Gaming machine

The gaming machine uses a specific preview image with a target and uncertain element to simplify the preview mechanism, improving player engagement and enjoyment by clearly indicating potential outcomes.

JP2026070747APending Publication Date: 2026-04-28SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2024-10-16
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

Existing gaming machines lack an easy-to-understand preview mechanism for suggesting the occurrence of target presentations, leading to potential complexity and decreased enjoyment for players.

Method used

A gaming machine that executes a specific preview image including a target element and an uncertain element, where the uncertain element is erased after display, indicating the occurrence of a target presentation, thereby simplifying the preview process.

Benefits of technology

Enables an easy-to-understand preview, enhancing player experience by reducing complexity and maintaining the excitement of potential big wins.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026070747000001_ABST
    Figure 2026070747000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that can execute easy-to-understand warnings. [Solution] A gaming machine capable of executing a specific notification that suggests the occurrence of a target performance, wherein the specific notification displays a specific notification image that includes a target element that suggests the target performance and an uncertain element that suggests the target performance may not necessarily occur, and the target performance occurs after the specific notification image is displayed and the uncertain element is removed.
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Description

Technical Field

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

Background Art

[0002] During variable presentations, various previews are executed (for example, the following Patent Document 1 describes a dialogue preview that previews the occurrence of a pseudo-linked presentation).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an easy-to-understand preview.

Means for Solving the Problems

[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine capable of executing a specific preview that suggests the occurrence of a target presentation, wherein the specific preview is a specific preview image including a target element that suggests the target presentation and an uncertain element that suggests that the target presentation does not necessarily occur, and when the uncertain element is erased after the specific preview image is displayed, the target presentation occurs thereafter.

Effects of the Invention

[0006] According to the present invention, it is possible to execute an easy-to-understand preview.

Brief Description of the Drawings

[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] This is a diagram to explain the game state (transitions between game states). [Figure 4] (a) is a diagram showing the form of the reserved symbol, and (b) is a diagram showing special forms belonging to the limited target category and the non-limited target category. [Figure 5] This diagram shows an example of the settings screen for the limited mode. [Figure 6] This diagram illustrates how the changes in the reserved symbols differ between normal mode and limited mode, even with the same fluctuation pattern (two fluctuation patterns are given as examples). [Figure 7] This is a diagram to explain specific examples 1-3. [Figure 8] This is a diagram to explain specific examples 1-4 and 1-5. [Figure 9] This is a diagram to explain specific examples 1-9. [Figure 10] This is a diagram to explain specific warnings. [Figure 11] This is a diagram to explain the process after a specific warning is deleted. [Figure 12] This is a diagram to explain the process after a specific warning (a specific warning) results in a lingering outcome. [Figure 13] This is a diagram to explain specific example 2-1. [Figure 14] This is a diagram to explain specific example 2-3. [Figure 15] This is a diagram to explain specific example 2-5. [Figure 16] This is a diagram to explain specific examples 2-6 and 2-7. [Figure 17] This diagram shows an overview of the situation when the first operation is performed in an adjustable state. [Figure 18] This diagram shows an overview of what happens when the second operation is performed while the adjustment is enabled. [Figure 19] This is a diagram to explain specific example 3-1. [Figure 20] It is a diagram for explaining Specific Examples 3-5. [Figure 21] It is a diagram for explaining Specific Example 3-6. [Figure 22] It is a diagram for explaining Specific Example 3-7.

Embodiments for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. Unless otherwise specified, in the following description, the term "image" includes not only still images but also moving images. Also, unless otherwise specified, the following description is based on the premise that the player plays the game as instructed (the player plays a normal game without performing a special game). Also, when it is said that "a game ball enters (wins a prize) into ○○", strictly speaking, it means that a sensor provided in the ○○ has detected the game ball that has entered. Also, when it is said that "when an operation of 〇〇 is performed", strictly speaking, it means that it has been detected that 〇〇 has moved to a predetermined position by the operation. Also, unless it is something that changes to a value that eliminates the features, various values (probabilities, etc.) described below can be appropriately increased or decreased. Also, in the following description, the state where various regions are "closed" means a state where it is normal for a game ball not to enter the region on the premise that a normal game is being played, and the state where the region is "open" means a state where a game ball can enter the region on the premise that a normal game is being played (even if the entrance of the game ball is open, a state where the game ball does not pass through the entrance when a normal game is being played is considered to be in a "closed" state). Also, in each figure, the illustration of elements not related to the invention may be omitted.

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

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

[0011] In such a gaming machine 1, a game ball is launched toward the game area 902 by operating the launching device 908. When the game balls flowing down in the game area 902 win in a winning area such as the start area 904 or the big winning area 906, a predetermined number of prize balls are paid out by a payout device.

[0012] Note that descriptions of general components such as the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, etc. are omitted. For these, the same components as those of known gaming machines can be used.

[0013] The jackpot lottery is performed by a win / fail lottery means provided on a control board (main control board) not shown, triggered by the entry of a game ball into the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, notification of the win / fail lottery results begins in the order in which the numerical values ​​are obtained. However, if there is still win / fail lottery information for which notification of the win / fail lottery results has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, pre-variation reserved information, which will be described later) in a storage means provided on a control board not shown.

[0014] In this embodiment, the reserved symbols 70 include a reserve symbol 71 (a symbol indicating the existence of the so-called "reserved symbol") that corresponds to a lottery information during which the notification of the win / loss result has been made, but the notification of the win / loss result has not yet been completed (hereinafter sometimes referred to as "reserved symbol during the change"), and a reserved symbol 72 that corresponds to a reserved symbol before the change that corresponds to a lottery information before the notification of the win / loss result has not yet been made (see Figure 2). In this embodiment, the reserved symbol 71 during the change is displayed larger than the reserved symbol 72 before the change, but the basic form of both is the same. The basic forms of the reserved symbol 71 during the change and the reserved symbol 72 before the change may be completely different. Alternatively, the reserved symbol 71 during the change may not be displayed at all. Furthermore, the order in which the notification of the win / loss lottery result corresponding to the pre-change reserved symbol 72 is completed (the so-called reserved symbol "consumption order") is such that the symbols located to the right are processed faster.

[0015] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 71 and up to four pre-reserve symbols 72 may be displayed (see Figure 2). The pre-reserve symbols 72 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 72, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 72. Regardless of the game state, the system may be configured to display pre-reserve symbols 72 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 72 may be displayed).

[0016] In this embodiment, similar to known gaming machines, the player is notified of the winning or losing result 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 begins to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) will be a predetermined combination (in this embodiment, three of the same type of decorative symbol 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.

[0017] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.

[0018] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3). The special game state is a game state that is more advantageous to the player compared to the normal game state. The normal game state is a low-probability game state (approximately 1 / 319 in this embodiment) in which the probability of winning a jackpot is low, and it is also a low-base state (low probability, no time reduction) in which it is difficult for game balls to enter the starting area 904. The special game state is a high-probability game state (approximately 1 / 50 in this embodiment) in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for game balls to enter the starting area 904. When a game ball enters the starting area 904, a predetermined number of prize balls (3 in this embodiment) are paid out, so in the high-base state (compared to the low-base state), it is possible to play without losing too many balls. In the normal game state, the player aims the game ball at the first starting area 904a. In this embodiment, so-called "left-handed shooting" is performed. This normal game state is the standard game state ("default" game state), and the expected length of stay when playing continuously is longer in the normal game state than in the special game state. In the special game state, the game ball is launched aiming at the second starting area 904b. In this embodiment, so-called "right-handed shooting" is performed. The high base state is a state in which it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905 (it is a state in which the probability of winning the lottery to open is higher than in the low base state), so the game ball enters the second starting area 904b relatively easily.

[0019] In this embodiment, there are two types of jackpots: a normal jackpot, where the game state returns to the normal game state after the jackpot game ends, and a special jackpot, where the game state returns to the special game state after the jackpot game ends. The special game state is a high-base, high-probability state in which the next jackpot can be easily obtained without significantly reducing the number of game balls. As long as a special jackpot is obtained in the special game state, the special game state and jackpots loop (continue). If a normal jackpot is obtained in the special game state, the game returns to the normal game state after the jackpot game ends. The probability (percentage) that a jackpot obtained in the special game state is a special jackpot is the so-called continuation rate (continuation rate). By using a so-called V-probability machine, the probability (percentage) that a jackpot obtained in the normal game state is a special jackpot may be made different from the probability (percentage) that a jackpot obtained in the special game state is a special jackpot. Note that unless otherwise specifically stated in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called ST machine. Furthermore, the game machine may also be equipped with a so-called minor win feature, and when a game ball enters a predetermined area upon winning the minor win, a major win can be obtained (a game machine equipped with "Type 2" gameplay). In addition, the game may be configured to have a game state different from the normal game state or special game state described above, for example, a low-probability game state in which the probability of winning a major win is low, and a high-base state (low probability, with time reduction) in which game balls are more likely to enter the starting area 904.

[0020] When the draw result is a jackpot, the jackpot game is executed. The jackpot game is a unit game in which the large prize area 906 (see Figure 1; the large prize area 906 is normally closed) 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 large prize area 906 after it has been opened (prize condition) or a predetermined amount of time has elapsed since the large prize area 906 was opened (time condition). In this embodiment, if game balls are continuously launched toward the large prize area 906 during the jackpot game, the prize condition will be met before the time condition is met. That is, at least 10 game balls enter the large prize area 906 in one unit game (so-called over-prizes may occur, where more than 10 game balls enter the large prize area 906). A unit game is also called a round (game). The number of unit games (rounds) included in a jackpot game can be set as appropriate. In this embodiment, all jackpots are 10-round jackpots. In this embodiment, 10 prize balls are paid out when a game ball enters the jackpot area 906. Therefore, in the case of a 10-round jackpot, at least 1500 prize balls are paid out.

[0021] 2) The following describes the effects (functions) that the gaming machine 1 according to this embodiment can perform. Note that only some of the effects described below may be performable. Also, in some of the drawings used in the following description, the illustration of the reserve symbols 70 and decorative symbols 80 may be omitted.

[0022] 2-1) Limited Mode The gaming machine 1 according to this embodiment is equipped with an effect customization function that can change the probability of occurrence of effects that occur during the variation (effects that constitute the variation effect). A limited mode is provided as one type of effect customization function. When the limited mode is set, the effect patterns of specific effects are limited compared to when the limited mode is not set (hereinafter, the state in which the limited mode is not set may be referred to as the normal mode). In this embodiment, the reliability indication by the reserved symbols 70 (reserved effect) is the specific effect that is subject to the limited mode (the limited mode in this embodiment is the "reserved limited mode"). Note that whether it is the normal mode or the limited mode makes a difference in the effect (reserved effect) and does not affect the win / loss lottery result (payout).

[0023] The form of the reserved symbol 70 is intended to indicate the probability (reliability of the jackpot) that the win / loss lottery result (target win / loss lottery result) based on the win / loss lottery information corresponding to the reserved symbol 70 (target reserved symbol) will be a jackpot. As shown in Figure 4(a), the forms of the reserved symbol 70 are broadly divided into normal form 70n and special form 70s. Normal form 70n is the standard form (default form). The reserved symbol 70 has the highest probability of being normal form 70n (the probability of being normal form 70n is higher than the probability of being any of the special forms 70s). In this embodiment, normal form 70n is white. Two or more normal forms 70n with the same reliability may be provided. Special form 70s is a form that indicates a higher reliability than normal form 70n. In this embodiment, four types of special modes 70s are provided: the first special mode 701s, the second special mode 702s, the third special mode 703s, and the fourth special mode 704s. The reliability of the target win / loss lottery result increases in this order (the fourth special mode 704s is the most reliable). As will be described later, the first special mode 701s and the second special mode 702s do not occur in limited mode, so their reliability values ​​are for normal mode. In this embodiment, when the target reserved symbol 70 becomes the fourth special mode 704s, it is confirmed that the target win / loss lottery result will be a jackpot (reliability = 100%). It is also possible to set it so that no special mode 70s that confirms a jackpot is provided. In addition, the reliability of the normal mode 70n and the various special modes 70s is all 0%. Each special mode 70s only needs to be distinguishable. In this embodiment, the first special mode 701s is blue, the second special mode 702s is green, the third special mode 703s is red, and the fourth special mode 704s is rainbow-colored (the colors of these special modes 70s are represented by text in the drawings). The hold change effect is an effect in which the form of the hold symbol 70 changes in a direction that increases the reliability. The form of the hold symbol 70 does not change in a direction that decreases the reliability.

[0024] The special embodiments 70s are divided into those belonging to the restricted category (Category A) and those belonging to the non-restricted category (Category B) (see Figure 4(b)). In this embodiment, the first special embodiment 701s and the second special embodiment 702s belong to the restricted category, while the third special embodiment 703s and the fourth special embodiment 704s belong to the non-restricted category. This classification is for the restricted mode. In other words, when set to normal mode, the effect of this classification is not realized.

[0025] The method for setting the limited mode (the method for switching between the limited mode and the normal mode) can be anything. The player should be able to arbitrarily select their preferred mode by operating the operating means 60 (in this embodiment, a push button 61 and a directional pad 62 are provided). When selecting a mode (switching modes), a setting screen should be displayed in the display area 911. The setting screen should include a display explaining the contents of the limited mode. That is, when the limited mode is selected, a display should be made explaining that some of the reserved symbols will not be displayed. The display may also specifically show the special modes 70s that will not be displayed. In this embodiment, the limited mode is named "Low Reliability Reserve Cut Mode" (see Figure 5). The explanation indicates that blue reserved symbols (first special mode 701s) and green reserved symbols (second special mode 702s) will not be displayed. Upon seeing this, the player can understand that the limited mode is a mode in which blue reserved symbols (first special mode 701s) and green reserved symbols (second special mode 702s) are "cut" (not displayed).

[0026] It is preferable that the mode selection (mode switching) be possible even during fluctuations. However, this does not negate the possibility of limiting it to non-fluctuating states (standby states). In this embodiment, if a switch (change) is made from one of the normal mode and the limited mode to the other during fluctuations, the transition to the new mode is triggered when all notification of the win / loss lottery results corresponding to the win / loss lottery information stored in the storage means at the time of the switch (change) is completed (all pending items are consumed).

[0027] In normal mode, the reserved symbol 70 can be any of several special forms 70s. Naturally, the reserved symbol 70 in normal form 70n (the standard form) is also displayed. Therefore, it can be said that normal mode is a state in which all types of reserved symbol effects are executed (the reliability indication effect of all types of reserved symbol 70 is manifested).

[0028] On the other hand, in limited mode, the reserved symbol 70 can be some of the multiple types of special forms 70s, but not some of the others. Specifically, the reserved symbol 70 can be a special form 70s belonging to the non-limited target category, but not a special form 70s belonging to the limited target category. As described above, in this embodiment, the third special form 703s and the fourth special form 704s are considered to belong to the non-limited target category, and the first special form 701s and the second special form 702s are considered to belong to the limited target category (see Figure 4(b)). Therefore, in limited mode, the reserved symbol 70 can be the third special form 703s and the fourth special form 704s, but not the first special form 701s and the second special form 702s. In other words, the limited mode in this embodiment can be described as a mode that does not display some of the special forms 70s, counted from the lowest reliability.

[0029] In this embodiment, the normal mode and the limited mode have the following relationship. The special forms 70s (third special form 703s, fourth special form 704s) belonging to the non-limited target category have the same reliability regardless of whether it is the normal mode or the limited mode. In other words, the probability (probability of occurrence per spin) of the reserved symbol 70 becoming the third special form 703s or the fourth special form 704s is the same regardless of whether it is the normal mode or the limited mode. This is natural since the fourth special form 704s is a reserved symbol that guarantees a jackpot (reliability = 100%), but the reliability of the third special form 703s is also the same regardless of the mode.

[0030] If a hold animation that would normally be the first special mode 701s or the second special mode 702s (special mode 70s belonging to the limited target category) occurs in limited mode, the hold symbol 70 remains in normal mode 70n. In other words, if the hold symbol 70 would normally be the first special mode 701s or the second special mode 702s in normal mode, it remains in normal mode 70n in limited mode. For example, suppose there is a variation pattern A in normal mode where, at time A1, the hold symbol 70 (hold symbol 71 during variation) changes from "normal mode 70n → first special mode 701s" (see Figure 6(a-1)). If the variation based on this variation pattern A is executed in limited mode, the hold symbol 70 remains in normal mode 70n throughout the variation. That is, since the first special mode 701s belongs to the limited target category, no variation occurs even when time A1 is reached (see Figure 6(a-2)). As an alternative example, suppose there is a variation pattern B in normal mode where, at "time B1", a change in mode occurs from "normal mode 70n" to "second special mode 702s", and at time B2, after time B1, a change in mode occurs from "second special mode 702s" to "third special mode 703s" (see Figure 6(b-1)). When the variation based on this variation pattern B is executed in limited mode, since the second special mode 702s belongs to the limited target category, no change in mode occurs at time B1, but since the third special mode 703s belongs to the non-limited target category, a change in mode occurs at time B2 from normal mode 70n to third special mode 703s (see Figure 6(b-2)). Because it is configured in this way, from a different perspective, the limited mode can be said to be a mode that "hides" the changes to the first special mode 701s and the second special mode 702s that would have originally occurred in normal mode.

[0031] If there are too many different types of presentations, some players may find them complex, potentially leading to a decrease in enjoyment. According to this embodiment, by selecting a limited mode, some of the presentation types are eliminated, thus reducing the risk of such a decrease in enjoyment.

[0032] In particular, in this embodiment, all special modes 70s belonging to the limited target category (category A) (first special mode 701s, second special mode 702s) have a lower reliability than any of the special modes 70s belonging to the non-limited target category (category B) (third special mode 703s, fourth special mode 704s). In other words, one or more special modes 70s with the lowest reliability among the multiple types of special modes 70s are prevented from occurring in limited mode. In this way, even when limited mode is selected, special modes 70s that offer the expectation of a big win will occur, thus suppressing the decrease in the enjoyment of the game caused by selecting limited mode. Furthermore, when limited mode is selected, even if a variation would normally change to the first special mode 701s or second special mode 702s in normal mode, it remains in normal mode 70n, resulting in a game with more unexpected big wins (big wins in normal mode 70n) for the player.

[0033] The following describes specific examples that improve, elaborate on, or modify the above-mentioned limited modes. Furthermore, whenever possible, configurations may be created by combining multiple techniques described using the following examples.

[0034] 〇Specific Example 1-1 Other types of animations besides the hold animation can also be considered for the limited mode. An animation can be considered for the limited mode if it has a standard animation (default animation) and two or more special animations that suggest a higher reliability than the standard animation. For example, an animation that displays an image suggesting reliability at a predetermined timing (where the image is either the standard animation or one of several special animations) can be considered for the limited mode.

[0035] Furthermore, the effects (specific effects) that are subject to the limited mode do not have a set standard form. In other words, an effect that does not normally occur (its non-occurrence is the "default") but whose occurrence is considered a so-called chance-up (suggesting an increased probability of the target win / loss result being a jackpot) may be subject to the limited mode. For example, a setting may be made in which a specific image may be displayed at a predetermined timing (the display of the specific image is a chance-up), and multiple forms of this specific image may be provided (it is the "default" for the specific image not to be displayed at the predetermined timing). When the limited mode is set, some of these multiple forms will not be displayed. For example, there may be three forms of the specific image: form A, form B, and form C. In normal mode, any of forms A to C may be displayed, but in limited mode, form A will not be displayed, while forms B and C may be displayed.

[0036] 〇Specific Examples 1-2 One or more special modes 70s, counted from the most reliable, belong to the limited target category (the other special modes 70s belong to the non-target limited category). For example, according to the above embodiment, a limited mode is provided in which the third special mode 703s and the fourth special mode 704s do not occur. In this way, a limited mode is created in which the highly reliable performance modes are cut.

[0037] Specific Examples 1-3 The system is configured to have two or more limited modes with different combinations of special modes 70s belonging to the limited target category. For example, there is a first limited mode (see Figure 7(a)) where the first special mode 701s belongs to the limited target category (the second special mode 702s, third special mode 703s, and fourth special mode 704s belong to the non-limited target category), and a second limited mode (see Figure 7(b)) where the first special mode 701s and second special mode 702s belong to the limited target category (the third special mode 703s and fourth special mode 704s belong to the non-limited target category). The player can arbitrarily select any of the multiple limited modes. Although not shown in the figures, it is preferable that the limited mode setting screen allows the player to understand the differences between different types of limited modes. In this way, the player can play in a state that is more to their liking.

[0038] As in the embodiment described above, if the probability of occurrence of various special modes 70s belonging to the non-restricted target category is the same regardless of whether it is the normal mode or the restricted mode, then the more types of special modes 70s belonging to the restricted target category there are, the less likely it is to result in a special mode 70s. In the example shown in Figure 7, it can be said that the second restricted mode is less likely to result in a special mode 70s than the first restricted mode.

[0039] Furthermore, as shown in the example in Figure 7, if any of the multiple limited modes include one or more special patterns 70s, counted from the least reliable, belonging to the limited target category, the gameplay becomes such that the player chooses how many of the less reliable special patterns 70s to not display (one in the first limited mode, two in the second limited mode).

[0040] 〇Specific Examples 1-4 The player may be allowed to arbitrarily select special behaviors 70s that belong to the limited target category. In other words, the player can arbitrarily select from several types of special behaviors 70s which will not occur when the limited mode is selected (multiple selections are possible). For example, when the limited mode is selected, a selection screen may be displayed that allows the player to select the type of special behavior 70s that should not occur (see Figure 8(a)). In this way, the limited mode can be made to occur only with the special behaviors 70s preferred by the player.

[0041] 〇Specific Examples 1-5 The probability of occurrence (probability of occurrence per variation) of at least some of the special forms 70s belonging to the non-restricted category shall differ depending on whether the mode is normal or restricted. For example, the probability of occurrence of the third special form 703s shall differ when the mode is normal and when the mode is restricted.

[0042] As an example, it is conceivable to set the probability of the third special manifestation 703s occurring higher in limited mode than in normal mode (see Figure 8(b)). Limited mode is a state in which special manifestations 70s belonging to the limited target category (first special manifestation 701s and second special manifestation 702s in the above embodiment) do not occur, so to compensate for this, it is conceivable to increase the probability of the third special manifestation 703s occurring in limited mode.

[0043] Although not shown in the illustration, the probability of the third special mode 703s occurring may be set lower in the limited mode than in the normal mode, contrary to the example shown in Figure 8(b). It is also conceivable to set the limited mode so that not only the special modes 70s belonging to the limited target category (first special mode 701s and second special mode 702s in the above embodiment) but also other special modes 70s are less likely to occur, resulting in a limited mode in which special modes 70s as a whole are less likely to occur.

[0044] Specific Examples 1-6 The limited mode will be automatically activated, rather than being selected by the player. In other words, the game will automatically change from a state where the limited mode is not activated to a state where the limited mode is activated. This will allow for a gameplay experience where the nature of specific effects changes automatically.

[0045] When the state changes from one where a limited mode is not set to one where a limited mode is set, the change may or may not be indicated. If the former is chosen, the change to the state where a limited mode is set can be indicated by a so-called stage change, etc. In other words, the change to the state where a limited mode is set can be indicated by a change in the type of background image (the image displayed as the background of decorative pattern 80). If the latter is chosen, even if the state changes to one where a limited mode is set, such a stage change (change in background image) should not occur.

[0046] Specific Examples 1-7 In limited mode, the settings may allow special forms 70s belonging to the limited target category to occur. Specifically, in limited mode, special forms 70s belonging to the limited target category are less likely to occur compared to normal mode, but the probability of occurrence is not zero. In accordance with the above embodiment, the first special form 701s and the second special form 702s (special forms 70s belonging to the limited target category) are less likely to occur when limited mode is set than when normal mode is set, but they can still occur in limited mode.

[0047] In this configuration, it may be set so that when a special pattern 70s belonging to a limited target category occurs in limited mode, the result of the target win / loss lottery is guaranteed to be a jackpot. In other words, the occurrence of a special pattern 70s belonging to a limited target category in limited mode may be set as a so-called premium effect. By doing so, the occurrence of a special pattern 70s that should not occur becomes a welcome event for the player, resulting in an interesting gameplay experience.

[0048] Specific Examples 1-8 All special modes 70s with a reliability of ≠ 100% belong to the limited target category. In other words, special modes 70s in which the target success / failure lottery result may be a jackpot or a loss will not be displayed in limited mode. In the above embodiment, the first special mode 701s, the second special mode 702s, and the third special mode 703s belong to the limited target category, and the fourth special mode 704s belongs to the non-limited target category. With this configuration, when set to limited mode, the special mode 70s animation will only occur when a jackpot is confirmed (in all other cases, it will be the normal mode 70n), resulting in a straightforward gameplay experience.

[0049] 〇Specific Examples 1-9 The limited mode prevents the execution of special pattern 70s effects when the reliability is below a predetermined threshold. The screen for setting the limited mode should display this threshold. In other words, it is shown to the player that special pattern 70s effects below a certain reliability level will not occur for the effects targeted by the limited mode. For example, as shown in Figure 9, the limited mode (low reliability hold cut mode) displays an indication that holds with a reliability of 40% or less will not be displayed. In this way, the player can play under the condition that specific special pattern 70s effects are only executed when the reliability is above a predetermined level.

[0050] 〇Specific Examples 1-10 The limited mode can be set in either the normal game state or the special game state, but not in the other. For example, since the normal game state has a higher proportion of losing spins than the special game state, it is conceivable to allow the limited mode to be selected in the normal game state (to emphasize that spins have a good chance of resulting in a jackpot). Conversely, in the special game state, where players are likely to pay more attention to the patterns of the reserved symbols in anticipation of a jackpot, it is conceivable to limit the patterns of the reserved symbols to those with a high probability of success (allowing the limited mode to be selected in the special game state).

[0051] 2-2) Specific Notice The gaming machine 1 according to this embodiment can execute a specific notice as an effect (notice) constituting a variable effect. The specific notice suggests that there is a possibility that a certain effect will occur under the same variation (in the following description, the effect targeted by the specific notice may also be referred to as the target effect). When a specific notice occurs in a certain variation, the probability that the target effect will occur in that variation (in the following description, the variation in which the specific notice occurs may also be referred to as the specific variation) is higher than when the specific notice did not occur (however, the target effect in this embodiment is not an effect with a reliability of 100%). Just because a specific notice has occurred, it is not always the case that the target effect will occur in the specific variation. It is also possible for the specific variation to end without the target effect occurring.

[0052] The occurrence of the target effect is a pleasing event for the player compared to (not occurring). In this embodiment, when the target effect occurs, the probability (reliability) that the winning or losing lottery result corresponding to the variation including the target effect will be a big win is higher than when it does not occur. Therefore, a player who knows the characteristics of such a target effect will hope for the occurrence of the target effect when a specific notice occurs. Note that the target effect may occur without going through a specific notice (the target effect may also occur in a variation other than the specific variation). The target effect in this embodiment is an effect in which a predetermined effect image (hereinafter, the target effect image 25) is displayed (see FIGS. 11(c) and 12(c-1)). The target effect image 25 may be displayed at a prescribed timing after a reach is established. Therefore, the target effect in this embodiment can occur on the condition that a reach is established (it will not occur if a reach is not established) (however, setting the prescribed timing as the timing after reach establishment is just an example). The target effect image 25 is an image representing a predetermined character X.

[0053] A specific notification is one in which a specific notification image 10 is displayed in the display area 911 (see Figure 10(a)). In this embodiment, the specific notification image 10 is displayed in a small size near the outer edge of the display area 911. The specific notification image 10 may be displayed suddenly, or an effect may occur that suggests that the specific notification image 10 may be displayed. The specific notification image 10 includes a target element 11 and an uncertain element 12 as image components. The target element 11 is a part that directly or indirectly suggests the target effect. The target element 11 should be such that the player can understand that it refers to the target effect. In this embodiment, the target element 11 represents character X. That is, since the target effect is an effect in which the target effect image 25 of character X is displayed, the target element 11 represents the character X. Alternatively, it may be such that it indirectly suggests the target effect image 25 (character X). For example, it is conceivable that the target element 11 is a character representing the name or abbreviation of the target effect or the target effect image 25 (character X).

[0054] The uncertain element 12 is an element that suggests that the target performance may not necessarily occur. In other words, the presence of the uncertain element 12 allows the player to sense that there is a possibility that the target performance may not occur. In this embodiment, the character "?" is displayed as the uncertain element 12. That is, by attaching the character "?" to the target performance element (character X) that represents the target performance, the player senses that the target performance may occur afterward (the probability of the target performance occurring has increased), but it is not guaranteed that the target performance will occur. There are various other forms that can be considered for the uncertain element 12 besides the form in this embodiment. For example, it is conceivable to attach words that express conjecture, such as "maybe" or "perhaps," as the uncertain element 12.

[0055] The specific announcement leads to an ending where the uncertain element 12 is erased after the specific announcement image 10 is displayed (hereinafter referred to as the erasure ending) (see Fig. 10(c-1)), or an ending where the uncertain element 12 remains without being erased (hereinafter referred to as the remaining ending) (see Fig. 10(c-2)). In this embodiment, after a predetermined branching effect (see Fig. 10(b)) occurs, it leads to one of the endings. The branching effect may be anything that suggests to the player that some change may occur in the specific announcement image 10. In this embodiment, an effect occurs as the branching effect where the periphery of the specific announcement image 10 emits light brightly (a predetermined effect image is displayed around the specific announcement image 10). After this branching effect, if the uncertain element 12 is erased, it becomes the erasure ending (see Fig. 10(c-1)), and if the uncertain element 12 remains, it becomes the remaining ending (see Fig. 10(c-2)).

[0056] When reaching the erasure ending (see Fig. 10(c-1)), the target effect will occur during the subsequent specific variation. When reaching the erasure ending, an image (hereinafter referred to as the confirmed announcement image 20) from which the uncertain element 12 has been removed remains in the specific announcement image 10 (see Fig. 11(a)). Such a confirmed announcement image 20 will function to indicate that the occurrence of the target effect has been confirmed. In this embodiment, the confirmed announcement image 20 is in a state of being displayed until the start (prescribed timing) of the target effect (in a state of being displayed at the same position as the specific announcement image 10). Immediately before the start of the target effect, the confirmed announcement image 20 moves to the center of the display area 911 while being enlarged and displayed (see Fig. 11(b)), and the target effect is started after this enlarged display (after the confirmed announcement image 20 is erased) (see Fig. 11(c)). Thereby, an impression can be given to the player as if the target effect has occurred due to the action of the confirmed announcement image 20. Note that an effect using such a confirmed announcement image 20 may not occur, and the target effect may occur suddenly when the prescribed timing is reached.

[0057] On the other hand, when reaching the remaining end (see Fig. 10(c-2)), the target effect may not occur during the subsequent specific variation. That is, after reaching the remaining end, the target effect may occur or may not occur during the specific variation. In this embodiment, after reaching the remaining end, the specific preview image 10 continues to be displayed as it is (see Figs. 12(a)(b)). Specifically, it continues to be displayed until the timing (prescribed timing) at which the target effect can be started. Then, at the prescribed timing, the specific preview image 10 is erased, and it is determined whether the target effect occurs (see Fig. 12(c-1)) or does not occur (see Fig. 12(c-2)). Even if the specific preview reaches the remaining end in the variation, the probability of the target effect occurring is higher than that in the variation where the specific preview does not occur. That is, in this embodiment, even when reaching the remaining end, the function of suggesting that the possibility of the target effect occurring is increased remains.

[0058] As described above, the target effect in this embodiment can occur at the prescribed timing after the reach is established. Based on this, in this embodiment, even when a specific preview reaches the remaining end (see Fig. 10(c-2)) in a certain variation, the reach is established (see Fig. 12(a)) in that variation and the prescribed timing is reached (see Fig. 12(b)). That is, in order to show the player that the target effect may occur at the prescribed timing, the variation continues until the prescribed timing is reached.

[0059] Since the target effect is an event that is pleasing to the player when it occurs, it can be said that the elimination end where the occurrence of the target effect is determined is a more advantageous end for the player than the remaining end where the target effect may not occur.

[0060] As described above, the specific preview in this embodiment suggests that the target effect may occur when the specific preview image 10 including the uncertain element 12 is displayed together with the target element 11, and it is easy to understand that the target effect occurs when the uncertain element 12 is removed from the specific preview image 10 (when it becomes the elimination end).

[0061] Also, the specific notice in this embodiment means that there is a possibility that the target effect will occur even when the uncertain element 12 remains (when it becomes the remaining end state). As long as the element remaining with the target element 11 is an "uncertain" element, it is advisable to ensure that there remains a possibility that the target effect will occur even if it remains as it is (while remaining "uncertain").

[0062] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific notice will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0063] 〇Specific Example 2-1 It is made into a branching effect in which an action image 29 that acts on (contacts) the uncertain element 12 is displayed (see Fig. 13(a)). After the action image 29 is displayed, it is made to reach an elimination end state where the uncertain element 12 is eliminated (see Fig. 13(b-1)), or a remaining end state where the uncertain element 12 remains (see Fig. 13(b-2)). That is, an image attempting to eliminate the uncertain element 12 is displayed, and as a result, it is made into an effect of whether the uncertain element 12 is eliminated or remains without being eliminated. For example, an effect form in which an image representing a "sword" is displayed as the action image 29 can be considered.

[0064] By doing as in this example, it is possible to draw attention to the fact that the uncertain element 12 may be eliminated. Depending on the player, it can be felt that the elimination of the uncertain element 12 is a pleasing event for the player.

[0065] The mode of the effect image 29 is not constant, and it may be configured to suggest the probability of reaching the elimination end according to the mode of the effect image 29. For example, as the effect image 29, a first effect image 291 (see Fig. 13(c-1)) and a second effect image 292 (see Fig. 13(c-2)) having a different mode from the first effect image 291 are displayed. Then, the probability of reaching the elimination end is set to be higher when the second effect image 292 is displayed than when the first effect image 291 is displayed. By doing so, the mode (type) of the effect image 29 becomes a warning form (a more pleasing warning form for the player when the second effect image 292 is displayed than when the first effect image 291 is displayed) that the player will also pay attention to.

[0066] 〇Specific Example 2-2 When the uncertain element 12 remains without being eliminated after the branching effect (when it becomes the remaining end), it is set that there is no possibility of the target effect occurring with specific variation. By doing so, whether the uncertain element 12 is eliminated or not after the branching effect becomes an easy-to-understand warning form that directly branches into whether the target effect occurs or not. When configured as in this example, it is preferable that the entire specific warning image 10 is erased after it is shown that it has become the remaining end. Since the target effect does not occur when it becomes the remaining end, it is advisable to erase the warning image suggesting that the target effect may occur as soon as possible.

[0067] 〇Specific Example 2-3 During the specific variation in which the specific preview image 10 is displayed, two or more branching effects may occur. When the specific preview image 10 is displayed and the first branching effect reaches the elimination end (see Fig. 14(b-1)), the occurrence of the target effect is determined, and no further branching effects will occur. On the other hand, when the first branching effect reaches the remaining end (see Fig. 14(b-2)), it is assumed that a branching effect (the second branching effect) may occur again later (see Fig. 14(c)). When the second branching effect reaches the elimination end (see Fig. 14(d-1)), the occurrence of the target effect is determined. When the second branching effect reaches the remaining end (see Fig. 14(d-2)), it may be set such that further branching effects may occur (a setting in which three or more branching effects may occur).

[0068] By doing so as in this example, even if the branching effect does not reach the elimination end, it becomes a preview form in which the branching effect may occur again and reach the elimination end (the uncertain element 12 is eliminated). That is, even if the occurrence of the target effect is not determined by the first branching effect, it becomes a preview form in which the occurrence of the target effect may be determined by the second and subsequent branching effects.

[0069] 〇Specific Example 2-4 It is set that the target effect is an effect that does not occur without a specific preview. That is, in order for the target effect to occur in a certain variation, a specific preview must occur in that variation. By doing so, since the occurrence of a specific preview is a condition for the occurrence of the target effect, a gaming property can be realized in which the player will pay attention to the outcome of the specific preview.

[0070] 〇Specific Example 2-5 It is assumed that the probability that the uncertain element 12 is eliminated (the probability of reaching the elimination end) is suggested. Since the target effect will occur if the uncertain element 12 is eliminated, it can also be said that this suggestion is a suggestion of the probability that the target effect will occur. By doing so, when the specific preview image 10 is displayed, it becomes a preview form in which the player will pay attention to the level of the probability of reaching a favorable end.

[0071] Preferably, the likelihood of an erasure outcome is suggested by the specific preview image 10. In other words, the likelihood of an erasure outcome is suggested by at least a part of the specific preview image 10. As an example, the likelihood may be suggested by the form of the uncertain element 12 itself. If the uncertain element 12 is represented by the character "?" as in the above embodiment, the likelihood of an erasure outcome is suggested by the color of the character. For example, the uncertain element 12 may be in one of two forms: a first form where the color is "white" (first uncertain element 121) (see Figure 15(a)) or a second form where the color is "red" (second uncertain element 122) (see Figure 15(b)), with the probability of an erasure outcome being higher in the second form than in the first form.

[0072] 〇Specific Example 2-6 The setting is such that a single specific notification suggests the occurrence of two or more types of effects (target effects). As an example, consider a specific notification that suggests target effect X and target effect Y (an effect with a higher reliability than target effect X). Specific notification image 10 includes target element 11X suggesting target effect X and target element 11Y suggesting target effect Y (see Figure 16(a)). Target effect X is an effect in which character X is displayed, and target effect Y is an effect in which character Y (a character different from character X) is displayed. Based on this, specific notification image 10 is said to include target element 11X representing character X and target element 11Y representing character Y. Furthermore, it is preferable that specific notification image 10 clearly indicates that either target element 11X (the effect it represents) or target element 11Y (the effect it represents) may occur. For example, between target element 11X and target element 11Y, there is an image indicating which of the two will be selected (hereinafter referred to as the connecting element 13. This connecting element 13 could be a specific preview image 10 displaying "or" or " / " (slash)).

[0073] After the branching effect, the specific preview image 10 reaches an ending where one target element 11 remains while the other target element 11 is deleted (if the specific preview image 10 includes the connection element 13, the connection element 13 is also deleted). That is, an ending X where the definite preview image 20X in which the target element 11X remains and the target element 11Y is deleted is displayed (see Fig. 16(b-1)), or an ending Y where the definite preview image 20Y in which the target element 11Y remains and the target element 11X is deleted is displayed (see Fig. 16(b-2)). When reaching the ending X, the target effect X occurs during the subsequent specific variation (the target effect Y does not occur). When reaching the ending Y, the target effect Y occurs during the subsequent specific variation (the target effect X does not occur). In the case of a specific effect where the specific preview image 10 as in this example is displayed, the target element 11 to be deleted after the branching effect can also be regarded as an uncertain element. That is, it can be said that the target element 11Y is an uncertain element suggesting that the target effect X does not necessarily occur as seen from the target element 11X, and the target element 11X is an uncertain element suggesting that the target effect Y does not necessarily occur as seen from the target element 11Y. Therefore, in the specific preview as in this example, the deletion of one target element 11 (the target element 11 corresponding to the non-occurring target effect) can be said to indicate that the uncertain element is deleted and the target effect corresponding to the other target element 11 occurs.

[0074] Note that after the branching effect, there may be a possibility of an ending where neither the target element 11X nor the target element 11Y is deleted. When reaching such an ending, the occurrence of neither the target effect X nor the target effect Y is promised. When reaching such an ending, it may be set that neither the target effect X nor the target effect Y occurs during the specific variation.

[0075] 〇Specific Example 2-7 The system is configured to allow for multiple types of specific announcements to occur. For example, specific announcement A, which suggests the occurrence of target performance A, and specific announcement B, which suggests the occurrence of target performance B (a different performance from target performance A), may occur. Specific announcement A is indicated by the display of specific announcement image 10A (see Figure 16(c-1)). Specific announcement B is indicated by the display of specific announcement image 10B (which differs in appearance from specific announcement image 10A) (see Figure 16(c-2)). Since specific announcement A and specific announcement B indicate different performances (target performances), the target elements 11A (elements suggesting target performance A) included in specific announcement image 10A and the target elements 11B (elements suggesting target performance B) included in specific announcement image 10B are different. On the other hand, the uncertain element 12 is common regardless of the type of specific announcement image 10. The probability of target performance A occurring in a certain variation after specific announcement image 10A is displayed is different from the probability of target performance B occurring in a certain variation after specific announcement image 10B is displayed. In other words, even if the same specific preview image 10 is displayed in a preview, if the performance targeted by the preview is different, the probability of that performance occurring after the preview will be different.

[0076] In this example, each specific preview image 10 may include elements that suggest the characteristics of the target performance. For example, it could suggest the reliability (high or low reliability) of the target performance. If target performance B is more reliable than target performance A, then specific preview images 10A and 10B should have differences that represent this difference in reliability. For example, specific preview image 10A may be white overall (see Figure 16(c-1)), while specific preview image 10B may be red overall (see Figure 16(c-2)) (in the diagram, the difference in color is represented by showing specific preview image 10A without hatching and specific preview image 10B with hatching). In this way, it can be perceived that the target performance is more reliable in specific preview image 10B than in specific preview image 10A.

[0077] 〇Specific Example 2-8 Assume a setting where a confirmation preview image 20 that indicates the occurrence of the target performance and includes the target performance but does not include the uncertainty element 12 may be displayed from the beginning. That is, in certain variations, after the specific preview image 10 is displayed, the specific preview image 10 may change (resulting in an erased end state) to become the confirmation preview image 20, or the confirmation preview image 20 may be displayed without going through the specific preview image 10. By doing this, it becomes a preview form where the occurrence of the target performance may be confirmed from the beginning.

[0078] 2-3) Performance Effect Adjustment Function The gaming machine 1 according to the present embodiment includes a performance effect adjustment function for changing the magnitude of the output of a performance element that expresses a performance effect. Two or more elements are provided as the performance elements targeted by the performance effect adjustment function. In the present embodiment, the background music (BGM) (first performance element) output during the variation and the sound effect (SE) (second performance element) output during the variation can be adjusted. That is, the magnitude when these sounds (music) are output from the speaker 65 can be adjusted.

[0079] The background music is divided into normal background music that is output in a normal state and special background music that is output when a specific performance with a dedicated song occurs (the state where no specific performance occurs is the "normal state"). If no specific performance occurs, the normal background music will be continuously output. In the present embodiment, for the music output as normal background music, the player can arbitrarily select from among a plurality of candidate music (since such a background music selection function itself is well-known, the description is omitted). Therefore, at least the normal background music does not suggest a so-called reliability. In the present embodiment, both the normal background music and the special background music are targets of the performance effect adjustment function. However, alternatively, a setting may be adopted where the normal background music is a target of the performance effect adjustment function, but the special background music is not a target of the performance effect adjustment function.

[0080] Sound effects are output as sounds for various component effects that make up the fluctuation animation (background music is not included in these sounds). The sound effects are of a form appropriate to the type of component effect. Since at least a part of the component effects that make up the fluctuation animation suggest reliability, it can be said that at least a part of the sound effects also suggest reliability.

[0081] In this embodiment, the volume of the background music and sound effects can be adjusted in a standby state (non-variable state) when no variation effects are being performed (hereinafter, the state in which the volume of these outputs can be adjusted will be referred to as the adjustable state). The operation for changing the output of the background music (hereinafter referred to as the first operation) and the operation for changing the volume of the sound effects (second operation) are different. The specific form of each operation may be anything. The system may be configured so that different operations of the same operation means are set as the first and second operations, or so that operations of different operation means are set as the first and second operations. Furthermore, a complex operation (a combination of two or more operations) may be set as the first or second operation. In addition, the system may be configured so that there is an operation means dedicated to the first operation (an operation means dedicated to changing the output of the background music) and an operation means dedicated to the second operation (an operation means dedicated to changing the output of the sound effects). In this embodiment, the first operation is to operate the left and right directions of the directional pad 62 in the adjustable state, and the second operation is to operate the up and down directions of the directional pad 62 in the adjustable state. When the settings are adjustable, it would be helpful to display an image explaining that the first operation changes the volume of the background music (BGM), and the second operation changes the volume of the sound effects (SE).

[0082] In this embodiment, both the volume of the background music and the volume of the sound effects can be adjusted in 10 steps (Lv1 to Lv10). When the volume is adjustable, pressing left on the directional pad 62 decreases the volume of the background music by one step, and pressing right on the directional pad 62 increases the volume of the background music by one step. Similarly, when the volume is adjustable, pressing down on the directional pad 62 decreases the volume of the sound effects by one step, and pressing up on the directional pad 62 increases the volume of the sound effects by one step.

[0083] The gaming machine 1 according to this embodiment can display a current status image in the display area 911 in order to facilitate adjustment by the performance effect adjustment function. Specifically, it is possible to display a BGM current status image 31 (first current status image) that shows the output level of the currently set background music, and an SE current status image 32 (second current status image) that shows the output level of the currently set sound effect (see Figures 17(c) and 18(c)). These current status images only need to be in a manner that allows the current status of the target performance element to be grasped. In this embodiment, a number representing the current level (Lv) and a current status image containing the same number of image elements as the current level are displayed. In addition, each current status image includes an element that indicates the type of performance element it targets. In this embodiment, the BGM current status image 31 includes text that indicates the target is BGM (background music), and the SE current status image 32 includes text that indicates the target is SE (sound effect).

[0084] When the first operation is performed while the system is in an adjustable state and no current image is displayed (see Figure 17(a)) (hereinafter, the first operation in this state may be referred to as the initial first operation) (see Figure 17(b)), the BGM current image 31 is displayed as a result (see Figure 17(c)). In other words, when the first operation is performed, it means that the player is trying to adjust the volume of the background music (BGM), so the BGM current image 31, which represents the current volume of the background music, is displayed. In addition, in this embodiment, when the initial first operation is performed, not only the BGM current image 31 but also the SE current image 32 is displayed as a result (see Figure 17(c)). In other words, in a situation where it is not recognized that the player is trying to adjust the volume of the sound effects (SE) (the situation when the first operation is performed), the SE current image 32 is displayed as well as the BGM current image 31.

[0085] Furthermore, when a second operation is performed while the system is in an adjustable state and no current image is displayed (see Figure 18(a)) (hereinafter, the second operation in this state may be referred to as the initial second operation) (see Figure 18(b)), the SE current image 32 is displayed as a result (see Figure 18(c)). In other words, when a second operation is performed, it means that the player is trying to adjust the volume of the sound effect (SE) output, so the SE current image 32, which represents the current volume of the sound effect output, is displayed. In addition, in this embodiment, when the initial second operation is performed, not only the SE current image 32 but also the BGM current image 31 is displayed as a result (see Figure 18(c)). In other words, in situations where it is not recognized that the player is trying to adjust the volume of the background music (BGM) output (the situation when the second operation is performed), both the SE current image 32 and the BGM current image 31 are displayed. In this embodiment, the positional relationship between the BGM current image 31 and SE current image 32 in the display area 911 displayed in the initial first operation is the same as the positional relationship between the BGM current image 31 and SE current image 32 in the display area 911 displayed in the initial second operation. Assuming that the output levels of the current background music and sound effects are the same, the same BGM current image 31 and SE current image 32 will be displayed regardless of whether the initial first operation or the initial second operation is performed.

[0086] The reason for this control is as follows: In variable sound effects, sound effects are output overlaid on the background music (background music and sound effects are output together). Therefore, the audibility of one of the background music or sound effects is affected by (hindered by) the other (if the output of one is made relatively louder than the output of the other, the other becomes harder to hear, and if the output of one is made smaller than the output of the other, the other becomes easier to hear). Therefore, when a player tries to adjust the audibility of the background music by changing the output of the background music, that is, when the player performs the initial first operation, not only is the BGM current image 31 displayed so that the player can check the volume of the background music output, but the SE current image 32 is also displayed so that the player can check the volume of the sound effect output. Conversely, when a player tries to adjust the audibility of the sound effect by changing the output of the sound effect, that is, when the player performs the initial second operation, not only is the SE current image 32 displayed so that the player can check the volume of the sound effect output, but the BGM current image 31 is also displayed so that the player can check the volume of the background music output.

[0087] Thus, in this embodiment, when attempting to change the output volume of either the background music or the sound effect, an image representing the current state of both the background music and the sound effect is displayed, as well as an image representing the current state of the other, thus contributing to the convenience of the player who is trying to change the visual effects.

[0088] In this embodiment, the output volume of the background music is kept constant during the initial first operation. After the initial first operation, the output volume of the background music changes when the first operation is performed while the BGM current image 31 and SE current image 32 are displayed (the appearance of the BGM current image 31 also changes accordingly). Similarly, the output volume of the sound effects is kept constant during the initial second operation. After the initial second operation, the output volume of the sound effects changes when the second operation is performed while the BGM current image 31 and SE current image 32 are displayed (the appearance of the SE current image 32 also changes accordingly). However, this does not negate the possibility of changing the output volume of the background music during the initial first operation or changing the output volume of the sound effects during the initial second operation.

[0089] Furthermore, in this embodiment, regardless of whether the trigger for the display of the BGM status image 31 and SE status image 32 was the first operation (initial first operation) or the second operation (initial second operation), if the first operation is performed while the BGM status image 31 and SE status image 32 are displayed, the output volume of the background music will change, and if the second operation is performed, the output volume of the sound effects will change.

[0090] In this embodiment, the BGM current image 31 and SE current image 32 are erased and the change is confirmed when a decision operation (which can be any operation; in this embodiment, the operation of the push button 61 is considered the decision operation) is performed, or when a specified time has elapsed without the first or second operation being performed. In other words, the BGM current image 31 and SE current image 32 are displayed together and erased together. It is not possible for the state to change from neither being displayed to only one being displayed, nor is it possible for the state to change from both being displayed to only one being displayed (i.e., only one being erased).

[0091] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned effects adjustment function. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.

[0092] 〇Specific Example 3-1 The system will be configured to allow the use of the performance effect adjustment function during fluctuations. In other words, the system will be configured to set an adjustable state during fluctuations. However, it is also possible to configure the system so that adjustments are not possible when a predetermined performance is being executed (the state in which a predetermined prohibition condition is not met is set to an adjustable state).

[0093] It is preferable that the current image be displayed even when using the effect adjustment function during fluctuations. Regarding the display of the current image, it is conceivable that it be controlled in the same way during fluctuations as during non-fluctuating (standby) states. That is, when the first operation (initial first operation) or second operation (initial second operation) is performed in the adjustable state during fluctuations, both the BGM current image 31 and the SE current image 32 are displayed (see Figure 19(a)).

[0094] In contrast to this, it is also conceivable to control the display of the current image differently depending on whether it is changing or not (standby state). Specifically, when the first operation (initial first operation) is performed in the adjustable state during changing, the BGM current image 31 is displayed but the SE current image 32 is not (see Figure 19(b-1)). Also, when the second operation (initial second operation) is performed in the adjustable state during changing, the SE current image 32 is displayed but the BGM current image 31 is not (see Figure 19(b-2)). In other words, when it is not changing (standby state), both the BGM current image 31 and the SE current image 32 are displayed regardless of which operation is performed (see Figures 17 and 18), but when it is changing, the current image corresponding to the player's operation (corresponding to the effect element to be changed) is displayed, but the current image that does not correspond to the operation is not displayed (see Figure 19(b)). During fluctuations, decorative symbols 80 and reserve symbols 70 are displayed in the display area 911, and various effects are executed. Therefore, to avoid hindering the visibility of these, it is advisable to display only the corresponding current image.

[0095] Specific Example 3-2 The performance elements that are subject to the performance effect adjustment function are not limited to those described in the above embodiment. For example, the output volume of so-called character voices (CV) may be the target of the performance effect function. In a configuration in which a current image (CV current image) representing the current output volume of the character voices is displayed when an operation is performed to change the output volume of the character voices, the current image may be configured so that not only the CV current image but also other current images (for example, BGM current image 31) are displayed when the said operation is performed.

[0096] Specific Example 3-3 When either the first or second operation is performed, both the first and second current image are displayed, but when the other of the first or second operation is performed, only one of the first or second current image is displayed. As an example consistent with the above embodiment, when the first operation (initial first operation) is performed in the adjustable state, the BGM current image 31 is displayed but the SE current image 32 is not, while when the second operation (initial second operation) is performed, both the SE current image 32 and the BGM current image 31 are displayed. If the influence (degree of inhibition) that the output of one performance element has on the output of the other performance element is relatively large, but the influence (degree of inhibition) that the output of one performance element has on the output of the other performance element is relatively small, then the example as described above may be used.

[0097] Specific Examples 3-4 The system may be equipped with two or more display devices, and the current image may be displayed on a display device other than the display device 91 (main display device) on which the decorative pattern 80 is displayed. Furthermore, the display device on which the BGM current image 31 (first current image) is displayed and the display device on which the SE current image 32 (second current image) is displayed may be separate.

[0098] Specific Examples 3-5 As an element of the performance that is subject to the performance effect adjustment function, a third performance element different from the first and second performance elements is provided. The third performance element is to be adjusted by a third operation. The third performance element only needs to be different from the first and second performance elements, but it should have little relation to these first and second performance elements. For example, in a configuration where the first performance element is background music and the second performance element is a sound effect, as in the above embodiment, a confirmation sound is set as the third performance element (the confirmation sound is a sound that, when it occurs, confirms a jackpot in the win / loss lottery result corresponding to the fluctuation). Note that the confirmation sound is not included as a sound effect as the second performance element. The third operation can be any operation different from the first and second operations. For example, in the adjustable state, the output size (volume) of the confirmation sound can be changed in steps by operating the button located in the center of the directional pad 62 (10 levels of adjustment are possible).

[0099] In this configuration, when the third operation (initial third operation) is performed while the system is in an adjustable state (see Figure 20(a)) (see Figure 20(b-2)), the confirmed sound current image 33 (third current image), which shows the setting status of the output volume of the confirmed sound, will be displayed. However, even if the third operation is performed while the system is in an adjustable state, the BGM current image 31 (first current image) and SE current image 32 (second current image) will not be displayed (see Figure 20(c-2)). Also, when the first operation (initial first operation) or second operation (initial second operation) is performed while the system is in an adjustable state (see Figure 20(a)) (see Figure 20(b-1)), the BGM current image 31 (first current image) and SE current image 32 (second current image) will be displayed, but the confirmed sound current image 33 (third current image) will not be displayed (see Figure 20(c-1)).

[0100] Thus, the confirmation sound current image 33 (third current image), which is displayed when the third operation is performed, is not displayed when the first or second operation is performed. The confirmation sound only occurs during winning variations that announce a jackpot (and rarely occurs), and does not interfere with background music or sound effects. Therefore, when adjusting the volume of the confirmation sound output, players will not need to worry about the volume of background music or sound effects, so the BGM current image 31 (first current image) and SE current image 32 (second current image) are not displayed even when the third operation is performed. In this way, in a configuration in which a third performance element separate from the first and second performance elements is provided, the third current image may not be displayed when the first or second operation is performed.

[0101] Specific Examples 3-6 The configuration is such that the first current state image representing the current state of the first production element and the second current state image representing the current state of the second production element are a single image (the first and second current state images are not separate) (see Figure 21(c)). In accordance with the above embodiment, the BGM current state image 31 and the SE current state image 32 are a single image. Since the first and second current state images are displayed at the same time (when the initial first operation or initial second operation is performed) and erased at the same time, they can be displayed as a single image.

[0102] Specific Example 3-7 In the embodiment described above, both the first current image and the second current image are displayed regardless of whether the first operation (initial first operation) or the second operation (initial second operation) is performed. However, the relative display configuration of the first and second current images differs between the first operation (initial first operation) and the second operation (initial second operation).

[0103] For example, when the first operation (initial first operation) is performed in the adjustable state (see Figure 22(a)) (see Figure 22(b-1)), the first current image (BGM current image 31) is displayed larger than the second current image (SE current image 32) (see Figure 22(c-1)). Conversely, when the second operation (initial second operation) is performed in the adjustable state (see Figure 22(a)) (see Figure 22(b-2)), the second current image (SE current image 32) is displayed larger than the first current image (BGM current image 31) (see Figure 22(c-2)). In other words, since it is highly probable that the player is trying to change the volume of the background music output when performing the first operation, and the volume of the sound effect output when performing the second operation, the current image corresponding to the operation performed by the player is displayed in a more prominent manner than the current image that does not correspond to the operation. Various methods can be considered for displaying the current image corresponding to the operation performed by the player in a more prominent manner than the current image that does not correspond to the operation. For example, one possible configuration is to display the current state image corresponding to the player's actions in an opaque manner, and the current state image that does not correspond to the player's actions in a semi-transparent manner.

[0104] 3) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.

[0105] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.

[0106] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of obtaining a big win via a small win (the gameplay of a so-called "Type 2 game machine"), a detailed explanation will be omitted. For example, if the setting is such that when a small win is won, (except in the case of irregular events such as a malfunction of the game machine or when the player does not play as instructed) it leads to obtaining a big win (a setting in which a small win and a big win can be considered essentially the same), then the "big win" described in the above embodiment can be replaced with a "small win" (for example, the "big win probability" is the probability obtained by adding the probability of winning a big win (the probability of a direct win) and the probability of winning a small win, and winning a "small win" is essentially the same as winning a "big win").

[0107] The above-mentioned gaming machine 1 may be a controlled gaming machine. In other words, it may be a machine in which the game balls are sealed inside and the game can be played without touching the game balls.

[0108] The specific means (gaming machine) obtained from the above embodiment are listed below.

[0109] ·Means 1-1 A gaming machine in which a specific performance is performed that indicates a reliability level, which is the probability that an event favorable to the player will occur, wherein the specific performance is set up to include a standard standard form and a plurality of special forms that indicate a higher reliability level than the standard form, wherein the plurality of special forms include those belonging to category A and those belonging to category B, and the performance modes include a normal mode in which the specific performance can be any of the plurality of special forms, and a limited mode in which the specific performance can be the special form belonging to category B, but not the special form belonging to category A. According to the above gameplay, selecting a limited mode reduces the number of special patterns that can occur, thus mitigating the risk that certain effects may feel complex and diminish the enjoyment of the game.

[0110] ·Means 1-2 The gaming machine according to means 1-1, characterized in that, in the normal mode, the reliability is higher when the specific performance becomes one of the special forms belonging to category B than when it becomes one of the special forms belonging to category A. In this way, the limited mode becomes a gameplay experience in which special behaviors occur in situations where there is a certain degree of expectation that favorable events will occur.

[0111] ·Means 1-3 The gaming machine according to means 1-1 or means 1-2, characterized in that multiple types of modes are provided as the limited modes, each having a different combination of the special embodiments belonging to category A and category B, respectively. In this way, since each of the multiple limited modes has a different combination of special behaviors that do not occur, players can play in a state that suits their preferences.

[0112] ·Means 2-1 A gaming machine capable of executing a specific notification that suggests the occurrence of a target performance, wherein the specific notification displays a specific notification image that includes a target element that suggests the target performance and an uncertain element that suggests the target performance may not necessarily occur, and the target performance occurs after the specific notification image is displayed and the uncertain element is removed. The above-mentioned gaming machine can perform an easy-to-understand pre-announcement where the target effect (an effect suggested by the target effect) occurs when the uncertain elements are eliminated.

[0113] ·Means 2-2 The gaming machine according to means 2-1, characterized in that even if the uncertain elements are not eliminated and remain after the specific preview image is displayed, the target performance may still occur thereafter. Since the uncertainty element suggests that it is "uncertain" whether or not the target effect will occur, it is not inconsistent to have a setting where the target effect can still occur even when the uncertainty element remains.

[0114] ·Means 2-3 The gaming machine according to means 2-1 or means 2-2, characterized in that after the specific preview image is displayed, an action image that acts on the uncertain element is displayed, and a branching sequence occurs that leads to a successful ending in which the uncertain element is eliminated, or a failed ending in which the uncertain element remains. This approach clearly demonstrates that uncertain factors may be eliminated.

[0115] ·Means 3-1 A gaming machine equipped with a performance effect adjustment function that changes the magnitude of the output of a performance element that produces a performance effect, wherein the performance element that is the target of the performance effect adjustment function is provided as a first performance element that can be adjusted by a first operation and a second performance element that can be adjusted by a second operation different from the first operation, and the gaming machine is equipped with a display means capable of displaying a first current image representing the state of the first performance element and a second current image representing the state of the second performance element, and the second current image is displayed not only as a result of the first operation being performed. According to the above-mentioned gaming machine, when attempting to adjust the first performance element, not only the first current image but also the second current image is displayed, making it easier to adjust the performance effects.

[0116] ·Means 3-2 The gaming machine according to means 3-1, characterized in that one of the first and second performance elements is a background music that is continuously output during the variation of decorative symbols that announce the win / loss lottery result, and the other is a sound effect for a performance that occurs during the variation of the decorative symbols. Since background music and sound effects may be output during the same period, the volume of one output may affect the audibility of the other. Therefore, when adjusting one of the background music and sound effects, it is advisable to display both the first current image and the second current image.

[0117] ·Means 3-3 As the production element, a third production element that can be adjusted by a third operation different from the first operation and the second operation is provided, and the display means can display a third current image representing the state of the third production element. The gaming machine according to means 3-1 or means 3-2, characterized in that the third current image is not displayed when the first operation is performed. The current image (third current image) of a production element that seems to have low relevance to the first production element and the second production element may not be displayed even when the first operation is performed.

Explanation of symbols

[0118] 1 Gaming machine 10 Specific preview image 11 Target element 12 Uncertain element 20 Confirmatory preview image 25 Target production image 29 Action image 31 BGM current image 32 SE current image 33 Confirmatory sound current image 61 Push button 60 Operating means (61 Push button 62 Cross key) 70 Reserved symbol (71 Reserved symbol in variation 72 Reserved symbol before variation) 70n Normal mode 70s Special mode (701s First special mode 702s Second special mode 703s Third special mode 704s Fourth special mode) 91 Display device 911 Display area

Claims

1. A gaming machine capable of executing a specific pre-announcement that suggests the occurrence of the target effect, The aforementioned specific announcement displays a specific announcement image that includes elements suggesting the aforementioned target performance, and uncertain elements suggesting that the aforementioned target performance is not necessarily guaranteed to occur. A gaming machine characterized in that, after the aforementioned specific preview image is displayed, if the uncertain element is eliminated, the aforementioned target performance occurs thereafter.

2. The gaming machine according to claim 1, characterized in that even if the uncertain elements are not eliminated and remain after the specific preview image is displayed, the target performance may still occur thereafter.

3. The gaming machine according to claim 1 or 2, characterized in that after the specific preview image is displayed, an action image that acts on the uncertain element is displayed, and a branching sequence occurs that leads to a successful ending in which the uncertain element is eliminated, or a failed ending in which the uncertain element remains.

Citation Information

Patent Citations

  • Pachinko game machine

    JP2023050304A