Gaming machine
The gaming machine enhances player engagement by allowing preferred effects to occur preferentially through a normal and fixed mode system, improving the likelihood of favorable outcomes during gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2026-02-20
- Publication Date
- 2026-05-19
AI Technical Summary
Existing gaming machines lack the ability to conveniently prioritize the occurrence of preferred effects, making the gaming experience less engaging and less favorable for players.
A gaming machine that allows execution of multiple types of target effects, with a normal mode where the type can change and a fixed mode where a specific effect is set, and switches to fixed mode when a mode change condition is met, enhancing the likelihood of preferred effects during gameplay.
Improves the convenience of having preferred effects occur preferentially, enhancing player engagement and enjoyment by increasing the probability of favorable outcomes during gameplay.
Smart Images

Figure 2026083048000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is a known gaming machine that can customize the occurrence probability etc. of effects to be executed (see, for example, Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the convenience of making a preferred effect occur preferentially.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems is a gaming machine in which any one of a plurality of types of target effects is executed when a predetermined condition is satisfied, and when the predetermined condition is satisfied, which type of the target effect is executed does not suggest the probability that the win / loss lottery result is a win, and as a control mode of the target effect, there are provided a normal mode in which the type of the target effect executed when the predetermined condition is satisfied can change, and a fixed mode in which any one of the plurality of types of target effects is set as a fixed effect, and when the predetermined condition is satisfied, the target effect set as the fixed effect is executed and other types of target effects are not executed, and when a mode change condition is satisfied while any one of the plurality of types of target effects is being executed in a state where the normal mode is set, the target effect being executed is changed to the fixed mode in which the target effect is set as the fixed effect. The gaming machine is characterized in this. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the convenience of having preferred effects occur preferentially. [Brief explanation of the drawing]
[0007] [Figure 1] This is an overall diagram of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state and the type of jackpot (the transition of the game state according to the type of jackpot), and (b) is a diagram to explain the jackpot distribution when the first win / loss lottery is won and when the second win / loss lottery is won. [Figure 4] This is a diagram to explain specific performances (types of specific performances). [Figure 5] This diagram illustrates that certain types of special effects that occur during jackpot spins in the standard special game state are considered favorable in the target special game state. [Figure 6] This diagram shows the standard reliability and opportunity reliability for various specific performance effects. [Figure 7] This is a diagram to explain specific example 1-1. [Figure 8] This is a diagram to explain specific example 1-2. [Figure 9] This is a diagram to explain specific examples 1-3. [Figure 10] This is a diagram to explain specific examples 1-7. [Figure 11] This is a diagram to explain specific examples 1-8. [Figure 12] This is a diagram used to explain the visual effects. [Figure 13] This is a diagram illustrating the basic combination of effects. [Figure 14] This is a diagram illustrating a special type of composite performance. [Figure 15]It is a diagram for explaining Specific Example 2-1. [Figure 16] It is a diagram for explaining Specific Example 2-2. [Figure 17] It is a diagram (Part 1) for explaining Specific Example 2-3. [Figure 18] It is a diagram (Part 2) for explaining Specific Example 2-3. [Figure 19] It is a diagram for explaining Specific Example 2-4. [Figure 20] It is a diagram for explaining the target period (a) and the target performance (b). [Figure 21] (a) is a diagram for explaining the normal mode and the fixed mode, (b) is a diagram for explaining that when the change condition from the normal mode to the fixed mode is satisfied, the target performance being executed is set as the fixed performance, and (c) is a diagram showing an example of the operation performance occurring during the target period. [Figure 22] It is a diagram for explaining Specific Example 3-2. [Figure 23] It is a diagram for explaining Specific Example 3-3. [Figure 24] It is a diagram for explaining Specific Example 3-5. [Figure 25] It is a diagram (Part 1) for explaining Specific Example 3-6. [Figure 26] It is a diagram (Part 2) for explaining Specific Example 3-6.
Mode for Carrying Out the Invention
[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, when the term "image" is used without further elaboration, it includes not only still images but also moving images.
[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed from a nearly square piece of plywood, and guide rails 903 that form a passage for guiding game balls launched by the operation of the launching device 908 (launching handle) into the game area 902 are provided in a roughly arc shape.
[0010] The game area 902 includes a display device 91, a starting area 904, a big prize area 906, and an out opening. The display area 911 of the display device 91 is a portion that can be seen through the opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that cause changes in the flow of the game balls when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.
[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.
[0013] The jackpot lottery is performed by a win / fail lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "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, the notification of the win / fail lottery result begins in the order in which the numerical values are obtained (the in-spin performance described later begins). However, if there is still win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, reserved information before spinning, described later) in a storage means provided on a control board (not shown). Similar to known gaming machines, the type of performance to be executed as part of the performance during the reel spin is determined by a random draw (a draw that refers to one or more performance tables, not shown) based on a random number obtained according to the win / loss draw result.
[0014] In this embodiment, the reserved symbols 70 include a reserved symbol 71 (a symbol indicating the existence of the so-called "reserved symbol") corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result (the performance from the start of the variation of the decorative symbols 80 (decorative symbol group 80g) until it completely stops with a combination indicating the winning / losing lottery result, so-called performance for one variation; hereinafter sometimes simply referred to as "variation" or "rotation") has started, but the notification of the winning / losing lottery result has not been completed, and a reserved symbol 72 before variation that corresponds to a reserved symbol 72 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result has not started (hereinafter sometimes referred to as "reserved symbol before variation") (see Figure 2). In this embodiment, the reserved symbol 71 during variation is displayed larger than the reserved symbol 72 before variation, but the basic form of both is the same. The basic forms of the reserved symbol 71 during variation and the reserved symbol 72 before variation may be completely different. Alternatively, the system may be configured so that the reserve symbol 71 is not displayed during the reel spin. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called "reserve consumption order") is faster for symbols located to the right.
[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 win / loss 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 begin 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 will be a predetermined combination (for example, three of the same decorative symbols 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] If the draw result is a jackpot, a jackpot game is executed in which the jackpot area 906 is opened (the player is granted the "bonus" of a jackpot game). A jackpot game includes one or more unit games (so-called "rounds" of gameplay; hereafter, the ○th unit game after the start of a jackpot game may be referred to as the ○th round (game)). In a unit game, the jackpot area 906 remains open until a predetermined closing condition is met. In this embodiment, the closing condition is met when either C game balls enter the area, or a predetermined amount of time has elapsed since the jackpot area 906 was opened. Basically, if the player continuously fires game balls towards the jackpot area 906, C game balls will enter the jackpot area 906 before the predetermined time has elapsed. In other words, the player can enjoy the benefit of at least C game balls entering the jackpot area 906. In this embodiment, C=10. Also, when one game ball enters the big prize area 906, 10 prize balls are dispensed.
[0019] 2) Game state The game state in which players aim to win a jackpot can be broadly divided into normal game state and special game state (see Figure 3(a)). 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 state in which the probability of winning a jackpot is low, and a low base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. There are two special game states: the first special game state and the second special game state. The first special game state is a high probability state (probability fluctuation state) in which the probability of winning a jackpot is high, and a high base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. The second special game state is a low probability state in which the probability of winning a jackpot is low, and a high base state (low probability, with time reduction) in which it is easy for the game ball to enter the starting area 904.
[0020] Furthermore, the average length of time required for the in-game animation (in-game animation time) is shorter in the high-base state than in the low-base state. In other words, in the high-base state, the results of the win / loss lottery are announced more quickly than in the low-base state.
[0021] In normal gameplay, the player aims to launch the game ball towards the first starting area 904a (the so-called starting area of Special Figure 1). In this embodiment, the player performs what is known as "left-handed shooting". Since the first win / loss lottery information is acquired when the game ball enters the first starting area 904a, the normal gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the first win / loss lottery information (the so-called Special Figure 1 lottery; hereinafter sometimes referred to as the first win / loss lottery). On the other hand, in special gameplay, the player aims to launch the game ball towards the second starting area 904b (the so-called starting area of Special Figure 2). In this embodiment, the player performs what is known as "right-handed shooting". Since the second win / loss lottery information is acquired when the game ball enters the second starting area 904b, the special gameplay state is a gameplay state in which the player aims to win a jackpot through a win / loss lottery based on the second win / loss lottery information (the so-called Special Figure 2 lottery; hereinafter sometimes referred to as the second win / loss lottery). The special game state is a state in which the player is more likely to win the lottery to open the second starting area 904b, which is triggered when a game ball enters the normal starting area 905. Therefore, game balls enter the second starting area 904b relatively easily. Note that the settings for transitioning between game states can be anything, so the explanation is omitted. Also, the above-mentioned game state is merely an example.
[0022] The gaming machine 1 in this embodiment is a so-called "V-probability type" "ST machine". There are two types of jackpots: a regular jackpot and a special jackpot. After winning a regular jackpot, the game transitions to a second special game state (low probability, with time reduction) after the jackpot game ends. The second special game state continues for a predetermined number of consecutive times until the win / loss lottery result is a loss (in the following description, the number of losses from the start of a game state until the end of that game state without winning a jackpot may be referred to as the "number of continuations"). In this embodiment, the number of continuations of the second special game state (so-called time reductions) is 100. After winning a special jackpot, the game transitions to a first special game state (high probability, with time reduction) after the jackpot game ends. In this embodiment, the number of continuations of the first special game state (so-called ST count (=M)) is 150.
[0023] In the first draw (special drawing 1), 50% of the winning jackpots (jackpot distribution) are regular jackpots and 50% are special jackpots (the so-called probability of entering a bonus round is 50%). In the second draw (special drawing 2), 100% of the winning jackpots (jackpot distribution) are special jackpots (the so-called probability of entering a bonus round is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V-area (not shown) is opened during the jackpot game (it is opened for a time when, if the game ball is aimed at the V-area, the game ball will almost certainly enter it), and the game state after the jackpot game ends becomes a special game state, provided that the game ball enters the V-area. On the other hand, when a regular jackpot is won, the V-area is not opened, or it is opened to such an extent that it is practically impossible for the game ball to enter. As a result, the game ball does not enter the V-area, and the game state after the jackpot game ends returns to the normal game state.
[0024] As described above, in this embodiment, the jackpots (jackpot distribution) won in the first win / loss lottery (special figure 1 lottery) are 50% regular jackpots and 50% special jackpots (the so-called probability of a continuous win is 50%), but it is also possible to set it so that 100% are special jackpots (no regular jackpots are set).
[0025] The above-mentioned "V-type probability variation" "ST machine" is merely one example. Unless otherwise specified in the following explanation, the machine may not be a "V-type probability variation" machine, but rather a machine in which the probability variation rate is the same for the first and second win / loss draws. It may also not be an "ST" machine, but rather a so-called "probability variation loop machine." Furthermore, it may be a gaming machine with so-called "two-type" functions ("Type 1 and Type 2 mixed machine," etc.). In addition, the gameplay, such as the distribution of jackpots, can be changed as appropriate.
[0026] In this embodiment, the probability of winning a jackpot in the low-probability state (normal game state, second special game state) is approximately 1 / 319, and the probability of winning a jackpot in the high-probability state (first special game state) is approximately 1 / 70. The specific values of these jackpot probabilities can be changed as appropriate.
[0027] The number of unit games (rounds) that make up a jackpot game can be set as appropriate. In this embodiment, a jackpot won by the first win / loss lottery (special figure 1 lottery) consists of 4 rounds, whether it is a regular jackpot or a special jackpot, and a jackpot won by the second win / loss lottery (special figure 2 lottery) consists of 4 rounds 50% of the time and 10 rounds 50% of the time (see Figure 3(b)).
[0028] 3) Specific production The gaming machine 1 according to this embodiment is capable of executing multiple types of specific effects as effects that constitute the effects during reel spinning. The specific forms of the various specific effects can be anything as long as the player can understand that they are different types of effects. In this embodiment, five types of specific effects can occur, from the first to the fifth specific effects (see Figure 4). The first to the fifth specific effects are effects that use different characters (characters A to E) as motifs. That is, the player can distinguish the type of specific effect by the type of character that appears (corresponding character) (the type of character displayed as the main character in the display area 911). In short, it can be said that the various specific effects are different in type of effect image 30 (character in this embodiment) that is displayed during the effect. Note that "character" includes not only people and animals, but also products (things that are sold as goods). For example, the difference in type of product, such as "car," "bicycle," "airplane," and "ship," may be set as an element for distinguishing the difference in type of effect image 30. Furthermore, this includes not only fictional characters and animals that appear in anime, novels, etc., but also real people and animals.
[0029] Although not shown in the diagram, a title corresponding to the type of special effect is displayed at the beginning of each special effect, so the type of special effect can also be determined by this title. In this embodiment, more than one special effect will not occur in a single variation effect. In other words, the various special effects are positioned at the same hierarchical level as components of the variation effect, and there is no relationship in which one type of special effect is executed, and then develops into another type of special effect.
[0030] The various specific effects in this embodiment are so-called reach effects. Each type of specific effect leads to either a favorable outcome (see Figure 4(b-1)) or a unfavorable outcome (see Figure 4(b-2)). When the win / loss lottery result corresponding to the in-spin effect including the specific effect is a jackpot, the specific effect leads to a favorable outcome; when it is a loss, the specific effect leads to an unfavorable outcome. From this, it can be said that the various specific effects can occur as a component of the in-spin effect including its outcome. The favorable outcome includes so-called reversal patterns (revival patterns) where it appears to lead to an unfavorable outcome but is reversed. In this embodiment, the various specific effects involve the corresponding character taking on a mission, with success resulting in a favorable outcome and failure resulting in an unfavorable outcome. The mission may differ depending on the character (i.e., the basic structure of the effect may differ depending on the character). The various specific effects may be so-called battle effects, with victory by the corresponding character being a favorable outcome and defeat being an unfavorable outcome.
[0031] In this embodiment, a jackpot won in a special game state (first special game state or second special game state) is a special jackpot, and after the jackpot game ends, the game will return to a special game state (first special game state) (see Figure 3(a)). The special game state before a certain jackpot game begins is called the "reference special game state," and the special game state after the end of that jackpot game is called the "target special game state" (one jackpot game is played between the "reference special game state" and the "target special game state") (see Figure 5). The relationship between the "reference special game state" and the "target special game state" refers to the relationship between two consecutive special game states separated by a jackpot game (the period from the end of a special jackpot game to the winning of a special jackpot is considered one special game state). For example, if a special game state occurs three times in a row, with a big win in between, then in the relationship between the first and second special game states, the second special game state is the "target special game state," but in the relationship between the second and third special game states, the second special game state is the "standard special game state."
[0032] Let's assume that a jackpot is announced after one of several specific effects occurs during the standard special game state. That is, let's assume that one of several specific effects (hereinafter sometimes referred to as the standard specific effect) occurs during a certain spinning effect (hereinafter sometimes referred to as the standard spinning effect) in the standard special game state, and that the standard specific effect reaches a favorable conclusion and a jackpot is announced. For example, let's assume that the second specific effect (the effect of character B) occurs as the standard specific effect (see Figure 5(a)).
[0033] The target special game state is the special game state that occurs after the end of a jackpot game that was announced during the standard fluctuation performance. In this target special game state, the probability of the win / loss result being a jackpot (jackpot reliability) is set higher when a specific performance of the same type as the standard specific performance mentioned above occurs, compared to when other types of specific performances occur. In other words, the probability of a jackpot occurring is higher (the probability of the player winning a jackpot) when the type of specific performance that occurs in the target special game state (hereinafter sometimes referred to as the target specific performance) is the same type as the standard specific performance that announced the jackpot in the standard special game state. For example, as mentioned above, if the second specific performance occurs as a standard specific performance, the probability of hitting the jackpot when the second specific performance occurs in the target special game state (when it matches) is higher than the probability of hitting the jackpot when the first specific performance or any of the third to fifth specific performances occur in the target special game state (when it does not match) (see Figure 5(b)). In other words, in the target special game state, the second specific performance becomes a "chance up" (hereinafter, the type that becomes a "chance up" may be referred to as a "good machine").
[0034] Furthermore, in cases of mismatch, the probability of hitting the jackpot may be set to differ depending on the type of specific effect that occurs, or the probability of hitting the jackpot may be set to be constant regardless of the type of specific effect that occurs. The probability of hitting the jackpot when "the type of standard specific effect = the type of target specific effect" (matching) is set to be higher than the probability when "the type of standard specific effect ≠ the type of target specific effect" (mismatching). In this embodiment, each type of specific effect is set to have a standard probability of hitting the jackpot, which is the default probability of hitting the jackpot, and a probability of hitting the jackpot when it is considered a good machine. That is, the probability of hitting the jackpot when a certain type of specific effect occurs in a mismatching manner is the standard probability, and the probability of hitting the jackpot when it occurs in a matching manner is the probability of hitting the jackpot. For any type of specific effect, the probability of hitting the jackpot when it occurs in a matching manner is higher than the standard probability when other types of specific effects occur in a mismatching manner (see Figure 6).
[0035] In this embodiment, the probability of a good outcome for any type of specific performance is less than 100% (see Figure 6). That is, even if a matching pattern occurs, it may result in a loss. However, the probability of a big win when a matching pattern occurs may be set to 100%. Also, the standard probability of any type of specific performance is not 0% (see Figure 6). That is, even if a mismatch occurs, there is still a possibility of a big win (the occurrence of a mismatch does not necessarily mean a loss). Therefore, in a continuous win state where big win games and special game states alternate, the favorable machine may change midway. That is, if a certain type of specific performance that results in a mismatch occurs and a big win is announced, then in the next special game state (target special game state), that certain type of specific performance will become the favorable machine.
[0036] A specific effect of the same type as the reference specific effect generated by the hit variation in the reference special game state is regarded as a lucky machine type from the start to the end of the target special game state. The target special game state (the first special game state) ends when the next big win (special big win) occurs or when there are 150 consecutive losses. Until the end of the target special game state, the occurrence of a specific effect of the same type as that of the lucky machine type is the matching mode (chance up). When a big win is notified by a variation in which the matching mode occurs in the target special game state, the same type of specific effect will also be regarded as a lucky machine type in the next special game state. When the target special game state results in 150 consecutive losses and returns to the normal game state, the lucky machine type is reset.
[0037] Also, for example, if a big win is notified by a variation in which none of the multiple types of specific effects occur in the target special game state, then in the next special game state, no specific effect of any type will be regarded as a lucky machine type (all types of specific effects are controlled to occur with the "reference reliability").
[0038] Thus, in the gaming machine 1 according to this embodiment, an interesting gameplay is realized in which a law is set such that a specific effect (reference specific effect) of the same type as the specific effect generated by the in-variation performance when a big win occurs in the reference special game state becomes "chance up" in the target special game state.
[0039] Hereinafter, specific examples of improving, concretizing, modifying, etc. the matters related to the above specific effect will be described. Note that, as much as possible, a configuration in which the technologies described using the following specific examples are combined and applied in multiple sets may also be used.
[0040] 〇Specific Example 1-1 The first specific animation that occurs after a winning game ends is considered the target specific animation. In other words, after a winning game announced in a standard variation animation including the standard specific animation ends, whether or not the first specific animation that occurs will affect the reliability of the standard specific animation (favorable machine), and thereafter, whether or not the animation is the same as the standard specific animation (favorable machine) will not affect the reliability (the favorable machine is eliminated when the first specific animation that occurs after the winning game ends). In other words, the chance-up due to the occurrence of a specific animation of the same type as the standard specific animation is only valid for the first specific animation that occurs after the winning game ends. For example, as shown in Figure 7, if the standard specific animation (favorable machine) is the third specific animation, and the first specific animation that occurs after the winning game ends is the third specific animation, the reliability of that third specific animation will be favorable reliability, and if it is any other type of specific animation, it will be standard reliability. Any specific animation that occurs thereafter will be standard reliability regardless of the type (even if it is the third specific animation).
[0041] In this way, the key is whether the type of specific animation that occurred immediately before the jackpot (the one that occurred at the end of the standard special game state) and the type of specific animation that occurred immediately after the jackpot (the one that occurred at the beginning of the target special game state) match, resulting in a gameplay experience where it is easy to identify the specific animations to compare.
[0042] In the case shown in this example, if a specific animation does not occur during the special game state after a big win (a big win occurs without a specific animation), the setting may be such that the first specific animation that occurs in the next special game state becomes the target specific animation (or the setting may be such that the good machine is "carried over").
[0043] 〇Specific Examples 1-2 In the above embodiment, it was explained that the target special game state is the one special game state that occurs after the end of a jackpot game, as announced in the standard fluctuation performance. However, it is also possible to configure the system so that the target special game state is the N special game states (where N is a predetermined number of 2 or more) that occur after the end of the jackpot game (see Figure 8).
[0044] By doing this, a state in which a certain type of special effect is considered a desirable feature will not end after just one special game state, but will continue for two or more special game states. This prevents the gameplay from becoming confusing due to frequent changes in the desirable features.
[0045] Specific Examples 1-3 If a certain type of special effect is designated as a favorable feature, that particular effect will remain designated as a favorable feature until that specific effect occurs and a jackpot is announced (see Figure 9). In other words, as long as the designated favorable feature does not occur during a winning spin (the designated favorable feature does not lead to a favorable outcome), that feature will remain designated as a favorable feature. If a certain type of special effect is designated as a favorable feature, even if that particular effect occurs during a losing spin (leading to an unfavorable outcome), that particular effect will remain designated as a favorable feature (see Figure 9(b)). Also, although not shown in the diagram, if a certain type of special effect is designated as a favorable feature, even if a special effect of a different type occurs during a winning spin, that particular effect will remain designated as a favorable feature. Furthermore, if a specific animation designated as a favorable animation occurs during a winning spin, that favorable animation should be removed (see Figure 9(b)), and in the next special game state, none of the specific animations should be designated as favorable animations (all specific animations should occur with the standard reliability).
[0046] By doing as in this example, it is possible to prevent the situation from ending without experiencing a jackpot after going through the specific effects of a well-designed machine.
[0047] 〇Specific Examples 1-4 Various specific effects may occur even in normal gameplay. Furthermore, if a certain type of specific effect occurs during a winning spin in normal gameplay and a special jackpot is announced, that type of specific effect will be considered a favorable outcome in the special gameplay state (first special gameplay state or second special gameplay state) after the jackpot game ends. In other words, the type of specific effect that occurs during the spin that announces the so-called "first win" special jackpot will be considered a favorable outcome in the special gameplay state after the "first win". Thus, it is also possible to configure the system so that the rules for specific effects described in the above embodiment are set in both the normal gameplay state and the special gameplay state, with the jackpot game that constitutes the first win in between.
[0048] 〇Specific Examples 1-5 The gaming machine 1 according to the above embodiment was described as a so-called ST machine (a type of gameplay in which the number of times a more favorable win / loss lottery than the normal gameplay state is received (ST count) is predetermined, and the game ends when that number of consecutive losses occur), but other types of gameplay are also acceptable. For example, it can also be applied to a gaming machine (for example, a probability variation loop machine) in which the player can receive a more favorable win / loss lottery than the normal gameplay state (high probability lottery) until the next big win, and if that big win is a special big win, the game returns to a high probability state (special gameplay state) after the big win game ends, but if it is a normal big win, the game returns to a low probability state (normal gameplay state) after the big win game ends (the winning streak ends).
[0049] 〇Specific Examples 1-6 In the above embodiment, it was explained that the probability of winning a jackpot is indicated by whether a specific performance matches (resulting in a high probability of winning) or does not match (resulting in a standard probability of winning), meaning that the event of "winning a jackpot" is the one being indicated. However, other events may also be the ones being indicated, as long as their occurrence is advantageous to the player (an event related to the player's direct benefit (payout)).
[0050] For example, if we consider a variable probability loop machine as explained in specific examples 1-5 above, since the next big win in the high probability state (special game state) is already determined, it is conceivable to suggest the type of big win rather than the acquisition of a big win. In other words, it is conceivable to set it up so that when a big win is announced during a spinning animation that includes a specific matching animation, the probability of it being a special big win (a big win that transitions back to the high probability state (special game state) after the big win ends) is higher than when a big win is announced during a spinning animation that includes a specific mismatched animation (meaning the probability of it being a regular big win and ending the winning streak is lower).
[0051] Furthermore, in a configuration where multiple types of jackpots with different numbers of rounds (units of play) are set, it is conceivable to set the machine so that when a jackpot is announced during a spinning animation that includes a specific matching animation, the probability of that jackpot having a larger number of rounds is higher than when a jackpot is announced during a spinning animation that includes a specific mismatching animation. It may also be set so that a jackpot announced during a spinning animation that includes a specific matching animation is guaranteed to have the largest number of rounds (it is guaranteed to be the jackpot with the most rounds among multiple types of jackpots with different numbers of rounds).
[0052] Specific Examples 1-7 When a matching specific performance (target specific performance) occurs, the additional image 10 will be displayed. A matching performance is when the target specific performance is the same type as the standard specific performance (favorable model), and the additional image 10 will be displayed when each of the multiple types of specific performances occurs as a matching performance. The additional image 10 will not be displayed when it does not occur as a matching performance (for example, when a certain type of specific performance occurs as a mismatch).
[0053] As an example, consider the case where the fourth specific effect is set as the reference specific effect (good model). In this case, when the fourth specific effect occurs as the target specific effect, the additional image 10 is displayed at the beginning of the fourth specific effect (for example, together with the image indicating the title of the fourth specific effect) (see Fig. 10(b)). Since the matching mode is the same type as the effect executed at the time of the previous big win, the additional image 10 is considered to suggest this. For example, it can be an image containing characters such as "the same". On the other hand, when a specific effect other than the fourth specific effect (first to third, fifth specific effects) occurs as the target specific effect, such an additional image 10 is not displayed.
[0054] Also, since the additional image 10 is "added" to the basic effect image 30, the parts other than the additional image 10 are the same as the beginning of the normal fourth specific effect. That is, the image displayed at the beginning of the fourth specific effect that occurred in the matching mode (see Fig. 10(b)) and the image displayed at the beginning of the fourth specific effect that occurred when it is not in the matching mode (normal fourth specific effect) (see Fig. 10(a)) differ in the presence or absence of the additional image 10 (however, excluding images such as the decorative pattern 80 (reach pattern) that can change with each effect). When the fourth specific effect occurs in the non-matching mode, the additional image 10 is not displayed (it becomes the mode as shown in Fig. 10(a)).
[0055] By making such an additional image 10 displayed, the player can easily grasp that the matching mode is a chance up. Also, even for a player who does not know that the fact that the reference specific effect and the target specific effect are of the same type is a chance up (such a "rule"), since the additional image 10 containing characters such as "the same" is displayed, it also serves as a trigger to know the existence (rule) of this chance up.
[0056] 〇Specific Examples 1 - 8 The type of specific performance designated as the standard specific performance (favorable performance) will be continuously displayed until the predetermined termination conditions are met, even if the target specific performance is not occurring. More specifically, when the target specific performance becomes the same type as the standard specific performance (favorable performance) (when it matches the pattern), the favorable performance will be continuously displayed during the period in which the rule that results in a "chance up" is valid (see Figure 11(d) (showing an example where the fifth specific performance is a favorable performance)). The image representing the favorable performance (hereinafter referred to as favorable performance image 20) will have a different pattern for each type of specific performance and will include characters, etc. that the player can recognize as representing the various specific performances. For example, as in the above embodiment, if the various specific performances are based on different characters, it is conceivable to display an image that includes the name and face of each character as favorable performance image 20. If the favorable performance is the first specific performance, the face of character A will be displayed; if it is the second specific performance, the face of character B will be displayed; ... if it is the fifth specific performance, the face of character E will be displayed as favorable performance image 20. Furthermore, "continuous display" above means that the favored machine image 20 is displayed over multiple fluctuations, and this includes temporary disappearance. For example, while a predetermined effect is being performed as a fluctuation effect, the favored machine image 20 may be temporarily hidden in order to emphasize that effect (so that the favored machine image 20 does not interfere with that effect) (the favored machine image 20 will be displayed again when the effect ends).
[0057] The termination condition for the disappearance of the favored machine image 20 (excluding the temporary disappearance mentioned above) is the end of the period in which the rule that the occurrence of a matching pattern is a "chance up" is valid. If the setting is such that the rule is valid throughout the target special game state, as in the embodiment described above, then the termination condition is the end of the target special game state (winning a jackpot or transitioning to the normal game state). As explained in specific example 1-1, if the setting is such that the first specific effect that occurs after the end of a jackpot game is the target specific effect, then the termination condition is met at the start or end of that first specific effect. In any case, the favored machine image 20 will be continuously displayed for at least the period from the end of a jackpot game (after the start of the target special game state) until the first specific effect occurs.
[0058] There are various possible timings for when the display of the favorable machine image 20 begins. For example, it would be good to have it displayed during a standard variation animation, either simultaneously with or after the standard specific animation reaches a favorable outcome (see Figure 11(a)). The fact that a matching pattern becomes a chance-up is premised on the determination of the type of specific animation that becomes the standard specific animation, so it would be easier for the player to understand if the favorable machine image 20 is displayed when that type is determined (see Figure 11(b)). (When a certain type of specific animation reaches a favorable outcome, the favorable machine image 20 representing that type of specific animation is displayed and continues to be displayed, making it easy to understand that that type of specific animation is a "chance-up"). In this case, it would be good to also have the favorable machine image 20 displayed during a jackpot game after the standard specific animation has finished (a jackpot game before the target special game state begins) (see Figure 11(c)).
[0059] By displaying images of desirable machines like this 20, players can easily understand that the occurrence of a specific performance of the same type as the standard specific performance (occurrence of a matching pattern) is a chance-up.
[0060] 4) Combined Production The gaming machine 1 according to this embodiment is capable of executing a composite effect as an effect that constitutes the effect during reel spinning. The composite effect includes multiple unit effects that occur in succession. As will be described in detail later, the composite effect in this embodiment consists of three unit effects that occur in succession without any gaps.
[0061] Each unit performance outputs one of several performance elements. In this embodiment, the performance element is an image (performance image 30) displayed in the display area 911 of the display device 91. Sound output from a speaker may also be used as the performance element. In this embodiment, a total of five types of performance images 30 (first performance image 31 to fifth performance image 35) are provided (see Figure 12).
[0062] Whether or not the same type of animation image 30 exists (the similarity or difference in the types of animation images 30) is determined by whether or not the character represented by each image is the same. In this embodiment, the first animation image 31 represents character A, the second animation image 32 represents character B, the third animation image 33 represents character C, the fourth animation image 34 represents character D, and the fifth animation image 35 represents character E (characters A to E are different characters) (see Figure 12). Hereinafter, the characters represented by each type of animation image 30 may also be referred to as corresponding characters.
[0063] Furthermore, in this embodiment, three different forms of the same type of character are provided as various performance images 30. Three forms of the first performance image 31 are provided: first performance image x, first performance image y, and first performance image z. Three forms of the second performance image 32 are provided: second performance image x, second performance image y, and second performance image z. ... Three forms of the fifth performance image 35 are provided: fifth performance image x, fifth performance image y, and fifth performance image z (see Figure 12). In the following description, performance images 30 of the same type (representing the same character) but with different forms may be referred to as "same type, different forms" (performance images 30). In other words, in this embodiment, three "same type, different forms" of performance images 30 are provided for each type of performance image 30.
[0064] In this embodiment, the first animation image x, the second animation image x, ... fifth animation image x (animation images 30 labeled with the symbol "x" arranged in the left column of Figure 12) are assumed to depict the corresponding character in a pose representing "3". That is, comparing these animation images 30, although the types of characters differ, they share the common point (image concept) of depicting the character in a pose representing "3". Similarly, the first animation image y, the second animation image y, ... fifth animation image y (animation images 30 labeled with the symbol "y" arranged in the middle column of Figure 12) share the common concept of each corresponding character in a pose representing "2". Furthermore, the first animation image z, the second animation image z, ... fifth animation image z (animation images 30 labeled with the symbol "z" arranged in the right column of Figure 12) share the common concept of each corresponding character in a pose representing "1". The "same type but different forms" performance images 30 can be said to be images that, although displaying the same character (corresponding character), have different concepts. Furthermore, "first performance image x, second performance image x, ... fifth performance image x" (images in which various characters are in the "3" pose; sometimes referred to as "Concept 3"), "first performance image y, second performance image y, ... fifth performance image y" (images in which various characters are in the "2" pose; sometimes referred to as "Concept 2"), and "first performance image z, second performance image z, ... fifth performance image z" (images in which various characters are in the "1" pose; sometimes referred to as "Concept 1") can be said to be images that, although displaying different characters (corresponding characters), have the same concept.
[0065] In this embodiment, each performance image 30 is accompanied by a number (sequence indicator N) that is represented by the pose of each character, in addition to the character itself. Specifically, the image for "Concept 3" is accompanied by the number "3", the image for "Concept 2" is accompanied by the number "2", and the image for "Concept 1" is accompanied by the number "1" (see Figure 12). As will be described later, the composite performance (both the basic and special forms) is displayed in the order of performance image 30 for "Concept 3" → performance image 30 for "Concept 2" → performance image 30 for "Concept 1", and the above numbers (sequence indicator N) correspond to the order in which the unit performances occur (the sequence indicator N is associated with the 1st occurrence, "3" for the 2nd occurrence, "2" for the 2nd occurrence, and "1" for the 3rd occurrence). In other words, the sequence indicator N is a unique display (characters, etc.) corresponding to the order in which it occurs, and the number of the sequence indicator N does not necessarily have to equal the order in which it occurs). More specifically, the earlier the occurrence, the larger the number of the sequence indicator N that is associated with it, and the number decreases by one with each occurrence. It is also possible to have a configuration in which such a sequence indicator N is not provided. In particular, in this embodiment, since the character's pose is determined according to the sequence, the pose will change in the order of "3" → "2" → "1" even if the sequence indicator N is not displayed.
[0066] The types of composite effects in which one of the above-mentioned effect images 30 is displayed in each unit effect can be broadly divided into basic effects (see Figure 13) and special effects (see Figure 14). The following describes each type. The basic effect is the standard (default) effect. In this embodiment, when a composite effect occurs, the probability that it will be the basic effect is said to be over 95%. Therefore, players who have encountered composite effects to some extent will feel that it is natural for composite effects to be the basic effect (even if they have encountered composite effects to some extent, they may not be aware of the existence of special effects).
[0067] The basic mode (see Figure 13) is a mode in which the same type of animation image 30 is displayed in all unit animations (three unit animations in this embodiment) that constitute the composite animation. If the unit animations are designated as the first unit animation, second unit animation, and third unit animation in order of their occurrence, then the same type of animation image 30 representing the same character will be displayed in all of the first to third unit animations. In addition, the image of "Concept 3" is displayed in the first unit animation, the image of "Concept 2" is displayed in the second unit animation, and the image of "Concept 1" is displayed in the third unit animation. In other words, when it is decided to execute the composite animation in the basic mode, it is decided which of the first to fifth animation images 31 to 35 to display, i.e., the type of character, is to be determined. For example, if it is decided to display the second animation image 32, then the image of character B of "Concept 3" (see Figure 13(a)) will be displayed in the first unit animation, the image of character B of "Concept 2" (see Figure 13(b)) will be displayed in the second unit animation, and the image of character B of "Concept 1" (see Figure 13(c)) will be displayed in the third unit animation. In this embodiment, there are five types of animation images 30 (types of characters), so there are also five possible patterns of the basic combined animation. In this embodiment, when the basic combined animation occurs, the probability of each pattern (character) being selected is the same (each has a probability of being selected of 1 / 5). The basic combined animation, in which these animation images 30 are displayed in succession, is an animation that makes it appear as if one of the multiple types of characters (A to E) is counting down "3", "2", and "1".
[0068] On the other hand, in special composite performances (see Figure 14), the unit performances are divided into normal unit performances and special unit performances. The number of normal unit performances included in one special composite performance is greater than the number of special unit performances (number of normal unit performances > number of special unit performances). In this embodiment, similar to the basic composite performance, the special composite performance also includes three unit performances, so two of the three are normal unit performances and the remaining one is a special unit performance. In the special composite performance in this embodiment, the first unit performance (see Figure 14(a)) and the second unit performance (see Figure 14(b)) are normal unit performances, and the third unit performance (see Figure 14(c)) is a special unit performance. In other words, the last unit performance constituting one composite performance is the special performance.
[0069] The types of animation images 30 displayed in normal unit animations and the types of animation images 30 displayed in special unit animations are different. In other words, in the special type of composite animation in this embodiment, if a certain type of animation image 30 (a certain type of character) is displayed in the first unit animation and the second unit animation, a different type of animation image 30 (a different type of character) will be displayed in the third unit animation. For example, a special type of composite animation may occur in which the second animation image 32 (character B) is displayed in the first unit animation and the second unit animation (normal unit animation) (see Figures 14(a) and 14(b)), and the fourth animation image 34 (character D) is displayed in the third unit animation (special unit animation) (see Figure 14(c)).
[0070] However, even in the special composite performance mode, just like in the basic mode, the first unit performance displays the image of "Concept 3," the second unit performance displays the image of "Concept 2," and the third unit performance displays the image of "Concept 1." In the example above, the first unit performance will display the image of character B from "Concept 3" (see Figure 14(a)), the second unit performance will display the image of character B from "Concept 2" (see Figure 14(b)), and the third unit performance will display the image of character D from "Concept 1" (see Figure 14(c)). Therefore, even in the special composite performance mode, the performance format remains the same as the basic composite performance mode, appearing as if a countdown of "3," "2," and "1" is taking place. In the special mode, unlike the basic mode, the character performing the countdown changes midway through.
[0071] In this embodiment, the combined effect can occur during a spin that results in a jackpot (winning spin). In other words, a jackpot is confirmed at the moment the combined effect occurs. As described above, the combined effect in this embodiment, both in its basic and special forms, is an effect that appears to be performing a "countdown," and the jackpot is announced after the countdown ends (see Figures 13(d) and 14(d)). In other words, the combined effect can be described as an effect that performs a countdown until the point in time when the jackpot is announced (the point in time when the winning combination of decorative symbols 80 is displayed). In this embodiment, the combined effect is set to occur during winning spins in the first special game state (high probability state), but it may also be set to occur during winning spins in the second special game state or the normal game state (low probability state). Furthermore, the combined effect does not necessarily occur in every winning spin.
[0072] In this embodiment, the probability of a 10-round jackpot is higher when a jackpot is announced through a combination of special effects than when a jackpot is announced through a combination of special effects. Since a 10-round jackpot is more advantageous to the player than a 4-round jackpot, the occurrence (acquisition) of a 10-round jackpot can be considered an "advantageous event for the player." Therefore, the probability of an event advantageous to the player occurring is higher when a combination of special effects occurs than when a combination of basic effects occurs. It is also possible to set it so that a 10-round jackpot is confirmed (an advantageous event is confirmed to occur) when a combination of special effects occurs.
[0073] Furthermore, the events that are suggested by the type of combined performance (basic type, special type) are not limited to the suggestion of the number of rounds as described above. Any other event that is advantageous to the player (an event that directly relates to the player's benefit (payout)) may be suggested. For example, assuming that the combined performance can occur not only in winning spins but also in losing spins, it is conceivable to set it so that the probability of a big win is higher when the special type of combined performance occurs than when the basic type of combined performance occurs (a setting in which "the result of the win / loss lottery is a win" is the suggested event). Also, assuming that the combined performance can occur in the normal gameplay state, it is conceivable to set it so that the probability of a special big win (not a regular big win) is higher when the special type of combined performance occurs than when the basic type of combined performance occurs (a setting in which "special big win" is the suggested event). In addition, it is conceivable to suggest other things such as so-called "consecutive wins within the reserve."
[0074] As explained above, the composite performance in this embodiment is based on the principle that the types of unit performances (first unit performance to third unit performance) that occur consecutively are the same (basic form), but a special form may occur in which some unit performances (special unit performances) have different types of performance images 30 from other unit performances (normal unit performances). When the special form occurs, it is an interesting performance form that makes the player feel a sense of "discomfort" (discomfort due to different characters).
[0075] Furthermore, as in this embodiment, by setting the game so that the probability of events favorable to the player occurring is higher when the combined performance is in a special mode than when it is in a basic mode, a gameplay experience is achieved in which players can look forward to the subsequent developments when they feel something is "off" during the combined performance.
[0076] Furthermore, in this embodiment, in the special type of composite performance, the last of the multiple unit performances is the special unit performance. In other words, since the same type of performance image 30 (same type of character) is displayed one after another until the last unit performance is executed, there is a high probability that players who expect this to continue until the end will feel a sense of incongruity when a different type of performance image 30 is displayed at the end. Also, for players who are aware of the existence of the special type, it is impossible to determine whether the composite performance is the basic type or the special type until the last unit performance is executed, making it a performance format that keeps them captivated until the very end.
[0077] Furthermore, as in this embodiment, if the performance element output in the unit performance is a "character image," then the occurrence of a "character change" midway through becomes a special behavior, resulting in an easily recognizable performance style. Specifically, more players will notice (and feel something is off about) that a special behavior is occurring.
[0078] Furthermore, in this embodiment, regardless of whether it is the basic mode or the special mode, the composite presentation is set so that the presentation images 30 are displayed in the order of "Concept 3" → "Concept 2" → "Concept 1". In other words, whether it is the basic mode in which the type of presentation image 30 (character) remains the same throughout the presentation, or the special mode in which the type of presentation image 30 (character) changes midway through, the display order based on the image concept does not change. Therefore, when the special mode occurs, it becomes difficult for the player to notice that the type of presentation image 30 (character) has changed midway through. In other words, it is possible to create a presentation format in which not everyone can easily notice the occurrence of the special mode.
[0079] Furthermore, the number of unit effects included in the composite effect can be increased, and the number of concepts (number of sequential displays N) can be increased or decreased as appropriate. Alternatively, a composite effect can be created where a "count-up" occurs by using the reverse display order compared to this embodiment.
[0080] The following describes specific examples of the above-mentioned composite effects that have been improved, concretized, or modified. Furthermore, to the extent possible, a configuration may be created that combines and applies multiple techniques described using the following examples.
[0081] 〇Specific Example 2-1 In the above embodiment, the special form of the composite performance was described as the last of the multiple unit performances being a special unit performance. However, it is also possible for the unit performances other than the first and last unit performances (intermediate unit performances) to be special unit performances. If the composite performance includes three unit performances (first to third unit performances) as in the above embodiment, then, for example, as shown in Figure 15, the first unit performance (beginning) (see Figure 15(a)) and the third unit performance (end) (see Figure 15(b)) can be made into normal unit performances, and the second unit performance (see Figure 15(b)) can be made into a special unit performance. By doing so, the performance format becomes such that an unusual unit performance may occur in the middle of the composite performance, making it less likely for the player to notice the occurrence of the special form.
[0082] Furthermore, as shown in Figure 15, a special mode (special mode A) may occur in which the second unit performance is designated as a special unit performance, and as shown in Figure 14, a special mode (special mode B) may occur in which the third unit performance is designated as a special unit performance. In this way, the order in which the special unit performances occur (the order in which the special unit performances occur) may change each time. With such a configuration, the order in which the special unit performances occur may suggest the probability of a favorable event occurring, such as when one of the two special modes occurs rather than when the other occurs. This makes the order in which the special unit performances occur a performance format that players will pay attention to.
[0083] Furthermore, regardless of the settings for the number of unit animations included in the composite animation, the timing of special unit animations, etc., it is not desirable to have a configuration where the first unit animation can be a special unit animation. The first unit animation can be said to indicate the type of the 30 standard animation images (type of character) (it is the "base" unit animation), so it is best to make this first unit animation a normal unit animation.
[0084] Specific Example 2-2 When a combined effect is in a special mode, the probability of an event favorable to the player occurring (hereinafter referred to as the "favorable event probability" in this example) will differ depending on the type of effect image 30 displayed in the special unit effect. In other words, even in a special mode, the favorable event probability will differ depending on what kind of effect image 30 is displayed in the special unit effect. This can be achieved, for example, by using the following configuration.
[0085] Each of the first to fifth performance images 31 to 35 is associated with a probability of a favorable event (see Figure 16(a)). For example, the probability of a favorable event increases in the order of first performance image 31 < second performance image 32 < third performance image 33 < fourth performance image 34 < fifth performance image 35. As shown in Figure 16(b), if a special type of composite performance occurs in which the third performance image 33 (character C) is displayed in the normal unit performance, then in the special unit performance, an image other than the third performance image 33 (one of the first performance image 31 (character A), second performance image 32 (character B), fourth performance image 34 (character D), or fifth performance image 35 (character E)) will be displayed, and a favorable event will occur for the player according to the probability of a favorable event associated with the performance image 30 displayed in the special unit performance. In other words, in this example, the probability of a favorable event occurring for the player is lowest when the first performance image 31 is displayed in the special unit performance and highest when the fifth performance image 35 is displayed. Although not illustrated, in another case, for example, if a special type of composite performance occurs in which the first performance image 31 is displayed in a normal unit performance, then in the special unit performance, a screen other than the first performance image 31 (any of the first to fifth performance images 35) will be displayed. The probability of an event favorable to the player occurring is lowest when the second performance image 32 is displayed in the special unit performance, and highest when the fifth performance image 35 is displayed.
[0086] In this way, when a combined effect occurs, players (especially those who are aware of the existence of special effects) will pay attention not only to whether it is a special effect, but also to the types of effect images 30 displayed in the special unit effect when it is a special effect.
[0087] Specific Examples 2-3 The various performance images 30 include images that share the same concept but differ in appearance, and these images are provided in a number greater than or equal to the number of unit performances included in the composite performance (three if the composite performance includes three unit performances, as in the embodiment described above). For example, as shown in Figure 17, the various performance images 30 include three appearances of the character "running" (hereinafter referred to as "concept: running"), three appearances of the character "jumping" (hereinafter referred to as "concept: jumping"), and three appearances of the character "swimming" (hereinafter referred to as "concept: swimming"). Various methods can be considered for setting the "concept". It is sufficient if the player can easily distinguish whether the concepts of the images are the same or different. In addition to the above example, for example, the difference in the style of clothing worn by the character could be set as the difference in concept.
[0088] In the basic type of composite performance, the same type (character) and the same concept image will be displayed in all unit performances. For example, if the composite performance is "Concept: Jump" as in the fourth performance image 34, then, as shown in Figure 18(a), images of character D jumping in different ways will be displayed in each of the first to third unit performances.
[0089] In the special combined performance, as explained in the above embodiment, the types of performance images 30 (types of characters) displayed in the normal unit performance and the types of performance images 30 (types of characters) displayed in the special unit performance are different. However, the concept is the same for both the normal unit performance and the special unit performance. For example, if the normal unit performance displays the fourth performance image 34, "Concept: Jump," and the special unit performance displays the first performance image 31, "Concept: Jump," then, as shown in Figure 18(b), although the type of character changes from character D to character A midway through, the concept remains "Jump," making it difficult for the player to notice the occurrence of the special performance (not everyone will notice the occurrence of the special performance).
[0090] Furthermore, if the intended effect is to indicate that a "countdown" (or "count-up") is being performed as described in the above embodiment, then each effect image 30 should be accompanied by a sequence indicator N (see Figure 18). However, this does not preclude the possibility of an effect in which such a sequence indicator N is not displayed.
[0091] Specific Example 2-4 In the above embodiment, the composite effect is described as having a changing concept (aspect based on the concept) of the effect image 30 displayed in each unit effect. However, a configuration in which such a change does not occur is also possible. For example, in the basic composite effect, the same effect image 30 is displayed in all unit effects (see Figure 19(a)). In the special composite effect, the same effect image 30 is displayed in normal unit effects, while a different type of effect image 30 (an effect image 30 of a different character) is displayed in special unit effects (see Figure 19(b)).
[0092] Furthermore, if the intended effect is to indicate that a "countdown" (or "count-up") is being performed as described in the above embodiment, then each effect image 30 should be accompanied by a sequence indicator N (see Figure 19). This does not preclude the possibility of using an effect where such a sequence indicator N is not displayed.
[0093] 5) Control of target effects (normal mode, fixed mode) The gaming machine 1 according to this embodiment is capable of executing target effects (see Figure 20(b)). Multiple types of effects are available to be executed as target effects. When predetermined conditions (hereinafter sometimes referred to as execution conditions for the target effects) are met, one of the multiple types of target effects is executed. In other words, two or more target effects are not executed simultaneously. The target effects in this embodiment are executed as part of the in-game effects (executed during the variation of the decorative symbols 80), but they may also be executed in other states, such as when a jackpot game is being played.
[0094] In this embodiment, the execution conditions are defined as "150 consecutive misses (ST count) after the start of the first special game state" or "100 consecutive misses (time reduction count) after the start of the second special game state." In other words, the execution condition for the target performance is that the special game state has ended and the transition to the normal game state has been decided (see Figure 20(a)). Furthermore, the target performance basically ends when 20 spins of the performance (20 rotations) have finished after the special game state has ended and the normal game state has started. However, if a jackpot is won before the 20 spins of the performance have finished, the performance ends at that point. Hereinafter, the period during which the target performance is executed may be referred to as the target period.
[0095] In this embodiment, three types of target effects are provided: a first target effect, a second target effect, and a third target effect (see Figure 20(b)). The differences between the various target effects can be anything as long as the player can distinguish between them. In this embodiment, the first target effect is based on character X, the second target effect is based on character Y, and the third target effect is based on character Z. In other words, the various target effects are based on different types of characters.
[0096] In this embodiment, the various target effects correspond to what is known as a "stage" (sometimes also referred to as a "mode"). The effects during the fluctuation period are based on the basic form corresponding to the "stage". For example, the background image displayed as the background of the decorative pattern 80 differs depending on the "stage" (it can also be seen that the display of the background image corresponds to the target effect). As described above, the various target effects are based on different characters, and it can be said that the first target effect is a stage based on character X, the second target effect is a stage based on character Y, and the third target effect is a stage based on character Z. In this embodiment, while the first target effect is being executed during the target period, the words "X Stage" are displayed as part of the background image, while the second target effect is being executed, the words "Y Stage" are displayed, and while the third target effect is being executed, the words "Z Stage" are displayed as part of the background image. In other words, the background images displayed as various target effects differ in at least the characters (see Figure 20(b)). Please note that the type of animation (stage type) performed only affects the content of the animations performed during the reel spin, and does not affect the player's direct benefit (related to payouts), such as the probability of hitting a jackpot.
[0097] The control of the target performance (stage) depends on the currently set control mode (hereinafter sometimes simply referred to as "mode"). This mode is divided into a normal mode (see Figure 21(a-1)) and a fixed mode (see Figure 21(a-2)). When the power of the gaming machine 1 is ON, either the normal mode or the fixed mode is set (in the following explanation, the currently set mode will be referred to as the current setting mode), and this is stored in a memory means (not shown) (both modes cannot be set simultaneously). If the mode is changed, the type of current setting mode stored in the memory means is overwritten. Immediately after the power of the gaming machine 1 is turned ON, the normal mode is set (initial setting mode = normal mode).
[0098] When the current setting mode is normal mode, the type of target performance that is initiated when the execution conditions are met can change each time. That is, each time the special game state ends and the game transitions to the normal game state, it is unpredictable which of the multiple target performances (stages) will be executed. In this embodiment, when in normal mode, a lottery is held to determine the type of target performance to be executed when the execution conditions are met (a lottery in which any of the three target performances can be won). The target performance that is won in that lottery is executed (see Figure 21(a-1)). In this embodiment, the probability of each target performance winning the lottery is equal (1 / 3).
[0099] If the current setting mode is fixed mode, the target animation that is initiated when the execution conditions are met will be a fixed animation, which is one of several types of target animations (see Figure 21(a-2)). However, the type of target animation that will be designated as the fixed animation is not predetermined. Once a fixed mode is set, if that fixed mode is then canceled and a new fixed mode is set, the type of target animation designated as the fixed animation in the new fixed mode may differ from the type of target animation designated as the fixed animation in the previous fixed mode. In other words, as long as the set fixed mode is not canceled, the type of target animation (fixed animation) that is initiated when the execution conditions are met will not change.
[0100] The change from normal mode to fixed mode is achieved as follows. The gaming machine 1 according to this embodiment is equipped with an operating means 60 that can be operated by the player (see Figure 1). The operating means 60 in this embodiment is a "push button". When normal mode is set and one of several target performances is being executed (during the target period), a predetermined operation of the operating means 60 (hereinafter sometimes referred to as the predetermined operation) is performed, which triggers the mode change condition to be met, and the machine transitions from normal mode to fixed mode. Unless the predetermined operation is performed, the machine will not transition to fixed mode. For example, if the predetermined operation of the operating means 60 is performed while the second target performance is being executed in normal mode, the machine transitions to fixed mode where the second target performance is set as the fixed performance (see Figure 21(b)). From thereafter, unless the fixed mode is canceled, the type of target performance that is executed when the execution condition is met will be the second target performance. In other words, in this embodiment, the "currently executed target performance" can be "fixed".
[0101] It is known that an operation prompt is displayed in the display area 911 to prompt the player to operate the operation means 60, thereby prompting the player to operate the operation means 60. In this embodiment, however, the mode change condition is not met while the operation prompt is being executed. Specifically, in this embodiment, an operation prompt (an example of which is shown in Figure 21(c)) occurs even during the target period in normal mode, but operations of the operation means 60 during the operation validity period of the operation prompt (the period during which the operation of the operation means 60 is reflected in the prompt) do not contribute to the fulfillment of the mode change condition. In other words, setting a fixed mode is provided as a so-called "trick" (hidden button) function (not all players are aware of the existence of a fixed mode).
[0102] The prescribed operation of the operating means 60 for the mode change condition to be met is not a simple single operation (pressing only once). This is because if it were a simple single operation, there is a possibility that the player might unintentionally perform an operation of the operating means 60 and trigger a transition to a fixed mode. In this embodiment, the mode change condition is met when a long press operation is detected during the target period of the normal mode, in which the operating means 60 is kept in an operated state for 5 seconds or more. During the target period, a long press animation occurs as a type of operation animation, prompting the player to perform a long press operation (a maintenance operation to keep the operating means 60 in an operated state). However, as described above, the mode change condition cannot be met by operations during the operation animation, so the fixed mode will not be set by operations that follow the operation instructions in the long press animation.
[0103] To prevent unintended changes to a fixed mode, the system may be configured such that the mode change condition is not met unless two or more operating means located at physically separate locations are operated. For example, the prescribed operation may be based on the premise that a push button and one of the directional keys are operated simultaneously.
[0104] The method for changing from fixed mode to normal mode may be any. For example, it is conceivable that the system may be set to switch to normal mode when a predetermined operation of the operation means 60 (hereinafter sometimes referred to as the "lock release operation") is performed while fixed mode is set and a fixed performance (one of the target performances) is being executed. This lock release operation may be the same operation as the predetermined operation described above, or it may be a different operation. Furthermore, even when changing from fixed mode to normal mode, operations during the performance should not contribute to the lock release operation.
[0105] In contrast, the system may be configured in such a way that the player cannot change from fixed mode to normal mode. For example, the system may not return to normal mode unless the power to the gaming machine 1 is turned OFF. In such a configuration, once the system switches to fixed mode, the only performances that will be executed when the execution conditions are met throughout the business day will be the fixed performances.
[0106] As explained above, in the gaming machine 1 according to this embodiment, in normal mode (default mode), one of several target animations is executed when the execution conditions are met, but by setting a fixed mode, one of the several target animations can be executed as a fixed animation (it is also possible to prevent any change in the target animation). When changing from normal mode to fixed mode, the target animation that is being executed when the mode change conditions are met is set as the fixed animation. In other words, if you like the target animation that is currently being executed, you can "fix" that animation while it is being executed.
[0107] Furthermore, as in this embodiment, the currently executing target animation will not transition to a fixed mode unless a prescribed operation of the operating means 60 is performed, thus preventing the player from unintentionally setting the fixed mode. In particular, in this embodiment, even if an operation is performed during an operation animation, the mode change conditions will not be met, so the player will not unintentionally set the fixed mode due to the occurrence of an operation animation.
[0108] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned control aspects of the performance effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0109] 〇Specific Example 3-1 In the above embodiment, the target performance is described as being executed when the special game state ends and the game transitions to the normal game state (executed over multiple spins). However, the target performance may also be one that is executed as part of a performance within a single spin. For example, a reach performance (a performance in which the outcome of a lottery is announced depending on the ending) that is executed as part of a performance within a single spin may be configured as the target performance. Specifically, when the execution condition is met, one of several types of reach performances will be executed. When the normal mode is set, it is unpredictable which of the several types of reach performances will occur, and when the fixed mode is set, a fixed performance, which is one of the several types of reach performances, will occur. When the normal mode is set and one type of reach performance is being executed, the mode change condition is met, which triggers a transition to a fixed mode in which the currently executed reach performance is designated as a fixed performance. From then on, when the execution condition is met, the fixed reach performance will occur. Furthermore, there is no difference in the probability of winning a jackpot among the various types of reach animations (however, the occurrence of any one of the target reach animations itself does have a probability of winning a jackpot). In other words, whether normal mode or fixed mode is set does not directly affect the player's benefit (benefit related to payouts).
[0110] Furthermore, the target animations may be those that are performed during a jackpot game (jackpot animations), rather than those that occur during a variation animation. The target period shall be at least a portion of the period during which a jackpot game is performed, and the jackpot animations shall be performed during this target period. Multiple types of animations are available that can be performed as jackpot animations, and when normal mode is set, it is unpredictable which of the multiple types of jackpot animations will occur, while when fixed mode is set, a fixed animation, which is one of the multiple types of jackpot animations, will occur. When normal mode is set and one type of jackpot animation is being performed (i.e., during a jackpot game), the mode change condition will be met, triggering a transition to a fixed mode in which the jackpot animation currently being performed is designated as a fixed animation. Note that which of the multiple types of jackpot animations occurs (whether normal mode or fixed mode is set) does not directly affect the player's profit (profit related to payouts).
[0111] Specific Example 3-2 In the above embodiment, it was explained that when the normal mode is set, the target performance to be executed is determined by a lottery (a random lottery in which the probability of selecting each target performance is the same each time). However, instead of relying on such a random lottery, the system is designed to ensure that each target performance occurs without bias. For example, the order of each target performance can be defined, and as long as the normal mode is set, the type of target performance to be executed is determined according to that order. If the order is "First target performance → Second target performance → Third target performance → First target performance...", then when the execution condition is met, the second target performance will be executed if the most recently executed target performance is the first target performance, when the execution condition is met, the third target performance will be executed if the most recently executed target performance is the second target performance, and when the execution condition is met, the first target performance will be executed if the execution condition is met (see Figure 22(a)).
[0112] In addition to the method of determining the execution order as described above, various other methods can be considered to eliminate bias when the normal mode is set. For example, let the number of types of target effects be N (if there are three types of target effects as in the embodiment above, then N=3), and define a group of N consecutive target effects in the order they are executed. Within this group of effects, control can be implemented to prevent the same type of target effect from occurring more than once. For example, in the first run of a certain set of performances, the performance to be executed is determined by lottery from all types of performances (see Figure 22(b-1)). In the second run of a certain set of performances, the performance to be executed is determined by lottery from those excluding those already performed in the same set (for example, if the second performance was executed in the first run of the same set, the performance to be executed will be determined by lottery from the first and third performances; see Figure 22(b-2)). In the third run of a certain set of performances, the performance to be executed will inevitably be one that has not yet been performed in the same set (for example, if the second performance was executed in the first run of the same set and the third performance was executed in the second run, the first performance will inevitably be executed; see Figure 22(b-3)). In the first run of the next set of performances, the performance to be executed will again be determined by lottery from all types of performances (see Figure 22(b-4)). In this way, various types of performances will occur without bias.
[0113] When the system switches from normal mode to fixed mode, the currently running target animation becomes the fixed animation, meaning that an animation that is not currently running cannot be designated as a fixed animation. In the above embodiment, if the target animations to be performed in normal mode are determined by random selection, a bias in the selection results may result in a situation where a particular target animation does not occur (or occurs infrequently). In such a situation, it becomes difficult to set up a fixed mode in which the non-performing (or infrequently occurring) target animations are designated as fixed animations. Therefore, it is preferable to ensure that various target animations are performed without bias in normal mode, as in this example.
[0114] Specific Example 3-3 In the above embodiment, it was explained that the game transitions to a fixed mode when a prescribed operation of the operating means 60 is performed during normal mode, and that the game transitions to normal mode when the operating means 60 is released from a fixed state during fixed mode. However, in addition to this, it may also be possible to transition from one of the normal mode and fixed mode to the other by another method. For example, there is a known so-called customization function that allows the game to change gameplay (such as changing the probability of various effects occurring) or the game environment (such as changing the volume or brightness) by operating the operating means 60, etc., when the game is in a standby state where no variation effects or jackpot games are being performed. As a type of such customization function, it may be possible to transition from one of the normal mode and fixed mode to the other. When transitioning from normal mode to fixed mode, several candidate target effects (for example, the names of various target effects) are displayed as options in the display area 911, and the player selects their preferred target effect by operating the operating means 60 (such as a push button or directional pad) (see Figure 23; "Change Mode" in Figure 23 refers to normal mode, and "Character X~Z" refers to the first target effect to the third target effect, respectively). This causes the selected target animation to switch to a fixed mode, where it is designated as a fixed animation. To switch from fixed mode to normal mode, it is sufficient to allow the user to deactivate the fixed mode by operating the control means 60 while in standby mode.
[0115] However, when multiple target animations are displayed as options, players may not be able to grasp the specific content of each animation (and therefore may not be able to determine which animation they "prefer"). As a result, there is a risk that they may set an animation they do not like as their default animation. The method for setting the default mode described in the above embodiment sets the currently running animation as the default animation, so there is a low risk of setting an animation they do not like as their default animation. In addition, the method for setting the default mode described in the above embodiment has the advantage of not requiring the use of the customization function.
[0116] Specific Examples 3-4 In the above embodiment, it was explained that the operation method (content of the prescribed operation) of the operation means 60 for achieving the transition from normal mode to fixed mode is not shown to the player (not displayed in the display area 911) (it is a so-called "trick" (hidden button) function). However, the operation method (content of the prescribed operation) may be displayed in the display area 911. In this case, it is preferable to also display that the currently executing target performance will be set to a fixed performance. For example, when normal mode is set and a certain target performance is being executed, an image such as "Press and hold the button to fix the current performance" may be displayed.
[0117] Specific Examples 3-5 The system is configured such that at least two of the multiple target animations are fixed animations (animations that can occur in fixed mode). For example, two target animations, X1 and X2, are provided for character X; two target animations, Y1 and Y2, are provided for character Y; and two target animations, Z1 and Z2, are provided for character Z (see Figure 24(a)). In other words, a total of six types of target animations are provided. When normal mode is set, any of the six target animations (X1, X2, Y1, Y2, Z1, Z3) can occur. When the execution conditions are met, the target animation to be executed is determined by a lottery in which any of the six target animations can be selected (see Figure 24(b-1)).
[0118] When the prescribed operation is performed in normal mode, the mode change condition is met and the system transitions to fixed mode. Here, the fixed performance upon transitioning to fixed mode includes not only the target performance that was being executed when the mode change condition was met, but also target performances belonging to the same performance group. A performance group is a pre-defined concept. That is, each of the multiple types of target performances is pre-categorized into performance groups that include two or more types of target performances. One way to categorize these performance groups is to group performances that have the same performance elements that constitute the target performance. For example, in the above example, performances that use the same character as the motif of the performance would be considered the same performance group (performance groups X to Z) (see Figure 24(a)). Therefore, for example, if the mode change condition is met while target performance Z2 is being executed in normal mode, not only target performance Z2 but also target performance Z1, which belongs to the same performance group, will be considered a fixed performance (see Figure 24(b)). In other words, the system transitions to fixed mode where two or more types of target performances are considered fixed performances. Note that among the multiple performance groups, some performance groups may include two or more types of target performances, while others may include only one type of target performance. In other words, if at least some of the multiple performance groups include two or more target performances, and the conditions for changing to a fixed mode are met while any of the target performances included in that performance group are being executed, then all of the target performances included in that performance group will be treated as fixed performances.
[0119] In fixed mode, if the execution conditions are met, a lottery is conducted in which two or more fixed animations are selected as targets, and the fixed animation that is selected in that lottery is executed (see Figure 24(b-2)). In other words, there is a possibility that any of the two or more fixed animations will be executed (this differs from the configuration in which it is determined that one fixed animation will be executed, as in the embodiment described above). However, compared to the state in normal mode (where one of the six target animations will be executed), the number of target animations that can be executed is smaller.
[0120] Specific Examples 3-6 Let's assume that there are two or more fixed modes. For example, let's assume that there are six types of target effects: Target effect Xm (see Figure 25(b-1)) which uses character X as a motif and displays a "morning" background image, Target effect Xn (see Figure 25(b-2)) which uses character X as a motif and displays a "night" background image, Target effect Ym (see Figure 25(b-3)) which uses character Y as a motif and displays a "morning" background image, Target effect Yn (see Figure 25(b-4)) which uses character Y as a motif and displays a "night" background image, Target effect Zm (see Figure 25(b-5)) which uses character Z as a motif and displays a "morning" background image, and Target effect Zn (see Figure 25(b-6)) which uses character Z as a motif and displays a "night" background image. There are various ways to represent "morning" and "night". For example, "night" could be made relatively darker than "morning", or the sun could be displayed in "morning" and the moon in "night".
[0121] The target effects are categorized by two types of effect elements: "character type" and "time (morning / night)". Specifically, if categorized by "character type", the following two sets of effects can be considered to include a common character: "Target effect Xm" and "Target effect X / night", "Target effect Ym" and "Target effect Yn", and "Target effect Zm" and "Target effect Zn" (see "Effect element (character type)" in Figure 25(a)). Similarly, if categorized by "time (morning / night)", the following three sets of effects can be considered to represent a common time: "Target effect Xm", "Target effect Ym", and "Target effect Zm", and "Target effect Xn", "Target effect Yn", and "Target effect Zn" (see "Effect element (time)" in Figure 25(a)).
[0122] When normal mode is set, any of the six target animations (target animations Xm, Xn, Ym, Yn, Zm, Zn) can occur. If the execution conditions are met, the target animation to be executed is determined by a lottery in which any of the six target animations can be selected (see Figure 26(a)).
[0123] Two fixed modes are provided: a first fixed mode (see Figure 26(b)) and a second fixed mode (see Figure 26(c)). The first fixed mode is a mode in which the "character type" is fixed, and the second fixed mode is a mode in which the "time (morning / night)" is fixed. The method for transitioning from the normal mode to the first fixed mode is different from the method for transitioning to the second fixed mode. For example, if the first specified operation of the operation means 60 is performed while the normal mode is set, the first mode change condition is met and the system transitions to the first fixed mode. However, if the second specified operation (which is a different operation from the first specified operation) is performed, the second mode change condition is met and the system transitions to the second fixed mode.
[0124] If the normal mode is set and the target performance Yn is being executed, and the first mode change condition is met, the system will transition to the first fixed mode, where both target performances Ym and Yn are fixed performances (see Figure 26(b)). In other words, the system will transition to the first fixed mode, where the performance element "Character Y" is fixed. If the execution condition is met in this first fixed mode, a lottery will be held in which both target performances Ym and Yn are the targets of the lottery, and the fixed performance that is selected by the lottery will be executed (the control for cases where two or more target performances are fixed performances, as explained in Specific Example 3-5, will be executed).
[0125] On the other hand, if the normal mode is set and the target performance Yn is being executed, and the condition for changing to the second mode is met, the system will switch to the second fixed mode in which the three target performances Xn, Yn, and Zn are fixed performances (see Figure 26(c)). In other words, the system will switch to the second fixed mode in which the "night" performance element is fixed. If the execution condition is met in this second fixed mode, a lottery will be held in which the three target performances Xn, Yn, and Zn are the targets of the lottery, and the fixed performance that is selected by the lottery will be executed (the control for when two or more target performances are fixed performances, as explained in Specific Example 3-5, will be executed).
[0126] In the example shown, it may be possible to transition from one fixed mode to another among two or more fixed modes. For example, if the second prescribed operation is performed while the first fixed mode is set, the system will transition to the second fixed mode as a result. However, any performance elements that were fixed in the previous fixed mode will be released as a result of the transition to the other fixed mode. For example, in the first fixed mode where two types of performance elements, target performance Xm and target performance Xn, are fixed performance elements (the first fixed mode where "character X" is a fixed performance element), if target performance Xm is being executed and the second prescribed operation is performed, the system will transition to the second fixed mode where three types of performance elements, target performance Xm, target performance Ym, and target performance Zm, are fixed performance elements (the second fixed mode where "morning" is a fixed performance element), and the state in which "character X" is fixed will be released.
[0127] Thus, in cases where each of the target effects includes two or more effect elements, it is possible to provide a configuration with two or more fixed modes in which each effect element is fixed.
[0128] Specific Example 3-7 In the above embodiment, it was explained that the mode changes from normal mode to fixed mode (mode change condition is met) by a prescribed operation of the operating means 60. However, other conditions may be set as mode change conditions as long as they can be met as a result of the player's actions. In other words, it is sufficient if, at the moment the player finds that they like the target performance currently being performed, they can, of their own volition, switch to a fixed mode with that target performance as the fixed performance.
[0129] 6) 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.
[0130] 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.
[0131] The effects described in the above embodiment that suggest the probability (reliability of winning) of the draw result being a "jackpot" can also be used to suggest the probability of winning a so-called "minor win." Furthermore, in the case of a gaming machine that has a gameplay feature in which winning a minor win is substantially linked to winning a jackpot (so-called two types of gameplay), the "jackpot" described in the above embodiment can be replaced with a "minor win."
[0132] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0133] ·Means 1-1 A gaming machine capable of executing multiple types of specific effects as constituting a variation performance from the start of variation of decorative symbols indicating the result of a win or loss lottery until they stop in a manner corresponding to the result of the win or loss lottery, wherein when the result of the win or loss lottery is announced as a win in the standard variation performance, which is a variation performance that includes one of the multiple types of specific effects, the probability of an event favorable to the player occurring is higher when the target specific effect, which is a specific effect that occurs after the end of the winning game based on the win announced in the standard variation performance, is of the same type as the standard specific effect that occurred in the standard variation performance, which is a specific effect that occurred in the standard variation performance, is of the same type as the standard specific effect that occurred in the standard variation performance, than when it is of a different type as the mismatched effect. According to the above-mentioned gaming machine, a specific event (a standard specific event) that occurs during the standard variation event before a winning game is of the same type as a specific event that is highly likely to result in an event advantageous to the player after a winning game, thus realizing an interesting gameplay experience.
[0134] ·Means 1-2 The gaming machine according to means 1-1, wherein the gaming state in which the player aims to get a winning result in the lottery is provided is a normal gaming state and a special gaming state which is more advantageous to the player than the normal gaming state, and the target specific performance is the specific performance that occurred until the special gaming state which was transitioned to after the winning game ended came to an end. In this way, a gameplay experience is achieved in which, through the special game state after a winning game, the same type of specific performance as the standard specific performance has a high probability of resulting in events that are advantageous to the player.
[0135] ·Means 1-3 The gaming machine according to means 1-1, characterized in that the target specific performance is the first specific performance that occurs after the end of the winning game. This approach makes the gameplay straightforward, as the key factor becomes whether the first specific animation that occurs after a winning spin is the same type as the standard specific animation.
[0136] ·Means 1-4 A gaming machine according to any one of means 1-1 to 1-3, characterized in that when a certain type of specific performance occurs in the manner described above, an additional image is displayed that is not displayed when the performance does not occur in the manner described above. This reduces the risk of situations where players fail to notice the occurrence of matching patterns.
[0137] ·Means 1-5 A gaming machine according to any one of means 1-1 to 1-4, characterized in that the type of specific performance designated as the standard specific performance is continuously displayed until a predetermined termination condition is met, even when the target specific performance has not occurred. This makes it easier for players to notice that a specific type of special effect, similar to the standard special effect, is considered special and different from other types of special effects.
[0138] ·Means 2-1 A gaming machine capable of performing a composite performance that includes multiple unit performances occurring in succession, characterized in that the composite performance is set to include a basic form in which the same type of performance element is output in all of the unit performances, and a special form that includes a normal unit performance which is a part of the multiple unit performances, and a special unit performance which is fewer in number than the normal unit performance, and in which the types of performance elements output in the normal unit performance and the types of performance elements output in the special unit performance are different. According to the above-mentioned gaming machine, when a special event occurs, it is possible to create an interesting composite effect that makes the player feel a sense of "discomfort" (a sense of discomfort caused by the output of different types of effect elements in the special unit effect compared to the normal unit effect).
[0139] ·Means 2-2 The gaming machine according to means 2-1, characterized in that when the composite performance is in the special form, the probability of an event favorable to the player occurring is higher than when it is in the basic form. By doing so, the presentation becomes such that when a special event occurs (or when the occurrence of a special event causes a sense of unease), there is an expectation that a favorable event will occur.
[0140] ·Means 2-3 The special embodiment is a gaming machine according to means 2-1 or means 2-2, characterized in that the last unit performance is the special unit performance, and the other unit performances are the normal unit performances. In this way, the type of performance becomes such that it is impossible to determine whether the combined performance is in its basic or special form until the final unit performance included in the combined performance occurs.
[0141] ·Means 2-4 The gaming machine according to any one of means 2-1 to 2-3, characterized in that the composite performance is displayed in order according to the order in which the unit performances occur, along with the occurrence of the unit performance. In this way, the combined effects can be made to function as effects that involve counting up or counting down.
[0142] ·Means 2-5 The game machine according to any one of means 2-1 to 2-4, characterized in that the unit display is characterized in that the displayed character is one of several different types of character images, the basic mode is characterized in that the same type of character image is displayed in all of the unit displays, while the special mode is characterized in that the type of character image displayed in the normal unit display is different from the type of character image displayed in the special unit display. In this way, the special combined effect becomes a type of effect in which players may feel a sense of unease because different types of characters are displayed in the special unit effect compared to the normal unit effect.
[0143] ·Means 2-6 The gaming machine according to means 2-5, wherein each of the multiple character images displayed in the unit display is set to represent the same character but with a different concept, and the special form is characterized in that the character images displayed in the normal unit display and the character images displayed in the special unit display are of different character types but have the same concept. In this way, even in the case of a combined special-type performance (where the types of characters differ between the normal unit performance and the special unit performance), the concept of each unit performance is considered to be the same, resulting in a performance format where players are less likely to notice that a combined special-type performance is occurring (not everyone will notice that a special type is occurring).
[0144] ·Means 3-1 A gaming machine in which, when a predetermined condition is met, one of several types of target performances is executed, wherein the control modes for the target performances include a normal mode in which the type of target performance executed when the predetermined condition is met can change, and a fixed mode in which one of the several types of target performances is a fixed performance, and when the predetermined condition is met, the fixed performance is executed and no other types of target performances are executed, and the gaming machine is characterized in that, when the normal mode is set and one of the several types of target performances is being executed, the target performance that is being executed is changed to the fixed mode in which the fixed performance is executed. The above-mentioned gaming machine allows the currently running target animation to be fixed (made into a fixed animation), which is convenient for the player (contributes to the convenience of being able to customize the animation to their liking).
[0145] ·Means 3-2 The gaming machine according to means 3-1, characterized in that it is equipped with an operating means that can be operated by a player, and the mode change condition is not met unless a prescribed operation of the operating means is performed. By doing this, you can set a preferred animation as a fixed animation by performing a specific operation while that animation is in progress.
[0146] ·Means 3-3 The gaming machine according to means 3-2, characterized in that the mode change condition is not met while an operation sequence is being performed that prompts the player to operate the operation means. This prevents the device from unintentionally setting to a fixed mode. [Explanation of symbols]
[0147] 1. Gaming machine 10 Additional images 20 images of popular models 30 Stage Images (31-35 First Stage Images - Fifth Stage Images) N-order display 60 Operating means 70 Reserved Symbols 80 Decorative patterns 906 Grand Prize Area 91 Display device 911 Display area
Claims
[Claim 1] The method for determining winners and losers by lottery, A display means having a display area on which decorative patterns are displayed for notifying the result of the lottery by the aforementioned lottery means, An effect execution means that performs a variation effect from the time the decorative pattern starts to change until it stops in a manner corresponding to the result of the win / fail lottery by the win / fail lottery means, Equipped with, As an effect that may occur during the aforementioned fluctuation effect, it is possible to execute a composite effect that includes N unit effects in which one of multiple types of effect elements is output. The aforementioned combined performance is In some cases, the basic configuration is that the same type of performance element is output in all N of the aforementioned unit performances. A special configuration may also include a normal unit performance in which a certain type of performance element is output as N units of the unit performance, and a special unit performance in which a different type of performance element from the normal unit performance is output (however, the number of such special unit performances is less than the number of the normal unit performances). When the aforementioned combined performance occurs during the aforementioned variation performance, the probability of the result of the win / loss lottery being announced as a win is higher when the combined performance is in the aforementioned special form than when it is in the aforementioned basic form. The aforementioned composite effect displays sequential images corresponding to the order in which the unit effects occur when the unit effects occur. A gaming machine characterized by the following features.