than the other than the other (Figure 12(b) shows an example where specific configuration sequence B is more reliable than specific configuration sequence A in both cases where a normally favorable outcome is reached and where a reverse favorable outcome is reached). Note that the reliability in the case of an unfavorable outcome may be set to 0% (a setting where an unfavorable outcome guarantees a loss), or it may be set so that even in the case of an unfavorable outcome, there is still a possibility that the target win / loss lottery result will be a jackpot (a setting where reliability ≠ 0%). Even if the setting is such that there is still a possibility of the target winning or losing lottery result being a jackpot even if an unfavorable outcome occurs, the reliability of this will be lower than when an advantageous outcome occurs (the reliability when a specific performance A results in an unfavorable outcome will be lower than the reliability when a specific performance A results in an advantageous outcome, and the reliability when a specific performance B results in an unfavorable outcome will be lower than the reliability when a specific performance B results in an advantageous outcome).
[0059] 〇Specific Examples 1-4 As shown in Figure 13, the probability (reliability) that the target win / loss lottery result will be a jackpot at the time a specific combination of combinations occurs (when it starts), that is, the probability that the specific combination of combinations will reach a favorable outcome (normal favorable outcome, reverse favorable outcome), is set higher for specific combination of combinations A (see Figure 13(b-1)) than for specific combination of combinations B (see Figure 13(b-2)) (the opposite setting to that of the above embodiment). On the other hand, that is, in the state before reaching the above branching point, specific combination of combinations A is expected to lead to a jackpot more than specific combination of combinations B. Furthermore, similar to the above embodiment, the reversal probability of specific combination of combinations B is set higher than the reversal probability of specific combination of combinations A.
[0060] In this way, at the point when a specific combination of events occurs (when it begins), specific combination of events A is more promising than specific combination of events B. However, when an unfavorable situation is shown after a branching point, specific combination of events B becomes more promising than specific combination of events A (making it more likely to result in a favorable outcome), thus creating an interesting gameplay experience.
[0061] 〇Specific Examples 1-5 After specific performance sequence A begins, and before reaching a branching point, a change to specific performance sequence B may occur (a change from the state in which specific performance sequence A is being executed to the state in which specific performance sequence B is being executed, as shown in Figure 14(a)→(b). Hereinafter, this change may be referred to as a specific performance change). In other words, up until a certain point before the branching point, character A is displayed, but from there the state may change to the state in which character B is displayed. It should be noted that, depending on the perspective, this specific performance change can be seen as a situation where it appears as if specific performance sequence A has started, but it is actually specific performance sequence B that is revealed midway through. An emphasis sequence (an sequence that would not occur if the change did not occur) that highlights the occurrence of this specific performance change may also be made to occur. In this example, the gameplay is more promising when the specific performance changes from specific performance A to specific performance B before reaching the branching point, and it is shown that the situation becomes unfavorable without reaching the usual favorable ending (as shown in Figure 14(a)→(b)→(c-2)), rather than when the specific performance changes from specific performance A to specific performance B before reaching the branching point, and it is shown that the situation becomes unfavorable without reaching the usual favorable ending (as shown in Figure 14(a)→(b)→(c-2)). (The change from specific performance A to specific performance B can also be seen as an indication that the probability of achieving a favorable ending after reaching an unfavorable situation (when the situation becomes unfavorable after reaching the branching point) has increased.)
[0062] Furthermore, as in the embodiment described above, if the reliability (probability of reaching a favorable ending) at the time when a specific configuration performance begins (before reaching a branching point) is set to be higher for specific configuration performance B than for specific configuration performance A, then the change from specific configuration performance A to specific configuration performance B (the change from Figure 14(a) to (b)) can be said to be a change in the direction of increasing reliability.
[0063] However, in the case of this example, it is preferable that the change to specific configuration performance A does not occur after specific configuration performance B has started but before the branching point is reached. This is because such a change would be in a direction that reduces the probability of reversal.
[0064] Specific Examples 1-6 In specific configuration performance A (see Figure 15(a)) and specific configuration performance B (see Figure 15(b)), a so-called chance-up performance (a performance that increases the reliability when it occurs compared to when it does not occur) may occur before reaching the branching point (an example of a chance-up performance is shown in Figures 15(a-2) and (b-2)). There may be one or more chance-up performances that can occur in each specific configuration performance (since such chance-up performances that can occur in the middle of a reach performance are publicly known, a detailed explanation is omitted). In addition, the chance-up performances that occur in specific configuration performance A and the chance-up performances that occur in specific configuration performance B may be entirely or partially identical in form, or they may all be different in form (a chance-up performance unique to specific configuration performance A occurs in specific configuration performance A, and a chance-up performance unique to specific configuration performance B occurs in specific configuration performance B) (the chance-up performance shown in Figure 15(a-2) is unique to specific configuration performance A, and the chance-up performance shown in Figure 15(b-2) is unique to specific configuration performance B).
[0065] When a configuration is set in which such chance-up effects can occur, it is ensured that the probability of a reversal is higher in specific configuration B than in specific configuration A, regardless of the circumstances under which these chance-up effects occur. In other words, regardless of the circumstances under which the chance-up effects occur in specific configuration A or specific configuration B, the probability of the unfavorable situation for the player being reversed (the probability of a favorable reversal ending) once it is shown that the situation has become unfavorable to the player after the branching point is set to be higher in specific configuration B than in specific configuration A (regardless of the circumstances under which the chance-up effects occur, the probability of a favorable reversal ending in the situation shown in Figure 15(c-3) is higher than the probability of a favorable reversal ending in the situation shown in Figure 15(a-3)). By doing this, regardless of the circumstances leading up to the branching point, the game becomes easier to understand, as players can expect a reversal pattern to occur more in specific configuration B than in specific configuration A.
[0066] Specific Examples 1-7 As in the above embodiment, when the specific configuration performance is a reach performance (super reach performance), if a reverse favorable ending occurs and a jackpot is announced, it is confirmed that the game state after the jackpot game ends will be a high probability high base state. In accordance with the above embodiment, if the target win / loss lottery result is a second specific jackpot, there is a possibility that the specific configuration performance will lead to a reverse favorable ending. Furthermore, even if the specific configuration performance leads to a normal favorable ending and a jackpot is announced, it is desirable that the game state after the jackpot game ends may be a high probability high base state (if a jackpot is announced with a normal favorable ending, it is desirable that the game state after the jackpot game ends may be a high probability high base state, or it may be another game state (a game state that is less favorable to the player than the high probability high base state)).
[0067] In this way, if a specific combination of events leads to a favorable outcome, then a reverse-favorable outcome is more advantageous for the player than a normal favorable outcome. Therefore, in this respect, specific combination of events B, which has a relatively higher probability of a reversal, is a more favorable outcome for the player (specific combination of events B is more likely to lead to a reverse-favorable outcome and a transition to a high-probability, high-base state than specific combination of events A).
[0068] 〇Specific Examples 1-8 As a specific configuration effect A, multiple types of effects may occur. As mentioned above, since specific configuration effect A displays character A, all types of specific configuration effect A are assumed to have in common that character A is displayed. That is, although various types of specific configuration effect A have in common that character A is displayed, the displayed effects (effect videos) are different, and the player is able to recognize them as different types. For example, specific configuration effect A1 (see Figure 16(a-1)) may occur in which character A and character E1 (indicated by the letter "E1" in the diagram), and specific configuration effect A2 (see Figure 16(a-2)) may occur in which character A and character E2 (different from character E1; indicated by the letter "E2" in the diagram). Although not shown in the diagram, it is preferable that the reliability at the time specific configuration effect A starts differs between specific configuration effect A1 and specific configuration effect A2 (for example, specific configuration effect A2 should have a higher reliability than specific configuration effect A1).
[0069] Even in configurations where multiple types of specific configuration effects A can occur, as in this example, the probability of reversal should be higher for specific configuration effect B than for any of the multiple types of specific configuration effect A. As mentioned above, if specific configuration effect A1 and specific configuration effect A2 can occur, the probability of reversal should be higher for specific configuration effect B than for specific configuration effect A1, and also higher for specific configuration effect B than for specific configuration effect A2 (see Figure 16(b)). By doing so, the impression that character B is more likely to reverse than character A can be reinforced.
[0070] Furthermore, it is preferable that the reversal probabilities for specific configuration performance A1 and specific configuration performance A2 are different (for example, that specific configuration performance A2 has a higher reversal probability than specific configuration performance A1) (see Figure 16(b)). By doing so, the type of specific configuration performance A will also become a gameplay feature that players will pay attention to.
[0071] 〇Specific Examples 1-9 Multiple types of special configuration effects B may occur. As mentioned above, special configuration effects B involve the display of character B, so all types of special configuration effects B are common in that character B is displayed. That is, although various types of special configuration effects B are common in that character B is displayed, the images (effect videos) displayed as effects are different, and the player is able to recognize them as different types. For example, special configuration effects B1 (see Figure 17(a-1)) may occur, in which character B and character F1 (indicated by the letter "F1" in the diagram), and special configuration effects B2 (see Figure 17(a-2)) may occur, in which character B and character F2 (different from character F2; indicated by the letter "F2" in the diagram). It is preferable that the reliability when special configuration effects B start is different for special configuration effects B1 and special configuration effects B2 (for example, special configuration effects B2 should have a higher reliability than special configuration effects B1).
[0072] Even in configurations where multiple types of specific configuration effects B can occur, as in this example, the probability of each of the multiple types of specific configuration effects B being reversed should be higher than that of specific configuration effects A. As mentioned above, if specific configuration effects B1 and B2 can occur, then specific configuration effects B1 should have a higher probability of reversing than specific configuration effects A, and specific configuration effects B2 should have a higher probability of reversing than specific configuration effects A (see Figure 17(b)). By doing so, the impression that character B is more likely to be reversed than character A can be reinforced.
[0073] Furthermore, it is preferable that the reversal probabilities for specific configuration performance B1 and specific configuration performance B2 are different (for example, that the reversal probability for specific configuration performance B2 is set to be higher than that for specific configuration performance B1) (see Figure 17(b)). By doing so, the type of specific configuration performance A will also become a gameplay feature that players will pay attention to.
[0074] In addition, in combination with the configuration as in this example, as described in Specific Examples 1-8, a plurality of types of specific configuration effects A may be caused to occur. In this case, any of the plurality of types of specific configuration effects B shall have a higher reversal effect than any of the plurality of types of specific configuration effects A. If specific configuration effect A1 and specific configuration effect A2 can occur as specific configuration effects A, and specific configuration effect B1 and specific configuration effect B2 can occur as specific configuration effects B, then the reversal probability of specific configuration effect B1 shall be higher than that of either specific configuration effect A1 or specific configuration effect A2, and the reversal probability of specific configuration effect B2 shall be higher than that of either specific configuration effect A1 or specific configuration effect A2 (see Fig. 17(c)).
[0075] 〇Specific Examples 1-10 Assume that when the specific configuration effects A and the specific configuration effects B lead to the same ending, the execution time (the time from the start to the end of the effect) is the same. (As in the above embodiment, if the specific configuration effect is a super reach effect, then after the start condition of the specific configuration effect (upon the establishment of this start condition, either specific configuration effect A or specific configuration effect B may start) is established, until the notification of the win / loss lottery result is completed (the target variation ends), this is the execution time). That is, as shown in Fig. 18, the execution time when the specific configuration effects A and the specific configuration effects B lead to an unfavorable ending is the same, which is Tx; the execution time when the specific configuration effects A and the specific configuration effects B lead to a normal favorable ending is the same, which is Ty1; and the execution time when the specific configuration effects A and the specific configuration effects B lead to a reversed favorable ending is the same, which is Ty2. Since the reversed favorable ending is a pattern that appears to lead to an unfavorable ending but is then overturned, Tx < Ty2. <000(此处疑似原文有误,推测应为 )
[0076] Note that the lengths of Tx and Ty1 may be the same or different. If the favorable ending is to be made more prominent (emphasized) than the unfavorable ending, it is preferable that Tx < Ty1. Also, the lengths of Ty1 and Ty2 may be the same or different. If the reversed favorable ending is to be made more prominent (emphasized) than the normal favorable ending, it is preferable that Ty1 < Ty2.
[0077] <Special special performance> The gaming machine 1 according to this embodiment is capable of executing a specific special effect (see Figure 21(b-1)) as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the specific special effect can occur in the normal game state, but it may also occur in a specific game state. The specific special effect can occur when the conditions described in detail below are met (when a specific option is selected by the pre-variation selection). In the following description of the specific special effect, the variation effect (variation) that includes the specific special effect may be referred to as the target variation effect (target variation). Also, the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result.
[0078] In a variation sequence prior to the start of the target variation sequence (sometimes referred to as the previous variation sequence in the description of the specific special sequence below), a pre-target variation selection (see Figures 19 and 20) may occur. The occurrence of a pre-target variation selection in the previous variation sequence is a condition under which a specific special sequence may occur in the target variation sequence. In this embodiment, a pre-target variation selection may occur in the previous variation sequence immediately preceding the target variation sequence (the variation following the variation in which a pre-target variation selection occurs is the target variation) (see Figure 19). A pre-target variation selection can also be seen as a kind of pre-announcement sequence regarding the target win / loss lottery result (a pre-announcement sequence that suggests the probability of the target win / loss lottery result being a jackpot has increased). In this embodiment, the variation in which a pre-target variation selection occurs is a losing variation (a pre-target variation selection only occurs if the win / loss lottery result announced in the previous variation (in this embodiment, the win / loss lottery result announced immediately before the target win / loss lottery result) is a loss). Furthermore, the preceding fluctuation and the target fluctuation occur consecutively without any gap (the win / loss lottery information corresponding to the target fluctuation (pre-fluctuation win / loss lottery information) is obtained before the preceding fluctuation in which the pre-target fluctuation selection occurs begins).
[0079] The pre-change selection process presents the player with multiple options (multiple option images representing each of the options are displayed in the display area 911) (see Figure 20(a)). The player can select any option (preferred option) from among these options (the player will not automatically select an option that does not match their preference). The method by which the player selects their preferred option may vary. In this embodiment, the selection of the highlighted option is confirmed by performing a selection operation (in this embodiment, the cursor can be moved by operating the directional keys 62) to highlight the preferred option, and then performing a confirmation operation (in this embodiment, operating the push button 61). If a predetermined time has elapsed since the pre-change selection process began (the display of option images began) without a confirmation operation being performed (when the validity period for performing the selection and confirmation operations ends), the option that is highlighted at that time (the cursor is positioned over) is considered to have been selected. Since the validity period ends before the previous change ends, the selection of one of the options is confirmed before the previous change ends (see Figure 19).
[0080] In the pre-change selection of the target, one of the multiple options presented is designated as a specific option (see Figure 20(a)). Options other than the "specific option" are designated as "non-specific options." In other words, in the pre-change selection of the target, multiple option images representing the options are displayed, and these multiple option images include a specific option image 11 representing the specific option and a non-specific option image 12 representing the non-specific option.
[0081] As long as it has these basic characteristics, the pre-change selection of the target can be anything. In this embodiment, the pre-change selection of the target is presented as a "quiz". For example, a "quiz" based on the original work of a manga or other work that serves as the motif (tie-in for the game machine) is presented as the pre-change selection of the target (see Figure 20(a)). Multiple answer candidates for the quiz are displayed as options (option images), and one of these options is designated as the "correct answer" to the quiz. The "correct answer" option is the specific option, and the "incorrect answer" (an option that is not the correct answer) is the non-specific option. In other words, if the player answers the quiz correctly, the specific option is selected (hereinafter sometimes referred to as the specific selection), and if they answer incorrectly, the non-specific option is selected (hereinafter sometimes referred to as the non-specific selection). Before the selection is finalized, the player is not shown which is the specific option (correct answer). In this embodiment, when a specific selection is made (see Figure 20(b-1)), an image that is not displayed when a specific selection is not made (when a non-specific selection is made (see Figure 20(b-2))) is displayed (in this embodiment, the "correct answer" image) (see Figure 20(c-1)), so the player can determine whether a specific selection has been made or not (whether the quiz was answered correctly or not). Furthermore, when a non-specific selection is made, an image that is not displayed when a specific selection is made may be displayed (in this embodiment, the "incorrect answer" image is displayed) (see Figure 20(c-2)). The content of the quiz can be anything. Multiple types of quizzes (multiple types of pre-selection of target changes) may be provided, and one of them may be executed.
[0082] If a pre-target change selection occurs in the previous change (the change immediately preceding the target change), the target change may differ depending on whether a specific selection was made in that pre-target change selection (in this embodiment, when the "quiz" was answered correctly) (see Figure 20(b-1)(c-1)) or whether a specific selection was not made (a non-specific selection was made) (in this embodiment, when the "quiz" was answered incorrectly) (see Figure 20(b-2)(c-2)) (in the following explanation, the target change (performance) when a specific selection was made in the previous change (performance) may be referred to as a "specific target change (performance)," and the target change (performance) when a specific selection was not made (a non-specific selection was made) may be referred to as a "non-specific target change (performance)"). Specifically, a specific target change (see Figure 21) is a change in which a specific special performance may occur, while a non-specific target change (see Figure 22) is a change in which such a specific special performance will not occur. However, whether a target change is a specific target change or a non-specific target change does not affect the target win / loss lottery result. Whether a variation is a specific target variation or a non-specific target variation only affects the content of the variation animation; the result of the target variation lottery is predetermined. The result of the target variation lottery is announced by the combination of 80 decorative symbols displayed at the end of the target variation, but the form of the combination of these decorative symbols (symbol combinations) does not differ whether it is a specific target variation or a non-specific target variation. In other words, the winning combination displayed when the target variation lottery result is a jackpot (the target variation is a winning variation) is the same whether it is a specific target variation or a non-specific target variation (see Figures 21(c-1) and 22(c-1)), and the losing combination displayed when the target variation lottery result is a loss (the target variation is a losing variation) is the same whether it is a specific target variation or a non-specific target variation (see Figures 21(c-2) and 22(c-2)).
[0083] In this embodiment, after a target variation has started, an element is output to distinguish whether it has become a specific target variation or a non-specific target variation. Specifically, in a specific target variation, a performance element is output that is not output in a non-specific target variation. In this embodiment, in a specific target variation, a specific target variation image 13 (which can also be said to be an image that constitutes part of the background image displayed as the background of the decorative pattern 80) is displayed in the display area 911 (see Figure 21). This specific target variation image 13 is an image that is not displayed in a non-specific target variation. Therefore, even after a target variation has started, the player can easily determine whether the current variation is a specific target variation or not. Preferably, the specific target variation image 13 suggests the occurrence of a specific special performance. In this embodiment, a specific target variation image 13 containing the words "○○ Occurrence Chance" ("○○" refers to a specific special performance) is displayed.
[0084] In this embodiment, the specific special effect (see Figure 21(b-1)) is a guaranteed effect (a so-called premium effect) that, when it occurs, guarantees a jackpot. In other words, when the target win / loss lottery result is a jackpot and the target spin is a winning spin, and the target spin becomes a specific target spin (when a specific selection was made in the previous spin), the specific special effect occurs in that target spin. Multiple timings (candidate timings) are provided where the specific special effect may occur (see Figure 19). These candidate timings can be set as appropriate. In this embodiment, the candidate timings are at the start of a spin, 3 seconds after the start of a spin, when a reach is established, when a pseudo-consecutive spin occurs, when transitioning to a predetermined super reach effect, and in the middle of a predetermined super reach effect. However, all of these candidate timings are before the combination of decorative symbols 80 (winning combination or losing combination) indicating the target win / loss lottery result is displayed. In this embodiment, if a specific target variation is a winning variation (the target win / loss lottery result is a jackpot), a specific special effect will occur at one of the candidate timings (the specific special effect will never fail to occur throughout the variation) (see Figure 21(b-1)). If a specific target variation is a losing variation (the target win / loss lottery result is a loss), the specific special effect will not occur at any of the candidate timings. In other words, the specific special effect will not occur throughout the target variation (losing variation) (see Figure 21(b-2)). Thus, when a specific target variation occurs, if the target win / loss lottery result is a jackpot, the specific special effect will occur at one of the multiple candidate timings, but if it is a loss, the specific special effect will not occur at any of the multiple candidate timings, resulting in a "one-shot notification" type of effect. Note that in this embodiment, the specific special effect will not occur more than once in a single variation. That is, even if a specific target variation is a winning variation (the target win / loss lottery result is a jackpot), only one specific special effect will occur in a single specific target variation (only one of the candidate timings will be set as the actual occurrence timing). Which of the candidate timings will be used is determined by an internal lottery (the result is unknown to the player until a specific special effect occurs).
[0085] In this embodiment, the special effect is an effect in which a predetermined effect image (hereinafter referred to as the special effect image 10) is displayed in the display area 911 (see Figure 21(b-1)). The same form of the special effect image 10 is displayed regardless of which candidate timing the special effect occurs. The specific form of the special effect image 10 may be anything, but the decorative pattern 80 does not constitute the special effect image 10. In this embodiment, an image including a predetermined character is displayed as the special effect image 10. As described above, since the special effect in this embodiment occurs as a confirmed effect (premium effect), the special effect image 10 may include a confirmed element (for example, a "rainbow" effect) that indicates a confirmed jackpot.
[0086] If the target selection result is a loss, the special image 10 will not be displayed during the target change (the special effect will not be executed). In other words, even if a pre-target change selection occurs in the previous change, a specific option is selected, and the target change becomes a specific target change, the special effect will not be executed during that specific target change (the special image 10 will not be displayed) (see Figure 21(a)(b-2)(c-2)).
[0087] If no specific option is selected in the selection before the target change (i.e., a non-specific option is selected), the target change becomes a non-specific target change (see Figure 22). In a non-specific target change, even if the target win / loss lottery result is a jackpot (even if it is a winning change), no special special effects will occur (see Figure 22(a),(b-1),(c-1)). Naturally, in a non-specific target change, even if the target win / loss lottery result is a loss (even if it is a losing change), no special special effects will occur (see Figure 22(a),(b-2),(c-2)). In short, a non-specific target change will have the same change effects as a normal change.
[0088] Furthermore, if a target lottery result is a jackpot, and a pre-selection of the target variation occurs in the preceding variation, whether or not a specific selection is made in that pre-selection of the target variation does not affect the variation time of the target variation. In other words, if the duration of the target variation is predetermined to be Ta time, the variation time will be the same at Ta whether the target variation for a certain target lottery result (jackpot) becomes a specific target variation or a non-specific target variation (Ta time may change, but it is not affected by the pre-selection of the target variation). More specifically, when a target variation for a certain jackpot result becomes a specific target variation, it simply means that a specific special effect is superimposed on the variation effect as if the target variation for that jackpot result were a non-specific target variation (the specific special image 10 is displayed superimposed on the images of the other effects that make up the variation effect) (since no separate time is required to execute the specific special effect, the execution of the specific special effect does not affect the variation time). Therefore, except for the occurrence of the specific special effect and the display of the specific target variation image 13, there is no difference in the manner of the variation effect between when a specific selection is made and when a non-specific selection is made. For example, if it is predetermined internally that a certain type of super reach animation will be performed during a target variation, then that animation will be performed regardless of whether the target variation is a specific target variation or a non-specific target variation.
[0089] Similarly, if the target selection lottery result is a loss, and a pre-selection of the target occurs in the previous variation, whether or not a specific selection is made in that pre-selection of the target does not affect the variation time of the target variation. If the target selection lottery result is a loss, no special effect will occur whether it is a specific target variation or a non-specific target variation, so there is no difference in the specific form of the variation effect, and the variation time is naturally the same. In other words, except for the display of the specific target variation image 13, there is no difference in the form of the variation effect.
[0090] Thus, in the gaming machine 1 according to this embodiment, a pre-target variation selection may occur in a variation prior to the start of a target variation that notifies a certain win / loss result (target win / loss result), and if a specific option is selected in this pre-target variation selection (or if the quiz is answered correctly in the case of a "quiz" as in this embodiment), a special effect may occur in the target variation (which does not occur if a specific option is not selected), thus realizing an interesting gameplay experience.
[0091] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special effects. Furthermore, to the extent possible, a configuration may be created by combining multiple techniques described using the following examples.
[0092] 〇Specific Example 2-1 The special effects are not guaranteed jackpot effects (premium effects), but rather are set to be merely chance-up effects (effects with a reliability of less than 100% for the target win / loss result). In other words, as shown in Figure 23, when the special effects occur during a specific target variation (see Figure 23(c-1)), the probability of the target win / loss result being a jackpot is higher than when the special effects do not occur throughout the specific target variation (see Figure 23(c-2)), but there is still a possibility of the target win / loss result being a loss. Note that when the special effects do not occur throughout the specific target variation (in the case of Figure 23(c-2)), it may be set to be a guaranteed loss, or it may be set to be a possibility of a jackpot. Although not shown in the diagram, in non-specific target variations, the special effects, which are the chance-up effects, do not occur regardless of the target win / loss result. In this example, it is possible to realize a gameplay feature in which a chance-up effect (special effects) is provided that only occurs when a specific selection is made in the selection before the target variation.
[0093] When configured as in this example, it is also possible to have a configuration in which two or more specific special effects with different degrees of reliability (degree of chance increase) of the target validity lottery result when it occurs are provided. For example, as a specific special effect, a first specific special effect in which the first specific special image 101 is displayed (see Fig. 24(a)) and a second specific special effect in which the second specific special image 102 (different in form from the first specific special image 101) is displayed (see Fig. 24(b)) can occur. The reliability when the first specific special effect occurs is P1%, but the reliability when the second specific special effect occurs is P2% (P1 < P2) (note that P2% may be 100% or less than 100%, but at least P1% is less than 100%, so the first specific special effect is not a jackpot determination effect (it remains a chance increase) effect). By doing so, when a specific special effect occurs, the game property becomes such that the player should also pay attention to the type thereof.
[0094] Also, when configured as in this example, it is possible to set that no specific special effect occurs when the specific target variation becomes a deviation variation (when the target validity lottery result is a deviation), or it is also possible to set that a specific special effect can occur even when the specific target variation becomes a deviation variation. When setting as in the former case, in the specific target variation, the occurrence of the specific special effect is a condition for winning the jackpot (if the specific special effect does not occur, it is a deviation), but even if the specific special effect occurs, it does not necessarily mean winning the jackpot. On the other hand, when setting as in the latter case, there is a possibility of winning the jackpot even if the specific special effect does not occur in the specific target variation, but the game property is such that the possibility of winning the jackpot is higher when the specific special effect occurs.
[0095] 〇Specific Example 2-2 In the above embodiment, it was explained that the maximum number of specific special effects that can occur in one specific target variation is one, but it may be possible for two or more specific special effects to occur in one specific target variation.
[0096] As in this example, and as described in specific example 2-1, if the specific special effect is not a guaranteed jackpot effect (an effect with 100% reliability), it is possible to set it so that the more times the specific special effect occurs in a single specific target variation, the higher the probability that the target win / loss lottery result will be a jackpot. In this way, the more the specific special effect occurs in a specific target variation, the more expectation there is that the variation in that specific target variation is a winning variation, so even if a specific special effect occurs, the player will not stop there but will expect further specific special effects to occur, resulting in a gameplay experience where players anticipate the occurrence of even more specific special effects.
[0097] Specific Examples 2-3 Unlike the above embodiment, this setting allows for the occurrence of a specific special effect even in non-specific target fluctuations (however, it is ensured that the probability of a specific special effect occurring is higher in specific target fluctuations than in non-specific target fluctuations). For example, as shown in Figure 25(a), similar to the above embodiment, if it is a specific target fluctuation, the probability of a specific special effect occurring during that specific target fluctuation when the target win / loss lottery result is a jackpot (when it is a winning fluctuation) is 100%. However, even in non-specific target fluctuations, when the target win / loss lottery result is a jackpot (when it is a winning fluctuation), there is a 5% chance of a specific special effect occurring during that non-specific target fluctuation (95% of non-specific target fluctuations when the target win / loss lottery result is a jackpot) will not result in a specific special effect. In this way, even in non-specific target fluctuations (even if a specific option cannot be selected in the pre-target fluctuation selection), the gameplay offers the expectation of a specific special effect occurring.
[0098] 〇Specific Example 2-4 Unlike the above embodiment, even if a specific target variation is a winning variation (the result of the target win / fail lottery is a jackpot), the setting is such that a specific special effect may not occur during that specific target variation (however, it is ensured that the probability of a specific special effect occurring is higher for specific target variations than for non-specific target variations). For example, as shown in Figure 25(b)((b-1)(b-2)), if it is a specific target variation, the probability of a specific special effect occurring during that specific target variation when the result of the target win / fail lottery is a jackpot (when it is a winning variation) is set to 90% (even if the specific target variation is a winning variation, there is a 10% chance that the specific special effect will not occur). In this way, even if a specific special effect does not occur during a specific target variation, the gameplay is such that players can expect to win a jackpot.
[0099] Furthermore, similar to the above embodiment, in non-specific target fluctuations, even if the target success / failure lottery result is a jackpot, the specific special effect may not occur (the probability of occurrence is 0%) (see Figure 25(b-1)). Alternatively, as explained in specific example 2-3 above, even in non-specific target fluctuations, if the target fluctuation is a jackpot, the specific special effect may occur (the probability of occurrence is not 0%) (see Figure 25(b-2)). However, in either case, the probability of the specific special effect occurring in the target fluctuation is higher when a specific selection is made in the pre-target fluctuation selection compared to when no specific selection is made (when a non-specific selection is made). In other words, making a specific selection in the pre-target selection (answering the quiz correctly) increases the probability of the specific special effect occurring.
[0100] 〇Specific Example 2-5 As a pre-change selection for the target, it is possible that when selecting an option (during the selection period), the player may be able to identify which option is the specific option (hereinafter, this pre-change selection for the target may be referred to as a special pre-change selection for the target). In other words, the player may be shown which option is the specific option. If a "quiz" is performed as a pre-change selection for the target, as in the above embodiment, the special pre-change selection will be that the correct answer to the quiz is shown to the player (for example, an image showing which option is the specific option is displayed as shown in Figure 26). In such a special pre-change selection, the player can identify which option is the specific option in advance, so (even if the player does not know which is the specific option (does not know the "correct answer")) the player can reliably select the specific option of their own volition. Being able to reliably select the specific option also means that the player can reliably choose not to select the specific option (to select a non-specific option). Since selecting a specific option can trigger a specific target change and potentially lead to a specific special effect, players can reliably choose whether or not to enter a state where a specific special effect can occur.
[0101] Furthermore, the game may be configured such that a specific option is shown to the player during a portion of the pre-selection of the target change (a portion of the pre-selection of the target change is a special pre-selection of the target change), or it may be configured such that a specific option is shown to the player during all of the pre-selection of the target change (all of the pre-selection of the target change is a special pre-selection of the target change). With the former configuration, there are times when the player can reliably select a specific option of their own volition, and times when they cannot reliably select a specific option if they do not know about the specific option. With the latter configuration, there are times when the player can reliably select a specific option of their own volition each time.
[0102] 〇Specific Example 2-6 In the above embodiment, it was explained that the variation before which pre-target variation selection occurs is the variation immediately preceding the target variation. However, pre-target variation selection may also occur in variations two or more prior to the target variation (outlier variations).
[0103] Furthermore, if the target change has not yet begun, the pre-selection of the target change may be performed across two or more changes (two or more preceding changes). If there is not enough time to perform the pre-selection of the target change using only one change (a preceding change), the pre-selection of the target change may be performed using two or more changes (however, all two or more changes in which the pre-selection of the target change is performed must be non-target changes).
[0104] 〇Specific Example 2-7 The pre-change selection of the target is not limited to a "quiz" as in the embodiment described above. It is sufficient if multiple options are presented, one of which is designated as the specific option, and the others as non-specific options. To give an extreme example, in a "quiz" as in the embodiment described above, the player has clues to choose the specific option (the probability of being able to choose the specific option differs depending on the player), but it is also possible to have a pre-change selection of the target where there are no such clues at all (whether or not the specific option can be chosen is "luck", and the probability of being able to choose the specific option is the same for all players). For example, as shown in Figure 27, suppose treasure chests whose internal state is unknown are displayed as options (see Figure 27(a)). Suppose one of them contains treasure, but the others are empty, and as a result, choosing the treasure chest containing treasure (specific option) is the specific selection (see Figure 27(b-1)(c-1)), and choosing the empty treasure chests (non-specific options) is the non-specific selection (see Figure 27(b-2)(c-2)). In this scenario, there are no clues whatsoever to choose a specific option, so whether or not a specific option can be chosen becomes entirely a matter of "luck" (if the number of options is N (the number of specific options is "1"), then the probability that any player can choose a specific option is 1 / N, and the game becomes one in which the specific target change is executed with this probability of 1 / N).
[0105] 〇Specific Example 2-8 It is also possible to create a pre-selection of target change in which two or more specific options are provided (however, the total number of options shall be greater than the number of specific options (non-specific options shall be provided)). If the pre-selection of target change is a "quiz" as in the above embodiment, then it is possible to create a pre-selection of target change in which two or more specific options that are "correct" are set. For example, as shown in Figure 28, four types of options A to D are presented, and of these, options B and D are specific options (options A and C are non-specific options). In either case, whether option B is selected (see Figure 28(b-1)(c-1)) or option D is selected (see Figure 28(b-2)(c-2)), the target change will be a specific target change. Therefore, the larger the ratio of specific options to the total number of options, the more likely a pre-selection of target change will result in a specific target change.
[0106] When a pre-selection of target change occurs with two or more specific options, and a specific option is selected, the settings for the specific target change may differ depending on the type of specific option selected (this merely means that such a configuration may be adopted, and does not negate the possibility of a configuration where the settings for the specific target change remain unchanged regardless of the type of specific option selected). For example, suppose four options, A to D, are presented as in the example above, and options B and D are specific options (options A and C are non-specific options). Then, the settings for the specific target change executed when option B is selected (when the first specific selection is made) (first specific target change) and the specific target change executed when option D is selected (when the second specific selection is made) (second specific target change) are different (see Figure 29(a)). Various differences can be considered for the first specific target change and the second specific target change. As an example, as shown in Figure 29(b), in the first specific target variation, the first specific target variation image 131 is displayed as the specific target variation image 13 (see Figure 29(b-1)), and in the second specific target variation, the second specific target variation image 132 (which has a different appearance from the first specific target variation image 131) is displayed as the specific target variation image 13 (see Figure 29(b-2)). In this way, the appearance of the specific target variation differs depending on the content of the specific selection (the result of the specific selection is reflected in the appearance of the specific target variation), resulting in a gameplay experience where the appearance of the specific target variation differs depending on the content of the specific selection. Furthermore, as shown in Figure 29(c), the appearance of the image (special special image 10) displayed when a special special effect occurs may differ between the first special target variation and the second special target variation. For example, in the first special target variation, a special special effect occurs in which special special image 10α is displayed (see Figure 29(c-1)), and in the second special target variation, a special special effect occurs in which special special image 10β (which has a different appearance from special special image 10α) is displayed (see Figure 29(c-2)) (in the non-special target variation, neither the first nor the second special special effect occurs). In this way, depending on the content of the special selection, the appearance of the special special effect will differ when it occurs (the result of the special selection will be reflected in the appearance of the special special effect), resulting in a gameplay experience where the appearance of the special special effect differs depending on the content of the special selection. In this configuration, when no special effects are occurring, there may be no visual difference between the first and second specific target changes. Alternatively, as shown in Figure 29(b), the first specific target change image 131 may be displayed for the first specific target change, and the second specific target change image 132 may be displayed for the second specific target change, making it easy to distinguish between the first and second specific target changes. Furthermore, although not shown in the diagram, it is also conceivable that the probability of a special special effect occurring differs between the first and second specific target fluctuations. For example, in the first specific target fluctuation, the probability of a special special effect occurring in that fluctuation when the target win / loss lottery result is a jackpot (a winning fluctuation) is 100%, while in the second specific target fluctuation, the probability of a special special effect occurring in that fluctuation when the target win / loss lottery result is a jackpot (a winning fluctuation) is set to 50% (note that both probabilities may be less than 100%). In this way, the gameplay becomes such that the probability of a special special effect occurring in a specific target fluctuation differs depending on the content of the specific selection. In this configuration, there may be no visual difference between the first and second specific target fluctuations (the only difference being the probability of a specific special effect occurring, which is the probability of the internal performance execution lottery), or, as shown in Figure 29(b), the first specific target fluctuation image 131 may be displayed for the first specific target fluctuation (a fluctuation with a relatively low probability of a specific special effect occurring), and the second specific target fluctuation image 132 may be displayed for the second specific target fluctuation (a fluctuation with a relatively high probability of a specific special effect occurring), making it easy to distinguish between the first and second specific target fluctuations.
[0107] 〇Specific Example 2-9 In the above embodiment, the specific special effect was described as an effect in which a specific special image 10 is displayed in the display area 911, but it may be a different effect. For example, it is conceivable that a predetermined effect sound (a unique effect sound that is output only when the specific special effect occurs) may be output from the speaker 67. Alternatively, for example, it is conceivable that a specific light-emitting part provided outside the display area 911 may emit light in a predetermined light-emitting pattern (an effect that emits light in a unique light-emitting pattern that occurs only when the specific special effect occurs).
[0108] 〇Specific Example 2-10 There may be multiple types of pre-change selections. Furthermore, pre-change selections with the same combination of options (and therefore the same specific options) are considered the same type, while pre-change selections with different combinations of options (at least some of the options are different) are considered different types.
[0109] In the case shown in this example, even if a specific selection is made, the settings for the specific target change may differ if the type of pre-selection of the target change is different. For example, suppose there is a pre-selection of the target change X (see Figure 30(a)) and a different type of pre-selection of the target change Y (see Figure 31(a)). The settings for the specific target change (specific target change X) (see Figure 30(b-1)) executed when a specific selection is made with pre-selection of the target change X (see Figure 30(a)) are different from the settings for the specific target change (specific target change Y) (see Figure 31(b-1)) executed when a specific selection is made with pre-selection of the target change Y (see Figure 31(b)). Note that there is no difference in settings between the non-specific target variation executed when no specific selection is made in the target variation pre-selection X (i.e., a non-specific selection is made) (see Figure 30(b-2)) and the non-specific target variation executed when no specific selection is made in the target variation pre-selection Y (i.e., a non-specific selection is made) (see Figure 31(b-2)) (both are "normal variations").
[0110] There are various ways to define the difference between specific target fluctuation X and specific target fluctuation Y. For example, in the case of a specific target change X, the specific target change image 13X is displayed as the specific target change image 13 (see Figure 30(b-1)), and in the case of a specific target change Y, the specific target change image 13Y (which differs in appearance from the specific target change image 13X) is displayed as the specific target change image 13 (see Figure 31(b-1)). Furthermore, as shown in Figure 32, the appearance of the image (special special image 10) displayed when a special special effect occurs may differ between specific target variation X and specific target variation Y. For example, in specific target variation X, a special special effect X occurs in which the special special image 10X is displayed as the special special effect (see Figure 32(a)), and in specific target variation Y, a special special effect Y occurs in which the special special image 10Y (which has a different appearance from special special image 10X) is displayed as the special special effect (see Figure 32(b)) (in non-specific target variation, neither special special effect X nor special special effect Y occurs). In this way, depending on the content of the specific selection, when a special special effect occurs, the appearance (looks) of that special special effect differs (the result of the specific selection is reflected in the appearance of the special special effect), resulting in a gameplay experience. In this configuration, when no special effects are occurring, there may be no visual difference between the specific target variation X and the specific target variation Y. Alternatively, as shown in Figures 30(b-1) and 31(b-1), the specific target variation image 13X may be displayed for specific target variation X, and the specific target variation image 13Y may be displayed for specific target variation Y, making it easy to distinguish between specific target variation X and specific target variation Y. Although not shown in the diagram, it is also possible to assume that the probability of a specific special effect occurring differs between specific target variation X and specific target variation Y. For example, in specific target variation X, the probability of a specific special effect occurring in that variation when the target win / loss result is a jackpot (when it is a winning variation) is 100%, but in specific target variation Y, the probability of a specific special effect occurring in that variation when the target win / loss result is a jackpot (when it is a winning variation) is set to 50% (note that both probabilities may be less than 100%). In this configuration, there may be no visual difference between specific target variation X and specific target variation Y (the only difference being the probability of a specific special effect occurring, which is the probability of the internal effect execution lottery), or, as shown in Figures 30(b-1) and 31(b-1), specific target variation image 13X may be displayed for specific target variation X (a variation with a relatively low probability of a specific special effect occurring), and specific target variation image 13Y may be displayed for specific target variation Y (a variation with a relatively high probability of a specific special effect occurring), making it easy to distinguish between specific target variation X and specific target variation Y.
[0111] 〇Specific Example 2-11 In the pre-change selection of the target, after a certain option is selected, the player is not shown whether that selection was a specific option or not (whether it was a specific option or a non-specific option). In the above embodiment, if the pre-change selection of the target is a "quiz" and the correct answer to the quiz is the specific option, then the "correct" or "incorrect" answer to the quiz is not shown. In the above embodiment, if the player experiences the same pre-change selection of the target where the same options are shown and the result is shown, they may be able to figure out the specific option (making the specific selection easier). Therefore, to make such a situation as unlikely as possible, it is better to adopt the approach in this example.
[0112] 〇Specific Example 2-12 In the above embodiment, since the specific target change image 13 is displayed when a specific target change occurs, it is possible to determine whether or not the target change has become a specific target change (whether it is a specific target change or a non-specific target change) even after the target change has started. However, it is also possible to prevent the display of such a specific target change image 13. That is, after the target change has started, no image is displayed to determine whether or not the target change has become a specific target change. Specifically, the background image displayed as the background of the changing decorative pattern 80 does not contain any elements that distinguish between specific target changes and non-specific target changes (the difference between specific target changes and non-specific target changes is not reflected in the background image). In this case, except for the possibility of a specific special effect occurring, there is no difference between specific target changes and non-specific target changes (if no specific special effect occurs, there is no difference between specific target changes and non-specific target changes).
[0113] 〇Specific Example 2-13 A pre-selection can be performed in which the player can arbitrarily choose whether or not to trigger a pre-selection before the target change (see Figure 33(a)). In the previous spin before the target change begins, the player can choose to trigger a pre-selection before the target change (see Figure 33(b-1)) or not to trigger it (see Figure 33(b-2)). For example, if the pre-selection before the target change is "quiz" as in the embodiment described above, the question "Do you want to trigger a quiz?" will be asked in the previous spin. If the player selects "yes," the pre-selection before the target change will occur, but if they select "no," the pre-selection before the target change will not occur (the method of this selection can be anything, so the explanation is omitted). If the pre-selection before the target change does not occur, no specific selection will be made, and therefore the target change will not become a specific target change (a spin in which a specific special effect can occur).
[0114] Some players may find the occurrence of pre-target selection (or the occurrence of specific target selections) which is unrelated to actual profit (expected value of payouts) bothersome. Therefore, as in this example, it may be possible to allow players to choose not to have pre-target selections occur.
[0115] 〇Specific Example 2-14 In the above embodiment, it was explained that there are multiple timings (candidate timings) at which a specific special effect can occur during a specific target variation. However, the setting is such that there is only one timing (specific timing) at which a specific special effect can occur during a specific target variation. In this case, the gameplay becomes easy to understand, as once the specific timing has passed during a specific target variation, the possibility of a specific special effect occurring disappears. It is preferable that the specific timing be clearly distinguishable. For example, the specific timing could be the start of a variation, a predetermined time has elapsed since the start of the variation, or when a reach is established.
[0116] 〇Specific Example 2-15 Whether or not the pre-selection of the target change was performed in the previous change is not related to the reliability of the target win / fail lottery result. In other words, there is no difference in the reliability of a certain win / fail lottery result (target win / fail lottery result) whether or not the pre-selection of the target change was performed in the change immediately preceding that result. In this case, the pre-selection of the target change does not function as a pre-announcement effect (a chance-up pre-announcement effect) that suggests that the probability of the target win / fail lottery result being a jackpot has increased.
[0117] 〇Specific Example 2-16 The specific option image 11, which represents a specific option in the pre-change selection, shall include an element that suggests a specific special effect. Since none of the non-specific option images 12 include this element, it can be said that this element is a distinguishing element (unique element) between the specific option image 11 and the non-specific option images 12. For example, as shown in Figure 34, the specific special effect is an effect in which a specific special image 10 including character C is displayed (see Figure 34(c)), and the specific option image 11 includes character C (see Figure 34(a)(b)) (non-specific option image 12 does not include character C). In this case, the specific option image 11 selected in the pre-change selection and the specific special effect that can be said to have occurred as a result of selecting the specific option image 11 are linked (since the specific special effect will not occur if the specific option image 11 is not selected, it can be said that the specific special effect occurred as a result of selecting the specific option image 11), resulting in an easy-to-understand gameplay experience.
[0118] 〇Specific Example 2-17 The special effects are defined as effects that are unrelated to the reliability of the target win / loss lottery result. In other words, the special effects are defined as effects that do not affect the expected value of the player's actual profit (payout). Since they are unrelated to reliability, whether or not to execute the special effects during a specific target variation is determined regardless of the target win / loss lottery result. For example, when a specific target variation occurs (when a specific selection is made in the pre-variation selection), the special effects may be made to occur without fail during that specific target variation, regardless of the target win / loss lottery result. In this case, whether or not a specific selection is made in the pre-variation selection (whether or not the quiz is answered correctly in the case of a "quiz" as in the above embodiment) will affect the nature of the variation in terms of whether or not an effect unrelated to reliability occurs.
[0119] 〇Specific Example 2-18 The pre-selection of target variation may also be performed during a winning variation. If the variation in which the pre-selection of target variation is performed is a winning variation, the jackpot game will be executed after the end of that variation. Therefore, regardless of whether a specific selection was made in the pre-selection of target variation, the target variation (specific target variation or non-specific target variation) will not be executed after that variation. In this way, unlike the above embodiment (where the variation in which the pre-selection of target variation is performed is always a losing variation), the variation in which the pre-selection of target variation is performed also offers the expectation of a jackpot.
[0120] 〇Specific Example 2-19 In non-specific target fluctuations, an image that is not displayed in specific target fluctuations (non-specific target fluctuation image 14) is displayed (see Figure 35(c-2)). The non-specific target fluctuation image 14 only needs to have a different appearance from the specific target fluctuation image 13 (see Figure 35(c-1)). Preferably, it should include an element that suggests that a specific special effect will not occur (the non-specific target fluctuation image 14 shown in Figure 35(c-2) includes a text element that suggests that the ○○ effect (referring to a specific special effect) will not occur). This makes the difference between specific target fluctuations and non-specific target fluctuations clear (emphasizing that the transition to a non-specific target fluctuation occurred as a result of a non-specific selection made in the pre-target fluctuation selection).
[0121] Although not shown in the diagram, in this example, the configuration may be such that the specific target change image 13 is not displayed during a specific target change. If the non-specific target change image 14 is displayed during a non-specific target change, then even if the specific target change image 13 is not displayed during a specific target change, it is possible to determine whether what is being performed is a specific target change or a non-specific target change based on the presence or absence of the non-specific target change image 14.
[0122] <Special Mode> In this embodiment, the gaming machine 1 may have a special mode (see Figure 36(a)) set as the performance mode when a variation performance is executed. In this embodiment, the special mode may be set during a variation performance in the normal game state, but it may also be set in a specific game state. The special mode is set when predetermined setting conditions are met. Since these setting conditions are not necessarily met every variation, the special mode is not necessarily set every variation. For comparison, a performance mode different from the special mode (the default performance mode) is referred to as the normal mode (or non-special mode) (see Figure 36(c)). It is preferable that the performance mode for variation performances is mostly (more than 90%) the normal mode. However, this does not negate the possibility of providing performance modes other than the normal mode and the special mode. In the following description of the special mode, the variation performance (variation) in which the special mode is set will be referred to as the target variation performance (target variation), and the win / loss lottery result announced in the target variation performance in which the special mode is set will be referred to as the target win / loss lottery result. Furthermore, for the purpose of comparison with special modes, the variation animation (variation) in which the normal mode (non-special mode) is set will also be referred to as the target variation animation (target variation), and the win / loss lottery result announced by the target variation animation (target variation) in which the normal mode is set will sometimes be referred to as the target win / loss lottery result.
[0123] In this embodiment, the variable animation may consist of two elements: Element A (see Figure 36(b-1)(c-1)) and Element B (see Figure 36(b-2)(c-2)), which is an element with a different form from Element A. The specific forms of Element A and Element B may be anything. In this embodiment, Element A is an element in which an element image 15A including character A is displayed in the display area 911, and Element B is an element in which an element image 15B including character B (which is different in form from Element image 15A) is displayed in the display area 911. The timing at which Element A and Element B may occur is not fixed (they are not fixed to a single timing in the variable animation). That is, in the variable animation, there are multiple timings at which Element A may occur and multiple timings at which Element B may occur, so it may feel to the player as if it occurs suddenly (the player cannot predict the occurrence of the element in advance).
[0124] Assuming that the aforementioned configuration effects A and B exist, this embodiment provides special modes A and B. As will be described in detail later, it is not possible to distinguish which of the two special modes A and B is set externally (on the surface) (it is clear that a special mode is set, but it is not possible to distinguish internally whether it is special mode A or special mode B). In this embodiment, both special mode A and special mode B are never set in a single variation effect (it is not possible to switch from one special mode A or special mode B to the other during a single variation effect). Also, it is not possible to set both normal mode and special mode (special mode A or special mode B) in a single variation effect (it is not possible to switch from one special mode A or special mode B to the other during a single variation effect).
[0125] The reliability of Configuration Performance A and Configuration Performance B (the probability that the target win / loss lottery result is a big win) varies depending on the performance mode of the variable performance (target variable performance) being executed. The reliability of Configuration Performance A in a variable performance with the normal mode (non-special mode) set (hereinafter sometimes referred to as normal variable performance) is Pna% (see FIGS. 36(c-1) and 37), and the reliability of Configuration Performance A in a variable performance with Special Mode A set (hereinafter sometimes referred to as special variable performance A) is Pha% (Pna% < Pha%) (see FIGS. 36(b-1) and 37). Since the reliability of Configuration Performance A in the state where the normal mode is set can be said to be the basic reliability, it can be said that Special Mode A is a mode that exhibits the effect of increasing the reliability of Configuration Performance A. However, even in the special mode, the reliability of Configuration Performance A in a variable performance with Special Mode B set (hereinafter sometimes referred to as special variable performance B) is Pna% (see FIGS. 36(b-1) and 37). That is, Special Mode B does not exhibit the effect of increasing the reliability of Configuration Performance A. In this embodiment, Pna% = 20% and Pha% = 50%.
[0126] On the other hand, the reliability of Configuration Performance B in a variable performance with the normal mode (non-special mode) set (normal variable performance) is Pnb% (see FIGS. 36(c-2) and 37), and the reliability of Configuration Performance B in a variable performance with Special Mode B set (special variable performance B) is Phb% (Pnb% < Phb%) (see FIGS. 36(b-2) and 37). Since the reliability of Configuration Performance B in the state where the normal mode is set can be said to be the basic reliability, it can be said that Special Mode B is a mode that exhibits the effect of increasing the reliability of Configuration Performance B. However, even in the special mode, the reliability of Configuration Performance B in a variable performance with Special Mode A set (special variable performance A) is Pnb% (see FIGS. 36(b-2) and 37). That is, Special Mode A does not exhibit the effect of increasing the reliability of Configuration Performance B. In this embodiment, Pnb% = 5% and Phb% = 70%.
[0127] In addition, during a variation animation (normal variation animation) set to normal mode (non-special mode), neither Component Animation A nor Component Animation B may occur. Since normal mode is the default animation mode and does not suggest the occurrence of Component Animations, it is preferable that the probability of either Component Animation A or Component Animation B occurring in a single normal variation animation be less than 10%.
[0128] In this embodiment, when a special mode is set in a variation animation, the special mode image 16 is displayed in the display area 911 (see Figures 36(a), (b-1), and (b-2)). That is, the special mode image 16 is displayed in both the state where special mode A is set (special variation animation A) and the state where special mode B is set (special variation animation B). The appearance of the special mode image 16 is the same whether it is displayed in special variation animation A or special variation animation B (the display position in the display area 911 is also the same), so it can be said that it is a common image that is displayed in both special mode A and special mode B. The special mode image 16 is never displayed in a variation animation where normal mode is set (normal variation animation) (see Figure 36(c)). Therefore, a player who sees the special mode image 16 being displayed can understand that they are currently in a special mode and not normal mode, but they cannot understand whether special mode A or special mode B is set (whether it is special variation animation A or special variation animation B). In other words, a special mode is set internally, but the type of special mode is not outwardly (superficially) discernible to the player. Hereinafter, a variation performance in which the special mode image 16 is displayed (a variation performance in which either special variation performance A or special variation performance B is set) may be referred to as a special variation performance. The special mode image 16 may be temporarily hidden during a special variation performance (special variation performance A or special variation performance B), but it is preferable that it be displayed for a certain period of time (at least for more than half of the variation time of the special variation performance (the time from the start to the end of the special variation performance)).
[0129] In this embodiment, when a special variation effect (either special variation effect A or special variation effect B) is executed, one of the component effects A or B occurs during that special variation effect (the execution of a special variation effect is linked to the occurrence of either component effect A or component effect B). In this embodiment, both component effects A and B will not occur in a single special variation effect (single variation effect). If component effect A occurs, the reliability will be Pha% if the currently executed variation effect (special variation effect) is set to special mode A (if it is special variation effect A), but if it is set to special mode B (if it is special variation effect B), the reliability will be Pna% (see Figures 36(b-1) and 37). In other words, when component effect A occurs in a special variation effect, the player will hope that special mode A, which has a relatively higher reliability, is internally set. On the other hand, if a compositional animation B occurs, and the currently running variation animation (special variation animation) is set to special mode B (i.e., special variation animation B), the reliability will be Phb%, but if it is set to special mode A (i.e., special variation animation A), the reliability will be Pnb% (see Figures 36(b-2) and 37). In other words, if compositional animation B occurs in a special variation animation, the player will hope that special mode B, which has a relatively higher reliability, is internally set.
[0130] Thus, according to the gaming machine 1 of this embodiment, during the special mode (when the special mode image 16 is displayed), a reliability-enhancing effect is activated in which the reliability of either the compositional performance A or the compositional performance B is increased (compared to the normal mode). However, this reliability-enhancing effect will not be activated unless the type of special mode set (special mode A or special mode B) corresponds to the type of compositional performance that occurs (compositional performance A or compositional performance B). Therefore, a novel gameplay experience is realized in which the player watches the progress of the target variation while hoping that the special mode corresponding to the type of compositional performance that occurred is internally set.
[0131] In this embodiment, when Configuration Performance A occurs in Special Mode B (Special Variation Performance B), the reliability (Pna%) of the Configuration Performance A is 20%, and when Configuration Performance B occurs in Special Mode A (Special Variation Performance A), the reliability (Pba%) of the Configuration Performance A is 5% (see Fig. 37). Therefore, even if the type of the generated Configuration Performance does not correspond to the type of the currently set Special Mode, it can be expected that the target win / loss lottery result will be a big win (it is not certain that the target win / loss lottery result will be a miss when the type of the generated Configuration Performance does not correspond to the type of the currently set Special Mode).
[0132] Also, in this embodiment, when Configuration Performance A occurs in Special Mode A (Special Variation Performance A), the reliability (Pha%) of the Configuration Performance A is 50%, and when Configuration Performance B occurs in Special Mode B (Special Variation Performance B), the reliability (Phb%) of the Configuration Performance B is 70%, that is, Pha% < Phb% (see Fig. 37). Therefore, when the type of the generated Configuration Performance corresponds to the type of the currently set Special Mode, Configuration Performance B can be expected more than Configuration Performance A. On the other hand, when Configuration Performance A occurs in Special Mode B (Special Variation Performance B), the reliability (Pna%) of the Configuration Performance A is 20%, and when Configuration Performance B occurs in Special Mode A (Special Variation Performance A), the reliability (Pnb%) of the Configuration Performance B is 5%, that is, Pna% > Pnb% (see Fig. 37). Therefore, when the type of the generated Configuration Performance does not correspond to the type of the currently set Special Mode, Configuration Performance A can be expected more than Configuration Performance B. That is, when the type of the Configuration Performance generated during the Special Mode corresponds to the type of the currently set Special Mode and when it does not, the relationship between the high and low reliability of comparing Configuration Performance A and Configuration Performance B is "reversed". It can be said that Configuration Performance B has a larger "reliability difference (gap)" between when the type of the generated Configuration Performance corresponds to the type of the currently set Special Mode and when it does not, compared to Configuration Performance A.
[0133] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special modes. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following examples.
[0134] 〇Specific Example 3-1 In the above embodiment, it was explained that when the special mode image 16 is displayed (special variation effect), it is not possible to determine whether special mode A or special mode B is set (whether special variation effect A or special variation effect B is set). However, it may be possible to make it possible to determine if certain conditions are met (and if those conditions are not met, it remains impossible to determine). For example, in a special variation effect, if the player's operation of a predetermined operating means satisfies certain conditions (when a specific operation occurs), a determination element indicating whether special mode A or special mode B is set will be output. That is, if special mode A is set, determination element A will be output so that the player can recognize it, and if special mode B is set, determination element B (different from determination element A) will be output so that the player can recognize it. The determination element can be anything as long as it is recognizable (distinguishable) by the player's senses. For example, when a special mode is set (during a special variation effect) (see Figure 38(a)) and certain conditions are met (see Figure 38(b)), if special mode A is set, a specific light-emitting part 92 (see Figure 1) located at a predetermined position lights up blue (see Figure 38(c-1)), and if special mode B is set, the same specific light-emitting part 92 lights up red (see Figure 38(c-2)). (The blue lighting of the specific light-emitting part 92 is discrimination element A, and the red lighting is discrimination element B.) In this way, a player who knows how to perform the operation that satisfies the above specific conditions can enjoy the game by knowing whether the current performance mode is special mode A or special mode B, and paying attention to whether configuration effect A or configuration effect B will occur. (Of course, if the player does not know how to perform the operation that satisfies the specific conditions, they cannot enjoy the game in this way.) If it is to prevent any player from determining whether special mode A or special mode B is set, then such discrimination elements should not be provided (as in the above embodiment).
[0135] It is preferable that the operation satisfying the above specific conditions is not a single press of the most frequently used (most commonly used) operating means (push button 61 in this embodiment). This is because if the discrimination element is output by a single press of the push button 61, there is a risk that the discrimination element may be output unintentionally (Figure 38(b) shows an example in which the specific conditions are met by operating a special operation unit 65, which is used less frequently (probably) in the performance than the push button 61).
[0136] Furthermore, the system may be configured so that operations that satisfy the above specific conditions are valid only during a certain period of the special variation performance. In other words, the system may be configured so that the discrimination element is output only during a certain period of the special variation performance. However, even with such a configuration, it is preferable that the discrimination element may be output even after the occurrence of configuration performance A or configuration performance B. This allows for the enjoyment of checking whether special mode A or special mode B is set after the occurrence of configuration performance A or configuration performance B.
[0137] Specific Example 3-2 The reliability of Compositional Performance A and Compositional Performance B when they occur in unsupported special modes will be set differently from the reliability when they occur in normal modes. That is, as shown in Figure 39, if Compositional Performance A has a reliability of Pha% when it occurs in the corresponding special mode, Special Mode A (Special Variation Performance A), a reliability of Pia% when it occurs in the unsupported special mode, Special Mode B (Special Variation Performance B), and a reliability of Pna% when it occurs in normal mode (Normal Variation Performance), then the setting will satisfy the relationship "Pha%>Pia%≠Pna%". Similarly, if Compositional Performance B has a reliability of Phb% when it occurs in the corresponding special mode, Special Mode B (Special Variation Performance B), a reliability of Pib% when it occurs in the unsupported special mode, Special Mode A (Special Variation Performance A), and a reliability of Pnb% when it occurs in normal mode (Normal Variation Performance), then the setting will satisfy the relationship "Phb%>Pib%≠Pnb%".
[0138] When setting it up as in this example, the game characteristics will differ depending on whether the reliability when Configuration Presentation A or Configuration Presentation B occurs in a non-corresponding special mode is made lower or higher than the reliability when it occurs in the normal mode. As shown as Pattern 1 in FIG. 39, when the reliability when Configuration Presentation A or Configuration Presentation B occurs in a non-corresponding special mode is set to be lower than the reliability when it occurs in the normal mode, that is, when the relationship of "Pia% < Pna%", "Pib% < Pnb%" is satisfied, when it is assumed that a configuration presentation occurs, the game characteristics will be such that the player will think that it would be better for it to occur in the normal mode rather than in the non-corresponding special mode. As shown as Pattern 2 in FIG. 39, when the reliability when Configuration Presentation A or Configuration Presentation B occurs in a non-corresponding special mode is set to be higher than the reliability when it occurs in the normal mode, that is, when the relationship of "Pia% > Pna%", "Pib% > Pnb%" is satisfied, since expectations can be held more when the configuration presentation occurs in the special mode (regardless of whether it is corresponding or non-corresponding) than when it occurs in the normal mode, the game characteristics will be such that the occurrence of the configuration presentation itself after transitioning to the special mode is a chance rather than the normal (default pattern).
[0139] 〇Specific Example 3-3 Set it up such that when Configuration Presentation A or Configuration Presentation B occurs in the corresponding special mode, the result of the target validity lottery is determined to be a big win (the reliability is 100%). That is, Configuration Presentation A that occurs in Special Mode A (Special Variation Presentation A) and Configuration Presentation B that occurs in Special Mode B (Special Variation Presentation B) are set as certainty presentations (big wins) with a reliability of 100% (see FIG. 40(a)). By doing this, if the type of the special mode set internally and the type of the configuration presentation that has occurred match, the result of the target validity lottery will be determined to be a big win, but if they do not match, there is also a possibility of a loss, and interesting game characteristics can be realized.
[0140] It is conceivable that one of the compositional animations A and B has a 100% reliability when it occurs in the corresponding special mode, while the other has a reliability of less than 100% even when it occurs in the corresponding special mode. For example, compositional animation A does not guarantee a jackpot when it occurs in special mode A, but compositional animation B guarantees a jackpot when it occurs in special mode B (see Figure 40(b)). In this case, when compositional animation B occurs in a special mode (special variation animation), the player will have a stronger desire that the current setting is special mode B, resulting in a gameplay experience where the player will strongly hope that the current setting is special mode B.
[0141] Specific Examples 3-4 When Compositional Animation A or Compositional Animation B occurs in an unsupported special mode, the target win / loss lottery result is guaranteed to be a loss (reliability 0%). In other words, Compositional Animation A occurring in Special Mode B (Special Variation Animation B), and Compositional Animation B occurring in Special Mode A (Special Variation Animation A), are set to be animations that guarantee a loss (see Figure 41(a)). Note that the reliability of Compositional Animation A or Compositional Animation B when they occur in normal mode does not have to be 0%. By doing this, if the type of special mode set internally matches the type of Compositional Animation that occurs, there remains a possibility that the target win / loss lottery result will be a jackpot, but if they do not match, it is guaranteed to be a loss, resulting in an interesting gameplay experience.
[0142] It is conceivable that one of the compositional animations A and B has a reliability of 0% when it occurs in an unsupported special mode, while the other does not have a reliability of 0% even when it occurs in an unsupported special mode. For example, compositional animation A is guaranteed to be a miss when it occurs in special mode B, but compositional animation B is not guaranteed to be a miss even when it occurs in special mode A (see Figure 41(b)). Note that the reliability of compositional animation A when it occurs in normal mode does not have to be 0%. In this case, when compositional animation A occurs in a special mode (special variation animation), the gameplay becomes such that the player will more strongly hope that the currently set mode is not special mode B.
[0143] 〇Specific Example 3-5 In one special variation performance (Special Variation Performance A or Special Variation Performance B), a configuration is adopted where both Configuration Performance A and Configuration Performance B may occur. That is, in one special variation performance, there may be settings where Configuration Performance A occurs but Configuration Performance B does not occur, Configuration Performance B occurs but Configuration Performance A does not occur, or both Configuration Performance A and Configuration Performance B occur. Since it is a special variation performance, it is certain that either Special Mode A or Special Mode B is set (either Special Variation Performance A or Special Variation Performance B). Therefore, if both Configuration Performance A and Configuration Performance B occur in the special variation performance, for one of Configuration Performance A and Configuration Performance B, the reliability improvement effect due to the corresponding special mode being set can be enjoyed (for the other of Configuration Performance A and Configuration Performance B, the reliability improvement effect cannot be enjoyed). In addition, as in the above embodiment, if the setting is such that the reliability when it occurs with the corresponding special mode set is higher for Configuration Performance B than for Configuration Performance A (Pha% < Phb%), even if both Configuration Performance A and Configuration Performance B occur, it can be said that it is more pleasing to the player that Special Mode B (Special Variation Performance B) is internally set.
[0144] When it is like this example, similar to the special variation performance, during the normal mode, that is, even in a normal variation performance (one normal variation performance), it may be set that both Configuration Performance A and Configuration Performance B occur. Since it is a normal variation performance, neither Configuration Performance A nor Configuration Performance B will exhibit the reliability improvement effect. However, conversely, it may be set that both Configuration Performance A and Configuration Performance B do not occur in a normal variation performance (one normal variation performance). In this case, being a special variation performance (being in a special mode) becomes a gaming property where both Configuration Performance A and Configuration Performance B can occur (in the case of a special variation performance, a gaming property where both Configuration Performance A and Configuration Performance B are expected to occur).
[0145] 〇Specific Example 3-6 In the above embodiment, it was explained that if a special mode is set, either Compositional Performance A or Compositional Performance B will occur during a special variation performance (during one special variation performance). However, it is also possible to set it so that neither Compositional Performance A nor Compositional Performance B may occur even during a special variation performance. In this case, even if a special variation performance occurs (even if a special mode is set), if neither Compositional Performance A nor Compositional Performance B occurs, the reliability-enhancing effect will not be activated. Therefore, the gameplay will be such that the player will initially hope that at least one of them will occur.
[0146] In this example, the probability of a specific performance (either performance A or performance B) occurring may be set differently depending on whether a special mode is set (special variation performance) or a normal mode is set (normal variation performance). Specifically, the probability of a performance (either performance A or performance B) occurring per special variation performance (≠100%) is set higher than the probability of a performance (either performance A or performance B) occurring per normal variation performance. In this case, even if a special mode is set, a performance (either performance A or performance B) is not guaranteed to occur, but the gameplay offers a greater expectation of a performance occurring than when normal mode is set.
[0147] Specific Example 3-7 During normal mode (normal variation animation), the settings will be such that Component Animation A and Component Animation B will not occur. In other words, Component Animation A and Component Animation B can only occur in special mode (special variation animation) (the condition for the occurrence of Component Animation is the setting of special mode). In this case, the setting of special mode (execution of special variation animation) will function as a gameplay element that suggests the occurrence of Component Animation.
[0148] It is conceivable that one of the compositional effects A and B may occur during normal mode (normal variation effects), while the other compositional effect A and B may not occur during normal mode (normal variation effects). In this case, one of the compositional effects A and B is a "commonly seen effect" that can occur regardless of the effect mode, while the other is a "limited effect" that can only occur in special mode (the special mode also functions as an indication that the other compositional effect A and B may occur).
[0149] Specific Example 3-8 As shown in Figure 42, the system is configured to allow the occurrence of a special mode (hereinafter referred to as the "special special mode") in which the reliability-enhancing effect is activated regardless of whether the configuration performance A or configuration performance B occurs. In other words, in addition to the special mode A (a special mode in which the reliability-enhancing effect of configuration performance A is activated but the reliability-enhancing effect of configuration performance B is not activated) and special mode B (a special mode in which the reliability-enhancing effect of configuration performance B is activated but the reliability-enhancing effect of configuration performance A is not activated) described in the above embodiment, a special special mode is provided in which the reliability-enhancing effect of either configuration performance A or configuration performance B is activated (the special special mode can also be seen as a performance mode that is either special mode A or special mode B). In this case, as long as the special special mode is set during a variation performance (hereinafter referred to as the "special special variation performance"), the reliability-enhancing effect will be activated regardless of the type of configuration performance.
[0150] In this example, it is preferable that the state in which the special mode is set be indistinguishable from the state in which special mode A or special mode B is set. In other words, even when the special mode is set (special variation effect), it is preferable that the special mode image 16 (a common image displayed in all special modes) is displayed, just as when special mode A (special variation effect A) or special mode B (special variation effect B) is set, but the player does not know whether the special mode is set or not (see Figure 42(a)). By doing so, when the special mode is set, the player does not know that the special mode is set, but a gameplay experience is achieved in which the reliability-enhancing effect is activated regardless of whether the composition effect A or composition effect B occurs.
[0151] In this example, if a special mode is set (if a special variation effect is executed), the setting may be such that either one of the component effects A or B occurs without fail during the special variation effect, or even if a special mode is set (even if a special variation effect is executed), neither component effect A nor component effect B may occur during the special variation effect. With the former setting, the gameplay will be such that the player will always enjoy either the reliability-enhancing effect of component effect A or the reliability-enhancing effect of component effect B as a result of setting the special mode. With the latter setting, even if a special mode is set, neither component effect A nor component effect B may occur, so the gameplay will be such that the player may not enjoy the benefits of setting the special mode.
[0152] Furthermore, as shown in Figure 42(b-1), the reliability of compositional performance A when it occurs in special mode A is the same as the reliability of it when it occurs in extra-special mode, and the reliability of compositional performance B when it occurs in special mode B is the same as the reliability of it when it occurs in extra-special mode. Alternatively, as shown in Figure 42(b-2), the reliability of compositional performance A when it occurs in special mode A is different from the reliability of it when it occurs in extra-special mode, and the reliability of compositional performance B when it occurs in special mode B is different from the reliability of it when it occurs in extra-special mode. With the settings as in Figure 42(b-1), the value of compositional performance A and compositional performance B occurring in their corresponding special mode is the same as the value of them occurring in extra-special mode. With the settings as in Figure 42(b-2), the value of compositional performance A and compositional performance B occurring in their corresponding special mode is different from the value of them occurring in extra-special mode. In the case of the settings shown in Figure 42(b-2), if the reliability of compositional performance A occurring in special mode A is higher than the reliability of it occurring in extra-special mode, and the reliability of compositional performance B occurring in special mode B is higher than the reliability of it occurring in extra-special mode, then the gameplay emphasizes that each compositional performance occurs in its corresponding special mode (compositional performance A occurs in special mode A, and compositional performance B occurs in special mode B). On the other hand, in the case of the settings shown in Figure 42(b-2), if the reliability of compositional performance A occurring in extra-special mode is higher than the reliability of it occurring in special mode A, and the reliability of compositional performance B occurring in extra-special mode is higher than the reliability of it occurring in special mode B, then the gameplay becomes such that extra-special mode, which does not depend on the type of compositional performance, functions as an even higher value performance mode.
[0153] 〇Specific Example 3-9 In the above embodiment, as shown in the example of FIG. 37, the relationship between the production mode and the reliability of the configuration production is set, where Pha% < Phb% and Pna% > Pnb%. Therefore, when the type of the configuration production generated during the special mode corresponds to the type of the currently set special mode and when it does not, the relationship between the high and low reliability obtained by comparing Configuration Production A and Configuration Production B is "reversed". However, a setting that does not have such a "reversed" relationship may also be used.
[0154] For example, as shown as an example in FIG. 43, set Pha% < Phb% and Pna% < Pnb%. When set in this way, in either case when the type of the configuration production generated during the special mode corresponds to the type of the currently set special mode and when it does not, a clear gameplay can be realized where Configuration Production B can be expected more than Configuration Production A (basically, Configuration Production B has a higher reliability than Configuration Production A).
[0155] 〇Specific Example 3 - 10 Set that there is no production mode other than the special mode and the non - special mode (normal mode). That is, for any variable production in which the special mode image 16 is not displayed, the reliability - increasing effect on Configuration Production A and Configuration Production B shall not be manifested. By doing so, a gameplay is achieved where it is easy to understand whether or not there is a possibility that the reliability - increasing effect on Configuration Production A or Configuration Production B will be manifested.
[0156] 〇Specific Example 3 - 11 At least one of the compositional effects A and compositional effects B shall have multiple types of effects. For example, compositional effects A may have compositional effects A1 and compositional effects A2 (see Figure 44(a)), and compositional effects B may have compositional effects B1 and compositional effects B2 (see Figure 44(b)) (compositional effects A1, A2, B1, and B2 are different from each other). The specific form of each compositional effect may be anything. It is preferable that compositional effects of the same type (same category) include common effect components (it is preferable that compositional effects A1 and A2 have a common effect component A (an effect component that compositional effects B does not have), and that compositional effects B1 and B2 have a common effect component B (an effect component that compositional effects A does not have)). In the examples shown in Figures 44(a) and 44(b), compositional effects A1 and A2 display compositional effect images (compositional effect image 151A, compositional effect image 152A) that share character A as a common element, while compositional effects B1 and B2 display compositional effect images (compositional effect image 151B, compositional effect image 152B) that share character B as a common element.
[0157] Assuming this configuration, as shown in Figure 44(c), when configuration animation A1 occurs while special mode A is set (special variation animation A), the reliability of configuration animation A1 is higher than when it occurs while normal mode (normal variation animation) or special mode B (special variation animation B) is set. Similarly, when configuration animation A2 occurs while special mode A is set (special variation animation A), the reliability of configuration animation A2 is higher than when it occurs while normal mode (normal variation animation) or special mode B (special variation animation B) is set. In other words, special mode A functions to increase the reliability of not only configuration animation A1 but also configuration animation A2 (meaning that there are two or more configuration animations corresponding to special mode A). Furthermore, as shown in Figure 44(c), when the configuration animation B1 occurs while Special Mode B is set (Special Variation Animation B), the reliability of the configuration animation B1 is higher than when it occurs while Normal Mode (Normal Variation Animation) or Special Mode A (Special Variation Animation A) is set. Similarly, when the configuration animation B2 occurs while Special Mode B is set (Special Variation Animation B), the reliability of the configuration animation B2 is higher than when it occurs while Normal Mode (Normal Variation Animation) or Special Mode A (Special Variation Animation A) is set. In other words, Special Mode B functions to increase the reliability not only of the configuration animation B1 but also of the configuration animation A2 (meaning that there are two or more configuration animations corresponding to Special Mode B).
[0158] As demonstrated in this example, when at least one of Special Mode A and Special Mode B (a special mode to which two or more performance sequences correspond) is set, the reliability-enhancing effect of the performance sequence will be activated regardless of which of the two or more performance sequences occurs. This allows for a gameplay experience in which players will pay more attention to the performance sequences that occur during the target variation.
[0159] Furthermore, it is preferable that the reliability of Compositional Performance A1 and Compositional Performance A2 differ even if the performance mode at the time of occurrence is the same. Similarly, it is preferable that the reliability of Compositional Performance B1 and Compositional Performance B2 differ even if the performance mode at the time of occurrence is the same.
[0160] 〇Specific Example 3-12 When a configuration animation (configuration animation A or configuration animation B) occurs during a special mode (special variation animation), the system is configured to determine whether or not the system was in the special mode corresponding to that configuration animation (i.e., whether or not it was a configuration animation that would trigger a reliability-enhancing effect). For example, if a special mode corresponding to the generated configuration animation is set, an animation that would not occur if a special mode not corresponding to the generated configuration animation was set (hereinafter referred to as the special response animation) will occur (the special response animation will not occur in the state before the configuration animation occurred). In other words, when configuration animation A occurs in a state where special mode A is internally set (special variation animation A) (see Figure 45(a)) (see Figure 45(b-1)), and when configuration animation B occurs in a state where special mode B is internally set (special variation animation B) (see Figure 45(c)) (see Figure 45(d-2)), the special response animation will occur (see Figure 45(b-1)(d-2)). Special response effects do not occur when configuration effect A occurs in special mode B, or when configuration effect B occurs in special mode A (see Figure 45(b-2)(d-1)). The specific form of the special reaction effect can be anything (Figure 45 shows an example in which special reaction image 17 is displayed). The configuration may be such that the special reaction effect when configuration effect A occurs in special mode A is different from the special reaction effect when configuration effect B occurs in special mode B.
[0161] For one of the configuration effects A and B, it is also possible to set it so that a special reaction effect does not occur even if it occurs in the corresponding special mode (a setting so that a special reaction effect occurs only in one of the cases in Figure 45(b-1) and (d-2)). In this way, even if one of the configuration effects A and B occurs, it will not be possible to determine whether the corresponding special mode was set or not, but for the other of the configuration effects A and B, it will be possible to determine whether the corresponding special mode was set or not when it occurs.
[0162] 〇Specific Example 3-13 The settings are such that at least some of the multiple timings at which Compositional Performance A can occur and the multiple timings at which Compositional Performance B can occur overlap. In other words, the settings are such that there are timings (common timings) during the variation performance at which both Compositional Performance A and Compositional Performance B can occur. Possible common timings include the start of the variation performance (at the start of variation), X seconds after the start of the variation performance, when a reach is established, and at the start of a predetermined reach performance. In this case, when a Compositional Performance occurs at a common timing, it is not possible to determine whether Compositional Performance A or Compositional Performance B occurred based on the timing of the occurrence, so the gameplay becomes such that players should pay attention to the content of the performance (the content of the performance should determine whether Compositional Performance A or Compositional Performance B occurred).
[0163] <Numerical Effects> The gaming machine 1 according to this embodiment is capable of executing numerical effects as effects that may occur during a variation effect (effects that constitute a part of the variation effect). In this embodiment, the numerical effects may occur during normal gameplay, but they may also occur during specific gameplay states or during jackpot gameplay. In the following description of numerical effects, a variation effect (variation) that includes numerical effects may be referred to as a target variation effect (target variation). Also, the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result.
[0164] The numerical display (see Figures 46-49) is a display in which a numerical display value (a numerical display image 18 including the numerical display value) is displayed in a predetermined area (a part of the right side in this embodiment) of the display area 911. In this embodiment, the numerical display displays a predetermined character along with the numerical display value, and the numerical display value is designed to appear as if it represents the "power" of the character. The goal (target value) is to fill the character's power to 100%. In this embodiment, at the beginning of the numerical display, a target value image 19 including the target value (100) is displayed in the display area 911 (see Figure 46(a)), so the player can understand that in this state, the goal of the display is to bring a certain numerical value to the target value (100). In addition, in this embodiment, the player is prompted to continuously operate (press repeatedly) the operating means (push button 61 in this embodiment), and the numerical display value may increase as a result of operations on the operating means during a predetermined operation validity period (10 seconds in this embodiment) (see Figures 46(b) and (c)). A meter image or similar display that changes in accordance with the corresponding performance value may be shown separately.
[0165] Numerical performance may end without reaching the target value (a "failure to reach target" termination) (see Figure 47), or it may end when the numerical performance reaches the target value (a "reached target" termination) (see Figures 48 and 49). In this embodiment, if the target lottery result is a loss, the performance will end without reaching the target (see Figure 47). Conversely, if the target lottery result is a jackpot, the performance will end with the target being reached (see Figures 48 and 49). Therefore, it can be said that ending with the target being reached is a more advantageous outcome for the player than ending without reaching the target.
[0166] If the operation ends without reaching the target, the performance value will not reach the target value from the start to the end of the operation validity period (see Figure 47(a)). Naturally, the performance value shown at the end of the operation validity period (end of the performance) will be less than the target value (100) (see Figure 47(b)). As described above, the numerical performance in this embodiment is a performance in which the performance value may increase in response to the operation of the operation means, but when the target success or failure lottery result is a failure, the numerical performance is controlled so that it does not reach the target value ("100" in this embodiment). As long as the performance value does not reach the target value, the specific form of this control can be anything. That is, it is sufficient that the performance ends when the performance value has reached a value less than the target value (for example, after the performance value reaches "99", it is controlled so that the performance value does not change no matter how much the operation means is operated).
[0167] On the other hand, "reaching completion" means that the performance value reaches the target value (100 in this embodiment) and then the game ends. In other words, it ends after the power of a predetermined character has been accumulated to 100%. However, in this embodiment, the game may also end when the performance value exceeds the target value. Specifically, as "reaching completion," there are two possible patterns: one where the performance value reaches the target value (see Figure 48(b)) as shown in Figure 48 (hereinafter, this pattern may be referred to as the "normal completion pattern (normal completion mode)"), and another where the performance value becomes a value greater than the target value (hereinafter, this may be referred to as the "special value") (see Figure 49(c)) as shown in Figure 49 (hereinafter, this pattern may be referred to as the "special completion pattern (special completion mode)"). In this embodiment, even when the special completion pattern occurs, the performance value goes through a state where it reaches the target value (100) (see Figure 49(b)). Therefore, even when the special completion pattern occurs, it can be said that the event of the performance value reaching the target value has occurred. In other words, both the normal ending pattern and the special ending pattern share the commonality that the event in which the performance value reaches the target value occurs.
[0168] In the normal ending pattern, the performance value ends when it reaches the target value, so the performance value will never exceed the target value (see Figure 48). In other words, the performance value will never reach a special value. As long as this is the case, the specific control method when the normal ending pattern is selected can be anything. After the performance value reaches the target value, even if there is still time remaining in the operation validity period, the performance value will not change no matter how much the operation means is operated. In this embodiment, when the normal ending pattern is selected, if the performance value has not reached the target value at a predetermined timing (for example, at the end of the operation validity period), the performance value will be forcibly (automatically) changed to the target value (100). In other words, when the normal ending pattern is internally determined, the performance may end when the performance value reaches the target value due to the player's actions (operation of the operation means in this embodiment), or it may end when the performance value reaches the target value (automatically) regardless of the player's actions (however, until the predetermined timing (until the end of the operation validity period in this embodiment), the performance value will not change unless the operation means is operated).
[0169] The special termination pattern is one in which the performance value exceeds the target value and ends when it reaches a predetermined special value (see Figure 49(c)). In this embodiment, the special value is "120". In other words, the special termination pattern ends when the power of a predetermined character is accumulated to "120%". However, the performance value is to go through a state where it reaches the target value (see Figure 49(b)). That is, the performance is designed so that the performance value goes through a state where it is 100 (target value), and then increases further from there to reach 120 (special value). As long as it is done in this way, the specific control method when it is a special termination pattern can be anything. After the performance value reaches the special value, even if there is still time remaining in the operation validity period, the performance value is controlled so that it does not change no matter how much the operation means is operated. In this embodiment, when it is a special termination pattern, if the performance value has not reached the special value at a predetermined timing (for example, at the end of the operation validity period), the performance value is forcibly (automatically) changed to the special value (120). In other words, when it is determined internally that a special termination pattern will occur, the performance may end when the performance value reaches the special value due to the player's actions (operation of the control means in this embodiment), or it may end automatically when the performance value reaches the special value regardless of the player's actions (however, until the predetermined timing (until the end of the operation validity period in this embodiment), the performance value will not change unless the control means is operated). Furthermore, if the performance value is less than the target value (100) at the predetermined timing, it will be made clear that the performance value has reached the special value via the target value. In other words, even when the performance value is forcibly made to reach 120 (the special value), it will be made clear that the performance value has gone through a state of being 100 (the target value).
[0170] As described above, the numerical display in this embodiment ends when the target win / loss lottery result is a jackpot (normal ending pattern or special ending pattern) (see Figures 48(c) and 49(d)). The special ending pattern is considered a more advantageous outcome for the player than the normal ending pattern. Thus, any method of setting the special ending pattern to be more advantageous than the normal ending pattern is acceptable (as long as it affects the player's profit (payout)). In this embodiment, when the special ending pattern occurs, it is confirmed that the target win / loss lottery result is a second specific jackpot (the jackpot with the highest value for the player (the jackpot with the greatest expected profit)), but when the normal ending pattern occurs, it is not confirmed that the target win / loss lottery result is a second specific jackpot. It is also possible to set it so that there is a possibility of winning a second specific jackpot even when the normal ending pattern occurs, or to set it so that there is no possibility of winning a second specific jackpot.
[0171] When a numerical animation occurs, the probability of it ending in a normal pattern is higher than the probability of it ending in a special pattern. That is, in numerical animations that end upon reaching a target, the probability of it ending in a normal pattern is higher than the probability of it ending in a special pattern. Preferably, the proportion of special patterns when ending upon reaching a target should be less than 10% (the proportion of normal patterns when ending upon reaching a target should be greater than 90%). In this embodiment, 97% of cases ending upon reaching a target result in a normal pattern, and the remaining 3% result in a special pattern (in this embodiment, the probability of the numerical animation ending before reaching the target is 70%, and the probability of ending upon reaching the target is 30% (i.e., it is an animation with a 30% chance of a big win). Of these 30% of reaching the target, 97% are normal patterns and 3% are special patterns). Therefore, numerical animations that result in a special pattern are rare (the probability of encountering them is low). Even among players who have encountered numerical display effects (ending upon reaching a goal) several times, it is expected that many will only have experienced the normal ending pattern (it is expected that many players will think that the maximum value of the display effect is 100 (the target value)).
[0172] As explained above, in this embodiment, the numerical display is an interesting feature that can produce an outcome that overturns the player's expectations. While the player would assume that the goal (final goal) is for the displayed numerical value to reach a target value (in fact, the normal ending pattern is when the displayed numerical value reaches the target value), the display can also end when the displayed numerical value exceeds the target value and reaches a special value (which may also result in the normal ending pattern).
[0173] It should be noted that the numerical display (power accumulation display) as in this embodiment is merely one example. The basic configuration is that the display value shown in the display area 911 changes toward a target value, and the display may end when the display value reaches the target value, or exceptionally, it may end when it reaches a special value that exceeds the target value.
[0174] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned numerical presentation techniques. Furthermore, whenever possible, a configuration can be created by combining multiple techniques described using the following examples.
[0175] 〇Specific Example 4-1 When the numerical presentation ends with a special end pattern, a presentation (hereinafter referred to as a special accompanying presentation) that does not occur when it ends in other end modes (uncompleted end or normal end pattern) shall be executed (note that the special accompanying presentation is executed separately when the presentation value reaches a special value). The special accompanying presentation is preferably in a form that emphasizes the special end pattern (the presentation value exceeding the target value). For example, as shown in FIG. 50(b), a special accompanying image 20 (an image including the characters "breaking through the limit") is displayed as the special accompanying presentation (the special accompanying image 20 is not displayed when it becomes a normal end pattern (see FIG. 50(a)), and is not displayed even when it becomes an uncompleted end, not shown). By doing so as in this example, the possibility that a player who does not imagine that an event such that the presentation value exceeds the target value occurs misses the occurrence of the special end pattern (the presentation value exceeding the target value) is reduced.
[0176] 〇Specific Example 4-2 It has been explained that the numerical presentation in the above embodiment is a presentation that notifies the result of the target pass / fail lottery by its ending. However, it may be only a suggestion of the reliability of the target pass / fail lottery result (suggestion of the probability of being granted a privilege). That is, when the numerical presentation ends uncompleted (see FIG. 51(a)), the probability of a big win (privilege) being granted thereafter is lower than when it ends reaching the target (see FIG. 51(b)). Also, when it ends reaching the target, the probability of a big win (privilege) being granted is higher when it becomes a special end pattern (see FIG. 51(b-2)) than when it becomes a normal end pattern (see FIG. 51(b-1)).
[0177] Also, as described in the above Specific Example 4-1, when a special end pattern occurs, it is assumed that a special accompanying effect (an effect that is not executed when an unfinished end or a normal end pattern occurs) occurs, and it may be suggested that the probability of awarding a big win (prize) is higher depending on the form of the special accompanying effect. For example, as the special accompanying effect, a first special accompanying effect (e.g., display of the first special accompanying image 201) may occur (see Fig. 52(c-1)), or a second special accompanying effect (e.g., display of the second special accompanying image 202 (with a different form from the first special accompanying image 201)) may occur (see Fig. 52(c-2)) (that is, the first special accompanying effect and the second special accompanying effect are assumed to output different-form effect elements). Then, it is assumed that the probability of awarding a big win (prize) is higher when the second special accompanying effect occurs than when the first special accompanying effect occurs when a special end pattern occurs (the special end pattern in which the second special accompanying effect occurs is more advantageous to the player than the special end pattern in which the first special accompanying effect occurs). In this case, when a special end pattern occurs, the game properties that should be noted also include the type of the special accompanying effect.
[0178] 〇Specific Example 4-3 The numerical effect may be an effect in which an unfinished end does not occur if no abnormality occurs (if the game is played normally). That is, it may be set that the basic configuration of the effect is that the effect numerical value reaches the target numerical value. Then, it is set that the game may end in a state where the effect numerical value reaches the target numerical value (resulting in a normal end pattern), or may end in a state where the effect numerical value reaches a special numerical value (resulting in a special end pattern).
[0179] Even in cases like this example, the special ending pattern should be more favorable to the player than the normal ending pattern. For example, it is conceivable to set it so that the probability of receiving a jackpot (bonus) after the special ending pattern is higher than that of the normal ending pattern. In other words, it is conceivable to set it so that the normal ending pattern is the default, and the special ending pattern is a chance-up.
[0180] Furthermore, as explained in the specific example 4-1 above, if a special accompanying performance occurs when a special ending pattern is reached, the nature of the special accompanying performance can be used to suggest the probability of a jackpot (prize) being awarded. For example, the game may be set so that a first special accompanying performance (e.g., display of the first special accompanying image 201) or a second special accompanying performance (e.g., display of the second special accompanying image 202) may occur. Then, when a special ending pattern is reached, the probability of a jackpot (prize) being awarded is higher when the second special accompanying performance occurs than when the first special accompanying performance occurs (the special ending pattern in which the second special accompanying performance occurs is more advantageous to the player than the special ending pattern in which the first special accompanying performance occurs). In this case, when a special ending pattern is reached, the type of special accompanying performance becomes a point of interest in the gameplay.
[0181] Specific Example 4-4 During the numerical animation, that is, while the animation value is changing (while the final value of the animation value has not yet been determined), the target value will be displayed. As in the embodiment described above, if the target value is "100", then the target value image 19 containing the characters "100" will be displayed even during the numerical animation (see Figure 52). In this case, the target value (which is an unchanging value) will be displayed even while the animation value is changing, making the target clear and easy to understand, as well as making it easier to understand when the animation value exceeds the target value when a special ending pattern occurs.
[0182] Specific Examples 4-5 In the above embodiment, the numerical display is described as a display in which the displayed numerical value changes in response to the operation of the control means. However, the displayed numerical value may also change automatically without the operation of such control means. However, in order to give the player a "sense of accomplishment" when the displayed numerical value reaches a target value or a special value, it is preferable to configure it so that the displayed numerical value changes in response to the operation of the control means, as in the above embodiment.
[0183] Specific Examples 4-6 It is assumed that two or more special values are set (all of the two or more special values are greater than the target value). For example, in the above embodiment where the target value is "100", the configuration is such that "120" is set as the first special value and "150" as the second special value. Furthermore, the special termination patterns are set so that the performance value may end when it reaches the first special value (120) (this becomes the first special termination pattern) (see Figure 53(a)), or the performance value may end when it reaches the second special value (150) (this becomes the second special termination pattern) (see Figure 53(b)).
[0184] In this case, it is preferable to set the game so that the larger the value reached by the final performance value (i.e., the larger the special value reached by the performance value), the more advantageous it is for the player. In other words, in the example above, the second special ending pattern should be more advantageous for the player than the first special ending pattern. Any method can be used to set the difference in the degree of "advantage" (as long as it affects the player's profit (payout)). For example, it is conceivable to set the game so that the probability of a second specific jackpot (the jackpot with the highest value for the player (the jackpot with the greatest expected profit)) is higher when the second special ending pattern occurs than when the first special ending pattern occurs. Also, as explained in the specific example 4-2 above, if the result of the numerical performance indicates the probability (reliability) of a jackpot (bonus) being awarded, then it is possible to set the game so that the probability of a jackpot (bonus) being awarded is higher when the second special ending pattern occurs than when the first special ending pattern occurs.
[0185] 〇Specific Example 4-7 In the above embodiment, the probability of the numerical display ending without reaching the target is higher than the probability of reaching the target. However, conversely, as shown in Figure 54, the probability of reaching the target (Py%) is set to be higher than the probability of ending without reaching the target (Px%). Furthermore, when the display ends at the target, the probability of a normal ending pattern (Pyn%) is set to be higher than the probability of a special ending pattern (Pys%) (the probability of a normal ending pattern being higher than the probability of a special ending pattern is the same as in the above embodiment). By doing so, the numerical display will end in a normal ending pattern more often, and many players will feel that it is natural for the display value to end when it reaches the target value. Therefore, the probability that a special ending pattern will occur and the display value will exceed the target value will be perceived as a more surprising result.
[0186] Specific Examples 4-8 The goal is to avoid displaying the target value through numerical animations. Even if the target value is not displayed, players may still be able to imagine it (especially if a round number is used as the target value, as in the above embodiment), so it is acceptable to use an animation format that does not display the target value. However, displaying the target value, as in the above embodiment, is superior because it makes it clear that the animation value has exceeded the target value, especially in special ending patterns, resulting in a more easily understandable animation format.
[0187] 〇Specific Example 4-9 Changes in the performance value are to occur only as a result of operation of the control means. Since the performance value will not change unless the control means is operated, if the control means is not operated at all during the performance, the performance value will remain at its initial value (zero) and the performance will end (see Figures 55(a) and (b)). In the above embodiment, when the numerical performance is to end in a normal ending pattern or a special ending pattern, if the performance value has not reached the target value or special value by a predetermined timing (in the above embodiment, the end of the operation valid period (time up)), the performance value will be forcibly made to reach the target value or special value as a trigger for reaching that predetermined timing. However, such forced changes in the performance value will not occur. In other words, (when it is determined that the performance value will reach the target value or special value if the control means is sufficiently operated) if the control means is not sufficiently operated and the performance value has not reached the target value or special value by the predetermined timing, the change in the performance value may be stopped at that point and the numerical performance may end. Furthermore, if the target win / loss result (jackpot) is to be notified as in the above embodiment, then a so-called reversal animation may occur and the jackpot may be notified after the performance value has ended without reaching the target value or special value (see Figure 55(c-1)). (If it is a loss, this reversal animation will not occur (see Figure 55(c-2))). However, this does not preclude the possibility of a configuration in which such a reversal animation does not occur (for example, if the numerical performance is not used to notify the target win / loss result, then such a reversal animation may not occur).
[0188] In this example, if the control mechanism is not operated sufficiently (if sufficient operation is not performed to bring the performance value to the target value or special value), the performance value will not reach the target value or special value. In particular, in the case of a special ending pattern, it can be said that the player is more likely to feel that they have raised the performance value to the point of exceeding the target value through their own efforts.
[0189] 〇Specific Example 4-10 Numerical effects can occur consecutively (a "second numerical effect" can occur following a "first numerical effect"). In other words, as shown in Figure 56, after the "first numerical effect" has finished (time has run out) (see Figure 56(b)), the "second numerical effect" may start immediately (see Figure 56(c)). In this case, the numerical effect at the start of the "second numerical effect" will inherit the numerical effect at the end of the "first numerical effect" (see Figures 56(b) and (c)). With such a configuration, for example, after the numerical effect in the first numerical effect reaches the target value and the first numerical effect ends (the first numerical effect ends in a normal ending pattern) (see Figure 56(b)), the second numerical effect occurs as a "continuation" of that (see Figure 56(c)), and the numerical effect reaches a special value (a special ending pattern occurs) (see Figure 56(d)), resulting in a series of effects. When using a configuration like the one in this example, the following patterns can occur (it is not necessary to make it so that all patterns can occur). (P1) The first numerical animation ends without the animation value reaching the target value, and the subsequent numerical animation also ends without the animation value reaching the target value. (P2) In the first numerical animation, the animation ends without the animation value reaching the target value, while in the second numerical animation, the animation ends with the animation value reaching the target value. (P3) In the first numerical animation, the animation ends without the animation value reaching the target value, while in the second numerical animation, the animation value reaches a special value (exceeding the target value) and ends. (P4) The first numerical animation ends when the animation value reaches the target value, while the second numerical animation ends without the animation value reaching the special value. (P5) The first numerical effect ends when the effect value reaches the target value, while the second numerical effect ends when the effect value reaches a special value (as shown in Figure 56). Furthermore, it is also possible to set the game so that even if a numerical effect occurs later, the numerical effect may end without any change in the displayed value.
[0190] When the subsequent numerical animation begins, it is preferable to display an image (post-animation image 21) that was not displayed during the previous numerical animation (the first numerical animation). Preferably, the post-animation image 21 is designed to suggest that the subsequent numerical animation was performed following the previous numerical animation. In the example shown in Figure 56, an image containing the number "2" is displayed as the post-animation image 21 (since the subsequent numerical animation is the "2" numerical animation, the post-animation image 21 containing the number "2" (two) is displayed) (see Figure 56(c)). In addition, it is conceivable to display an image containing the word "continue" (for example, an image containing the word "continuation") as the post-animation image 21 to indicate that the numerical animation "continued".
[0191] By doing as in this example, it becomes possible to create an interesting gameplay experience where the numerical value shown in the "previous numerical display" may increase further when the "later numerical display" occurs (it may appear as if the numerical display (previous numerical display) has ended, but then a new numerical display (later numerical display) occurs).
[0192] <Specific reactions and basic reactions in specific performance modes> In this embodiment, the gaming machine 1 can be configured to have a specific performance mode set as the performance mode when a variation performance is executed. In this embodiment, the specific performance mode can be set during a variation performance in the normal game state, but it may also be set in a specific game state. Furthermore, the specific performance mode in this embodiment is a performance mode (a type of customizable performance mode) that can be arbitrarily set by the player using a known customization function. In this embodiment, the specific performance mode is called "pre-notification (mode)" (the name of the specific performance mode may be anything), and the specific performance mode can be set (deactivated) using a customization image that is displayed when the variation performance is not being executed (the specific performance mode can be arbitrarily switched ON (the specific performance mode is set) / OFF (the specific performance mode is not set)) (see Figure 57). The specific method by which the player sets (deactivates) the specific performance mode may be anything, so a description is omitted. The ON / OFF of the specific performance mode can be switched during the variation performance (a customization image that allows switching the ON / OFF of the specific performance mode is displayed during the variation performance).
[0193] When a specific performance mode is set (during specific performance mode) (see Figure 58(a)), when a game ball enters the starting area 904 and new win / loss lottery information is stored in the storage means (when new win / loss lottery information is acquired) (see Figure 58(b)), a specific reaction (specific reaction performance) may occur (see Figure 58(c-1)) that suggests that the probability of the win / loss lottery result corresponding to the new win / loss lottery information (hereinafter sometimes referred to as the target win / loss lottery result) being a jackpot has increased (this specific reaction will not occur when the specific performance mode is not set). In other words, during specific performance mode, when a specific reaction occurs when win / loss lottery information is acquired, the probability (reliability) of the target win / loss lottery result being a jackpot (winning a prize) is higher than when there is no specific reaction. A specific reaction occurs only when "new win / loss lottery information is stored in the memory means." Therefore, when the number of win / loss lottery information stored in the memory means reaches the limit (the so-called "full reserve state"; hereafter, this state may be referred to as the "limit state"), no new win / loss lottery information is stored in the memory means even if a game ball enters the starting area 904, and thus no specific reaction occurs (in the first place, since no new win / loss lottery information is acquired, the entry of a game ball into the starting area 904 does not lead to winning a jackpot (prize)). Note that "the number of win / loss lottery information stored in the memory means is the limit (limit state)" means that the number of win / loss lottery information (corresponding win / loss lottery information) that should be acquired in the corresponding game state (acquired by the player playing the game as instructed and serving as an opportunity to win a jackpot (prize)) is the limit. In this embodiment, since the specific performance mode is set in the normal game state, the first win / loss lottery information (Figure 1) (in this embodiment, the limit is 4) acquired in the normal game state (the game state in which the player should aim for the first starting area 904a) becomes the corresponding win / loss lottery information. If the specific performance mode is set in the specific game state (the game state in which the player should aim for the second starting area 904b), then the second win / loss lottery information (Figure 2) (in this embodiment, the limit is 4) becomes the corresponding win / loss lottery information.Also, if there is a gaming state in which the player should play aiming to make a game ball enter the normal area 905 (normal start area) (a gaming state aiming to win a jackpot (obtain a privilege) through winning a normal lottery), and a specific effect mode is set in the said gaming state, then the win / loss lottery information obtained upon the entry of the game ball into the said normal area 905 becomes corresponding win / loss lottery information, and the state in which the said corresponding win / loss lottery information is stored to the maximum extent becomes the limit state. In the following explanations of the specific effect modes (specific reaction, basic reaction), the entry of the game ball into the start area 904 which triggers the situation where "new win / loss lottery information is stored in the storage means" (the entry of the game ball into the start area 904 that occurred when it was not in the limit state) is sometimes referred to as "winning with lottery", and the entry of the game ball into the start area 904 for which "new win / loss lottery information is not stored in the storage means" (the entry of the game ball into the start area 904 that occurred when it was in the limit state) is sometimes referred to as "excessive winning". The specific reaction can occur when there is a "winning with lottery" during the specific effect mode, and does not occur even if there is an "excessive winning" during the specific effect mode.
[0194] A specific reaction (specific reaction effect) is also referred to as a pre-announcement (effect) or pre-reveal (effect). When it occurs as a result of a winning lottery (see Figure 58(b)) that occurs in a fluctuating state where a fluctuating effect is being executed (see Figure 58(a)), it occurs before the fluctuating effect corresponding to the target winning or losing lottery result begins, and can therefore be said to be a type of pre-reading effect (however, when it occurs as a result of a winning lottery that occurs in a non-fluctuating state where a fluctuating effect is not being executed, it will occur at the beginning of the fluctuating effect corresponding to the target winning or losing lottery result). The specific effect of the specific reaction only needs to be such that the player can grasp its occurrence. In this embodiment, it is a combination of a visual effect element that can be grasped by the player's sight and an auditory effect element (sound) that can be grasped by the player's hearing. Preferably, the visual effect element is not an image displayed in the display area 911, but is expressed by a device provided outside the display area 911. In this embodiment, a specific reaction occurs when a predetermined light-emitting unit (hereinafter sometimes referred to as the target light-emitting unit 93) located outside the display area 911 emits light in a specific light-emitting pattern, and a predetermined sound effect (specific sound effect) is output from the speaker 67 at the same time (at least a portion of the period during which the light-emitting occurs and the period during which the sound effect is output overlap) (see Figure 58(c-1)). Since a sound effect is output (not only visual effects but also auditory effects (sound) are output), the probability that the player will not notice that a specific reaction has occurred is low. Preferably, the performance pattern of the specific reaction is a "unique performance pattern" (a performance pattern that only occurs during a specific reaction) that is different from the performance patterns of other effects.
[0195] When a specific reaction occurs while a specific performance mode is set, the reliability of the target win / loss lottery result can be set as appropriate, but it is preferable to set it to 20% or more. In this embodiment, the reliability of the target win / loss lottery result when a specific reaction occurs while a specific performance mode is set is set to 40%. In addition, when a win / loss lottery information (winning lottery information) that results in a jackpot is acquired while a specific performance mode is set, the probability of a specific reaction occurring (the so-called (winning) occupancy rate) can also be set as appropriate, but it is preferable to set it to 50% or more. In this embodiment, the probability of a specific reaction occurring when winning lottery information is acquired is set to 80% (even when a specific performance mode is set, in one out of five jackpots, a specific reaction will not occur even if winning lottery information is acquired (a basic reaction, which will be described in detail later, will occur)).
[0196] On the other hand, when a specific performance mode is set (see Figure 58(a)), if a specific reaction (specific reaction performance) does not occur when a prize is won in the lottery (see Figure 58(b)), a basic reaction (basic reaction performance), which is a different reaction (performance), will occur (see Figure 58(c-2)). Since the specific reaction can be said to be a type of so-called "chance-up performance (reaction)" that suggests an increased reliability of the target win / loss lottery result, the basic reaction can be said to be the "default performance (reaction)" when the chance-up performance does not occur. Note that even when the basic reaction occurs, there is still a possibility that the target win / loss lottery result is a jackpot (reliability ≠ 0%). The specific presentation of the basic reaction should be such that the player can perceive its occurrence and it is different from the specific reaction. Preferably, it should include visual presentation elements that can be perceived by the player's eyes (however, these are different from the visual presentation elements of the specific reaction), but not include auditory presentation elements (sound) (no sound is output). (While sounds from other presentations may be output during the basic reaction, no sound is output due to the occurrence of the basic reaction.) Furthermore, it is preferable that the visual presentation elements are not images displayed in the display area 911, but are expressed by a device provided outside the display area 911. In this embodiment, the target light-emitting unit 93 of the gaming machine 1 (which also emits light in a specific light-emitting mode during a specific reaction) emits light in a basic light-emitting mode (which is different from the specific light-emitting mode) as the basic reaction (see Figure 58(c-2)). The difference between the basic light-emitting mode and the specific light-emitting mode can be anything. In this embodiment, the basic light emission mode is such that the target light emission unit 93 emits "white" light, and the specific light emission mode is such that the target light emission unit 93 emits "red" light (see Figures 58(c-1) and (c-2)) (Note that the target light emission unit 93 is normally in a "non-emitting" state).
[0197] Furthermore, when a prize is won through a lottery, new winning / losing lottery information is acquired, and a corresponding reserve symbol (a new pre-spin display 72 or in-spin display 71) will be displayed. However, the display of this reserve symbol is not included in the specific reaction (visual performance element) or the basic reaction (visual performance element). Similarly, any performances that occur incidentally as a result of the display of the reserve symbol (performances that inevitably occur in conjunction with the display of the reserve symbol) are not included in the specific reaction or the basic reaction. In addition, while sounds from other performances may be output during a specific reaction, these sounds are not included in the specific reaction (auditory performance element). As mentioned above, sounds from other performances output during a basic reaction are also not included in the basic reaction (there are no sounds (unique performance sounds) that occur during a basic reaction).
[0198] As described above, when a specific performance mode is set, either a specific reaction or a basic reaction occurs when a winning combination is achieved through a lottery. In addition, in this embodiment, when an over-winning combination occurs when a specific performance mode is set (see Figure 59(a)), a basic reaction also occurs (see Figure 59(c)) when a game ball enters the starting area 904 in the limit state (see Figure 59(b)). Even when a specific performance mode is set, no new win / loss lottery information is acquired when an over-winning combination occurs, so the specific reaction, which is a chance-up effect, does not occur, but the basic reaction is always generated. This has the advantage that the fact that a specific performance mode is active is emphasized and easy to understand because a basic reaction occurs even when an over-winning combination occurs.
[0199] In this embodiment, the basic reaction is an effect realized by a device (specific light-emitting unit 92) located outside the display area 911, and no specific sound corresponding to the basic reaction is output, so it does not interfere with the variation effect being performed in the display area 911. The only change that occurs in the display area 911 during the basic reaction is that a new reserved symbol (pre-variation display 72) is displayed when a prize is won in the lottery (there is no change in the display area 911 when a prize is won). When a game ball enters the starting area 904 during the specific effect mode, the basic reaction occurs almost exclusively, so the basic reaction is designed not to interfere with the variation effect being performed in the display area 911 (in contrast, specific reactions occur less frequently than basic reactions, and specific effect sounds are output to let the player notice the chance-up).
[0200] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance modes (specific reactions, basic reactions). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0201] 〇Specific Example 5-1 The specific performance mode may be an automatically set performance mode, rather than a performance mode that the player can arbitrarily set (a performance mode that can be customized). For example, the system may be configured so that the player transitions to the specific performance mode when they win an internally executed transition lottery (the player cannot manipulate the result). In a configuration like this example, since the specific performance mode is not selected by the player but is automatically entered, the significance of triggering the basic reaction when an over-winning occurs in the limit state (the significance of emphasizing that the specific performance mode is set) is increased.
[0202] 〇Specific Example 5-2 As shown in Figure 60, when a specific performance mode is set, an image indicating that the specific performance mode is active (specific performance mode image 22) is displayed in the display area 911 (even if a specific performance mode is set, it may be temporarily not displayed). The specific performance mode image 22 is not displayed when a specific performance mode is not set. This makes it easy to understand that a specific performance mode is active.
[0203] 〇Specific Example 5-3 Multiple types of specific reactions (specific reaction animations) may be provided. For example, when a winning combination with a lottery occurs (see Figure 61(b)) while the specific animation mode is set (see Figure 61(a)), a first specific reaction (first specific reaction animation) may occur (see Figure 61(c-1)), or a second specific reaction (second specific reaction animation) with a different animation from the first specific reaction may occur (see Figure 61(c-2)). (It is not possible for both the first and second specific reactions to occur in the same lottery winning combination.) Furthermore, the reliability of the target winning / losing lottery result (the probability of a prize being awarded) is higher when the second specific reaction occurs than when the first specific reaction occurs. Note that when none of the multiple types of specific reactions occur when a winning combination with a lottery occurs, a basic reaction (which has a lower reliability of the target winning / losing lottery result than any of the multiple types of specific reactions) occurs, and a basic reaction always occurs when an over-winning combination occurs. In this way, when a specific reaction occurs, the content of the reaction will also be a point of interest for the player.
[0204] The differences in the presentation of the first and second specific reactions may be anything, but if the specific reactions include both visual and auditory presentation elements, it is preferable that both the visual and auditory presentation elements be presented in different ways (see Figure 61(c-1)(c-2)).
[0205] 〇Specific Example 5-4 It is assumed that specific reactions (specific reaction animations) and basic reactions (basic reaction animations) share a common animation pattern. For example, suppose a specific reaction "includes animation A and animation B" (see Figure 62(c-1)), and a basic reaction "includes animation A but does not include animation B" (see Figure 62(c-2)). (While specific reactions and basic reactions share the commonality of having animation A, they differ in the presence or absence of animation B, allowing the player to recognize them as different reactions (animations)). In other words, a configuration like this example means that a specific reaction (specific reaction animation) is an animation of "basic reaction (basic reaction animation) + α" (where "+ α" is the aforementioned animation B). That is, the "+ α" animation component is the difference between specific reactions and basic reactions, and it is assumed that specific reactions and basic reactions coincide in some animation components. For example, as shown in Figure 62, a specific reaction is an effect in which the target light-emitting unit 93 emits light in a predetermined manner and a predetermined sound is output from the speaker 67 (see Figure 62(c-1)). On the other hand, a basic reaction is an effect in which the target light-emitting unit 93 emits light in a predetermined manner (the same manner as in the specific reaction), but no sound is output (no unique sound is provided) (see Figure 62(c-2)). In other words, a specific reaction includes visual and auditory performance elements, while a basic reaction includes visual performance elements (but does not include auditory performance elements), and the visual performance elements of the specific reaction and the basic reaction are configured to be common. In this case, the specific reaction and the basic reaction both involve the target light-emitting unit 93 emitting light in a predetermined manner (the same manner), but they differ in the presence or absence of sound output (this sound corresponds to the "+α" performance component (performance B)).
[0206] In the example shown, in the specific performance mode, when a game ball enters the starting area 904, regardless of whether the entry results in a prize draw or an over-prize, the same type of performance (in the example above, a predetermined type of illumination by the target light-emitting unit 93) will occur by a specific device located outside the display area 911. In other words, in the specific performance mode, the same type of performance will occur whenever a game ball enters the starting area 904, resulting in a straightforward gameplay experience (which enhances the emphasis on the fact that the specific performance mode is set).
[0207] Specific Example 5-5 Even when no specific performance mode is set, the special and basic reactions described in the above embodiment may occur. Furthermore, even in a configuration where no specific performance mode is provided, the special and basic reactions described in the above embodiment may occur. In other words, regardless of the performance mode (in any performance mode), when a winning combination occurs, either a special or basic reaction occurs, and when an over-winning combination occurs, a basic reaction always occurs.
[0208] Specific Examples 5-6 The basic reaction may be configured to have multiple types of reactions. For example, a first basic reaction (first basic reaction animation) may occur, and a second basic reaction (second basic reaction animation) which has a different reaction may occur (it is not the case that two or more basic reactions of different types (both the first and second basic reactions) occur as a result of a game ball entering the starting area 904 (winning with a lottery, winning over)). However, there are no reactions that occur only when winning with a lottery or when winning over (all of the multiple possible reactions may occur when winning with a lottery or when winning over). It is preferable that the basic reactions of each reaction are realized by the same device (located outside the display area 911) provided in the game machine 1. If the emission of light from the target light-emitting unit 93 is set as the basic mode as in the above embodiment, then in both the first basic reaction and the second basic reaction, the target light-emitting unit 93 (target light-emitting device) emits light, but the modes of emission are different (in the first basic reaction, the target light-emitting unit 93 emits light in the first basic mode, and in the second basic reaction, the target light-emitting unit 93 emits light in the second basic mode).
[0209] The significance of configuring the system as shown in this example lies in the following considerations, although this is just one example. The basic reaction occurs when a game ball enters the starting area 904, and the timing of entry into the starting area 904 is unknown (since the game ball's movement is random, the timing of its entry into the starting area 904 is unpredictable). Therefore, it is unknown what kind of variation animation is being performed when the game ball enters the starting area 904. For example, if the basic reaction occurs while a particularly noteworthy variation animation is being performed, attention to that particular animation may be diminished. For this reason, multiple types of basic reactions are prepared, and the type of basic reaction that occurs can vary depending on the timing of the game ball's entry into the starting area 904. For example, the brightness of the target light-emitting part 93 may be lower (it emits light more dimly) in the second basic reaction (second basic light emission mode) than in the first basic reaction (first basic light emission mode), and the basic reaction that occurs while a specific effect is being performed as a variation effect may be the second basic reaction, while the basic reaction that occurs when that specific effect is not being performed may be the first basic reaction.
[0210] Specific Examples 5-7 Unlike the basic reaction described in the above embodiment, the basic reaction is provided with an auditory performance element (a unique performance sound different from the specific performance sound; hereinafter sometimes referred to as the basic performance sound) as a performance component. The basic performance sound is output from speaker 67 when a prize is won in the lottery (when the specific reaction is not generated) and when an over-prize is won (see Figure 63(c-2)). If the target light-emitting unit 93 is configured to emit light in the basic light-emitting mode as in the basic reaction of the above embodiment, the basic performance sound may be output along with the emission of light in the basic light-emitting mode of the target light-emitting unit 93 (see the same figure).
[0211] However, as explained in the above embodiment, when a game ball enters the starting area 904 during a specific performance mode, the basic reaction is the only reaction that occurs. If a predetermined sound is output as this basic reaction, the sound will be output many times during the variation performance, potentially disrupting the variation performance. To avoid such disruption of the variation performance, it is preferable to configure the system so that no sound is output as a basic reaction, as in the above embodiment.
[0212] 〇Specific Examples 5-8 The light-emitting part that emits light during a specific reaction is different from the light-emitting part that emits light during a basic reaction. For example, during a specific reaction, a first light-emitting part located outside the display area 911 (for example, the light-emitting part indicated by "92" in Figure 1) emits light in a specific light-emitting pattern (see Figure 64(c-1)), while during a basic reaction, a second light-emitting part located outside the display area 911 (for example, a light-emitting part located at a different (distant) position from the first light-emitting part indicated by "93" in Figure 1) emits light in a basic light-emitting pattern (see Figure 64(c-2)). This has the advantage of making the difference between a specific reaction (chance-up occurrence) and a basic reaction (no chance-up or over-winning) clearer.
[0213] In this example, a unique sound effect (specific sound effect) may be output along with the illumination of the first light-emitting part during a specific reaction (see Figure 64(c-1)), but it is also possible to choose not to output the unique sound effect during a specific reaction. Even in this case, since the light-emitting parts that emit light are different for the specific reaction and the basic reaction, the two reactions can be distinguished by the difference in these light-emitting parts.
[0214] 〇Specific Examples 5-9 If a specific reaction (specific reaction animation) occurs, the target win / loss lottery result may be guaranteed to be a jackpot (the awarding of the prize is guaranteed). In this case, the specific animation mode becomes an animation mode in which a jackpot confirmation animation can occur when a prize is won in the lottery. Even in the case of this example, it is preferable that even if a basic reaction occurs when a prize is won in the lottery, there is still a possibility that the target win / loss lottery result will be a jackpot. In other words, it is preferable that the setting is such that a specific reaction does not necessarily occur when win / loss lottery information is obtained in which the corresponding win / loss lottery result is a win.
[0215] Specific Examples 5-10 As a visual presentation element constituting a specific reaction (specific reaction presentation), an image displayed in the display area 911 (specific reaction image 23) is set (see Figure 65(c-1)). The specific reaction image 23 can take any form as long as it is a form that is displayed only during a specific reaction (a unique image). The specific reaction may include both a visual presentation element output from a device provided outside the display area 911 (light emission in a specific light emission mode of the target light emission unit 93 as described in the above embodiment) and a visual presentation element output in the display area 911 (specific reaction image 23) (see Figure 65(c-1)), or it may include only a visual presentation element output in the display area 911 (though not shown).
[0216] Even when specific reactions are configured in this way, it is preferable that the basic reaction (basic reaction animation) does not include an image displayed in the display area 911 as a visual animation element. In other words, regarding the basic reaction, it is preferable that no changes occur in the display area 911 (except for animations that are not basic reactions, such as the display of a new reserved symbol when a prize is won in a lottery) in both cases where it occurs and when an over-prize is won (see Figure 65(c-2)). This is because most of the reactions that occur when a game ball enters the starting area 904 are basic reactions, and it would be too bothersome (interfering with the variation animation) if an action as a basic reaction occurred in the display area 911 each time.
[0217] 〇Specific Example 5-11 The player can arbitrarily change the probability of the target win / loss result (the likelihood of a prize being awarded) when a specific reaction occurs (a customization option is provided to change the probability when a specific reaction occurs). For example, two options are provided: Chance (40% reliability) and Super Hot (99% reliability), and when setting a specific performance mode, the player will choose one of these options (reliability) (the player can select their preferred reliability using a customization image) (see Figure 66(a)). Unlike the example shown in Figure 66(a), the customization image may also be such that the reliability (numerical value) of the specific reaction when that option is selected is directly written on it.
[0218] A change in the reliability of a specific reaction means that the probability of that specific reaction occurring in a specific performance mode (the probability of it occurring per winning draw) changes, and accordingly, the probability of the basic reaction occurring when winning a prize in a draw also changes (because specific reactions and basic reactions are inversely related, if the probability of a specific reaction occurring increases, the probability of a basic reaction occurring decreases by the same amount, and if the probability of a specific reaction occurring decreases, the probability of a basic reaction occurring increases by the same amount). For example, as shown in Figure 66(b), if the setting is such that a specific reaction with relatively high reliability has a lower probability of occurring when winning a prize in a draw than one with relatively low reliability, then the probability of the basic reaction occurring when winning a prize in a draw will be lower when choosing an option with relatively low reliability than when choosing an option with relatively high reliability.
[0219] 〇Specific Example 5-12 Specific reactions (specific reaction animations) may occur even when the specific animation mode is not set. However, the probability of a specific reaction occurring when the specific animation mode is set (probability of occurrence per winning draw) should be set higher than the probability of a specific reaction occurring when the specific animation mode is not set (probability of occurrence per winning draw). Since players would expect that a specific reaction will not occur when the specific animation mode is not set, its occurrence in that state would be a surprise to the player.
[0220] In this example, it is preferable that the reliability of the target win / loss lottery result when a specific reaction occurs (the probability of a reward being awarded) differs depending on whether a specific performance mode is set or not. More preferably, the reliability of the target win / loss lottery result should be higher when a specific reaction occurs when a specific performance mode is not set than when a specific reaction occurs when a specific performance mode is set. This makes the game more exciting when a specific reaction occurs at an unexpected time (when a specific performance mode is not set).
[0221] 〇Specific Example 5-13 Even when a specific performance mode is set, a prohibited period will be established during which no specific reaction will occur. In other words, during the prohibited period (see Figure 67(a)), even if there is a winning combination in the lottery (see Figure 67(b)), no specific reaction will occur (see Figure 67(c)). Various options can be considered for what constitutes this prohibited period. For example, one or more performances that can occur as part of a variable performance can be designated as the target performance, and the period during which the target performance is being executed can be considered the prohibited period (Figure 67(a) shows an example of a reach performance designated as the target performance being executed). Since the occurrence of a specific reaction will likely draw the player's attention to that specific reaction, the specific reaction should not occur while a performance that is particularly intended to draw the player's attention (the target performance) is being executed, so as not to divert the player's attention from that performance.
[0222] Even when such a prohibition period is set, it is preferable that the basic reaction occurs even during the prohibition period. In other words, even during the prohibition period (see Figure 67(a)), the basic reaction occurs in both cases of winning a prize through a lottery (see Figure 67(b)) and winning an over-prize (see Figure 67(c)). This is because the basic reaction is a performance by a device provided outside the display area 911 (in the above embodiment, the light emission of the target light emission unit 93 in its basic light emission mode), and does not output a unique performance sound, thus it is unlikely to have the effect of distracting the player's attention from a specific target performance.
[0223] <Specific Selection Performance> The gaming machine 1 according to this embodiment is capable of executing a specific selection effect as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the specific selection effect may occur in the normal game state, but it may also occur in a specific game state. In the following description of the specific selection effect, the variation effect (variation) that includes the specific selection effect may be referred to as the target variation effect (target variation). Also, the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result.
[0224] The specific selection animation (see Figures 68 and 69) includes a pre-selection state (see Figures 68(a) and 69(a)) in which multiple candidate images 24 are displayed in the display area 911, and a post-selection state (see Figures 68(c) and 69(c)) in which one of the candidate images 24 is selected as the selected image 25 (selection result). Each of the multiple candidate images 24 is a choice image representing an "option" that may ultimately be selected. In the specific selection animation, the selected image 25 is determined by an internal lottery based on the target success / failure lottery result (one of the candidate images 24 is automatically selected), and the player does not have the ability to choose an arbitrary option (candidate image 24). Each candidate image 24 is said to include a portion representing a different character (in the diagram, the type of character is represented by a letter (A to C), and characters with different letters are considered to be of different types). In the specific selection presentation of this embodiment, in the pre-selection state (see Figures 68(a) and 69(a)), three candidate images are displayed: candidate image 24A which includes a portion representing character A, candidate image 24B which includes a portion representing character B, and candidate image 24C which includes a portion representing character C (in the following description, the character represented by each candidate image 24 may also be referred to as the "corresponding character"). In the post-selection state, it is indicated that one of candidate images 24A to 24C (any of characters A to C) has been selected as the selected image 25. Any method may be used to indicate that one of the multiple candidate images 24 (options) will be selected in the pre-selection state, and to indicate which candidate image 24 has been selected as the selected image 25 in the post-selection state.In this embodiment, a cursor is displayed that moves around each candidate image 24 like a roulette wheel before selection (a change occurs over time in which each candidate image 24 is placed in an emphasized state, where one candidate image 24 is emphasized compared to the other candidate images 24) (see Figures 68(a) and 69(a)). When the cursor stops (see Figures 68(b) and 69(b)), it is indicated that the candidate image 24 that the cursor is on has been selected as the final selected image 25 (it is indicated that one of the candidate images 24 has been placed in an emphasized state and the change over time has ended, indicating that the candidate image 24 has been selected as the final selected image 25) (see Figures 68(c) and 69(c)). In this embodiment, finally, only the image selected as the final selected image 25 (only one of the candidate images 24) is displayed in the display area 911 (the candidate images 24 that were not selected as the final selected image 25 are hidden) (see Figures 68(c) and 69(c)).
[0225] In this embodiment, a first specific selection animation (see Figure 68) and a second specific selection animation (see Figure 69) may occur as specific selection animations. However, in this embodiment, both the first and second specific selection animations will not occur with the same variation. The combination of corresponding characters represented by the multiple candidate images 24 displayed in the first specific selection animation is the same as the combination of corresponding characters represented by the multiple candidate images 24 displayed in the second specific selection animation. In other words, in both the first and second specific selection sequences, candidate image 24A is displayed for character A, candidate image 24B for character B, and candidate image 24C for character C. (In the following explanation, candidate images 24A, 24B, and 24C shown in the first specific selection sequence may also be referred to as candidate image 24A1, 24B1, and 24C1, and candidate images 24A, 24B, and 24C shown in the second specific selection sequence may also be referred to as candidate image 24A2, 24B2, and 24C2.) (See Figures 68(a), 69(a), and 70). In short, there is no difference in the combinations of character types presented as options in the pre-selection state between the first and second specific selection sequences.
[0226] However, the first and second specific selection performances are considered to represent the same character, even though they can be recognized as representing the same character when comparing candidate images 24 that correspond to the same character (same type of character). However, their display modes (how the corresponding character is represented) are different (the first specific selection performance is represented in the first display mode, and the second specific selection performance is represented in the second display mode). In other words, candidate image 24A1 and candidate image 24A2 contain parts that represent the same character A, but their display modes for character A are different. Similarly, candidate image 24B1 and candidate image 24B2 contain parts that represent the same character B, but their display modes for character B are different, and candidate image 24C1 and candidate image 24C2 contain parts that represent the same character C, but their display modes for character C are different. Various interpretations are possible regarding the difference between the first and second display modes. It is sufficient that the player can recognize that candidate images 24A1 and 24A2 represent character A, candidate images 24B1 and 24B2 represent character B, and candidate images 24C1 and 24C2 represent character C. In this embodiment, each candidate image 24 (first display mode) shown in the first specific selection performance includes a mode that shows only the face (strictly speaking, the part from the neck up) of the corresponding character, while each candidate image 24 (second display mode) shown in the second specific selection performance includes a mode that shows the entire body (whole) of the corresponding character (see Figures 68(a), 69(a), and 70). In addition, it is conceivable that the corresponding character for one specific selection performance be depicted in a dramatic (realistic) style, and the corresponding character for the other specific selection performance be depicted in an anime (abstract) style. Furthermore, it is conceivable that the corresponding character for one specific selection performance be depicted with text (name), and the corresponding character for the other specific selection performance be depicted with a picture.
[0227] The total reliability of the target win / loss lottery result when the first specific selection animation occurs (the probability of a bonus being awarded) is considered to be higher than the total reliability when the second specific selection animation occurs. Specifically, the reliability P(2) at the time the second specific selection animation occurs (when the selection result is not yet determined) is considered to be higher than the reliability P(1) at the time the first specific selection animation occurs (when the selection result is not yet determined) in a given variation (target variation) (see Figure 71). However, in this embodiment, P(2) ≠ 100% (neither the first nor the second specific selection animation is an animation that guarantees a jackpot). If the first specific selection animation is considered the default animation, then the second specific selection animation can be said to be a chance-up animation. In this embodiment, the probability of a specific selection animation occurring (the probability of it occurring per variation in a game state where a specific selection animation can occur) is lower for the second specific selection animation than for the first specific selection animation (the second specific selection animation, which is a "chance-up" animation, has a lower probability of occurring than the first specific selection animation, which is the "default" animation). As mentioned above, the first and second specific selection sequences present the same combination of characters as choices, so at first glance they appear to be the same selection sequence, but in reality, their reliability levels are different. This creates an interesting gameplay experience where only players who notice the difference between the first and second specific selection sequences can enjoy the difference in their reliability indications.
[0228] As shown in FIG. 71, in the present embodiment, for the first specific selection effect, the relationship among the reliability P(A1) when the candidate image 24A1 (character A) is selected, the reliability P(B1) when the candidate image 24B1 (character B) is selected, and the reliability P(C1) when the candidate image 24C1 (character C) is selected is set to be "P(A1) < P(B1) < P(C1)" (the lowest reliability when the first specific selection effect occurs is when the candidate image 24A1 becomes the selected image 25, and the highest reliability is when the candidate image 24C1 becomes the selected image 25). For the second specific selection effect, the relationship among the reliability P(A2) when the candidate image 24A2 (character A) is selected, the reliability P(B2) when the candidate image 24B2 (character B) is selected, and the reliability P(C2) when the candidate image 24C2 (character C) is selected is set to be "P(A2) < P(B2) < P(C2)" (the lowest reliability when the second specific selection effect occurs is when the candidate image 24A2 becomes the selected image 25, and the highest reliability is when the candidate image 24C2 becomes the selected image 25). And the lowest reliability when the second specific selection effect occurs is higher than the highest reliability when the first specific selection effect occurs, that is, "P(C1) < P(A2)". Therefore, in the present embodiment, regardless of the selection result, the second specific selection effect is considered to have a higher reliability than the first specific selection effect.
[0229] Also, as can be seen from FIG. 71, for the relationship of the reliability levels when the candidate images 24 of the same corresponding character are selected in the first specific selection effect and the second specific selection effect, it is "P(A1) < P(A2)", "P(B1) < P(B2)", "P(C1) < P(C2)". Therefore, even when the result of the same character being selected is obtained, more expectation can be placed on a big hit (prize acquisition) for the second specific selection effect than for the first specific selection effect.
[0230] In addition, in this embodiment, P(C2) ≠ 100 (%). That is, no matter what the selection result of the first specific selection effect is, the jackpot (granting of privileges) is not determined, and no matter what the selection result of the second specific selection effect is, the jackpot (granting of privileges) is not determined.
[0231] Hereinafter, specific examples in which matters related to the above specific selection effect are improved, concretized, deformed, etc. will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may be adopted.
[0232] 〇Specific Example 6-1 As in the above embodiment, the reliability (total reliability) in the state before the selection result is known is set such that the second specific selection effect is higher than the first specific selection effect (P(1) < P(2)), but a configuration is adopted such that the relationship of the reliability may be reversed when some selection results are compared. For example, as in the above embodiment, “P(A1) < P(B1) < P(C1)” and “P(A2) < P(B2) < P(C2)”, but it is assumed that “P(C1) > P(A2)” (see FIG. 72). That is, the highest reliability at the time of the first specific selection effect (when candidate image 24C1 is selected) is higher than the lowest reliability at the time of the second specific selection effect (when candidate image 24A2 is selected). By doing so as in this example, even when the first specific selection effect occurs, a gaming property can be obtained in which there is an expectation of winning a jackpot (acquiring a privilege) more than when the second specific selection effect occurs.
[0233] Note that even in the case of doing so as in this example, it is preferable to ensure that when comparing selection results with the same corresponding character, the second specific selection effect is higher than the first specific selection effect, that is, to ensure that “P(A1) < P(A2)”, “P(B1) < P(B2)”, and “P(C1) < P(C2)” (see FIG. 72).
[0234] 〇Specific Example 6-2 For at least one of the first and second specific selection presentations, the number of types of candidate images 24 presented as options may change. For example, as shown in Figure 73(a), the first specific selection presentation may display candidate images 24 of corresponding characters A to C (candidate image 24A1, candidate image 24B1, candidate image 24C1) (see Figure 73(a-1)), or it may display candidate images 24 of corresponding characters A to D (candidate image 24A1, candidate image 24B1, candidate image 24C1, candidate image 24D1) (see Figure 73(a-2)) (character D is a character different from any of characters A to C). The display mode (display format) of candidate image 24D1 is the same as the display mode of candidate images 24A1 to C1. That is, if the above embodiment is used, candidate image 24D1 will also be displayed in a way that shows only the "face" of character D. For example, as shown in Figure 73(b), in the second specific selection presentation, the candidate images 24 for corresponding characters A to C (candidate image 24A2, candidate image 24B2, candidate image 24C2) may be displayed (see Figure 73(b-1)), or the candidate images 24 for corresponding characters A to D (candidate image 24A2, candidate image 24B2, candidate image 24C2, candidate image 24D2) may be displayed (see Figure 73(b-2)). The display mode (display format) of candidate image 24D2 is the same as the display mode of candidate images 24A2 to C2. That is, if the above embodiment is used, candidate image 24D2 will also be displayed in a way that shows the "whole body" of character D.
[0235] In this example, if the number of types of candidate images 24 differs, it is advisable to ensure that at least the total confidence level (confidence level before the selection result is known) is different. In the example above, the total confidence level will be different between the first selection sequence that displays candidate images 24 for corresponding characters A-C (candidate image 24A1, candidate image 24B1, candidate image 24C1) and the first selection sequence that displays candidate images 24 for corresponding characters A-D (candidate image 24A1, candidate image 24B1, candidate image 24C1, candidate image 24D1). Furthermore, the total confidence level will be different between the second selection sequence that displays candidate images 24 for corresponding characters A-C (candidate image 24A2, candidate image 24B2, candidate image 24C2) and the second selection sequence that displays candidate images 24 for corresponding characters A-D (candidate image 24A2, candidate image 24B2, candidate image 24C2, candidate image 24D2). However, it is preferable that the total reliability of the second specific selection presentation be higher than the total reliability of the first specific selection presentation, regardless of the number of candidate images 24. In this way, the gameplay is maintained such that only players who notice the difference in the display patterns of the candidate images 24 can enjoy the difference in the reliability-indicating effects of the two presentations (the reliability-enhancing effect of the second specific selection presentation).
[0236] In the case of this example, as shown in Figure 73, it is desirable that at least some of the corresponding characters displayed as options in the first selection sequence and the corresponding characters displayed as options in the second selection sequence overlap. In the above example, in the first selection sequence, corresponding characters A to C (candidate images 24A1, 24B1, and 24C1) are all displayed as options (see Figure 73(a)), and in the second selection sequence, corresponding characters A to C (candidate images 24A2, 24B2, and 24C2) are all displayed as options (see Figure 73(b)). Therefore, regardless of the number of types of candidate images 24 in the first and second selection sequences, it is guaranteed that candidate images 24 for characters A to C will be displayed as options. In this way, regardless of the number of candidate images 24 for the first and second specific selection sequences, the presentation format will serve as a clue for the player to notice the difference in the display of overlapping corresponding characters between the first and second specific selection sequences. Furthermore, for at least overlapping corresponding characters, it is preferable that the confidence level when selected as selection image 25 be set higher in the second specific selection animation than in the first specific selection animation. In other words, in the above example, it is preferable that the confidence level be set higher when candidate image 24A2 (corresponding character A) is selected in the second specific selection animation than when candidate image 24A1 (corresponding character A) is selected in the first specific selection animation, when candidate image 24B2 (corresponding character B) is selected in the second specific selection animation than when candidate image 24B1 (corresponding character B) is selected in the first specific selection animation, and when candidate image 24C2 (corresponding character C) is selected in the second specific selection animation than when candidate image 24C1 (corresponding character C) is selected in the first specific selection animation.
[0237] 〇Specific Example 6-3 Unlike the above embodiment, the probability of the specific selection animation occurring is set higher for the second specific selection animation than for the first specific selection animation. In this case, the player is more likely to encounter the second specific selection animation, which has a relatively higher reliability. Consequently, the player is more likely to perceive the display mode of the candidate image 24 in the second specific selection animation (in the above embodiment, the display mode in which the "whole body" of the corresponding character is shown) as the normal display mode, and the display mode of the candidate image 24 in the first specific selection animation (in the above embodiment, the display mode in which only the "face" of the corresponding character is shown) as a special display mode. Therefore, a novel gameplay experience is achieved in which the reliability is lower when the candidate image 24 is displayed in a special display mode (a display mode that is less likely to be displayed).
[0238] 〇Specific Example 6-4 The system is set up so that a jackpot is confirmed (the awarding of a prize is confirmed) when the second specific selection sequence occurs. In other words, some of the selection results of the second specific selection sequence will only occur if the target win / loss lottery result is a jackpot (the awarding of a prize is confirmed). For example, as in the embodiment described above, if the second specific selection sequence displays three options as choices, namely candidate image 24A2 (corresponding character A), candidate image 24B2 (corresponding character B), and candidate image 24C2 (corresponding character C), then if candidate image 24C2 is selected as the selected image 25 (see Figure 74(b)), a jackpot is confirmed (if any other candidate image 24 is selected, a jackpot is not confirmed) (P(C2) = 100(%)). On the other hand, if the corresponding character C is selected in the first specific selection sequence, that is, if candidate image 24C1 is selected as the selected image 25, a jackpot is not guaranteed (a jackpot is also not guaranteed if any other candidate image 24 is selected) (assuming P(C1) ≠ 100(%)) (see Figure 74(a)).
[0239] By doing so, even when a certain corresponding character (corresponding character C in the above example) is selected, in the first specific selection effect, the jackpot is not determined, but in the second specific selection effect, the jackpot is determined (if the first specific selection effect and the second specific selection effect can be distinguished, it is possible to determine whether the selection result is a jackpot). An interesting gaming property is realized.
[0240] Note that even in the case of this example, it is preferable to ensure that the total reliability (reliability in the state before the selection result is known) is higher for the second specific selection effect than for the first specific selection effect (P(1) < P(2)).
[0241] 〇Specific Example 6-5 It is set that there may be a case where the jackpot is determined (the granting of a privilege is determined) when the first specific selection effect occurs. That is, some of the selection results of the first specific selection effect occur only when the target win / loss lottery result is a jackpot (when the granting of a privilege is determined). For example, as in the above embodiment, when the first specific selection effect displays three types, candidate image 24A1 (corresponding character A), candidate image 24B1 (corresponding character B), and candidate image 24C1 (corresponding character C) as options, if the result is that candidate image 24C1 is selected as selection image 25 (see FIG. 75(a)), the jackpot is determined (the jackpot is not determined when other candidate images 24 are selected) (it is considered that P(C1) = 100 (%)). On the other hand, when the selection result is that corresponding character C2 is selected in the second specific selection effect, that is, when the result is that candidate image 24C2 is selected as selection image 25 (see FIG. 75(b)), the jackpot is also determined (the jackpot is not determined when other candidate images 24 are selected) (set P(C2) = 100 (%)).
[0242] By doing so, when a certain corresponding character (corresponding character C in the above example) is selected, a game property is realized in which a jackpot is determined regardless of the type of specific selection effect (either the first specific selection effect or the second specific selection effect) (a certain corresponding character will function as a jackpot-determining character regardless of the type of specific selection effect).
[0243] Even when the case of this example is adopted, it is preferable to ensure that the total reliability (reliability in the state before the selection result is known) is higher for the second specific selection effect than for the first specific selection effect (P(1) < P(2)).
[0244] 〇Specific Example 6-6 As a selection result in which a jackpot is determined (the granting of a privilege is determined) when the second specific selection effect occurs, assume a setting in which two or more selection results are provided (however, not all selection results result in a jackpot). For example, as in the above embodiment, when the second specific selection effect displays, as options, three types: candidate image 24A2 (corresponding character A), candidate image 24B2 (corresponding character B), and candidate image 24C2 (corresponding character C), if the result is that candidate image 24B2 is selected as selection image 25 (see Fig. 76(b-1)), and if the result is that candidate image 24C2 is selected as selection image 25 (see Fig. 76(b-2)), it is conceivable that a jackpot is determined (let P(B2) = P(C2) = 100 (%)).
[0245] On the other hand, when the selection result in which the corresponding character B is selected in the first specific selection effect, that is, when the candidate image 24B1 is selected as the selected image 25 (see Fig. 76(a-1)), the jackpot is not determined (P(B1)≠100(%)), but when the selection result in which the corresponding character C is selected in the first specific selection effect, that is, when the candidate image 24C1 is selected as the selected image 25 (see Fig. 76(a-2)), the jackpot is determined (P(C1)=100(%)). In such a case, for a certain corresponding character (corresponding character C in the above example), if it is selected in either the first specific selection effect or the second specific selection effect, the jackpot is determined, but for another corresponding character (corresponding character B in the above example), even if it is selected in the first specific selection effect, the jackpot is not determined, but if it is selected in the second specific selection effect, the jackpot is determined, and an interesting game property is realized.
[0246] Even in the case of this example, it is preferable to ensure that the total reliability (reliability in the state before the selection result is known) is higher in the second specific selection effect than in the first specific selection effect (P(1)<P(2)).
[0247] 〇Specific Example 6-7 In the case of target variation, a specific post-event animation (specific post-event animation) may occur after a specific selection animation, depending on the selection result. The specific post-event animation will be an animation in which the corresponding character selected in the specific selection animation is displayed. If the result of the first specific selection animation is that corresponding character A (candidate image 24A1) is selected as selected image 25, or if the result of the second specific selection animation is that corresponding character A (candidate image 24A2) is selected as selected image 25, then specific post-event animation A will occur in which character A is displayed (other characters are not displayed) (see Figures 77(b-1) and 78(b-1)). If the result of the first specific selection animation is that corresponding character B (candidate image 24B1) is selected as selected image 25, or if the result of the second specific selection animation is that corresponding character B (candidate image 24B2) is selected as selected image 25, then specific post-event animation B will occur in which character B is displayed (other characters are not displayed) (see Figures 77(b-2) and 78(b-2)). If the second specific selection sequence results in the corresponding character C (candidate image 24C1) being selected as the selected image 25, or if the second specific selection sequence results in the corresponding character C (candidate image 24C2) being selected as the selected image 25, then a specific post-event sequence C will occur in which character C is displayed (other characters will not be displayed) (see Figures 77(b-3) and 78(b-3)).
[0248] In the case shown in this example, it is preferable that the specific post-event performance after the first specific selection performance and the specific post-event performance after the second specific selection performance have different characteristics, even when the same type of corresponding character is selected. If we call the specific post-event performance A after the first specific selection performance "Specific Post-Event Performance A1" and the specific post-event performance A after the second specific selection performance "Specific Post-Event Performance A2", then while "Specific Post-Event Performance A1" (see Figure 77(b-1)) and "Specific Post-Event Performance A2" (see Figure 77(b-2)) both display the same character A, their performance characteristics are different. Similarly, if we designate the specific post-event performance B that follows the first specific selection performance as specific post-event performance B1, and the specific post-event performance B that follows the second specific selection performance as specific post-event performance B2, then specific post-event performance B1 (see Figure 77(b-2)) and specific post-event performance B2 (see Figure 78(b-2)) will both display the same character A, but their performance styles will be different. Similarly, if we designate the specific post-event performance C that follows the first specific selection performance as specific post-event performance C1, and the specific post-event performance C that follows the second specific selection performance as specific post-event performance C2, then specific post-event performance C1 (see Figure 77(b-3)) and specific post-event performance C2 (see Figure 78(b-3)) will both display the same character C, but their performance styles will be different.
[0249] Each specific post-performance may have any specific form as long as the corresponding character is displayed (as described above, even if the same type of corresponding character is selected for the specific post-performance after the first specific selection performance and the specific post-performance after the second specific selection performance, the forms are different. Therefore, although the same corresponding character is displayed for specific post-performance A1 and specific post-performance A2, specific post-performance B1 and specific post-performance B2, and specific post-performance C1 and specific post-performance C2, their forms are different from each other). For example, it is conceivable to adopt a configuration in which a reach performance (super reach performance) that notifies the target success / failure lottery result (reaches an ending according to the target success / failure lottery result) based on the ending of the performance where the corresponding character is displayed (appears) is executed as the specific post-performance (see FIGS. 77(b) and 78(b)). The specific post-performance shall lead to a favorable ending indicating that the situation has become favorable for the player if the target success / failure lottery result is a big win, and to an unfavorable ending indicating that the situation has become unfavorable for the player if it is a loss (illustrations of these favorable and unfavorable endings are omitted). As a favorable ending, it may be possible to generate a reversal pattern that appears to lead to an unfavorable ending at first and then is overturned. In this case, the probability that the specific post-performance reaches a favorable ending is the reliability of the target success / failure lottery result itself. Therefore, if the reliability of each specific selection performance is set as in the above embodiment, that is, "P(A1) < P(B1) < P(C1)" and "P(A2) < P(B2) < P(C2)", the magnitude relationship of the probability that the specific post-performance reaches a favorable ending will also follow this.
[0250] Furthermore, in this case, it is preferable that, for specific post-event sequences that have gone through the same specific selection sequence, there may be scenes where only the displayed character differs. That is, it is preferable that, for specific post-event sequences A1, B1, and C1 that occur after the first specific selection sequence, there may be scenes where the displayed character is one of characters A to C, but the other sequence composition images are the same (Figures 77(b-1) to (b-3) show scenes where the displayed character differs, but the other sequence composition images are the same). Similarly, it is preferable that, for specific post-event sequences A2, B2, and C2 that occur after the second specific selection sequence, there may be scenes where the displayed character is one of characters A to C, but the other sequence composition images are the same (Figures 78(b-1) to (b-3) show scenes where the displayed character differs, but the other sequence composition images are the same). Furthermore, it is desirable to ensure that the specific post-event scenes following the first specific selection scene (specific post-event scene A1, specific post-event scene B1, specific post-event scene C1) and the specific post-event scenes following the second specific selection scene (specific post-event scene A2, specific post-event scene B2, specific post-event scene C2) do not result in the same scene occurring.
[0251] By doing so as in this example, the result of the selection in the specific selection sequence is reflected in the subsequent sequence (specific post-event sequence), resulting in a clear and easy-to-understand presentation style. Furthermore, if the specific post-event performance following the first specific selection performance and the specific post-event performance following the second specific selection performance are to be different in nature even when the same type of corresponding character is selected (as shown in the examples in Figures 77 and 78), then the type of specific selection performance that occurred will be reflected in the nature of the subsequent performance (specific post-event performance), thus emphasizing the difference between the first and second specific selection performances (making it easier for players to notice the difference between the first and second specific selection performances).
[0252] Specific Examples 6-8 The first and second specific selection sequences differ in ways other than the display of the candidate image 24. When at least one of the first and second specific selection sequences occurs, a specific corresponding image that is not displayed when the other occurs is displayed in the display area 911. For example, when the first specific selection sequence occurs, the first specific corresponding image 261 is displayed (see Figure 79(a)), and when the second specific selection sequence occurs, the second specific corresponding image 262 is displayed (see Figure 79(b)). In this way, the differences between the first and second specific selection sequences are expressed in ways other than the display of the candidate image 24, making it easier for players to notice that there is a first specific selection sequence and a second specific selection sequence that is different from it.
[0253] As shown in Figure 79, the specific corresponding image is displayed in a different position from the candidate image 24 (it is displayed so as not to overlap with the candidate image 24). Alternatively, the specific corresponding image may be displayed overlapping the candidate image 24 (the specific corresponding image is displayed as the background of the candidate image 24). In the latter case, the presence of the specific corresponding image is emphasized more than in the former case (the probability of the player overlooking the presence of the specific corresponding image is lower).
[0254] However, if the focus is on whether the player notices the difference in the display of candidate image 24 (emphasizing the gameplay aspect where the player can enjoy the difference in the reliability indication effect of the first specific selection effect and the second specific selection effect if they notice the difference in the display of candidate image 24), then it is preferable to have a configuration in which the above-mentioned specific corresponding image is not displayed.
[0255] 〇Specific Examples 6-9 Assume that the timing at which the first specific selection animation can occur and the timing at which the second specific selection animation can occur are the same. For example, assume that both the first and second specific selection animations can occur at the start of the target variation (they start at the start of the variation and end after a predetermined time has elapsed). If the timing at which the first and second specific selection animations can occur are different, there is a possibility that the player may notice the difference between the first and second specific selection animations depending on the timing of their occurrence. If the focus is on whether the player notices the difference in the display manner of candidate image 24, then it is preferable that the timing of the specific selection animations does not cause the player to notice the difference between the first and second specific selection animations.
[0256] Specific Examples 6-10 Unlike the embodiment described above, the first and second specific selection effects are set to have the same level of reliability. In other words, these multiple types of specific selection effects are provided to add variety to the effects, and the type of specific selection effect that occurs is not directly related to the player's benefit (expected value of payout). However, in this example, the effect of only players who notice the difference between the first and second specific selection effects being able to enjoy the difference in reliability indication between the two effects will not be achieved.
[0257] <Specific special effect animation, special effect entry animation> The gaming machine 1 according to this embodiment is capable of executing specific feature effects and feature entry effects (see Figure 82) as effects that may occur during the variation effects in the normal game state (effects that constitute a part of the variation effects). Note that specific feature effects and feature entry effects may also occur in other states. Specific feature effects occur when predetermined execution conditions are met. In the following description of specific feature effects and feature entry effects, the win / loss lottery result whose outcome is suggested (reliability suggested) by the feature entry effect may be referred to as the target win / loss lottery result, and the variation effect that notifies the target win / loss lottery result may be referred to as the target variation effect (target variation).
[0258] The special feature performance is a performance using a special feature device 29 (see Figures 1 and 81), which is a feature device installed within the target space 28. The target space 28 is a space into which game balls cannot normally enter. In this embodiment, the target space 28 is provided inside the game board 90. However, the front of the target space 28 (the player's side) is covered with a transparent or translucent material, so the player can see the situation inside the target space 28.
[0259] In this embodiment, a game ball that enters the starting area 904 (first starting area 904a) may be sent to the target space 28. As described above, the specific special effect in this embodiment can occur in the normal game state, and since the normal game state is a game state in which game balls should be launched aiming at the first starting area 904a, the game ball launched aiming at the first starting area 904a will be used in the specific special effect. In this embodiment, when a game ball enters the first starting area 904a, win / loss lottery information is acquired, and the same game ball that triggered the acquisition of win / loss lottery information corresponding to the target win / loss lottery result (target fluctuation) will be used in the specific special effect.
[0260] As shown in Figure 80, the passage through which game balls that enter the starting area 904 pass includes a common path 27 through which all entering game balls pass, and a first branch path 271 and a second branch path 272 that branch off from the end of the common path 27. A distribution member 27x is provided at the end of the common path 27. The distribution member 27x is in its original position (normal state) when no specific feature performance is being performed (when the conditions for performing a specific feature performance are not met) (see Figure 80(a)). When the distribution member 27x is in its original position, game balls that leave the common path 27 are guided to the first branch path 271 and collected inside (circulated). Basically, since the distribution member 27x is in its original position, even if game balls enter the starting area 904, they will be collected by passing through the first branch path 271. On the other hand, if it is decided to perform a specific special effect (when the conditions for performing a specific special effect are met), the distribution member 27x, which is in its original position, is displaced to the open position (the drive mechanism of the distribution member 27x can be anything, so the explanation is omitted) (see Figure 80(b)). When the distribution member 27x is in the open position, the game balls that have come out of the common path 27 are guided to the second branch path 272. Since the second branch path 272 is connected to the target space 28, the game balls reach the target space 28. As will be described later, the specific special effect is a performance using game balls, and when it is time to perform the specific special effect, one game ball is guided to the target space 28. When the specific special effect is not performed, the game balls do not reach the target space 28. In this embodiment, a stopper member 281 is provided at the end of the second branch path 272 (see Figure 81(a)), and when the stopper member 281 is in its original position, the game balls do not reach the specific special effect device 29. By displacing the stopper member 281 to the open position, the game ball reaches the specific mechanism 29. When it is time to execute the specific mechanism, the stopper member 281 is moved to the open position to allow the game ball to reach the specific mechanism 29. The drive mechanism of the stopper member 281 can be of any type, so its explanation is omitted.
[0261] The specific feature effect uses the specific feature device 29, and either the game ball enters the designated area 293 within the time limit (entry result), or the game ball does not enter the designated area 293 within the time limit (non-entry result). However, this is not an effect in which the movement of the game ball is forcibly manipulated to reach either the entry result or the non-entry result (a device is provided that operates to forcibly enter the game ball into the designated area 293, or a device that operates to prevent the game ball from forcibly entering the designated area 293). In other words, whether the result is an entry result or a non-entry result is not predetermined internally, but rather the result is determined by the unpredictable movement of the game ball, making it a truly "real" effect. As long as it has this basic configuration, the configuration of the specific feature effect can be changed as appropriate. The specific feature effect in this embodiment is as follows.
[0262] As shown in Figure 81(a), the special feature device 29 has a feature body 291 that forms an area in which the game ball can move, and a movable member 292 provided below the feature body 291. In this embodiment, the movable member 292 is a pair of left and right plate-shaped members (bumpers that flick the game ball) with a pivot point on the outside in the width direction. A defined area 293 is formed above the feature body 291. The defined area 293 is sized to allow the game ball to enter. Preferably, the defined area 293 is 1.5 times or more and 2 times or less the size of the game ball.
[0263] The special feature animation is an animation in which, within a predetermined time limit (10 seconds in this embodiment), the game ball either enters the designated area 293 (entry result) or the time runs out without entering the designated area 293 (non-entry result). In other words, the designated area 293 is the target for the game ball. During the time limit, the movable member 292 operates randomly, flicking the game ball upwards. However, during the time limit, the operation of the movable member 292 is such that the game ball does not leave the special feature device 29 (outside the main feature body 291) (the gap between the left movable member 292 and the right movable member 292 is kept so that the game ball cannot pass through). The operation of the movable member 292 is determined automatically (the player cannot control the operation of the movable member 292), so the movement of the game ball will differ each time the animation is played. In other words, whether or not the game ball enters the designated area 293 within the time limit (whether or not it enters) is entirely a matter of "luck," and does not depend on the player's actions. That is, as mentioned above, the movement of the game ball is not forcibly manipulated to result in either an entry or non-entry outcome (it is a genuine game, not a "rigged game" where the outcome is predetermined internally).
[0264] When a game ball enters the designated area 293 within the time limit during a specific special feature animation, the game ball is collected via a collection route (not shown) connected to the designated area 293. On the other hand, when a game ball does not enter the designated area 293 within the time limit (i.e., time runs out), the movable member 292 performs an ejection operation (widening the gap between the left movable member 292 and the right movable member 292 to a size that allows the game ball to enter) (see Figure 81(b)), causing the game ball to be ejected outside the specific special feature device 29, and then collected v...
Claims
1. A display means having a display area, A method for conducting a draw to determine whether a winner will be selected, A variation effect execution means that performs a variation effect from the time the decorative pattern displayed in the display area starts to change until it stops in a manner that indicates the result of the win / loss lottery by the win / loss lottery means, Equipped with, As an effect that may occur during the aforementioned variation effect, a selection effect X can be executed in which multiple candidate images are displayed and one of the multiple candidate images is selected. One of the multiple candidate images is designated as a specific candidate image. The aforementioned selection effect X may occur in state X1, or it may occur in state X2 which is different from state X1. Regardless of whether the selection animation X occurs in state X1 or state X2, the combination of the multiple candidate images displayed is the same. When the selection animation X occurs in state X1, there is a possibility that any of the multiple candidate images will be selected. When the selection animation X occurs in state X2, the specific candidate image is selected, and no other candidate images are selected. A gaming machine characterized by the following features.
2. The gaming machine according to claim 1, characterized in that when the selection animation occurs in state X1, it is more advantageous for the player if any of the candidate images other than the specific candidate image is selected rather than if the specific candidate image is selected.
Citation Information
Patent Citations
Pinball game machine
JP2014161589A