Gaming machine
The integration of a pass/fail lottery system with varying reach animations and character image changes in gaming machines improves player engagement and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2026-03-25
- Publication Date
- 2026-06-04
AI Technical Summary
Existing gaming machines lack features that enhance player engagement and interest.
Incorporation of a pass/fail lottery system that triggers variation effects, including specific reach animations with varying reliability based on lottery results, and special effects that change character images during gameplay.
Enhances gameplay enjoyment by providing dynamic and engaging visual and auditory experiences.
Smart Images

Figure 2026091979000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In a reach effect, it is known that a character image (reach title) representing the type of the reach effect is displayed (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 interest of the game.
Means for Solving the Problems
[0005] The gaming machine according to the present invention made to solve the above problems includes a pass / fail lottery means for performing a pass / fail lottery triggered by the establishment of a predetermined condition, an effect execution means for executing a variation effect from when the decorative symbol displayed in the display area starts to vary until it stops in a manner corresponding to the pass / fail lottery result by the pass / fail lottery means, and as an effect constituting the variation effect, it is possible to execute a specific reach effect, as the specific reach effect, it is possible to execute a specific reach effect X (see, for example, FIG. 34) and a specific reach effect Y (see, for example, FIG. 35) whose reliability, which is the probability that the pass / fail lottery result is a win, is different from that of the specific reach effect X. The aforementioned specific reach animation X (see, for example, Figure 34) is an animation in which a character image X is displayed, and the aforementioned specific reach animation Y (see, for example, Figure 35) is an animation in which a character image Y different from the character image X is displayed. As a feature that constitutes the aforementioned variation feature, it is possible to execute a special reach feature (see, for example, Figure 36). The aforementioned special reach animation is an animation in which a special change occurs, where the state in which the character image X is displayed changes to the state in which the character image Y is displayed (see, for example, Figures 36(a) and 36(b)). It is characterized by the following: [Effects of the Invention]
[0006] The gaming machine according to the present invention makes it possible to improve the enjoyment of the game. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first win / fail lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second win / fail lottery. [Figure 4] This diagram illustrates the display modes for the pre-change display and the in-change (hold) display. [Figure 5] This is a diagram to explain the combined effects. [Figure 6] This is a diagram (a continuation of Figure 5) used to explain the combined effects. [Figure 7] This is a diagram (a continuation of Figure 6) used to explain the combined effects. [Figure 8] This diagram illustrates the characteristics of the results (A1, A2) from the first production department. [Figure 9]A figure for explaining the characteristics of the results (A1, A2) of the first performance unit (a figure showing the probability of the execution condition being satisfied when the results are A1 and A2, and the probability that the third performance unit becomes C2 when the execution condition is satisfied). [Figure 10] A figure for explaining Specific Example 1-1. [Figure 11] A figure for explaining Specific Example 1-2. [Figure 12] A figure for explaining Specific Example 1-4. [Figure 13] A figure for explaining Specific Example 1-5. [Figure 14] A figure for explaining Specific Example 1-7. [Figure 15] A figure for explaining Specific Example 1-8. [Figure 16] A figure for explaining Specific Example 1-11. [Figure 17] (a) is a figure for explaining Specific Example 1-12, and (b) is a figure for explaining Specific Example 1-13. [Figure 18] A figure for explaining Specific Example 1-14. [Figure 19] A figure for explaining specific customization (non-specific attribute performance (performance α) whose occurrence probability can be changed by specific customization). [Figure 20] A figure for explaining Specific Example 2-2. [Figure 21] A figure for explaining Specific Example 2-3. [Figure 22] A figure for explaining Specific Example 2-4. [Figure 23] A figure for explaining Specific Example 2-5.<*0000095*> [Figure 24] A figure for explaining Specific Example 2-8. [Figure 25] A figure for explaining Specific Example 2-10. [Figure 26]This diagram illustrates that when a special opportunity event occurs for the first time after a special reset condition has been met (i.e., when a special opportunity event occurs in a special reset state), a special pre-image is displayed before the start of the special opportunity event. [Figure 27] This diagram illustrates that when a special opportunity event occurs for the second time or later after the special reset conditions have been met (i.e., when a special opportunity event occurs in a non-special reset state), the special pre-image is not displayed before the start of the special pre-image. [Figure 28] This is a diagram to explain specific example 3-3. [Figure 29] This is a diagram to explain specific example 3-4. [Figure 30] This is a diagram illustrating specific example 3-5 (an example where the display of a special background image was considered a special opportunity effect). [Figure 31] This diagram illustrates specific example 3-5 (an example where the output of special background music was considered a special opportunity effect). [Figure 32] This is a diagram to explain specific example 3-6. [Figure 33] This is a diagram to explain specific example 3-8. [Figure 34] This is a diagram to explain the specific reach animation X. [Figure 35] This is a diagram to explain the specific reach animation Y. [Figure 36] This is a diagram to explain special reach animations. [Figure 37] This is a diagram to explain specific example 4-1. [Figure 38] This is a diagram (part one) to explain specific example 4-3. [Figure 39] This is the second diagram to illustrate specific example 4-3. [Figure 40] This is a diagram to explain specific example 4-4. [Figure 41] This is a diagram to explain specific example 4-5. [Figure 42] This is a diagram to explain specific example 4-6. [Figure 43]This is a diagram to explain specific example 4-7. [Figure 44] This is a diagram to explain specific example 4-8. [Figure 45] This is a diagram (part one) to explain specific example 4-11. [Figure 46] This is the second diagram to illustrate specific example 4-11. [Figure 47] This diagram explains the relationship between specific performance modes (specific performance modes A, B, and X and specific performance configurations A and B). [Figure 48] This is a diagram to explain specific configurations A and B. [Figure 49] This is a diagram to explain specific example 5-5. [Figure 50] This is a diagram to explain specific example 5-7. [Figure 51] This is a diagram to explain specific example 5-8. [Figure 52] This is a diagram (part one) to explain specific example 5-9. [Figure 53] This is the second diagram to illustrate specific example 5-9. [Figure 54] This is a diagram illustrating the specific coating function. [Figure 55] This is a diagram to explain specific reach animations (images that suggest a specific level of reliability). [Figure 56] This diagram illustrates the difference between the specific reach animation when the specific covering function is not activated (the normal specific reach animation) and the specific reach animation when the specific covering function is activated. [Figure 57] This is a diagram to explain specific example 6-1. [Figure 58] This is a diagram to explain specific example 6-3. [Figure 59] This is a diagram to explain specific example 6-4. [Figure 60] This is a diagram to explain specific example 6-5. [Figure 61] This is a diagram (part one) to explain specific example 6-7. [Figure 62]This is the second diagram to illustrate specific example 6-7. [Figure 63] This is a diagram (part one) to explain specific example 6-8. [Figure 64] This is the second diagram to illustrate specific example 6-8. [Figure 65] This is a diagram to explain specific pre-announcement effects. [Figure 66] This is a diagram (a continuation of Figure 65) used to explain specific pre-announcement effects. [Figure 67] This is a diagram to explain specific example 7-1. [Figure 68] This is a diagram to explain specific example 7-5. [Figure 69] This is a diagram to explain specific example 7-6. [Figure 70] This is a diagram to explain specific example 7-9. [Figure 71] This is a diagram to explain specific example 7-10. [Figure 72] This is a diagram to explain specific example 7-11. [Figure 73] This is a diagram to explain specific example 7-12. [Figure 74] This figure illustrates specific example 7-12 (an improved version of the example shown in Figure 73). [Figure 75] This diagram illustrates the specific selection process (where the reliability of the specific win / loss lottery result differs depending on whether the first or second selection result is chosen). [Figure 76] This is a diagram to explain the reach animation P after a specific selection. [Figure 77] This is a diagram to explain the reach animation Q after a specific selection. [Figure 78] This diagram explains the special effects during a win (it explains that the probability of a special effect occurring during a win differs depending on whether the first selection result is obtained or the second selection result is obtained in a win game that is played when a specific spin becomes a win spin). [Figure 79] This is a diagram to explain specific example 8-1. [Figure 80]This is a diagram to explain specific example 8-3. [Figure 81] This is a diagram to explain specific example 8-4. [Figure 82] This is a diagram to explain specific example 8-8. [Figure 83] This is a diagram to explain specific example 8-12. [Figure 84] This is a diagram to explain specific example 8-13. [Figure 85] This is a diagram illustrating the specific non-operation request period (the target reach animation for which a specific non-operation request period is set). [Figure 86] This diagram illustrates the outcome (favorable or unfavorable) of the target reach animation. [Figure 87] This is a diagram to explain specific example 9-2. [Figure 88] This is a diagram to explain specific example 9-3. [Figure 89] This is a diagram to explain specific example 9-4. [Figure 90] This is a diagram to explain specific example 9-6. [Figure 91] This is a diagram to explain specific example 9-7. [Figure 92] This is a diagram to explain specific example 9-8. [Figure 93] This is a diagram to explain specific example 9-9. [Figure 94] This is a diagram to explain specific example 9-12. [Figure 95] This figure shows a normal background image and a special background image X. [Figure 96] This diagram illustrates the variations in the display of the special background image X. [Figure 97] This diagram illustrates the specific transition image that is displayed in a specific next variation after the variation in which the special background image X is displayed has failed. [Figure 98] This diagram shows an example of an image being displayed to indicate that special background image X is a chance background during a variation where special background image X is displayed. [Figure 99]This is a diagram (part one) to explain specific example 10-1. [Figure 100] This is the second diagram to illustrate specific example 10-1. [Figure 101] This is a diagram (part one) to explain specific example 10-2. [Figure 102] This is the second diagram to illustrate specific example 10-2. [Figure 103] This is a diagram to explain specific example 10-3. [Figure 104] This is a diagram to explain specific example 10-4. [Figure 105] This is a diagram to explain specific example 10-5. [Figure 106] This is a diagram to explain specific example 10-9. [Figure 107] This is a diagram to explain specific example 10-12. [Figure 108] This is a diagram to explain the profit images (first profit image, second profit image). [Figure 109] This is a diagram to explain specific example 11-2. [Figure 110] This is a diagram to explain specific example 11-4. [Figure 111] This is a diagram to explain specific example 11-6. [Figure 112] This is a diagram to explain specific example 11-9. [Figure 113] This is a diagram used to explain specific prior variations. [Figure 114] This is a diagram (a continuation of Figure 113) used to explain specific prior variations. [Figure 115] This diagram illustrates the next variation (the variation that satisfies the condition) when an image showing the fulfillment of a specific condition is displayed during a specific prior variation. [Figure 116] This is a diagram to explain specific example 12-1. [Figure 117] This is a diagram to explain specific example 12-3. [Figure 118] This is a diagram (part one) to explain specific example 12-4. [Figure 119]This is the second diagram to illustrate specific example 12-4. [Figure 120] This is a diagram to explain specific example 12-5. [Figure 121] This is a diagram to explain specific example 12-9. [Modes for carrying out the invention]
[0008] Hereinafter, an embodiment of the game machine 1 (pachinko game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the term "image" in the following description includes not only still images but also moving images. Unless otherwise specified, the following description assumes that the player plays the game as instructed (the player plays the game normally without performing any special actions). Furthermore, when it is stated that "a game ball enters (wins) ○○", it strictly means that a sensor installed in ○○ has detected the game ball that has entered. Furthermore, when it is stated that "when an operation is performed on ○○", it strictly means that it has been detected that ○○ has moved to a predetermined position as a result of the operation. In addition, the various values (probability, number of times, etc.) described below can be increased or decreased as appropriate, as long as they are not changed in a way that eliminates the characteristics. Furthermore, in the following explanation, a "closed" state of various areas refers to a state in which, assuming normal gameplay, game balls do not normally enter the area, while an "open" state refers to a state in which, assuming normal gameplay, game balls can enter the area (a state in which, even if the entrance for game balls is open, game balls do not pass through the entrance when normal gameplay is occurring is considered "closed"). Also, in some diagrams, the illustration of elements unrelated to the features explained using the diagram may be omitted. Also, in some diagrams, symbols used to make the diagram easier to understand may be omitted. In addition, supplementary elements in the following explanation (numbers ("first," "second," etc.), various letters, etc.) are added to distinguish types and do not have any meaning in themselves unless specifically stated. Furthermore, the symbols for each component may be enclosed in parentheses to clearly separate the name of each component from the symbol (the symbol is written inside the parentheses).
[0009] <Basic configuration of a gaming machine> The overall configuration of the gaming machine 1 will be briefly explained with reference to Figure 1, etc. Detailed explanations of well-known configurations will be omitted (the same configuration as a general gaming machine can be adopted). The gaming machine 1 is equipped with a game board 90. The game board 90 is a structure that is roughly rectangular in shape when viewed from the front. In front of the game board 90 is a game area 902 through which game balls flow. Below the game board 90 is a well-known launching device 908 (launching handle). By operating the launching device 908, the player can launch game balls (game balls stored in the upper tray) toward the game area 902. The game balls launched from the launching device 908 reach the game area 902 through a passage formed by a guide rail 903.
[0010] The game area 902 is equipped with various prize-winning areas into which game balls can enter (starting area 904, major prize area 906, etc.), an out-out opening 907 (an opening from which game balls that did not enter any of the prize-winning areas (so-called out balls) are discharged), and so on. In addition, the game area 902 is equipped with multiple game pins that act as obstacles, causing changes in the flow of game balls when they collide with them. Game balls flowing down the game area 902 change their form in various ways depending on the conditions when they collide with the game pins. When game balls flowing down the game area 902 enter a prize-winning area such as the starting area 904 or the major prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is the main display device having a display area 911 on which decorative patterns 80 and the like are displayed. The display area 911 of the display device 91 is a part that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the player's line of sight.
[0012] The gaming machine 1 is equipped with a speaker 67 (sound output means). Basically, the various effects that occur as part of the variable effects (described later) are accompanied by a unique effect sound corresponding to each of the various effects (the unique effect sound is output from speaker 67).
[0013] Note that explanations of general components such as the frame of the gaming machine 1, the structure that forms the space for storing the launched game balls (upper tray), and the structure that forms the space for storing the game balls that overflow from the upper tray (lower tray) will be omitted. These components can be the same as those used in known gaming machines.
[0014] The lottery for a big win (hereinafter sometimes simply referred to as "winning") is performed by a win / fail lottery means built on the control board (main control board) based on win / fail lottery information acquired when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "starting area of Special Figure 1") and a second starting area 904b (the so-called "starting area of Special Figure 2"). The first starting area 904a is located in a position where a game ball may enter when the game ball is launched so that it flows down the left side of the display area 911 (the left side of the game area 902) ("left-handed shooting" is performed). The second starting area 904b is located in a position where a game ball may enter when the game ball is launched so that it flows down the right side of the display area 911 (the right side of the game area 902) ("right-handed shooting" is performed).
[0015] When a game ball enters the starting area 904, a numerical value is obtained from the random number source as win / loss lottery information (the win / loss lottery information obtained when the game ball enters the first starting area 904a is called the first win / loss lottery information, and the win / loss lottery information obtained when the game ball enters the second starting area 904b is called the second win / loss lottery information). If this numerical value is the same as a predetermined winning value, it is a win; otherwise, it is a loss.
[0016] When a win / loss lottery is performed using the win / loss lottery method, the result of the lottery is notified by a variation animation (an animation from the start of the variation of the decorative symbol 80 (decorative symbol group 80g) until the decorative symbol 80 completely stops in a combination (win / loss notification mode) corresponding to the win / loss lottery result, so-called animation for the middle of one variation. In the following explanation, this may also be referred to as "variation" (variation game) or "rotation". Furthermore, a variation in which the corresponding win / loss lottery result is a jackpot may be referred to as a "winning variation", and a variation in which it is a loss may be referred to as a "losing variation"). In addition, the player may be shown a known pseudo-stop state (a state in which the symbol is slightly shaking; also referred to as a temporary stop (state), etc.) that makes it appear as if the decorative symbol 80 has stopped. Since the decorative symbol 80 in the pseudo-stop state has not completely stopped (because the selection has not been determined), its type may change (in the diagram, the pseudo-stop state of the decorative symbol 80 may be represented by showing the target decorative symbol 80 shaking). Note that in some diagrams, the illustration of the decorative pattern 80 may be omitted to make the diagram easier to understand (even in diagrams showing the variation animation, the illustration of the decorative pattern 80 may be omitted, but basically the continuously changing decorative pattern 80 is displayed during the variation animation).
[0017] In this embodiment, the variation animation for the corresponding win / fail lottery result is executed in the order in which the win / fail lottery information is acquired. However, if new win / fail lottery information is acquired while the variation animation for a certain win / fail lottery result has not yet been completed (i.e., there is win / fail lottery information for which the notification of the win / fail lottery result has not yet been completed), the newly acquired win / fail lottery information is stored in a storage means (RAM) (not shown) up to a predetermined limit as pre-variation win / fail lottery information (described later).
[0018] The acquired lottery information (for which notification of the corresponding lottery result has not been completed) is divided into "pre-change lottery information" (where the variation animation for the corresponding lottery result has not yet started, and the first pre-change lottery information is referred to as the first pre-change lottery information, and the second pre-change lottery information is referred to as the second pre-change lottery information) and "in-change lottery information" (where the variation animation for the corresponding lottery result has started but has not yet finished, and the first in-change lottery information is referred to as the first in-change lottery information, and the second in-change lottery information is referred to as the second in-change lottery information). In this embodiment, the maximum number of first pre-change lottery information entries that the storage means can store is four, and the maximum number of second pre-change lottery information entries that can store is also four. Furthermore, in this embodiment, there is at most one piece of information on the winning / losing lottery during a change that exists at any given time (it is not the case that both the first winning / losing lottery information and the second winning / losing lottery information exist (i.e., the changes in Special Figure 1 and Special Figure 2 proceed simultaneously)).
[0019] During the variation animation, a pre-variation display 72, which is an image (icon) indicating the existence of pre-variation win / failure lottery information, and a variation-in-variation display 71, which is an image (icon) indicating the existence of in-variation win / failure lottery information, are displayed in real time (see Figure 2). In this embodiment, the variation-in-variation display 71 and the pre-variation display 72 are displayed on the same display device 91 (display area 911) as the decorative pattern 80, but they may be displayed on a different display device. In this embodiment, in a game state where the game ball should be launched aiming at the first starting area 904a (a game state where "left-handed shooting" should be performed), the first win / failure lottery information is acquired, so the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first pre-variation win / failure lottery information and the first in-variation win / failure lottery information, are displayed (the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the second win / failure lottery information, are either not displayed or are displayed smaller than the pre-variation display 72 and variation-in-variation display 71, which indicate the existence of the first win / failure lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where "right-handed shooting" is required), the second win / loss lottery information is acquired, and the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second pre-rotation win / loss lottery information and the second in-rotation win / loss lottery information are displayed (the pre-rotation display 72 and in-rotation display 71 indicating the existence of the first win / loss lottery information are either not displayed or are displayed smaller than the pre-rotation display 72 and in-rotation display 71 indicating the existence of the second win / loss lottery information). As described above, the maximum number of pre-rotation win / loss lottery information entries in this embodiment is four, so the maximum number of pre-rotation displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of in-rotation displays 71 displayed is one). Furthermore, since the maximum number of memory slots for the second pre-spin win / loss lottery information is four, the maximum number of pre-spin displays 72 that are shown when the game ball should be launched aiming for the second starting area 904b is also four (naturally, the maximum number of in-spin displays 71 that are shown is one).
[0020] The order in which the notification of the win / loss lottery result corresponding to each of the pre-reaction displays 72 is completed (the so-called "processing order") is such that the closer it is to the in-reaction display 71, the earlier it is processed. In other words, the pre-reaction displays 72 are displayed in an order such that the earlier they are processed, the closer they are to the in-reaction display 71. Each time the notification of the win / loss lottery is completed (the reel spin ends), the position in which the pre-reaction display 72 is displayed changes (each pre-reaction display 72 moves to a position according to the "processing order"). Also, the pre-reaction display 72 with the earliest processing order becomes the in-reaction display 71 when the notification of the win / loss lottery is completed (the reel spin ends) (it moves to the position where the in-reaction display 71 is displayed). It should be noted that, strictly speaking, the win / loss lottery by the win / loss lottery means is executed simultaneously with the start of the corresponding reel spin animation (the timing of such win / loss lottery execution is not explicitly shown to the player). Therefore, the pre-reaction displays 72 indicate the existence of win / loss lottery information (pre-reaction win / loss lottery information) for which the corresponding win / loss lottery has not yet been executed, and are sometimes referred to as "hold (display)". Furthermore, the number of pre-change win / failure lottery information can be said to represent the number of win / failure lotteries that are promised to be executed in the future (the number of win / failure lottery rights already acquired). Therefore, the more pre-change win / failure lottery information (reserve) there is, the higher the probability that the future win / failure lottery result will be a jackpot at that point. Also, the in-change display 71 indicates the existence of win / failure lottery information where the corresponding win / failure lottery is being executed, but the change animation to notify the result of that lottery is currently in progress (it is in an "active" state), and is therefore sometimes referred to as the "active display". Also, since the change animation to notify the corresponding win / failure lottery result is currently in progress (the so-called "change in question" is being executed), it is sometimes referred to as the "change in question reserve". In other words, the in-change display 71 is sometimes treated as being included in the category of "reserve" (hereinafter, the in-change display 71 may also be referred to as "reserve"). In this embodiment, the display during change 71 is larger than the display before change 72, but the basic form of both (at least the form of the normal display mode 70n (default mode) described later) is the same (similar). Alternatively, the basic form (external shape, etc.) of the display during change 71 and the display before change 72 may be completely different, rather than being in such a similar relationship.
[0021] In this embodiment, similar to known gaming machines, the winning or losing result is notified to the player by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 starts to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the decorative symbols 80 are of the same type is determined by whether the characters contained in each decorative symbol 80 are the same. In this embodiment, each decorative symbol 80 contains one of the numbers from "1" to "7", and if the numbers are the same, they are of the same type; if the numbers are different, they are of different types. In the following description, each decorative symbol 80 may be expressed by the number contained in the decorative symbol 80, such as the "1" decorative symbol 80. Even if the decorative symbols 80 are of the same type, they may have different appearances (for example, different number designs). Each of the 80g of decorative patterns contains all types of decorative patterns 80 (all of the decorative patterns 80 from "1" to "7"). Each type of decorative pattern 80 may include elements other than numbers. For example, it may include a character associated with each number (type).
[0022] The combinations of decorative symbols 80 selected and stopped from each group of decorative symbols 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R, arranged from left to right) (win / loss notification modes) are broadly divided into winning combinations (win notification modes) indicating that the lottery has been won, and losing combinations (loss notification modes) indicating that the lottery has not been won. In this embodiment, a winning combination is defined as when all three decorative symbols 80 are of the same type, and a losing combination is defined as when all three decorative symbols 80 are not of the same type.
[0023] In this embodiment, the fluctuation of each decorative symbol group 80g may temporarily stop (pseudo-stop) to indicate that one of the symbols from the decorative symbol group 80g has been selected. By temporarily stopping (pseudo-stopping) the fluctuation in this way, it is possible to create a so-called "chance combination" in the middle of the fluctuation animation.
[0024] Furthermore, images showing various information may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). For example, the symbols that start to change when the change animation begins and stop in a manner corresponding to the win / loss lottery result when the change animation ends (so-called small symbols) may be displayed in a small size. However, players can enjoy the game without being aware of these kinds of images. In other words, it is basically possible to understand the win / loss lottery result by looking at the decorative symbols 80 and the various animations.
[0025] Furthermore, similar to known gaming machines, lamps indicating various information are provided outside the display area 911. The lighting patterns of these lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the first and second winning / losing lottery results are generally referred to as "special symbols." The lighting patterns of the lamps corresponding to the regular lottery results (regular lotteries will be described later) are generally referred to as "regular symbols."
[0026] By winning the first or second draw, players are awarded a prize (jackpot). Players play with the aim of winning this prize (jackpot). That is, in order to participate in the first or second draw, players launch game balls towards the first starting area 904a or the second starting area 904b. The game state in which players play with the aim of winning a prize (jackpot) is broadly divided into a normal game state and a specific game state which is more advantageous to the player than the normal game state (see Figure 3(a)). In this embodiment, there is also a first specific game state and a second specific game state which is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.
[0027] The normal game state is a low-base state in which it is difficult for game balls to enter the starting area 904, while the specific game state is a high-base state in which it is easier for game balls to enter the starting area 904 (easier than in the low-base state). In the normal game state, game balls should be launched aiming at the first starting area 904a (a state in which "left-handed shooting" should be performed). In the specific game state, game balls should be launched aiming at the second starting area 904b (a state in which "right-handed shooting" should be performed). In the high-base state, it is easier to win the normal lottery compared to the low-base state. The normal lottery is a lottery that is executed when a game ball enters the normal area 905. The second starting area 904b is a closed area under normal circumstances and is opened when the normal lottery is won. In other words, if the normal lottery is not won, the game ball will not enter the second starting area 904b. When the regular lottery is won, the opening / closing member (so-called electric chute) located at the entrance to the second starting area 904b moves to the open position, and the second starting area 904b is opened. The opening / closing member, in the open position, receives the game balls flowing down from above and guides the game balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, the game balls will enter the second starting area 904b relatively easily.
[0028] The normal area 905 is located in a position where game balls shot to the right can enter (see Figure 1). Therefore, if the player continuously shoots to the right in a specific game state, a normal lottery will be performed, and if the player wins the normal lottery, game balls will frequently enter the second starting area 904b. On the other hand, in the normal game state, it is difficult to win the normal lottery, so even if the player shoots to the right, the second starting area 904b is hardly opened, and the system is set so that shooting to the right is disadvantageous for the player. In this embodiment, in the normal game state, even if the player wins the normal lottery, the opening time of the second starting area 904b is extremely short, making it virtually impossible to get game balls into the second starting area 904b. The probability of winning the normal lottery in the normal game state may be set to 0%, making it impossible to get game balls into the second starting area 904b. With this configuration, the normal game state is a state in which the player aims to get game balls into the first starting area 904a by shooting to the left and win a prize (jackpot) after the first win / fail lottery. Furthermore, in the specific game state, the goal is to enter the second starting area 904b by shooting to the right, and to win a prize (jackpot) after the second win / loss lottery.
[0029] When a game ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (for example, 1) are dispensed (the number of prize balls dispensed when entering the first starting area 904a may differ from the number of prize balls dispensed when entering the second starting area 904b). Therefore, in the specific game state, the player can play without losing as many balls as in the normal game state. In the present technical field, when not in a jackpot state, the number of prize balls dispensed per number of balls launched is referred to as the "base." The specific game state is a "high base state" with a (relatively) high base, while the normal game state is a "low base state" with a (relatively) low base. In the high base state, game balls are more likely to enter the starting area 904 than in the low base state, making it easier to receive a win / loss draw. Therefore, the average time required for one variation (variation time) is shorter in the specific game state than in the normal game state (this is known as "time reduction"). Based on this, it can be said that the high base state is a "time-saving" state (with time-saving), and the low base state is a "non-time-saving" state (without time-saving). Furthermore, because of this structure, the average time spent playing continuously is longer in the normal game state than in the specific game states (the sum of the time spent in the first specific game state and the second specific game state).
[0030] The normal game state and the first specific game state are states where the probability of winning the draw is relatively low (low probability state), and the second specific game state is a state where the probability of winning the draw is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the probability of winning (jackpot probability) in the low probability state is approximately 1 / 319, and the probability of winning (jackpot probability) in the high probability state is approximately 1 / 59. The normal game state is a state in which the player shoots left and aims to win a prize (jackpot) through the first draw with a low probability (approximately 1 / 319). The first specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a low probability (approximately 1 / 319). The second specific game state is a state in which the player shoots right and aims to win a prize (jackpot) through the second draw with a high probability (approximately 1 / 59).
[0031] Winning the first or second lottery will award you a jackpot (prize). In this embodiment, there are three types of jackpots: a regular jackpot (regular prize), a first specific jackpot (first specific prize), and a second specific jackpot (second specific prize) (see Figure 3(a)). A regular jackpot is a jackpot that transitions to the regular game state after the jackpot game (all rounds of gameplay) is completed. A first specific jackpot is a jackpot that transitions to the first specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a first specific jackpot (first specific prize) is a condition (start condition) for transitioning to the first specific game state. A second specific jackpot is a jackpot that transitions to the second specific game state after the jackpot game (all rounds of gameplay) is completed. In other words, obtaining a second specific jackpot (second specific prize) is a condition (start condition) for transitioning to the second specific game state. Since the second specific game state is a more advantageous game state than the first specific game state, from that perspective, the second specific jackpot is a more advantageous jackpot for the player than the first specific jackpot. It should be noted that providing these three types of jackpots is merely an example. For example, a configuration without a regular jackpot is also possible. Furthermore, a configuration without a first specific jackpot (first specific game state) is also possible.
[0032] In this embodiment, the distribution of jackpots (bonuses) obtained through the first win / fail lottery (special figure 1 lottery) is different from the distribution of jackpots (bonuses) obtained through the second win / fail lottery (special figure 1 lottery) (see Figure 3(b)). Jackpots obtained through the first win / fail lottery can be any of the following: a regular jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all (100%) jackpots obtained through the second win / fail lottery are set to be second specific jackpots. From this, it follows that after transitioning to a specific game state, as long as jackpots are obtained (consecutive wins) through the second win / fail lottery, the second specific game state, which is the most advantageous game state for the player, will continue.
[0033] The first and second specific game states end when predetermined termination conditions are met (see Figure 3(a)). In this embodiment, the first specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the first specific game state is a low-probability state, it can be said that the game is played with the aim of winning a low-probability lottery (approximately 1 / 319) within the time it takes to complete 100 lotteries. Also in this embodiment, the second specific game state ends when the win / loss lottery results in 100 consecutive losses. Since the second specific game state is a high-probability state, it can be said that the game is played with the aim of winning a high-probability lottery (approximately 1 / 59) within the time it takes to complete 100 lotteries. In other words, the game machine 1 according to this embodiment is a so-called ST-type game (in practice, the state in which the aim is to win a high-probability lottery before a predetermined number of consecutive losses are referred to as "ST (state)"). The probability of losing 100 consecutive times in the high-probability lottery (approximately 1 / 59) (the probability that a certain second specific game state will end without winning the high-probability lottery at the start of that state) is approximately 18%, so the so-called continuation rate is approximately 82%. In the first and second specific game states, it would be good to display the remaining number of losing spins until the game state ends (a number that decreases by "1" each time a losing spin occurs). Note that unless otherwise specified in the following explanation, the above specifications are merely an example. For example, in the high-probability state, it is possible to have a loop-type game where the player can win either a jackpot that continues the high-probability state (high-probability jackpot) or a jackpot that ends the high-probability state (transitions to a low-probability state) (low-probability jackpot), and the high-probability state continues until a low-probability jackpot is won.
[0034] In this embodiment, even if the power to the gaming machine 1 is turned OFF (even if the power is turned OFF and then ON), the game state is maintained. However, if a predetermined reset operation is performed, which can only be performed by a gaming store employee (a person who can access the inside of the gaming machine), the machine will return to the normal game state (a gaming store employee is able to forcibly switch to the normal game state, which is the "default" game state). It is not normal for a player to stop playing in a specific game state that is advantageous to the player, and even if the store closes while the machine is in a specific game state, the store will likely perform a reset operation. Therefore, when the store opens (the so-called morning state), the machine is usually in the normal game state. Thus, basically, players will start playing from the normal game state.
[0035] When a jackpot (prize) is won after a draw, a jackpot game (prize game) is executed. The jackpot game is a round game in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed by the opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the big prize area 906 after it is opened (prize condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. If game balls are continuously launched toward the big prize area 906 during the jackpot game (in this embodiment, shot to the right), the prize condition is met before the time condition is met. In other words, in one round of play, at least 10 game balls enter the big prize area 906 (it is also possible for more than 10 game balls to enter the big prize area 906, a so-called over-winning event). Unless otherwise specified, the number of rounds included in a jackpot game can be set as appropriate. In this embodiment, 15 prize balls are paid out when one game ball enters the big prize area 906. Therefore, in a 10-round jackpot, at least 1500 prize balls are paid out.
[0036] As described above, the pre-reset display 72 (hold display) and the in-reset display 71 (active display) are sometimes collectively referred to as "hold" (hold symbol), and the reliability (the probability that the corresponding win / loss result will be a jackpot (the probability that a bonus will be awarded)) is suggested by the form of the "hold". The pre-reset display 72 and the in-reset display 71 can be one of several forms (see Figure 4) depending on the reliability (hereinafter, the forms that the pre-reset display 72 and the in-reset display 71 can be may be referred to as display forms). The reliability of the pre-reset display 72 and the in-reset display 71 refers to the reliability at the time each display form is displayed, and the reliability may increase due to subsequent changes in the display form (hereinafter, such changes may be referred to as "hold change (effect)"). Furthermore, the relationship between the high and low reliability of each display form refers to the relationship in the same game state. In this embodiment, the reliability is indicated by the display pattern (change in the reserved symbols) in all three states: normal gameplay, the first specific gameplay state, and the second specific gameplay state. However, when it is stated that one display pattern has a higher reliability than another, it means that the reliability is higher when the other display pattern appears than when the first display pattern appears in the same gameplay state (and the relationship between the reliability of the various effects described below also refers to the relationship between the reliability of the same gameplay state).
[0037] The display modes are broadly divided into normal display mode 70n and special display mode 70s. Normal display mode 70n is the standard display mode (default mode). The pre-variation display 72 and the in-variation display 71 have the highest probability of being normal display mode 70n (the probability of being normal display mode 70n is higher than the probability of being any of the special display modes 70s (preferably the probability of pre-variation display 72 and in-variation display 71 being normal display mode 70n is 90% or higher)). Special display mode 70s is a display mode that suggests a higher level of reliability than normal display mode 70n. In this embodiment, four types of special display modes 70s that can be displayed in a normal game state are provided: first special display mode 701s, second special display mode 702s, third special display mode 703s, and fourth special display mode 704s (explanation of special display modes in specific game states is omitted). The reliability of the target winning / losing lottery results increases in this order (the fourth special display mode 704s is the most reliable). The fourth special display mode 704s is only displayed when the target winning / losing lottery result is a jackpot (reliability = 100%). Each display mode only needs to be clearly distinguishable by the player. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (in the drawings, the color of special display mode 70s is indicated by text. If there is no text indicating the color, it is the normal display mode 70n). Different display modes may also differ in aspects other than color (for example, their external appearance may differ).
[0038] The display modes of the pre-variation display 72 and the in-variation display 71 may change in a way that increases reliability. The mode may change whether the state of the pre-variation display 72 is (i.e., before the target variation begins) or the state of the in-variation display 71 is (i.e., during the target variation). The specific mode of the so-called hold change effect may be anything. In this embodiment, the display modes of the pre-variation display 72 and the in-variation display 71 may change suddenly (a sudden hold change effect occurs), or the display modes of the pre-variation display 72 and the in-variation display 71 may change as a result of the display of an image that acts on them (a hold change effect occurs in which an image that causes a change in the display mode is displayed). The final display mode of the in-variation display 71 in the target variation becomes the final reliability suggested by the in-variation display 71. When the target variation effect begins, the pre-variation display 72 (the first one to be consumed) becomes the in-variation display 71, but the display mode is carried over at that time. For example, if the pre-change display 72 (the one being consumed first) immediately before the target change begins is the second special display mode 702s, then the target change will begin with the in-change display 71 in the state of the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-change display 72 (the one being consumed first) becomes the in-change display 71. In this embodiment, when multiple pre-change displays 72 and in-change displays 71 are displayed together, it is possible that two or more special display modes 70s are displayed.
[0039] The gaming machine 1 is equipped with multiple types of operating means 60 that can be operated by the player. In this embodiment, a push button (effect button) 61, a directional pad 62, and a special operation unit 65 are provided. The push button 61 can be pressed downwards. The directional pad 62 can be operated in any of the up, down, left, or right directions. The special operation unit 65 can be pressed backwards.
[0040] The following describes the effects, controls, etc. that can be executed by the gaming machine 1 according to this embodiment. Note that the configuration may be such that only some of the effects, controls, etc. described below can be executed. Furthermore, the effects, controls, etc. described below may be executed when the game is not in a state of variation (for example, during a jackpot game), unless they are ones that can only be executed during a variation (those that can only be established on the premise that a variation is in progress).
[0041] <Combined Production> The gaming machine 1 according to this embodiment is capable of executing a composite effect (see Figures 5 to 7) as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the composite effect can occur in the normal game state, but it may also occur in other game states. In the following description of the composite effect, the variation effect (variation) that includes the composite effect may be referred to as the target variation effect (target variation). Also, the win / loss lottery result announced in the target variation effect may be referred to as the target win / loss lottery result.
[0042] In this embodiment, the composite performance includes, as performance components, a first performance section (first performance part) (see Figures 5(a), (b-1) / (b-2)) and a second performance section (second performance part) (see Figures 5(c), (d-1) / (d-2)). Furthermore, when the execution conditions (details described later) are met, in addition to the first and second performance sections, a third performance section (third performance part) (see Figures 6(a-2) / (b-2), Figure 7) is included as a performance component. That is, when the execution conditions are not met, the composite performance includes the first and second performance sections (but does not include the third performance section), and when the execution conditions are met, the composite performance includes the first, second, and third performance sections.
[0043] The first presentation section is the part that, after going through a state before the result is known (pre-result state) (see Figure 5(a)), may lead to result A1 (see Figure 5(b-1)) or to result A2 (see Figure 5(b-2)), which is different from result A1. When result A1 is obtained, image A1 corresponding to that result is displayed in the display area 911, and when result A2 is obtained, image A2 corresponding to that result (which is a different image from image A1) is displayed in the display area 911. In this embodiment, character A1 (indicated by the letters "A1" in the drawing) is displayed as image A1, and character A2 (indicated by the letters "A2" in the drawing), which is different from character A1, is displayed as image A2. In other words, the first presentation section in this embodiment is the presentation part that determines whether character A1 is selected or becomes the result, or whether character A2 is selected as the result. As will be described later, in this embodiment, character A1 and character A2 are set as characters on the player's side.
[0044] After the result of the first performance section is determined, the second performance section begins. The second performance section is the part that goes through the state before the result is determined (pre-result state) (see Figure 5(c)) and may lead to result B1 (see Figure 5(d-1)) or to result B2 (see Figure 5(d-2)), which is different from result B1. When result B1 is obtained, image B1 corresponding to that result is displayed in the display area 911, and when result B2 is obtained, image B2 corresponding to that result (which is a different image from image B1) is displayed in the display area 911. In this embodiment, character B1 (indicated by the letters "B1" in the drawing) is displayed as image B1, and character B2 (indicated by the letters "B2" in the drawing), which is different from character B1, is displayed as image B2. In other words, the first performance section in this embodiment is the performance part that determines whether character B1 is selected or becomes the result, or whether character B2 is selected. As will be described later, in this embodiment, character B1 and character B2 are set as characters on the player's side.
[0045] Each result in the first production unit corresponds to one of the results in the second production unit (other results do not correspond). Conversely, each result in the second production unit corresponds to one of the results in the second production unit. In this embodiment, result A1 in the first production unit corresponds to result B1 in the second production unit, but does not correspond to result B2. Similarly, result A2 in the first production unit corresponds to result B2 in the second production unit, but does not correspond to result B1. In other words, each result in the first production unit corresponds to one of the results in the second production unit, and the types of corresponding results do not overlap.
[0046] As described above, in a composite effect, the third effect unit is executed when the execution condition is met. The execution condition is met when the result of the first effect unit and the result of the second effect unit correspond, but the execution condition is not met when the result of the first effect unit and the result of the second effect unit do not correspond. Therefore, in this embodiment, • Correspondence 1 where the first production unit produces result A1 (see Figure 5(b-1)) and the second production unit produces result B1 (see Figure 5(d-1)). • Correspondence relationship 2 where the first production unit produces result A2 (see Figure 5(b-2)) and the second production unit produces result B2 (see Figure 5(d-2)). When this happens, the execution condition is met and the third production unit is executed (see Figure 6(a-1)(b-2)), • Non-correspondence relationship 1 where the first production unit produces result A1 (see Figure 5(b-1)) and the second production unit produces result B2 (see Figure 5(d-2)). • Non-correspondence relationship 2 where the first production unit produces result A2 (see Figure 5(b-2)) and the second production unit produces result B1 (see Figure 5(d-1)). When this happens, the execution condition is not met and the third production unit is not executed (see Figure 6(c-1)(d-2)).
[0047] When the first and second performance sections are executed, a corresponding relationship (correspondence 1, 2) is considered a more favorable outcome for the player than a non-correspondence relationship (non-correspondence 1, 2). In other words, the latter has a higher probability (reliability) of the target change resulting in a win being announced than the former. In this embodiment, when a corresponding relationship occurs, there remains a possibility that the target win / loss result will be a win, but when a non-correspondence relationship occurs, it is confirmed that it will be a loss. That is, in this embodiment, if a corresponding relationship occurs when the second performance section ends (if the execution conditions are met), the composite performance will develop into the third performance section, leaving a possibility that the target win / loss result will be a win, but if a non-correspondence relationship occurs (if the execution conditions are not met), it will not develop into the third performance section, and it is confirmed that the target win / loss result will be a loss.
[0048] After the result of the second presentation section is determined, if a corresponding relationship is established, an animation is performed to indicate that the situation is favorable to the player, and if a non-corresponding relationship is established, an animation is performed to indicate that the situation is unfavorable to the player. Various specific forms of animations indicating a favorable situation and an unfavorable situation are conceivable. In this embodiment, characters A1 and A2 are the player's characters, and characters B1 and B2 are the enemy characters. Character A1 can defeat character B1 (it has a good compatibility with character B1), but cannot defeat character B2. On the other hand, character A2 can defeat character B2 (it has a good compatibility with character B2), but cannot defeat character B1. Therefore, when a corresponding relationship 1 is established, an animation is performed showing an image of character A1 defeating character B1 (see Figure 6(a-1)) as an animation indicating that the situation is favorable to the player, and when a corresponding relationship 2 is established, an animation is performed showing an image of character A2 defeating character B2 (see Figure 6(b-1)) as an animation indicating that the situation is favorable to the player. On the other hand, when non-correspondence relationship 1 occurs, an animation is performed showing an image of character A1 being unable to defeat character B2 as an indication that the situation is unfavorable to the player (see Figure 6(c-1)). When non-correspondence relationship 2 occurs, an animation is performed showing an image of character A2 being unable to defeat character B1 as an indication that the situation is unfavorable to the player (see Figure 6(d-1)). For example, by extracting characters with the above-mentioned relationships from the characters appearing in the original work, such as a manga, that served as the motif for the game machine 1, and setting them as characters A1, A2, B1, and B2, it is possible to create a gameplay experience that is in line with the story of the original work (without contradicting the content of the original work).
[0049] If the execution conditions are met (a corresponding relationship (correspondence 1 or correspondence 2) is established), the third performance section is executed (see Figure 6(a-2) / (b-2)). If the execution conditions are not met (a non-correspondence relationship (non-correspondence 1 or non-correspondence 2) is established), the third performance section is not executed and a loss is confirmed (the target variation ends as a loss) (see Figure 6(c-2) / (d-2)). The third performance section is the part that goes through a state before the result is known (pre-result state) (see Figure 6(a-2) / (b-2), Figure 7(a)) and may lead to result C1 (see Figure 7(b-1)) or to result C2 (see Figure 7(b-2)), which is different from result C1. Result C2 is considered a more favorable result for the player than result C1 (result C1 is a relatively unfavorable result for the player, and result C2 is a relatively favorable result for the player). The third presentation section can be described as the part that shows the final result of the combined presentation. When the result is C1, an image is displayed indicating that the situation is unfavorable to the player, and when the result is C2, an image is displayed indicating that the situation is favorable to the player. In addition, the configuration may include a so-called reversal pattern where the game initially appears to reach result C1, but then reverses that outcome. In this embodiment, the result of the third presentation section corresponds to the result of the target win / loss lottery. If the target win / loss lottery result is a win, the result is C2; if it is a loss, the result is C1.
[0050] In this embodiment, a reach (similar to a typical gaming machine, where two of the three decorative symbol groups 80g are of the same type) is achieved when the execution condition is met and the third performance section begins. Therefore, the third performance section can be considered a type of reach performance (super reach performance). That is, the first and second performance sections are executed when a reach has not been achieved, and if the execution condition is met, a reach is achieved and the target variation continues. If the execution condition is not met, a reach is not achieved, and the target variation (miss variation) ends. However, this configuration is merely one example. It is also possible that a reach has been achieved at the time the first performance section begins (when the composite performance begins), and all of the first to third performance sections are executed as a reach performance. Alternatively, it is also possible that all of the first to third performance sections are executed when a reach has not been achieved.
[0051] Various specific configurations of the third performance section are conceivable. In this embodiment, the third performance section is a boss battle part in which the player's character fights against the enemy character, the boss character (indicated by the word "boss" in the diagrams). The player's character that appears in the third performance section (displayed in the display area 911) is the character shown as a result of the first performance section. That is, the third performance section executed under correspondence relationship 1 is a battle between character A1 and the boss character (see Figures 6(a-2) and 7(a)), and the third performance section executed under correspondence relationship 2 is a battle between character A2 and the boss character (see Figures 6(b-2) and 7(a)). Result C1 is when the player's character is defeated (see Figure 7(b-1)), and result C2 is when the character is victorious (see Figure 7(b-2)).
[0052] In a complex performance with this basic structure, the following relationships are established. The probability that the execution conditions are met (a corresponding relationship is established) at the end of the first performance section (when the result of the first performance section is known, but the result of the second performance section is not yet known) is higher when the result is A2 than when the result is A1 (the probability of a non-corresponding relationship is lower when the result is A2 than when the result is A1) (see Figures 8(a) and 9). In other words, the probability that a corresponding relationship is established when the second performance section ends and the third performance section is executed (develops) is higher when the result is A2 (Figure 5(b-2)) at the end of the first performance section (when the result of the first performance section is known, but the result of the second performance section is not yet known) than when the result is A1 (Figure 5(b-1)). As mentioned above, a corresponding relationship is more advantageous for the player than a non-corresponding relationship, so focusing only on that point, it can be said that a result of A2 in the first performance section is a more favorable outcome for the player than a result of A1.
[0053] In contrast, at the point when the second production section is completed and the execution conditions are met (a corresponding relationship is established), that is, when it is decided that the third production section will be executed (it is decided that the third production section will be executed, but the result of the third production section is unknown), the probability that the third production section will reach result C2 (favorable result) is higher when the first production section reaches result A1 than when the first production section reaches result A2 (the probability of reaching result C1 (unfavorable result) is lower when the first production section reaches result A1 than when the first production section reaches result A2) (see Figures 8(b) and 9). In other words, the third performance section has a higher probability of reaching a favorable outcome when it occurs via result A1 (when the composite performance progresses as follows: Figure 5(a) → Figure 5(b-1) → Figure 5(c) → Figure 5(d-2) → Figure 6(a-1) → Figure 6(a-2)) than when it occurs via result A2 (when the composite performance progresses as follows: Figure 5(a) → Figure 5(b-2) → Figure 5(c) → Figure 5(d-2) → Figure 6(a-1) → Figure 6(a-2)). If the third performance section is configured as in this embodiment, the probability of the third performance section reaching result C2 (a victory for the player's character) is higher when a battle occurs between character A1 and an enemy character (boss character) (Figure 6(a-2)) than when a battle occurs between character A2 and an enemy character (boss character) (Figure 6(b-2)). Thus, assuming that the execution conditions are met (the third performance unit is executed), it can be said that the first performance unit producing result A1 is a more favorable outcome for the player than result A2.
[0054] Although this is merely one example, in this embodiment, as shown in Figure 9, the probability that the execution condition is met at the time the result of the first performance section is completed (the state in which the result of the first performance section is known but the result of the second performance section is not known) is 10% for result A1 and 70% for result A2 (the probability that the execution condition is met is "Result A1 < Result A2"). On the other hand, the probability that the third performance section reaches result C2 at the time the execution condition is met and it is decided that the third performance section will start (the state in which it is decided that the third performance section will be executed but the result of the third performance section is not known) is 80% when it goes through result A1 and 30% when it goes through result A2 (the probability of reaching a favorable result at the start of the third performance section is "Result A1 (via) > Result A2 (via)").
[0055] As explained above, in this embodiment, the combined performance determines whether the execution conditions are met (whether there is a corresponding relationship) based on the results of the first performance unit and the second performance unit, and the ultimate goal (best result) is for the third performance unit, which is executed when the execution conditions are met, to produce result C2. In order to reach the ultimate goal, if we consider the meeting of the execution conditions (the conditions for the execution of the third performance unit being met) as the first hurdle (first branch) and the third performance unit producing result C2 as the second hurdle (second branch), then in order to overcome the first hurdle, the probability is higher (more advantageous) when the first performance unit produces result A2 than when it produces result A1, but in order to overcome the second hurdle, the probability is higher (more advantageous) when the first performance unit produces result A1 than when it produces result A2. In other words, the combined performance in this embodiment is an interesting performance format in which, regarding overcoming the first hurdle (the execution condition being met), the first performance unit should ideally produce result A2, but when the first hurdle is overcome (the execution condition is met), and the second hurdle is overcome (the third performance unit produces result C2), the first performance unit should ideally produce result A1 (the advantageous result of the first performance unit is reversed for the first and second hurdles).
[0056] 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.
[0057] 〇Specific Example 1-1 For at least one of the first and second production units, candidate results (selected images) are shown in advance. In the above embodiment, if the first production unit is configured such that either result A1 (displaying image A1) or result A2 (displaying image A2), then before the result is determined, candidate images indicating that image A1 and image A2 may be selected are displayed (see Figure 10(a)). Subsequently, it is indicated that one of them has been selected (it is determined whether the result was A1 or A2) (see Figure 10(b-1) / (b-2)). Similarly, in the above embodiment, if the second production unit is configured such that either result B1 (displaying image B1) or result B2 (displaying image B2), then before the result is determined, candidate images indicating that image B1 and image B2 may be selected are displayed (see Figure 10(c)). Subsequently, it is indicated that one of the options was selected (it is determined whether the result was B1 or B2) (see Figure 10(d-1) / (d-2)). This way, the possible outcomes are suggested in advance, resulting in a more easily understandable presentation.
[0058] 〇Specific Examples 1-2 After the result is shown in the first production unit, and before the result of the second production unit is known, an indication (correspondence suggestion indication 10) is made to show which result satisfies the execution condition (corresponding result). When the first production unit shows result A1 (image A1 is displayed) (see Figure 11(a)), the execution condition will be satisfied if the second production unit shows result B1 (image B1 is displayed), so an indication that the selection of image B1 is a preferable result is made as the correspondence suggestion indication 10 (first correspondence suggestion indication 101) (see Figure 11(b)). Similarly, when the first production unit shows result A2 (image A2 is displayed) (see Figure 11(c)), the execution condition will be satisfied if the second production unit shows result B2 (image B2 is displayed), so an indication that the selection of image B2 is a preferable result is made as the correspondence suggestion indication 10 (second correspondence suggestion indication 102) (see Figure 11(d)).
[0059] For example, if the second performance unit displays a character corresponding to the result, as in the embodiment described above, then when the first performance unit results in result A1 (see Figure 11(a)), a first correspondence suggestion display 101 will be made, indicating that the third performance unit will be executed when character B1 is displayed, such as "The story develops with the appearance of XX" (XX refers to character B1). When the first performance unit results in result A2 (see Figure 11(c)), a second correspondence suggestion display 102 will be made, indicating that the third performance unit will be executed when character B2 is displayed, such as "The story develops with the appearance of XX" (XX refers to character B2).
[0060] By doing this, the results of the first presentation section are taken into account, and the outcome that will result from the second presentation section is suggested in advance as being favorable to the player, making the flow of the presentation easier to understand.
[0061] Specific Examples 1-3 The first production unit may produce results other than A1 and A2. For example, in addition to A1 and A2, it may produce A3. Similarly, the second production unit may produce results other than B1 and B2. For example, in addition to B1 and B2, it may produce B3. Even in these cases, it is preferable that each result of the first production unit corresponds to one of the results of the second production unit. For example, in the above example, if the first production unit produces result A3 and the second production unit produces result B3, the execution condition is met and the third production unit is executed (if the second production unit produces result B1 or B2 after the first production unit produces result A3, the execution condition is not met).
[0062] 〇Specific Examples 1-4 In the above embodiment, it was explained that after the results of the first production unit are shown, the second production unit is started and the results of the second production unit are shown. However, the results of the first and second production units may be shown simultaneously (see Figure 12). That is, the results of the first and second production units may be shown at the same time, and it may be possible to determine whether or not the execution conditions are met (whether or not there is a corresponding relationship) at that time.
[0063] In this example, the probability of the execution condition being met can be set to differ depending on whether the result of the first presentation section is shown first, as shown in Figure 5 (first pattern), or whether the results of the first and second presentation sections are shown simultaneously, as shown in Figure 12 (second pattern). For example, it is conceivable to set the probability of the execution condition being met to be higher in the second pattern than in the first pattern. It may also be possible to set it so that the execution condition is guaranteed to be met when the second pattern occurs. In this way, the timing of the execution of the first and second presentation sections becomes a form of presentation that players should pay attention to.
[0064] 〇Specific Examples 1-5 In the above embodiment, it was explained that after the result of the first performance section is shown, the second performance section is started and the result of the second performance section is shown. However, as shown in Figure 13, the second performance section may start first (see Figure 13(a)), the result of the second performance section may be shown (see Figure 13(b)), and then the first performance section may start (see Figure 13(c)) and the result of the second performance section may be shown (see Figure 13(d)). If, as in the above embodiment, the first performance section displays the player's character (images A1 and A2) as the result, and the second performance section displays the enemy character (images B1 and B2) as the result, then after the enemy character is shown, the player's character may be shown, and it may be determined whether the execution condition is met (whether there is a corresponding relationship or not).
[0065] In this example, the probability of the execution condition being met can be set to be different depending on whether the result of the first performance section is shown first, followed by the result of the second performance section (Pattern A), as shown in Figure 5, or whether the result of the second performance section is shown first, followed by the result of the first performance section (Pattern B), as shown in Figure 13. For example, it is conceivable to set the probability of the execution condition being met to be higher when Pattern B occurs than when Pattern A occurs. It may also be possible to set it so that the execution condition is guaranteed to be met when Pattern B occurs. In this way, the timing of the execution of the first and second performance sections becomes a performance format that players should pay attention to.
[0066] Specific Examples 1-6 Even if the results of the first and second production units are not correlated, the third production unit may still occur (the third production unit may occur in some cases where there is a correlation). If the configuration is as in the embodiment described above, the setting should be such that the third production unit may still occur even if the first production unit results in result A1 and the second production unit results in result B2 (correspondence 1), or if the first production unit results in result A2 and the second production unit results in result B1 (correspondence 2). It is also possible to set it so that the third production unit may occur regardless of whether the correlation is 1 or 2, or to set it so that the third production unit may occur in one of the correlations, but not in the other. Furthermore, when the third production unit occurs after a correlation occurs, it is preferable that the third production unit displays the image shown in the result of the first production unit. For example, if the third production unit occurs after the first production unit results in result A1 where image A1 (character A1) is displayed (correspondence 1), it is preferable that the third production unit that displays image A1 (character A1) is executed.
[0067] As shown in this example, the presentation format allows for the expectation that a third presentation will occur even if a non-corresponding relationship occurs. However, since a third presentation is not guaranteed to occur even if a non-corresponding relationship occurs, a corresponding relationship is more advantageous for the player than a non-corresponding relationship (the reliability of the target win / loss lottery result is higher).
[0068] Specific Examples 1-7 As a second production unit, a pattern may occur in which it appears that a non-correspondence relationship has occurred (the execution condition was not met), but then this is reversed and it is shown that a correspondence relationship has been established (the execution condition was met). For example, after image A1 is displayed in the first production unit (result A1) (see Figure 14(a)), the second production unit starts (see Figure 14(b)) and image B2 is initially displayed (see Figure 14(c)), but then image B2 changes to image B1 (it appears that result B2 has occurred, but then it is shown that result B1) (see Figure 14(d)). Although not shown in the diagram, in addition to this, or instead, after image A2 is displayed in the first production unit, image B1 is initially displayed in the second production unit, but then image B1 changes to image B2.
[0069] Specific Examples 1-8 If the results of the first and second performance sections do not correspond, the third performance section will not be executed. However, even if the results of the first and second performance sections do not correspond, there is still a possibility that the target win / loss lottery result is a win (a lack of correspondence does not necessarily mean a loss). For example, after the results of the first performance section (see Figure 15(a)) and the second performance section (see Figure 15(b)) do not correspond, an animation indicating the lack of correspondence may be executed, and the result may be confirmed as a loss (the target change ends with a loss) (see Figure 15(c-1)). Alternatively, the target change may continue, a special performance section (different from the third performance section) may occur (see Figure 15(c-2)), and this special performance section may announce that the target win / loss lottery result is a win. In this way, even if the results of the first and second performance sections do not correspond, there is still an expectation of a win.
[0070] However, even with settings like those in this example, it is preferable to set the reliability of the target success / failure lottery result to be higher when the result of the first and second performance sections correspond (when the execution conditions for the third performance section are met) than when they do not correspond (when the execution conditions for the third performance section are not met). In other words, it is preferable to ensure that it is more advantageous for the player when the result of the first and second performance sections correspond than when they do not.
[0071] 〇Specific Examples 1-9 The results of the third performance section do not announce the outcome of the target lottery (they do not confirm the outcome of the target lottery), but merely indicate the reliability of the target lottery result (the probability of a prize being awarded). In other words, the reliability of the target lottery result is higher when the third performance section results in result C2 than when the result is C1, but even if the result is C2, it is not guaranteed that it will be a big win. Alternatively, it may be set so that even if the result is C1, it is not guaranteed that it will be a loss.
[0072] 〇Specific Examples 1-10 As explained in the above embodiment, when the result of the first performance unit and the result of the second performance unit correspond and the execution condition is met, and the third performance unit is executed, it was explained that when the result of the first performance unit is A1 (correspondence relationship 1), the probability of the third performance unit reaching result C2 (favorable result) is higher than when the result of the first performance unit is A2 (correspondence relationship 2). However, when the first performance unit reaches result A1 (correspondence relationship 1) and the third performance unit is executed, it may be assumed that the third performance unit is guaranteed to reach result C2 (favorable result) (the probability of the third performance unit reaching result C2 is 100%).
[0073] As in the embodiment described above, if the third performance unit results in result C2, then the combination of the first performance unit resulting in result A1 and the second performance unit resulting in result B1 (correspondence relationship 1) is a combination that guarantees a jackpot. In other words, when the first performance unit results in result A1, the probability of the execution condition being met is lower (compared to when the result is A2), but as long as the execution condition is met, a jackpot is guaranteed.
[0074] 〇Specific Example 1-11 When the execution conditions are met (when a corresponding relationship is established), the third production unit may produce a performance (final result suggestion performance) that indicates the probability of result C2 (favorable result). The final result suggestion performance is a performance that does not occur when the execution conditions are not met. Various specific forms of the final result suggestion performance are conceivable. For example, it is preferable to use the image displayed (selected) in the first or second production unit. If the first or second production unit is configured to select a character, as in the above embodiment, then the performance should use that character. When the first production unit produces result A1 (see Figure 16(a)) and the second production unit produces result B1 (see Figure 16(b)), resulting in a corresponding relationship 1, character A1 will be displayed in the first production unit and character B1 in the second production unit, so a final result suggestion performance using character A1 and character B1 (see Figure 16(c)) may occur. Although not shown in the diagram, if the first performance unit results in result A2 and the second performance unit results in result B2, resulting in correspondence relationship 2, then character A2 will be displayed in the first performance unit and character B2 in the second performance unit, so a final result suggestion performance using characters A2 and B2 may occur. A final result suggestion performance may occur when either correspondence relationship 1 or correspondence relationship 2 occurs, but it may not occur when the other occurs. Multiple types of final result suggestion performances are provided. For example, the final result suggestion performance may be the first type (see Figure 16(c-1)), or it may be the second type (see Figure 16(c-2)), which is different from the first type in the image displayed in the display area 911. Furthermore, the probability that the third performance unit (see Figure 16(d)), which starts after the final result suggestion performance, will reach result C2 (favorable result) is higher when the second type of final result suggestion performance occurs than when the first type of final result suggestion performance occurs.
[0075] As in this example, when the execution condition is met (when the results of the first and second performance sections correspond to each other), the final result suggestion performance will also be a performance style that players should pay attention to.
[0076] 〇Specific Examples 1-12 Similar to the above embodiment, for example as shown in Figure 17(a), the probability of the execution condition being met at the end of the first performance section (when the result of the second performance section is unknown and it is uncertain whether the execution condition is met) is higher when the first performance section results in result A2 than when it results in result A1 (see the left column of Figure 17(a)). Furthermore, the probability of the third performance section reaching result C2 (favorable result) at the point when the execution condition is met (when it is decided that the third performance section will be executed but the result of the third performance section is unknown) is higher when the first performance section results in result A1 than when it results in result A2 (see the right column of Figure 17(a)). While maintaining this relationship, the probability of the third performance section achieving result C2 (favorable result) at the end of the first performance section (when the result of the second performance section is unknown and it is uncertain whether the execution condition is met) (i.e., the reliability of the target success / failure lottery result) is set to be higher when the result is A2 than when it results in result A1 (see the middle column of Figure 17(a)). In this way, the first performance section resulting in result A2 is more likely to satisfy the execution conditions (compared to result A1), and the probability of a jackpot being announced in the combined performance (third performance section) is higher, resulting in a gameplay experience where this is more likely.
[0077] 〇Specific Examples 1-13 Similar to the above embodiment, for example, as shown in Figure 17(b), the probability of the execution condition being met at the end of the first performance section (when the result of the second performance section is unknown and it is uncertain whether the execution condition is met) is higher when the first performance section results in result A2 than when the first performance section results in result A1 (see the left column of Figure 17(b)). Furthermore, the probability of the third performance section reaching result C2 (favorable result) at the point when the execution condition is met (when it is decided that the third performance section will be executed but the result of the third performance section is unknown) is higher when the first performance section results in result A1 than when the first performance section results in result A2 (see the right column of Figure 17(b)). While maintaining this relationship, the probability of the third performance section achieving result C2 (favorable result) at the end of the first performance section (when the result of the second performance section is unknown and it is uncertain whether the execution condition is met) (i.e., the reliability of the target success / failure lottery result) is set to be higher when the result is A1 than when the result is A2 (see the middle column of Figure 17(b)). In this way, while the conditions for the first presentation to result in A1 are less likely to be met (compared to result A2), overall, the probability of a jackpot being announced in the combined presentation (third presentation) is high, resulting in a unique gameplay experience.
[0078] 〇Specific Examples 1-14 The configuration allows the type of the third performance section to change midway through the process. As in the embodiment described above, if the configuration is such that the third performance section generated via result A1 (resulting in correspondence relationship 1) displays character A1, and the third performance section generated via result A2 (resulting in correspondence relationship 2) displays character A2, then the type of the third performance section will differ depending on whether character A1 or character A2 is displayed, and the third performance section that displays character A1 has a higher probability of resulting in result C2 (favorable result) than the third performance section that displays character A2. In such a configuration, the execution condition is met via the first performance section resulting in result A2 (the first performance section becomes result A2 and the second performance section becomes result B2) (see Figure 18(a)), and the third performance section that displays character A2 is started (see Figure 18(b)), then a change to the third performance section that displays character A1 (intermediate change) (see Figure 18(c-2)) may occur midway through (before the result is known). The display of character A1 suggests a high probability of achieving result C2 (favorable result) (higher than when character A2 is displayed). Therefore, the probability of achieving result C2 (favorable result) is higher when such an intermediate change occurs (when a change occurs from character A1 to character A2) (see Figure 18(c-2)) than when no such intermediate change occurs (when character A2 remains) (see Figure 18(c-1)). (The occurrence of an intermediate change functions as a so-called chance-up.) When the third performance section starts after the first performance section has resulted in result A2, it is preferable that the probability of no intermediate change occurring is higher than the probability of an intermediate change occurring (the setting should be such that no intermediate change occurs is the "default"). If an intermediate change occurs, it may be set so that result C2 (favorable result) is guaranteed.
[0079] Furthermore, after the first presentation section results in result A1 and the third presentation section where character A1 is displayed begins, it is preferable that a change to the third presentation section where character A2 is displayed does not occur during this process (before the result is determined). (The display of character A2 suggests that the probability of result C2 (a favorable result) is lower compared to the case where character A1 is displayed, so it is preferable that no change occurs that is unfavorable to the player.)
[0080] As shown in this example, even if the third presentation section starts with character A2 being displayed via result A2, it can be expected that the third presentation section will change midway through to display character A1, increasing the probability of achieving result C2 (a favorable result).
[0081] <Specific Customization> The gaming machine 1 according to this embodiment is equipped with a customization function that allows the player to arbitrarily change the probability of certain effects (certain effects in the variation configuration) that may occur during the variation effect (the customization function itself is publicly known). The customization (specific customization) described in detail below is intended for effects that may occur during the variation effect in the normal game state. However, this does not negate the possibility of it being intended for effects that may occur during the variation effect in a specific game state.
[0082] In this embodiment, the customization image 11 (see Figure 19(a)) is displayed when no variation animation is being performed (non-variation state), and the user can set their preferred customization status using the various operation means 60. Since the method of setting customization using such customization image 11 is well known, a detailed explanation will be omitted. In this embodiment, the user can select (move the cursor) using the directional keys 62 and confirm with the push button 61. The customization image 11 may be displayed not only in the non-variation state but also during variation animations (variation state), allowing the user to change the customization status during the variation animation (the specific form of the customization image 11 displayed in the non-variation state and the customization image 11 displayed in the variation state may differ).
[0083] The customization function is distinguished by the type of effect (target effect) that can be customized. In this embodiment, there is a "Premium Customization" that targets premium effects (also called guaranteed effects, etc.) (as described later, in this embodiment, this premium customization is referred to as a specific customization), a "Pre-read Customization" that targets pre-read effects, and a "Pre-notification Customization" that targets so-called pre-notification effects (effects that occur when a starting win occurs, also called pre-reveal effects, etc.). The types of such customizations can be increased or decreased as appropriate.
[0084] The customization image 11 (see Figure 19(a)) mentioned above displays items representing each type of customization. The item representing premium customization (in this embodiment, it is labeled "premium effect") contains the word "premium" (in the present technical field, "premium" is commonly used to refer to a guaranteed win effect), indicating that effects belonging to the "premium effect" category (effects with the "premium" attribute) are the target of customization. Similarly, the item representing pre-read customization (in this embodiment, it is labeled "pre-read effect") contains the word "pre-read," indicating that effects belonging to the "pre-read effect" category (effects with the "pre-read" attribute) are the target of customization. The item representing pre-notification customization (in this embodiment, it is labeled "pre-notification effect") contains the word "pre-notification," indicating that effects belonging to the "pre-notification" category (effects with the "pre-notification" attribute) are the target of customization. Thus, by looking at customization image 11, players can understand which category of effects each item representing the type of customization targets. Note that customization image 11 does not necessarily have to display all types of customization items together. The type of customization (item) may be switched by switching screens.
[0085] One of the multiple types of customization is called a specific customization. In the following description of specific customizations, the variable configuration performance that is the target of the specific customization may also be referred to as the target performance. In this embodiment, the specific customization is a "premium customization" (function) that can change the probability of occurrence of a "premium performance" (a "guaranteed performance" that only occurs in winning variations) which, if it occurs in a certain variation performance (target variation performance), is guaranteed to result in a jackpot (a bonus is awarded) in the corresponding win / loss lottery result (target win / loss lottery result), with a reliability of 100%. Note that the "premium performance" refers to one that occurs before the display of three matching decorative symbols 80 (the decorative symbols 80 definitively indicate that the target win / loss lottery result is a win), and performances that occur after the display of three matching decorative symbols 80 are not considered wins. In this embodiment, the premium customization has two selectable modes: a "normal" (default) mode (first mode) and an "increased probability of occurrence" mode (second mode). The probability of a premium animation occurring per spin during normal gameplay (hereinafter simply referred to as "occurrence probability") is higher when "Occurrence Probability UP" is set compared to when "Normal" (default) is set. Since the probability of hitting a jackpot during normal gameplay is constant (does not change), it can be said that the probability of a premium animation occurring per winning spin is higher when "Occurrence Probability UP" is set compared to when "Normal" (default) is set. In this embodiment, even if "Occurrence Probability UP" is set, it is not guaranteed that at least one type of premium animation will occur in a winning spin (winning spins in which no premium animation occurs are possible).
[0086] The premium customization, as the name suggests, targets premium effects (target effects). The specific forms of the various premium effects that are the target of premium customization can be anything, so a detailed explanation is omitted. In this embodiment, five types of premium effects can be executed: premium effects A to E (all premium effects that can occur in normal gameplay). Each of the premium effects has a different form of effect, and the player can distinguish between them. By changing the premium customization, the probability of occurrence of all premium effects A to E will change (see Figure 19(b)). In other words, the probability of occurrence of all premium effects A to E is higher when "Increased Occurrence Probability" is set than when "Normal" (default) is set. Note that regardless of whether "Normal" or "Increased Occurrence Probability" is set, it is possible for two or more types of premium effects to occur in a single winning spin.
[0087] On the other hand, in this embodiment, non-premium effects are also included as targets for premium customization (target effects). That is, among the effects that can occur as variable-configuration effects that make up the effects during the reel spin, effects that do not guarantee a win in the target win / loss lottery even if they occur (effects with a reliability of less than 100% that can occur even in losing spins) are also included as target effects (however, not all effects with a reliability of less than 100% are included as target effects). In this embodiment, non-premium effect α, which is a type of variable-configuration effect, is included as a target effect (see Figure 19(b)). The probability of non-premium effect α occurring is higher when "Increased Occurrence Probability" is set to premium customization than when "Normal" (default) is set. In other words, changing premium customization from "Normal" to "Increased Occurrence Probability" increases the probability of not only premium effects (premium effects A to E) but also non-premium effect α occurring. Conversely, changing premium customization from "Increased Occurrence Probability" to "Normal" decreases the probability of not only premium effects (premium effects A to E) but also non-premium effect α occurring. In this embodiment, the non-premium effect α can occur even during losing spins. By changing the setting from "normal" to "increased probability of occurrence," the probability of the non-premium effect α occurring increases in both winning and losing spins. The specific form of the non-premium effect α can be anything. In this embodiment, the non-premium effect α is an effect in which a unique image (special image α) that is only displayed when the effect occurs is shown, and naturally, its form is different from any of the premium effects A to E.
[0088] As mentioned above, the specific customization, known as premium customization, is indicated (named) as an item containing the word "premium" in customization image 11. Therefore, it can be said that this comprehensively indicates that multiple types of effects belonging to the "premium effect" category (so-called guaranteed effects) (effects that have the "premium" attribute) are the targets of customization, and players who see the notation in customization image 11 should understand it in this way. However, some of the multiple target effects that are the subject of premium customization are effects that do not belong to the premium effect category (effects that do not have the "premium" attribute), that is, non-premium effects α. Therefore, changing the customization status of premium customization will also change the probability of non-premium effects α occurring.
[0089] Thus, according to the gaming machine 1 of this embodiment, the notation for specific customization in the customization image 11 indicates that multiple types of effects belonging to a specific category (effects having attributes indicated by the notation for specific customization; such effects will be referred to as specific attribute effects) are the targets of customization (the notation for specific customization does not indicate a unique effect, but rather comprehensively indicates that multiple types of effects belonging to a specific category are the targets of customization). Nevertheless, since effects that do not belong to a specific category (effects that do not have attributes indicated by the notation for specific customization; such effects will be referred to as non-specific attribute effects) are included as targets of specific customization (let's call the non-specific attribute effect that is the target of specific customization effect effect α), it is possible to realize an interesting gameplay experience in which the fluctuation effects tend to be contrary to the player's predictions when specific customization is used.
[0090] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific customizations. Furthermore, whenever possible, configurations may be created by combining multiple technologies described using the following examples.
[0091] 〇Specific Example 2-1 If there are multiple types of specific attribute effects belonging to a specific category (having the attributes indicated by the specific customization notation), some of them may be configured to be excluded from the specific customization. As in the embodiment described above, if premium customization is defined as specific customization, some premium effects may be excluded from the premium customization (for some premium effects, the probability of occurrence may not change even if the premium customization settings are changed).
[0092] However, as in the above embodiment, the non-specific attribute effect α is set as the target of specific customization. If the specific customization is to be a premium customization as in the above embodiment, then the occurrence probability of some non-premium effects (effects that do not belong to a specific category) will change when the settings of the premium customization are changed.
[0093] 〇Specific Example 2-2 Specific customization may include, as an option (mode) other than the default (normal), an option that increases the probability of the customized animation occurring compared to the default (normal), or conversely, an option that decreases the probability of the customized animation occurring compared to the default (normal). For example, in a configuration where premium customization is specific customization as in the embodiment described above, an option (mode) called "Occurrence Rate DOWN" that lowers the probability of the target animation occurring compared to the default (normal) is provided (see Figure 20(a)). If the option to lower the probability of the target animation occurring is selected, not only the probability of the customized specific attribute animation occurring, but also the probability of the customized non-specific attribute animation (animation α) occurring will be lower than the default (normal).
[0094] Specific customization may include two or more options (modes) other than the default (normal) that increase or decrease the probability of the customized effect occurring compared to the default (normal) (two or more settings that increase or decrease the probability compared to the default (normal)). For example, in a configuration where premium customization is specific customization as in the embodiment described above, there may be an option for "increased occurrence rate" that increases the probability of the target effect occurring compared to the default (normal) (a first-stage option that increases the probability of occurrence compared to normal), and an option for "drastically increased occurrence rate" that further increases the probability of the target effect occurring compared to the "increased occurrence rate" option (a second-stage option that increases the probability of occurrence even further than the first-stage option) (see Figure 20(b)). When the second-stage option is selected, not only the probability of the customized specific attribute effect occurring, but also the probability of the customized non-specific attribute effect (effect α) occurring will be higher than when the first-stage option is selected.
[0095] Specific Examples 2-3 For performance α, which is a non-specific attribute performance (a performance that does not possess the attribute indicated by the specific customization notation) whose occurrence probability can be changed using specific customization, the occurrence probability can also be changed by a different type of customization (another customization) than the specific customization. In other words, the type of customization that can change the occurrence probability of performance α, which is a non-specific attribute performance that is the target of specific customization, is not limited to specific customization. As in the embodiment described above, if the specific customization is a premium customization, and the occurrence probability of non-premium performance α, which is not a premium performance, can be changed by the premium customization, then the occurrence probability of non-premium performance α can also be changed by a different type of customization (another customization) than the premium customization. In other words, by providing a premium customization that is the specific customization, and an other customization that is different from the premium customization, the occurrence probability of non-premium performance α can be increased or decreased by using the other customization. For example, as shown in Figure 21(a), a separate customization called "XX Performance Customization" (where "XX Performance" is the name of the non-premium performance α) is provided, distinct from the specific customization called premium customization, and the probability of non-premium performance α occurring also changes depending on this "XX Performance Customization". Note that even if the settings of this separate customization are changed, the probability of occurrence of the specific attribute performance (premium performance) targeted by the specific customization does not change. In this way, it is possible to change the probability of occurrence of the non-specific attribute performance (performance α) targeted by the specific customization without changing the probability of occurrence of the specific attribute performance targeted by the specific customization.
[0096] In this example, the probability of effect α occurring may differ depending on the combination of settings for the specific customization and the other customization. As shown in Figure 21(b), the probability of effect α occurring P1 when both the specific customization and the other customization are normal (default) is assumed to be the normal probability (default probability). When one of the specific customization and the other customization is normal but the other is not normal (default) (special), the probability of effect α occurring P2 is different from the probability P1 above, and when both the specific customization and the other customization are not normal (special), the probability of effect α occurring P3 is different from both the probability P1 and P2 above (see Figure 21(b) (a)). Furthermore, in the case where one of the specific customization and the other customization is normal but the other is not normal (special), the probability of effect α occurring may differ (probabilities P2a and P2b are different) depending on which one is normal (see Figure 21(b) (b)). As shown in Fig. 21(a), in the example where premium customization is provided as specific customization and "XX performance customization" is provided as another customization, as shown in Fig. 21(b) (shown in parentheses), the occurrence probability P2 when one is normal but the other has an occurrence probability UP is higher than the occurrence probability P1 when both premium customization and XX performance customization are normal, and the occurrence probability P3 when both have an occurrence probability UP is higher than the occurrence probability P2 when one is normal but the other has an occurrence probability UP (P1 < P2 < P3) (see (a) in Fig. 21(b)). Regarding the case where one of the premium customization and XX performance customization is normal but the other has an occurrence probability UP, the occurrence probability of the non-premium performance α may be different (the occurrence probabilities P2a and P2b are different) depending on which one is normal (see (b) in Fig. 21(b)).
[0097] 〇Specific Example 2-4 Assume that there are two or more non-specific attribute performances (performances that do not have the attributes indicated by the notation of specific customization) that are the targets of specific customization. If, as in the above embodiment, premium customization is set as specific customization (providing customization of premium performances as shown in Fig. 19(a)), for example, as shown in Fig. 22, in addition to various premium performances, the non-premium performance α and a non-premium performance β different from it (the non-premium performance α and the non-premium performance β have different reliabilities from each other and are both performances with a reliability of less than 100%) are targeted for premium customization (performances whose occurrence probabilities change by changing the settings of premium customization). By doing so, since there are two or more non-specific attribute performances whose occurrence probabilities change when the settings of specific customization are changed, variable performances that go against the predictions of players who have customized using specific customization are more likely to occur.
[0098] 〇Specific Example 2-5 As an option (selectable mode) for specific customization, there is a setting that allows a specific attribute effect (an effect belonging to a specific category) to not occur. As in the embodiment described above, if premium customization is specified as specific customization, the premium effect becomes the specific attribute effect, and the system is configured to provide an option (selectable mode) that allows a state in which the premium effect does not occur. The display manner of this option in customization image 11 should be such that the player can recognize that the specific attribute effect will not occur. For example, as shown in Figure 23, the display manner could be "none" (the system is configured to provide "none" as an option for premium customization (premium effect)).
[0099] In this example, if the option (mode) is selected to prevent specific attribute effects from occurring due to specific customization, then effect α (non-specific attribute effects that are the target of the specific customization) will also not occur. As in the embodiment described above, if the specific customization is a premium customization and the option (mode) is selected to prevent premium effects from occurring with that premium customization (i.e., "none"), then not only will various premium effects not occur, but non-premium effects α that are the target of the premium customization will also not occur (see Figure 23). In this way, it is possible to configure the system so that non-specific attribute effects (effect α) that do not belong to a specific category are also not generated by the specific customization.
[0100] 〇Specific Example 2-6 As explained in the above embodiment, the premium customization is a specific customization, and the non-premium performance α is a non-specific attribute performance (a non-premium performance that is not a premium performance) that does not belong to a specific category, and the performance targeted for premium customization is set as such. In this case, non-premium performance α is defined as the performance with the highest reliability in the target win / fail lottery result among the multiple types of variation configuration performances that can occur as non-premium performances in the target variation. In other words, the performance with the highest reliability among the variation configuration performances that are not premium performances (with a reliability of less than 100%) is set as the target for premium customization. The performance with the highest reliability among the non-premium performances can be said to be the performance that is closest to a premium performance in terms of value to the player, so it is conceivable to set that performance as the target for premium customization.
[0101] 〇Specific Example 2-7 In the above embodiment, it was explained that premium customization, which is one of several types of customization, is designated as a specific customization. However, in addition to this, or instead, another type of customization may be designated as a specific customization. For example, in a configuration in which "predictive customization" (predictive effect) is provided as in the above embodiment, it is conceivable to designate the predictive customization as a specific customization. That is, when the predictive customization is changed, not only the probability of the predictive effect (a specific attribute effect having the attribute of "predictive") occurring changes, but also the probability of the effect α occurring, which is a part of the effects that are not predictive effects (non-specific attribute effects that do not have the attribute of "predictive"). Since the predictive effect itself is well known, it will be explained briefly. The predictive effect is executed during one or more preceding fluctuation effects, before the fluctuation effect (target fluctuation effect) corresponding to a certain win / fail lottery result (target win / fail lottery result) begins. That is, it suggests the probability that the target win / fail lottery result will be a win before the target fluctuation begins. When pre-read customization is set to specific customization, not only does the probability of pre-read effects (specific attribute effects) occurring before the target spin begins change, but the probability of some effects that may occur during the target spin (but not during the preceding spin), so-called "situational spin effects" (effect α, which is part of non-specific attribute effects), also change. Effects that continue to run from the preceding spin to the target spin are assumed to start in the preceding spin, and are therefore considered "pre-read effects" and not "situational spin effects" (effects that start in the middle of the target spin are considered "situational spin effects," and some of these are designated as effect α). Since the notation indicating the pre-read customization item in customization image 11 includes the word "pre-read," players will recognize that effects with the "pre-read" attribute (specific attribute effects) are the target of customization. However, by changing the settings using pre-read customization, an interesting gameplay experience can be achieved in which the probability of some "situational spin effects" (non-specific attribute effects that do not have the "pre-read" attribute) also changes.
[0102] 〇Specific Example 2-8 If a specific customization is used to increase the probability of occurrence of a specific category of animation (a specific attribute animation having the attributes indicated by the specific customization notation), the probability of occurrence of animation α, which is the target of the specific customization but does not belong to a specific category, will decrease. As in the above embodiment, if a premium customization is provided as a specific customization, and the options for the premium customization are set to "normal" (first mode) and "increased probability" (second mode) (as shown in Figure 19(a)), then as shown in Figure 24, if the setting of the premium customization is changed from "normal" to "increased probability," the probability of occurrence of the specific attribute animation "premium (animation)" (premium animations A to E in the above embodiment) will increase, while the occurrence of non-premium animations that are not specific attribute animations but are the target of customization (non-premium animation α in the above embodiment) will decrease. (Naturally, if the setting of the premium customization is changed from "increased probability" to "normal," the probability of occurrence of the specific attribute animation "premium (animation)" will decrease, while the occurrence of non-premium animations that are not specific attribute animations but are the target of customization (non-premium animation α in the above embodiment) will increase.)
[0103] As shown in this example, when the settings for a specific customization are changed, the probability of a specific attribute animation (which is the target animation for that customization) occurring and the probability of a non-specific attribute animation (animation α) occurring (which is the target animation for that customization) occurring change in opposite directions (one increases, while the other decreases), resulting in an interesting gameplay experience.
[0104] 〇Specific Example 2-9 For animation α, which is a non-specific attribute animation whose occurrence probability can be changed using a specific customization, its occurrence probability cannot be changed by a different type of customization (other customizations) than the specific customization. In other words, the only type of customization that can change the occurrence probability of animation α, which is a non-specific attribute animation that is the target of the specific customization, is the specific customization. As in the embodiment described above, if the specific customization is a premium customization, and the occurrence probability of non-premium animation α, which is not a premium animation, can be changed by that premium customization, then the occurrence probability of said non-premium animation α cannot be changed by using any type of customization other than the premium customization.
[0105] This approach ensures that using specific customizations is the only way to alter the probability of non-specific attribute effects occurring that are targeted by those customizations, thus creating a unique gameplay experience.
[0106] 〇Specific Example 2-10 The system is configured to display detailed explanation images 12 (see Figure 25) for various customizations. The conditions (timing) for displaying detailed explanation image 12 can be anything. For example, when a certain customization is selected in customization image 11 (when the cursor is placed over the customization), detailed explanation image 12 explaining the contents of that customization will be displayed. Detailed explanation image 12 for a specific customization will state that it is possible to change the probability of occurrence of effects belonging to a specific category (specific attribute effects), and will not explain how to change the probability of occurrence of effects that do not belong to a specific category (non-specific attribute effects). In other words, even if you look at detailed explanation image 12 for a specific category, you should not be able to assume that the probability of occurrence of effects that do not belong to a specific category (non-specific attribute effects) will change. If the specific customization is a premium customization as in the above embodiment, then detailed explanation image 12 for the premium customization will state, for example, "Changes the probability of occurrence of a premium effect that guarantees a jackpot if it occurs" (see Figure 25). In other words, it will state that the probability of occurrence of premium effects will change, but it will not state that the probability of occurrence of non-premium effects will change. This configuration increases the likelihood that players will assume that the probability of occurrence changes when using specific customizations are limited to specific attribute effects (and thus increase the likelihood that the resulting variations in effects when using specific customizations will be contrary to the player's predictions).
[0107] <Special pre-show image (special opportunity scene)> The gaming machine 1 according to this embodiment is capable of executing a special opportunity effect as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the special opportunity effect can occur in the normal game state, but it may also occur in other game states. In this embodiment, a special pre-image 14 may be displayed in the display area 911 as related to the special opportunity effect. The special pre-image 14 will be described below along with the special opportunity effect. In the following description of the special pre-image 14, the variation effect (variation) including the special opportunity effect may be referred to as the target variation effect (target variation). The win / loss lottery result announced in the target variation effect may also be referred to as the target win / loss lottery result.
[0108] The special chance effect in this embodiment (see Figures 26(c) and 27(c)) is a so-called chance-up effect (special effect) that suggests an increased probability of being notified that the win / loss result is a win. In other words, if the special chance effect occurs in a given spin, the probability of the win / loss result being a win is higher than if it does not occur in that spin. It is preferable to set it so that the spin in which the special chance effect occurs (target spin) has at least twice the probability of being a win compared to a spin in which the special chance effect does not occur (a spin that is not the target spin). Note that the special chance effect in this embodiment is not a so-called premium effect that guarantees a win / loss result (guarantees that the target win / loss result is a win) if it occurs. In other words, the special chance effect can occur in either a winning spin or a losing spin.
[0109] The specific mode of the special winning combination performance may be anything that occurs only when the special winning combination performance occurs (it may be a mode peculiar to the special winning combination performance). In the present embodiment, the light emitting unit provided in the gaming machine 1 (hereinafter sometimes referred to as the specific light emitting unit 92) emitting light in a special mode is regarded as the special winning combination performance (see FIGS. 26(c) and 27(c). In the present embodiment, the specific light emitting unit 92 is non-luminous (turned off) in the normal state. Different from this, the specific light emitting unit 92 may be assumed to be emitting light in the normal state, but the light emitting mode in the normal state is regarded as different from the special mode. For comparison, FIGS. 26 and 27 show examples in which the special winning combination performance occurs at the same timing (when reach is established). Specifically, the specific light emitting unit 92 emitting light in a predetermined specified time in pink is regarded as the special winning combination performance. Therefore, the special winning combination performance in the present embodiment is referred to as "pink flash". The specific light emitting unit 92 emitting light in the special mode occurs only when the special winning combination performance occurs. In the drawings, the fact that the specific light emitting unit 92 is emitting light in the special mode is represented by attaching the character "peach". In the present embodiment, the occurrence timing of the special winning combination performance is indefinite (FIGS. 26 and 27 show examples in which the special winning combination performance occurs at the same timing (when reach is established) for comparison).
[0110] In this embodiment, a predetermined pre-image may be displayed in the display area 911 before the special opportunity performance begins (this pre-image is an image that is displayed when the special opportunity performance occurs, and is therefore referred to as the "special pre-image" with the word "special" added to it) (see Figure 26(b)). Preferably, the special pre-image 14 includes elements that indicate the characteristics of the special opportunity performance (characteristic suggestive elements). As described above, the special opportunity performance in this embodiment is an effect called "pink flash" in which a specific light-emitting unit 92 emits light in a special manner (pink), so an image including the words "The upper lamp is going to flash pink! It's your chance!" is displayed as the special pre-image 14. When the special pre-image 14 is displayed, the time it is displayed (the time from when it is displayed until it disappears) is constant. Also, the characteristics of the special pre-image 14 (the content of the image, the position, size, and range in which the image is displayed in the display area 911) are constant (the same each time). Note that the special pre-image 14 is not always displayed when the special opportunity performance occurs. Even when a special opportunity sequence occurs, the special pre-show image 14 may or may not be displayed before the sequence begins.
[0111] Whether or not a special pre-image 14 is displayed before a special opportunity event is executed is determined as follows. In this embodiment, the special pre-image 14 is displayed when a special opportunity event is executed for the first time after a predetermined reset condition (hereinafter sometimes referred to as the special reset condition) has been met (see Figure 26). On the other hand, when a special opportunity event is executed for the second time or later after the special reset condition has been met, that is, when at least one special opportunity event has already been executed after the special reset condition has been met (the special pre-image 14 is displayed), the special pre-image 14 is not displayed (see Figure 27). In the following description, the state in which no special opportunity events have been executed after the special reset condition has been met (the special pre-image 14 is not displayed) is referred to as the special reset state, and the state in which at least one special opportunity event has been executed after the special reset condition has been met (the special pre-image 14 is displayed) is referred to as the non-special reset state. In other words, when a special opportunity event is executed in the special reset state, the special reset state ends and the system transitions to the non-special reset state.
[0112] The special reset condition is met when there is a possibility that a new player is playing (since it is impossible to completely determine whether a new player is playing, the special reset condition is met when there is a possibility that a new player is playing). In this embodiment, the special reset condition is met when the machine is in a state where no variation effects are being performed, i.e., a non-variable state, for 30 minutes or more (see the framed area in Figure 26). Being in a non-variable state means that no game balls have been launched and there is a high probability that no game is being played. When this state continues for 30 minutes or more, there is a high probability that a new player is playing (the player has changed), and therefore the special reset condition is met. The state immediately after the power of the game machine 1 is turned ON (the so-called morning state) is also considered to be a special reset state (turning on the power can also be seen as one of the special reset conditions). In other words, the first player to play after the arcade opens is considered a "new player," so even if no special bonus events have been performed since the power was turned on, the machine is still considered to be in a special reset state (after a special bonus event is performed after the power is turned on, the machine transitions to a non-special reset state).
[0113] Because of this configuration, when the special opportunity animation is executed for the first time after the special reset condition is met, the special opportunity animation will occur in the special reset state, and therefore the special pre-image 14 will be displayed before the special opportunity animation begins (see Figure 26). Being in the special reset state means that the player has not encountered the special opportunity animation (at least not on that day) and may not be very familiar with the animation, so the special pre-image 14 is displayed before the special opportunity animation occurs to give a heads-up about the special opportunity animation. This makes the game progression easier to understand (even for players who are unfamiliar with the special opportunity animation). On the other hand, since being in a non-special reset state means that there is a high probability that the player has already experienced a special opportunity event, the special pre-image 14 is not displayed before the special opportunity event begins (see Figure 27) (because it would be annoying if the special pre-image 14 were displayed every time a special opportunity event occurs, the special pre-image 14 is only displayed when the first special opportunity event is executed after the special reset condition is met). This reduces the risk that players who are unaware of the existence of special opportunity events may overlook their occurrence, and also reduces the risk that players may find the display of the special pre-image 14 annoying. In other words, it is possible to create a gaming machine that allows the game to progress in a way that is more in line with the player's situation.
[0114] Furthermore, the special pre-image 14 may be displayed in conjunction with the occurrence of a special opportunity event, and whether or not it is displayed depends on whether or not the special reset state is in place. Therefore, the special pre-image does not have any effect on the reliability of the target win / loss lottery result. In other words, there is no difference in the reliability of the target win / loss lottery result between the case where the special pre-image 14 is displayed and the special opportunity event is performed, and the case where the special pre-image 14 is not displayed and the special opportunity event is performed.
[0115] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned special pre-image 14 (special opportunity presentation). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following specific examples.
[0116] 〇Specific Example 3-1 Although the special reset condition in the above embodiment is described as being met when a non-changing state continues for 30 minutes, the length of the non-changing state required for the condition to be met can be changed as appropriate. The longer the non-changing state required for the condition to be met, the less likely the special reset condition is to be met, and therefore the frequency (probability) of the special pre-image 14 being displayed decreases. Also, the longer the duration, the higher the probability that a new player will have taken over when the special reset condition is met (the probability of a new player playing increases in the special reset state). On the other hand, the shorter the duration, the easier it is for the special reset condition to be met, and therefore the frequency (probability) of the special pre-image 14 being displayed increases.
[0117] Specific Example 3-2 The special reset condition is not limited to one that is met by the continuation of a non-changing state for a predetermined period of time, as in the above embodiment and specific example 3-1. In place of, or in addition to, such a special reset condition, the following special reset conditions can be set (special reset conditions different from those shown below may be set).
[0118] • Example of a special reset condition 1 If a special opportunity event occurs during normal gameplay, the special reset condition will be met when the specific gameplay state ends and the game transitions to normal gameplay. The specific gameplay state is a state that is advantageous to the player and is not expected to be stopped (it is a "loss" for the player if they stop playing). On the other hand, when the specific gameplay state ends and the game transitions to normal gameplay, it is expected that the player will stop playing (it is expected that a new player will take over afterward), so the special reset condition will be met (the game transitions to the special reset state) when the game transitions to normal gameplay.
[0119] • Example of a special reset condition 2 The special reset condition is set to be met when a jackpot game ends. As mentioned above, a jackpot game includes multiple unit games (round games), so the special reset condition is set to be met when the last unit game (final round) ends. When a jackpot game ends, the player starts playing with the goal of winning the next jackpot, and the player's awareness (emotions) will have changed, so the special reset condition is set to be met (the player transitions to the special reset state) when the jackpot game ends.
[0120] • Example 3 of special reset conditions In a configuration equipped with a customization function that allows changing the occurrence probability of various variable configuration effects that constitute the variable effect, if the content of the customization is changed (if the occurrence probability of at least one type of variable configuration effect is changed), a special reset condition shall be met as a result. When the content of the customization is changed, there is a possibility that a new player has made the change, so the special reset condition shall be met (the game shall transition to a special reset state) as a result of the change in the customization.
[0121] Specific Example 3-3 Multiple types of special opportunity events may occur. For example, a first special opportunity event (see Figure 28(b-1)) and a second special opportunity event (see Figure 28(b-2)) that differs in form from the first special opportunity event may occur. When a special opportunity event occurs at a certain timing in the target fluctuation, it is configured so that either the first or second special opportunity event occurs (the other does not), and the reliability of the target success / failure lottery result is higher when the second special opportunity event occurs than when the first special opportunity event occurs (the second special opportunity event offers a greater chance of success than the first special opportunity event). The differences in form between the first and second special opportunity events may be anything. As in the embodiment described above, if the specific light-emitting unit 92 is configured to emit light in a predetermined manner as a special opportunity effect, then it is conceivable that the emission manner of the specific light-emitting unit 92 may differ between the first special opportunity effect and the second special opportunity effect (for example, the first special opportunity effect may be an effect in which the specific light-emitting unit 92 emits light in a relatively light pink (pale pink), and the second special opportunity effect may be an effect in which the specific light-emitting unit 92 emits light in a relatively dark pink (dark pink) (see Figure 28(b-1) / (b-2))).
[0122] In this configuration, if a special opportunity event occurs in a special reset state, a special pre-image 14 will be displayed before the start of either the first or second special opportunity event. However, there will be no difference in the appearance of the special pre-image 14 displayed regardless of whether the first or second special opportunity event occurs (see Figure 28(a)). The special pre-image 14 is displayed for players who are unaware of the special opportunity event or who do not notice its occurrence, and is not performed to indicate reliability; therefore, there will be no difference in the special pre-image 14 displayed before any of the multiple types of special opportunity events that occur. Although not shown in the figures, if the game is not in a special reset state (i.e., in a non-special reset state), the special pre-image 14 will not be displayed regardless of whether the first or second special opportunity event is performed.
[0123] Specific Examples 3-4 The special pre-image 14 may be displayed before the start of the target spin (the spin in which the special opportunity effect is executed) (if the spin immediately preceding the target spin is considered the previous spin, then the special pre-image 14 will be displayed during that previous spin). In other words, if the game is in a special reset state and a special opportunity effect is executed during the target spin (see Figures 29(c) and (x)), then the special pre-image 14 will be displayed before the start of that target spin (see Figures 29(a) and (x)). The special pre-image 14 does not indicate reliability, but is displayed to alert the player in advance that a special opportunity effect is about to occur, so it can also be displayed before the start of the target spin. If the game is not in a special reset state (i.e., in a non-special reset state), the special pre-image 14 will not be displayed before the start of the target spin, even if a special opportunity effect is executed during the target spin.
[0124] The approach shown in this example is particularly effective when the special opportunity animation starts at the same time as the target change (the timing of the special opportunity animation's start is the same as the timing of the target change's start) (see Figures 29(a) and (x)). If the special opportunity animation starts at the same time as the target change, it is not possible to provide a period for displaying the special pre-image 14 before the special opportunity animation starts during the target change. Therefore, the special pre-image 14 can be displayed before the target change starts to inform the player that the special opportunity animation will occur. Although not shown in the figure, even if the special opportunity animation starts after the target change has started, if the time between the start of the target change and the start of the special opportunity animation is short and there is not enough time to display the special pre-image 14 during the target change, the special pre-image 14 can be displayed before the target change starts.
[0125] Specific Examples 3-5 The special opportunity presentation is not limited to the presentation as described in the above embodiment. For example, the following presentations could be considered as special opportunity presentations.
[0126] During the variation animation, the background (background image 15) of the decorative symbols 80 is displayed in the display area 911 (note that the background image 15 is omitted from the illustration in diagrams where it is not relevant). The background image 15 consists of one or more types of normal background images 15n (default background image) (see Figures 30(a) and 30(b)) and one or more types of special background images 15s that differ in appearance from the normal background images 15n (see Figure 30(c)). When various background images 15 are displayed, a name corresponding to the type of background image 15 currently displayed (such as "○○ Stage") may be displayed (if the name is different, it is assumed to be a different type of background image 15). The special background image 15s is a so-called "chance background" that suggests that the probability of the win / loss lottery result being a win has increased. In other words, the probability (reliability) of being notified that the result of the lottery is a win in the variation animation where the normal background image 15n is displayed is considered to be lower than the probability (reliability) of being notified that the result of the lottery is a win in the variation animation where the normal background image 15n is displayed. Assuming this configuration, the animation in which the special background image 15s is displayed (a special background change animation in which the normal background image 15n changes to the special background image 15s) is executed as a special opportunity animation (see Figure 30(c)). Since the display of the special background image 15s is a special opportunity effect, when in a special reset state, if an effect (special background change effect) occurs in which the special background image 15s is displayed, the special pre-image 14 will be displayed before the special background image 15s is displayed (see Figure 30(b)). It is preferable that the special pre-image 14 includes elements that indicate the characteristics of the special background image 15s (characteristic suggestion elements). For example, if the normal background image 15n is an image representing the "daytime" state and the special background image 15s is an image representing the "nighttime" state, then it is conceivable that an image containing the words "We're transitioning to a night background! This is your chance!" would be displayed as the special pre-image 14. In addition, in a special reset state, if the display of the special background image 15s starts at the same time as the start of the target variation (the special opportunity effect starts), or if the time between the start of the target variation and the start of the display of the special background image 15s (the special opportunity effect starts) is short, the special pre-image 14 may be displayed before the start of the target variation, as explained in Specific Example 3-4. On the other hand, although not shown in the diagram, when not in a special reset state, even if a special background image 15s is displayed (special background change effect), the special pre-image 14 is not displayed before the special background image 15s is displayed. Even when the special background image 15s (chance background) is displayed, there will likely be a certain number of players who are unaware (or do not notice) that the display of this background is merely an indication of reliability, as it is simply a common background change. Therefore, in the special reset state, it would be good to display the special pre-image 14 in advance to inform players that the special background image 15s (chance background) will be displayed. On the other hand, there will likely be a certain number of players who find it annoying if the special pre-image 14 is displayed every time the special background image 15s is displayed. Therefore, in the non-special reset state, it would be good to prevent the special pre-image 14 from being displayed.
[0127] During the variation animation, background music (BGM) will be output from speaker 67. This BGM will consist of one or more types of normal BGM (default BGM) (see Figures 31(a) and 31(b)) and one or more types of special BGM (see Figure 31(c)) that are different from the normal BGM. When various BGMs are being output, the name of the currently outputting BGM (song) may be displayed (if the name is different, it will be considered a different type of BGM). The special BGM is considered a so-called "chance BGM" that suggests an increased probability of a win in the lottery. That is, the probability (reliability) of being notified of a win in the lottery during a variation animation with special BGM is considered higher than the probability (reliability) of being notified of a win in a variation animation with normal BGM. Assuming this configuration, the special background music (special background music change effect, where the background music changes from normal to special background music) is executed as a special opportunity effect (see Figure 31(c)). Since the special opportunity is triggered by the output of special background music, when the game is in a special reset state, if an event occurs in which special background music is output (special background music change event), the special pre-image 14 will be displayed before the special background music is output (see Figure 31(b)). It is preferable that the special pre-image 14 includes elements that indicate the characteristics of the special background music (characteristic suggestion elements). For example, if the name of the special background music is "xxx", then it is conceivable that the special pre-image 14 would be an image containing the words "xxx is about to play! It's your chance!". In addition, in a special reset state, if the output of special background music starts at the same time as the start of the target variation (the special opportunity event starts), or if the time between the start of the target variation and the start of the output of special background music (the special opportunity event starts) is short, the special pre-image 14 may be displayed before the start of the target variation, as explained in Specific Example 3-4. On the other hand, although not shown in the diagram, when the special reset state is not in effect, even if a special background music (special background music change) is played, the special pre-image 14 is not displayed before the special background music is played. Even when special background music (chance background music) is played, there will likely be a certain number of players who are unaware (or do not notice) that the playing of this particular background music is meant to indicate a certain level of reliability, as it is simply a change in the background music. Therefore, in the special reset state, it would be good to display special pre-image 14 in advance to inform players that special background music (chance background music) will be played. On the other hand, there will likely be a certain number of players who find it annoying if special pre-image 14 is displayed every time special background music is played, so it would be good to prevent special pre-image 14 from being displayed in the non-special reset state.
[0128] Specific Examples 3-6 In the above embodiment, it was explained that when a special opportunity performance is executed in a special reset state, a special pre-image 14 is displayed, and then the special opportunity performance begins after the special pre-image 14 is erased. However, as shown in Figure 32, the period during which the special pre-image 14 is displayed and the period during which the special opportunity performance is executed may overlap. However, as can be seen from the same figure, it is preferable that the display of the special pre-image 14 begins earlier than the start of the special opportunity performance. In this way, when a special opportunity performance is executed in a special reset state, the display of the special pre-image 14 can inform the user in advance that a special opportunity performance will occur, and since the special pre-image 14 is still displayed even after the special opportunity performance has started, it becomes easier to understand that the special pre-image 14 is an image displayed in association with the special opportunity performance.
[0129] Specific Example 3-7 Although the special pre-image 14 in the above embodiment is described as including elements that indicate the characteristics of the special opportunity presentation (characteristic suggestive elements), it is not limited to this form. It is sufficient as long as it has the effect of reducing the risk that the player may not notice that a special opportunity presentation is occurring in the special reset state. As a preferred example, it is conceivable that the image may include the following image components.
[0130] The special pre-game image 14 shall include an element that draws the player's attention (a warning element). For example, it is conceivable that the special pre-game image 14 would be an image containing the word "Attention".
[0131] The special pre-image 14 shall include elements (occurrence location elements) that indicate the location or position where the special opportunity effect occurs. For example, if the special opportunity effect occurs when a specific light-emitting unit 92 provided on the display area 911 (screen) emits light in a predetermined manner, as in the above embodiment, then it is conceivable that the special pre-image 14 would be an image containing the words "Look at the screen" (where "on the screen" is the occurrence location element).
[0132] Specific Example 3-8 In the above embodiment, it was explained that when a special opportunity event occurs in a special reset state, the special pre-image 14 is always displayed before the special opportunity event starts. However, in contrast to this, even when a special opportunity event occurs in a special reset state, if a predetermined condition (prohibition condition) is met, the special pre-image 14 is not displayed before the special opportunity event starts. For example, as shown in Figure 33, if another event that should take precedence over the special pre-image 14 (priority event) occurs at the timing when the special pre-image 14 should be displayed (see Figure 33(b)), displaying the special pre-image 14 would hinder the priority event, so it is conceivable to prevent the special pre-image 14 from being displayed (assuming that the period during which the priority event is being executed is the state in which the predetermined condition is met). In this case, even in a special reset state, the special pre-image 14 is not displayed (see Figure 33(b)) and the special opportunity event occurs (see Figure 33(c)).
[0133] Special pre-image 14 is not an image that is always displayed when a special opportunity event occurs (it is merely an image to assist in gameplay). Therefore, even if a special opportunity event occurs in a special reset state, if the predetermined conditions are met (i.e., there are circumstances where it is undesirable to display special pre-image 14), special pre-image 14 may not be displayed.
[0134] 〇Specific Example 3-9 If the special winning performance is a performance whose occurrence probability cannot be changed using the customization function, it is particularly effective to display the special pre-image 14 before the special winning performance starts in the special reset state. If the special winning performance is a performance whose occurrence probability can be changed using the customization function, there is a possibility that the player may know the existence (content) of the special winning performance by using (or attempting to use) the customization function. In that case, the meaning of displaying the special pre-image 14 before the start of the special winning performance deliberately is diminished. Therefore, it is preferable that the special winning performance is a performance whose occurrence probability cannot be changed using the customization function.
[0135] <Special reach performance (specific reach performance)> The gaming machine 1 according to the present embodiment can execute a specific reach performance and a special reach performance assuming the existence of the specific reach performance as performances that can occur during the variable performance (performances constituting a part of the variable performance). Note that the specific reach performance and the special reach performance in the present embodiment can occur in the normal gaming state, but may also occur in other gaming states. In the following description of the specific reach performance and the special reach performance, the variable performance (variation) including the specific reach performance and the special reach performance may also be referred to as the target variable performance (target variation). Also, the win / loss lottery result notified in the target variable performance may also be referred to as the target win / loss lottery result.
[0136] Specific reach effects (see Figures 34 and 35) are effects that can occur when a reach (similar to a typical gaming machine, where two of the three decorative symbol groups 80g are selected and shown as the same type) is achieved. Specific reach effects (Specific Reach Effects X and Specific Reach Effects Y, described later) are effects (super reach effects) that announce the result of the target win / loss lottery. If the target win / loss lottery result is a win, a favorable ending (see Figures 34(d-1) and 35(d-1)) is shown, indicating that the situation is favorable to the player. If it is a loss, an unfavorable ending (see Figures 34(d-2) and 35(d-2)) is shown, indicating that the situation is unfavorable to the player. (Note that a so-called reversal pattern of a favorable ending may occur, where it initially appears to be an unfavorable ending but is then reversed.) Since the outcome of the lottery will be determined once the result is revealed, the point just before the outcome is revealed can be considered the turning point between winning and losing.
[0137] As a specific reach animation, it is possible to execute specific reach animation X (see Figure 34) and specific reach animation Y (see Figure 35), which is a different type of specific reach animation from specific reach animation X. The basic structure of specific reach animation X and specific reach animation Y is sufficient as long as the player can understand that they are different reach animations. In this embodiment, specific reach animation X (see Figure 34) is one in which character X (indicated by the letter "X" in the drawings) acts toward a target (see Figures 34(a) to (c)), and achieving the target results in a favorable outcome (see Figure 34(d-1)), while failing to achieve the target results in an unfavorable outcome (see Figure 34(d-2)). On the other hand, in the specific reach animation Y (see Figure 35), character Y (a different character from character X mentioned above; indicated by the letter "Y" in the drawings) acts toward a target (see Figures 35(a) to (c)), and achieving the target results in a favorable outcome (see Figure 35(d-1)), while failing to achieve the target results in an unfavorable outcome (see Figure 35(d-2)). Note that character Y does not appear in specific reach animation X (it is not displayed in display area 911), and character X does not appear in specific reach animation Y (it is not displayed in display area 911). Thus, in this embodiment, specific reach animation X and specific reach animation Y differ in at least the type of character displayed (a character that is not displayed in the other is displayed in one of specific reach animation X and specific reach animation Y), so it is possible to distinguish which specific reach animation is being performed by the type of character displayed.
[0138] In a specific reach animation X, a character image X(16) representing the name (title) of the animation is displayed in the display area 911 (see Figures 34(a) to (c)). Since the character image X(16) represents the title, it is a unique image that is only displayed in a specific reach animation X. In this embodiment, considering that the specific reach animation X is an animation in which character X aims to jump over a valley, the animation name (title) is set to "Soaring" (a character image X(16) containing the characters "Soaring" is displayed). Similarly, in a specific reach animation Y, a character image Y(17) representing the name (title) of the animation (the string of characters in character image X(16) and character image Y(17) are different) is displayed in the display area 911 (see Figures 35(a) to (c)). Since the character image Y(17) represents the title, it is a unique image that is only displayed in a specific reach animation Y. In this embodiment, the specific reach animation Y is named "Summit" (a character image Y(17) containing the characters "Summit"), as the animation aims for character Y to reach the top of a mountain. Since character image X(16) is not displayed in the specific reach animation Y, and character image Y(17) is not displayed in the specific reach animation X, basically (except in cases where a special reach animation occurs, which will be described in detail later), the player can determine the type of specific reach animation being performed by the type of character image displayed. In this embodiment, character image X(16) and character image Y(17) have the same character color (the color of each character that makes up the string).
[0139] In the specific reach animation X, the character image X(16) is continuously displayed in the display area 911 during a display period set to the state before the outcome is revealed (before the win / loss point) (see Figures 34(a) to (c)). In this embodiment, the character image X(16) is continuously displayed from the moment the specific reach animation X starts or after a predetermined time has elapsed until a predetermined display time has elapsed. Therefore, even while the specific reach animation X is being executed, the type of animation currently being performed can be understood. Similarly, in the specific reach animation Y, the character image Y(17) is continuously displayed during a display period set to the state before the outcome is revealed (before the win / loss point) (see Figures 35(a) to (c)). In this embodiment, the character image Y(17) is continuously displayed from the moment the specific reach animation X starts or after a predetermined time has elapsed until a predetermined display time has elapsed. Therefore, even while the specific reach animation Y is being performed, the type of animation currently being performed can be understood. Furthermore, the character image X(16) and character image Y(17) are displayed in approximately the same position in the display area 911 (near the outer edge of the display area 911 in this embodiment). That is, the area in which the character image X(16) is displayed in the specific reach performance X and the area in which the character image Y(17) is displayed in the specific reach performance Y overlap in at least a portion (over 50% overlap). Also, since the character image X(16) is displayed in the specific reach performance X before the outcome is revealed, the time for which the character image X(16) is displayed does not change regardless of whether the specific reach performance X leads to a favorable or unfavorable outcome. Similarly, since the character image Y(17) is displayed in the specific reach performance Y before the outcome is revealed, the time for which the character image Y(17) is displayed does not change regardless of whether the specific reach performance Y leads to a favorable or unfavorable outcome.
[0140] In this embodiment, the probability (reliability) that the target spin will result in a win when a specific reach animation occurs is set to be higher for specific reach animation Y than for specific reach animation X. In other words, the probability that specific reach animation Y will result in a favorable outcome is higher when specific reach animation Y occurs than when specific reach animation X occurs (excluding cases where a special change described later occurs).
[0141] In addition to the specific reach animations X and Y, a special reach animation (see Figure 36) may occur. The special reach animation is configured on the premise that specific reach animations X and Y are provided. The special reach animation proceeds in the same way as specific reach animation X (it is indistinguishable from specific reach animation X) until a certain point in the animation (when a special change occurs, which will be described in detail later). That is, a character image X (16) is displayed in the display area 911 (see Figure 36(a)), and the player sees that specific reach animation X is being performed. After that, the character image X (16) changes to a character image Y (17) (hereinafter, this change that occurs in the special reach animation will be referred to as a special change) (see Figure 36(b)). That is, the character image X (16) displayed when specific reach animation X is performed changes to the character image Y (17) displayed when specific reach animation Y is performed. In this embodiment, no sound or image indicating that a special change has occurred is displayed. In other words, except that the character image X(16) changes to the character image Y(17), the same effects as the specific reach effect X are continuously executed (see Figures 36(a) to (c)). Therefore, from the player's perspective, the character image X(16) changes to the character image Y(17) without them noticing (some players may not even realize that the character image X(16) has changed to the character image Y(17)).
[0142] The special reach animation leads to either a favorable outcome (see Figure 36(d-1)) indicating a situation advantageous to the player after a special change occurs, or an unfavorable outcome (see Figure 36(d-2)) indicating a situation disadvantageous to the player. (Note that a favorable outcome may also occur in the form of a reversal pattern where it initially appears to lead to an unfavorable outcome, but this is reversed.) If the target win / loss lottery result is a win, the outcome is favorable; if it is a loss, the outcome is unfavorable. Note that the text image is displayed during the special reach animation (either text image X(16) or text image Y(17) is displayed) before the outcome is determined, so the time the text image is displayed does not change regardless of whether the special reach animation leads to a favorable or unfavorable outcome.
[0143] In this embodiment, the reliability of the special reach animation is higher than that of the specific reach animation X. As described above, the specific reach animation X is a less reliable animation than the specific reach animation Y. However, the special reach animation appears to be the same as the specific reach animation X, but a special change occurs in which the text image X(16) (the image displayed in the specific reach animation X) changes to the text image Y(17) (the image displayed in the specific reach animation Y). Therefore, it is considered a more reliable animation than the specific reach animation X.
[0144] Furthermore, in this embodiment, the reliability of the special reach animation is higher than that of specific reach animation Y. Because the special reach animation involves an unpredictable change where the text image changes without warning, it is considered to have a higher reliability than specific reach animation Y, which is relatively more reliable (more reliable than specific reach animation X). However, the reliability of the special reach animation in this embodiment is less than 100%. In this embodiment, specific reach animation X and specific reach animation Y will not occur in a single spin, nor will either specific reach animation X or specific reach animation Y occur in conjunction with the special reach animation.
[0145] As described above, the gaming machine 1 according to this embodiment is capable of executing a specific reach animation X in which a character image X(16) is displayed and a specific reach animation Y in which a character image Y(17) is displayed. Taking advantage of the execution of these specific reach animations, a special reach animation can occur in which the character image X(16) changes to the character image Y(17) midway through. The special reach animation is an interesting animation in that only players who notice the change from the character image X(16) to the character image Y(17) can grasp its occurrence.
[0146] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific reach animations. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0147] 〇Specific Example 4-1 It is preferable that the time (let's call it time Tx) (see Figure 37(a)) during which the text image X(16) is displayed in a specific reach animation X is the same as the time (let's call it time Ty) (see Figure 37(b)) during which the text image Y(17) is displayed in a specific reach animation Y (see Figure 37(b)). This is to ensure that players are impressed that specific reach animations X and Y are similar animations (animations in the same category), but that they are animations with different text images.
[0148] Furthermore, it is preferable that the sum of the time during which the character image X(16) is displayed in the special reach animation and the time during which the character image Y(17) is displayed after the special change occurs (let's call this time Ts) (see Figure 37(c)) be the same as time Tx (see Figure 37(a)) and time Ty (see Figure 37(b)) (Tx=Ty=Ts). By doing so, the time Ts during which the character image is displayed in the special reach animation (the time during which either the character image X(16) or the character image Y(17) is displayed) is the same as the time (Tx, Ty) during which the character image is displayed in the specific reach animation X or the specific reach animation Y. Therefore, players will not notice the occurrence of the special reach animation due to the length of time the character image is displayed (this results in an animation format that makes it difficult for players to notice the occurrence of the special reach animation (special change)). However, this does not mean that we are rejecting the idea of making time Ts different from time Tx or time Ty (i.e., setting Tx=Ty≠Ts) in order to create a presentation style that makes it easier for players to notice when a special reach is occurring.
[0149] 〇Specific Example 4-2 The special reach animation is assumed to be an animation with 100% reliability. That is, the special change is assumed to be an event that only occurs when the target win / loss lottery result is a win. The special change is an unexpected change (an unusual change) in which the text image X(16), which is the image for a specific reach animation X, changes to the text image Y(17), which is the image for a specific reach animation Y, and therefore it may be configured as an event that guarantees a win.
[0150] Specific Example 4-3 In specific reach sequences X and Y, the text image is initially displayed in an emphasized form (see Figure 38(a-1) / (b-1)), and after a predetermined time has elapsed, it is displayed in a non-emphasized form (less conspicuous than the emphasized form) (see Figure 38(a-2) / (b-2)). The emphasized and non-emphasized forms may be set to differ in that the emphasized form is larger than the non-emphasized form (larger display range in the display area 911), or in that the emphasized form is displayed closer to the center of the display area 911 than the non-emphasized form (the example shown in Figure 38 shows that the emphasized form is larger than the non-emphasized form and is displayed closer to the center of the display area 911 than the non-emphasized form, but it is also acceptable for only one of these to be the difference between the two). Displaying the text image in the emphasized form in specific reach sequences X and Y enhances the effect that the text image appears to represent the title of specific reach sequences X and Y.
[0151] In the case of such a specific reach animation, the special change that occurs in the special reach animation (change from text image X(16) to text image Y(17)) will not occur when text image X(16) is displayed in an emphasized state (see Figure 39(a)), but will occur when text image X(16) is displayed in a non-emphasized state (see Figures 39(b) and (c)). If the special change in the special reach animation were to occur when text image X(16) is displayed in an emphasized state, it would appear as if a well-known title change was occurring, and the animation would be such that most players would notice the special change. When the text image changes from an emphasized state to a non-emphasized state, the text image X(16) becomes less conspicuous, and players are unlikely to pay much attention to it. Therefore, by changing the text image X(16) in the non-emphasized state to the text image Y(17) (which corresponds to the non-emphasized text image Y(17) displayed in a specific reach animation Y), it is possible to create an animation style that makes it difficult for players to notice the occurrence of a special change (the occurrence of a special reach animation).
[0152] Specific Example 4-4 The text images (text image X(16), text image Y(17)) displayed in specific reach sequences (specific reach sequence X, specific reach sequence Y) are the names of the sequences (not limited to titles) as in the above embodiment. Any image that corresponds to the type (content) of the specific reach sequence is acceptable.
[0153] For example, it is conceivable that a text image containing characters representing the characters that appear (are displayed) in a specific reach animation would be displayed. If the specific reach animation X is an animation in which character X appears, as in the embodiment described above, then a text image X(16) containing the name of character X, such as "Challenge of XX" (where XX is the name of character X), would be displayed (see Figure 40(a)). Similarly, if the specific reach animation Y is an animation in which character Y appears, then a text image Y(17) containing the name of character Y, such as "Challenge of □□" (where □□ is the name of character Y), would be displayed (see Figure 40(b)). In such a configuration for the specific reach animation, a change would occur in the special reach animation (see Figure 40(c)) from a text image X(16) containing the name of character X (see Figure 40(c-1)) to a text image Y(17) containing the name of character Y (see Figure 40(c-2)). Therefore, the specific reach animation is a type of animation in which the character represented by the text image changes without the player noticing (whether the player notices the change in the character represented by the text image).
[0154] Specific Examples 4-5 A configuration is adopted in which there are a plurality of timings at which special changes may occur. The special reach effect is an effect in which the character image X(16) is displayed before the special change occurs. Here, the length from the time when the display of the character image X(16) starts to the time when the character image X(16) changes to the character image Y(17) (the time when the special change occurs) is not constant (the time when the character image X(16) is displayed in the special reach effect is not constant). For example, as a special reach effect, a first special reach effect (see FIG. 41(a)) in which the time from when the character image X(16) is displayed until the special change occurs (until it changes to the character image Y(17)) is T1 may occur, or a second special reach effect (see FIG. 41(b)) in which the time from when the character image X(16) is displayed until the special change occurs (until it changes to the character image Y(17)) is T2 (T1 < T2) may occur. If there is only one timing at which a special change can occur, it becomes a simple effect form in which the possibility of a special change disappears after passing that timing. If we want to avoid such an effect form, we can do as in this example.
[0155] However, if we emphasize the understandability of the effect, it may also be configured such that there is only one timing at which a special change may occur (when a special change occurs, it is determined that it occurs at a point when a certain time has elapsed since the character image X(16) was displayed).
[0156] 〇Specific Example 4-6 The character color of the character image X(16) displayed in the specific reach effect X (the color of all characters constituting the character string) and the character color of the character image Y(17) displayed in the specific reach effect Y (the color of all characters constituting the character string) shall be different. For example, let the character image X(16) displayed in the specific reach effect X be black (see FIG. 42(a)), and the character image Y(17) displayed in the specific reach effect Y be red (see FIG. 42(b)). By doing so, it becomes an effect form that suggests that the color of the character image indicates different reliabilities of the specific reach effect X and the specific reach effect Y.
[0157] In this example, as shown in Figure 42(c), the special change that occurs during the special reach animation (the change from character image X(16) (see Figure 42(c-1)) to character image Y(17) (see Figure 42(c-2))) involves not only a change in the string of characters contained in the character image, but also a change in the color of the characters. Therefore, (compared to the case where the color of the characters is the same as in the above embodiment) the animation is designed to make it easier for the player to notice that a special change has occurred (if you want an animation that makes it difficult to notice the special change, you can make the color of the characters in character image X(16) and character image Y(17) the same as in the above embodiment).
[0158] 〇Specific Example 4-7 When a special change occurs, an emphasis effect will be triggered to highlight that the change has occurred. The emphasis effect will only occur when a special change occurs (since special changes do not occur in specific reach effects X and Y, the emphasis effect will not occur in those cases). As an example of the emphasis effect, a special sound effect may be output from speaker 67 (the sound effect will be output over the background music) (see Figure 43). Although not shown in the figure, in addition to this, or instead, an image dedicated to the emphasis effect may be displayed in display area 911. In this example, since the occurrence of a special change is emphasized by the emphasis effect, it is expected that fewer players will fail to notice the occurrence of a special change.
[0159] However, if you want to create a special reach animation that is difficult to notice (a special reach animation that only a limited number of players will notice), then you should avoid the kind of emphasis animations mentioned above.
[0160] Specific Examples 4-8 In the above embodiment, the special reach animation continues to be performed in the same manner as the specific reach animation X, except that the character image X(16) changes to the character image Y(17) (see Figures 36(a) to (c)). However, it is also possible that some animation elements may change into other animation elements (hereinafter referred to as incidental changes) along with the special change. Since the special change is a change from the character image X(16) (the image corresponding to the specific reach animation X) to the character image Y(17) (the image corresponding to the specific reach animation Y), it is preferable that the animation elements after the incidental change correspond to the specific reach animation Y. For example, if the specific reach animation Y is an animation in which character Y is displayed, as in the above embodiment, then an incidental change in which character X changes to character Y may occur along with the special change (see Figure 44). In other words, the special reach animation is configured such that, together with the special change, a change occurs from the character displayed in the specific reach animation X to the character displayed in the specific reach animation Y. As in this example, since a special change occurs along with an incidental change, it is expected that fewer players will fail to notice the special change (compared to a configuration where no incidental changes occur).
[0161] However, if you want to create a special reach animation that is difficult to notice (a special reach animation that only a limited number of players will notice), then you should avoid causing the aforementioned incidental changes.
[0162] 〇Specific Example 4-9 The special reach animation is an animation in which the character image X(16) is displayed until the point in time when the special change occurs, and is indistinguishable from the specific reach animation X. In other words, when the display of the character image X(16) begins (before the timing when the special change can occur has been reached), the player cannot determine whether the currently running animation is the specific reach animation X or the special reach animation. At the point when the display of the character image X(16) begins, the probability that the animation is a special reach animation (the probability that a special change occurs) is lower than the probability that it is a specific reach animation X (the probability that a special change does not occur). In other words, at the point when the character image X(16) is displayed, the animation is basically set to be the specific reach animation X, and it is set to be relatively rare for it to be a special reach animation (for a special change to occur). In this way, when the character image X(16) is displayed, the animation being the specific reach animation X is the normal pattern (default pattern), and it is rare for it to be a special reach animation (for a special change to occur), resulting in a gameplay experience in which it is difficult for the player to notice when a special change occurs.
[0163] Specific Example 4-10 The reliability of the special reach animation may be set higher than that of specific reach animation X, but lower than that of specific reach animation Y. Since the special reach animation is the same as specific reach animation X in that the text image X(16) is displayed up to a certain point, it is preferable to set its reliability higher than that of specific reach animation X (since it is an animation that is indistinguishable from the specific reach animation up to a certain point, it is preferable to set its reliability higher than that of specific reach animation X, using it as a baseline), but it may also be set lower than that of specific reach animation Y.
[0164] 〇Specific Example 4-11 The system may be configured to allow for three or more specific reach animations to occur. For example, in addition to the specific reach animation X (see Figure 34) and specific reach animation Y (see Figure 35) described in the above embodiment, a specific reach animation Z (see Figure 45) may also occur. Specific reach animation Z is assumed to have a higher reliability than either specific reach animation X or specific reach animation Y (the reliability increases in the order of specific reach animation X < specific reach animation Y < specific reach animation Z). In specific reach animation Z, a character image Z(18) (different from both character image X(16) and character image Y(17)) is displayed.
[0165] In such a configuration, two or more special reach effects can occur. For example, as described in the above embodiment, a special reach effect (hereinafter referred to as special reach effect XY) (see Figure 36) can occur in which a special change occurs in which character image X(16) changes to character image Y(17) (hereinafter referred to as special change XY), and a special reach effect (special reach effect XZ) (see Figure 46) can occur in which a special change occurs in which character image X(16) changes to character image Z(18) (hereinafter referred to as special change XZ). In this case, it is preferable that the reliability of special reach effect XZ (special reach effect in which special change XZ occurs) is higher than that of special reach effect XY (special reach effect in which special change XY occurs). As mentioned above, since specific reach animation Z is more reliable than specific reach animation Y, it is preferable that special reach animation XZ, which produces a special change XZ that changes the character image Z(18) displayed in specific reach animation Z, be more reliable than special reach animation XY, which produces a special change XY that changes the character image Y(17) displayed in specific reach animation Y. In this way, even if the occurrence of a special change is noticed, the animation format will encourage players to pay attention to its content (the type of character image after the change).
[0166] 〇Specific Example 4-12 In the above embodiment, the special reach effect is described as a change in character image X(16) to character image Y(17). However, it is also possible for a special reach effect to occur in which character image Y(17) changes to character image X(16). However, since the specific reach effect Y is a less reliable effect than the specific reach effect X, if character image Y(17) (a character image displayed in the relatively highly reliable specific reach effect Y) changes to character image X(16) (a character image displayed in the relatively highly reliable specific reach effect X), it may appear as if a change is occurring that lowers the reliability. To prevent such a problem, it is preferable that the special reach effect in which character image Y(17) changes to character image X(16) does not occur.
[0167] <Specific Performance Mode> The gaming machine 1 according to this embodiment is capable of executing specific configuration effects A and specific configuration effects B (see Figure 48) as effects that may occur during a variation effect in the second specific game state (effects that constitute a part of the variation effect). Hereinafter, the variation effect in which specific configuration effects A or specific configuration effects B occur may be referred to as the target variation effect (target variation). Furthermore, the win / loss lottery result announced in the target variation effect (the win / loss lottery result of the target suggested by specific configuration effects A or specific configuration effects B) may be referred to as the target win / loss lottery result.
[0168] The execution of these specific performance sequences A and B is determined according to the target win / loss lottery result and the type of performance mode (specific performance mode) currently set. In this embodiment, specific performance modes are provided as specific performance mode A (first specific performance mode), specific performance mode B (second specific performance mode), and specific performance mode X (third specific performance mode) (see Figure 47). When the player transitions to the second specific game state (a game state in which specific performance sequences A or B may occur), the player can select any specific performance mode. In this embodiment, during the second specific jackpot game, a performance prompting the player to select their preferred specific performance mode occurs (see Figure 47(a)). The player can select any specific performance mode by operating the various operating means 60. The appearance of the image prompting the selection (selection screen) and the specific method of selection may be anything, so a detailed explanation is omitted. Furthermore, other selectable performance modes (performance modes that can be set in the second specific game state) besides specific performance mode A, specific performance mode B, and specific performance mode X may be provided (in this embodiment, performance modes other than specific performance mode A, specific performance mode B, and specific performance mode X are provided). Note that the type of specific performance mode does not change during the variation. In this embodiment, the specific performance mode selected in the second specific jackpot game remains set in the second specific game state that is subsequently executed (it is possible to change its type in the next second specific jackpot game). Also, in the diagrams used in the explanation of specific performance A and specific performance B (diagrams showing the second specific game state), the illustration of the profit image, which will be described later, is omitted.
[0169] The specific forms of Specific Composition Performance A and Specific Composition Performance B can be modified as appropriate, as long as it is clear that they are different performances from each other. In this embodiment, both Specific Composition Performance A and Specific Composition Performance B are instant notification performances that, if they occur, guarantee a big win. In other words, Specific Composition Performance A and Specific Composition Performance B are performances that may occur if the target variation is a winning variation, but will not occur if it is a losing variation. In this embodiment, Specific Composition Performance A (see Figure 48(a-2)) is a performance in which a special image A (19) including character A is displayed in advance, and Specific Composition Performance B (see Figure 48(b-2)) is a performance in which a special image B (20) including character B (a different type of character from character A) is displayed for a predetermined time. Also, in this embodiment, Specific Composition Performance A and Specific Composition Performance B can occur at different times. Specific Composition Performance A is a performance that can occur at the start of a variation (it is sufficient if it appears to the player that it is occurring at the same time as the variation starts) (see Figure 48(a)), and will not occur at any other time. On the other hand, specific performance effect B is an effect that can occur when a reach is established (it is sufficient if it appears to the player that it occurs at the same time as the reach is established), and it is an effect that will not occur at any other time (see Figure 48(b)). Note that this setting of the difference between specific performance effect A and specific performance effect B is merely one example.
[0170] The relationship between these specific performance configurations and specific performance modes is shown in Figure 47(b). In a variation performance where specific performance mode A is set, specific performance configuration A may occur, but specific performance configuration B may not occur. In a variation performance where specific performance mode B is set, specific performance configuration B may occur, but specific performance configuration A may not occur. In a variation performance where specific performance mode X is set, both specific performance configuration A and specific performance configuration B may occur. In this embodiment, specific performance configuration A does not necessarily occur in a winning variation when specific performance mode A is set (winning variations without specific performance configuration A may occur), specific performance configuration B does not necessarily occur in a winning variation when specific performance mode B is set (winning variations without specific performance configuration B may occur), and neither specific performance configuration A nor specific performance configuration B necessarily occurs in a winning variation when specific performance mode X is set (winning variations without either specific performance configuration A or specific performance configuration B may occur).
[0171] The names of the specific performance modes A, B, and X are preferably chosen to reflect the characteristics of each mode. As shown in Figure 47(a), in this embodiment, specific performance mode A is a one-shot notification performance that can occur at the start of a spin, so specific performance mode A is called "One-shot notification at the start of a spin (mode)". Specific performance mode B is called "One-shot notification when a reach is established (mode)". Specific performance mode X is called "One-shot notification at the start of a spin & when a reach is established (mode)". When allowing the player to select a specific performance mode, the various specific performance modes represented by their respective names are presented as options, allowing the player to select their preferred mode.
[0172] Although not shown in the figures, in this embodiment, an image corresponding to the currently set specific performance mode is displayed for at least a portion of the time while the variable performance is being executed. In this embodiment, the name of the currently set specific performance mode is displayed near the outer edge of the display area 911. In addition to, or instead of, such a display, another image, such as a background image, may be displayed as the image corresponding to the type of specific performance mode.
[0173] While there are known gaming machines that allow players to select one of several performance modes in which a specific performance may occur, players may be dissatisfied because selecting one performance mode prevents them from experiencing performances that may occur in other performance modes. In the gaming machine 1 according to this embodiment, in addition to a specific performance mode A in which a specific performance A may occur and a specific performance mode B in which a specific performance B may occur, there is also a specific performance mode X in which both specific performance A and specific performance B may occur, thus meeting the needs of players who want to experience both specific performance A and specific performance B.
[0174] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance modes. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0175] 〇Specific Example 5-1 When Specific Performance Mode X is set, it is set so that neither Specific Composition Performance A nor Specific Composition Performance B will occur in a single spin. In other words, if either Specific Composition Performance A or Specific Composition Performance B occurs in a spin in Specific Performance Mode X, the other will not occur. Specific Performance Mode X is a mode in which both Specific Composition Performance A and Specific Composition Performance B can occur, but if both Specific Composition Performance A and Specific Composition Performance B, which are of the same type, occur in the same spin, the player may feel that they have lost out (they may feel that the performance was wasted), so it is set so that neither performance occurs in the same spin.
[0176] 〇Specific Example 5-2 In the above embodiment, it was explained that if specific configuration performance A and specific configuration performance B occur, a jackpot is guaranteed. However, these performances may not guarantee a jackpot. In this case, specific configuration performance A and specific configuration performance B can occur even during losing spins. That is, in specific performance mode A, specific configuration performance A may occur regardless of whether it is a winning spin or a losing spin (specific configuration performance B may not occur), in specific performance mode B, specific configuration performance B may occur regardless of whether it is a winning spin or a losing spin (specific configuration performance A may not occur), and in specific performance mode X, both specific configuration performance A and specific configuration performance B may occur regardless of whether it is a winning spin or a losing spin.
[0177] In this example, it is possible to set it so that there is no difference in the reliability (≠100%) of the target win / loss lottery result between Specific Composition Performance A and Specific Composition Performance B. In other words, it is possible to set it so that there is no difference in the reliability of Specific Composition Performance A or Specific Composition Performance B occurring when Specific Composition Performance A occurs in Specific Performance Mode A or Specific Composition Performance X, compared to when Specific Composition Performance B occurs in Specific Performance Mode B or Specific Composition Performance X. In this case, although the type of Specific Composition Performance executed is determined by the type of Specific Performance Mode set, Specific Composition Performance A and Specific Composition Performance B function as performances of equal value to the player.
[0178] 〇Specific Example 5-3 In the above embodiment, it was explained that specific configuration effects A and specific configuration effects B may occur during a variation effect in a second specific game state. However, they may also occur in a game state other than the second specific game state (for example, a normal game state). In this case, the system is configured to have specific effect modes A, B, and X, which can be set (selected by the player) in game states in which specific configuration effects A and B may occur.
[0179] 〇Specific Example 5-4 It may be possible to change the type of specific performance mode during a variation performance (to select a different specific performance mode). That is, an image (not shown) for changing (selecting) the type of specific performance mode may be displayed during a variation performance. However, even in the case of this example, when an operation to change the type of specific performance mode is performed during a variation, it is preferable that the current specific performance mode is maintained at least for that variation, and that the system transitions to the new specific performance mode (the selected specific performance mode) from the next variation onward (the system may transition to the new specific performance mode at the start of the next variation, or it may transition to the new specific performance mode when all variation performances corresponding to the win / loss lottery information stored at the time the change operation is performed have finished (all reserved balls stored at the time the change operation is performed have been consumed)).
[0180] Specific Example 5-5 Similar to the above embodiment, the image for selecting a specific performance mode will display the names of the various specific performance modes. The name of specific performance mode A will include the name of specific performance A (but will not include the name of specific performance B), and the name of specific performance mode B will include the name of specific performance B (but will not include the name of specific performance B) (if it is done as in the above embodiment, the name of specific performance mode A will include the name of specific performance A, "Instant Notification at Start of Variation," and the name of specific performance mode B will include the name of specific performance B, "Instant Notification at Reach Establishment"). In contrast, the name of specific performance mode X will not include the names of either specific performance A or specific performance B (for example, a name such as "Mystery Mode") (see Figure 49). Specific performance mode X is a special performance mode in which both specific performance A corresponding to specific performance mode A and specific performance B corresponding to specific performance mode B can occur. If the goal is to not inform the player of its characteristics (content) (to create a gameplay experience that allows the player to imagine the characteristics of specific performance mode X), then the example described above can be used.
[0181] 〇Specific Examples 5-6 Specific Composition Performance A is an effect that does not occur when any performance mode other than Specific Performance Mode A and Specific Performance Mode X is set. Similarly, Specific Composition Performance B is an effect that does not occur when any performance mode other than Specific Performance Mode B and Specific Performance Mode X is set. Even if other performance modes (other performance modes) other than Specific Performance Mode A, Specific Performance Mode B, and Specific Performance Mode X are provided as selectable performance modes for the player (for example, as shown in Figure 47(a), selectable performance modes other than the Instant Notification Mode at Start of Spin (Specific Performance Mode A), Instant Notification Mode at Reach Establishment (Specific Performance Mode Y), and Instant Notification Mode at Start of Spin & Reach Establishment (Specific Performance Mode X) are provided), neither Specific Composition Performance A nor Specific Composition Performance B will occur in these other performance modes.
[0182] Specific Examples 5-7 Assume that it is a performance where the occurrence conditions of the specific composition performance A in the specific performance mode A and the occurrence conditions of the specific composition performance B in the specific performance mode B are the same (hereinafter, the occurrence conditions may also be referred to as specific occurrence conditions). That is, when the specific occurrence conditions are satisfied in the variable performance in the state where the specific performance mode A is set, the specific composition performance A is executed (the specific composition performance B is not executed) (see Fig. 50(b-1)), and when the specific occurrence conditions are satisfied in the variable performance in the state where the specific performance mode B is set, the specific composition performance B is executed (the specific composition performance A is not executed) (see Fig. 50(b-2)). Since the occurrence conditions are the same, the occurrence timing during the variable performance is also the same (for example, assume that both the specific composition performance A and the specific composition performance B are performances that can occur at the start of the target variation). Also, since the occurrence conditions are the same, the reliability of the specific composition performance A and the specific composition performance B is the same.
[0183] On the premise that it is such specific performance mode A and specific performance mode B, assume that when the specific occurrence conditions are satisfied in the variable performance in the state where the specific performance mode X is set, one of the specific composition performance A and the specific composition performance B is executed (see Fig. 50(b-3)). For example, when the specific occurrence conditions are satisfied, a lottery is executed to determine which of the specific composition performance A and the specific composition performance B to execute, and the specific composition performance corresponding to the lottery result is executed.
[0184] By doing so as in this example, the specific performance mode A and the specific performance mode B are different in terms of whether the specific composition performance A or the specific composition performance B is executed when the specific occurrence conditions are satisfied. The specific performance mode X is the same as the specific performance mode A and the specific performance mode B in that either the specific composition performance A or the specific composition performance B is executed when the specific occurrence conditions are satisfied, but the characteristic of this mode is that it is not known which one will be executed.
[0185] 〇Specific Example 5-8 Similar to Specific Example 5-7, assume that the conditions for the occurrence of Specific Composition Performance A in Specific Performance Mode A and the conditions for the occurrence of Specific Composition Performance B in Specific Performance Mode B are the same (specific occurrence conditions). In other words, when the specific occurrence conditions are met during a variation performance with Specific Performance Mode A set, Specific Composition Performance A is executed (Specific Composition Performance B is not executed) (see Figure 51(b-1)), and when the specific occurrence conditions are met during a variation performance with Specific Performance Mode B set, Specific Composition Performance B is executed (Specific Composition Performance A is not executed) (see Figure 52(b-2)). Furthermore, assume that when the specific occurrence conditions are met during a variation performance with Specific Performance Mode X set, Specific Composition Performance X occurs (see Figure 52(b-3)). Assume that Specific Composition Performance X is a performance that includes both performance component A included in Specific Composition Performance A and performance component B included in Specific Composition Performance B. For example, as in the embodiment described above, if specific configuration performance A is a performance in which an image containing character A as performance element A (special image A(19)) is displayed (see Figure 51(b-1)), and specific configuration performance B is a performance in which an image containing character B as performance element B (special image B(20)) is displayed (see Figure 51(b-2)), then specific configuration performance X is a performance in which an image containing both character A (performance element A) and character B (performance element B) (special image X(21)) is displayed (see Figure 51(b-3)). In this way, specific performance mode X becomes a special performance mode in which a performance containing both performance element A and performance element B (specific configuration performance X) can occur.
[0186] 〇Specific Examples 5-9 Although it is a performance different from the specific configuration performance A, it is assumed that a performance (hereinafter referred to as non-specific configuration performance A) including the same performance constituent elements (common constituent elements) as the specific configuration performance A can be executed. If, as in the above embodiment, the specific configuration performance A is a performance in which an image (special image A (19)) including the character A as the performance constituent element A is displayed, then the non-specific configuration performance A is also assumed to be a performance including the character A (performance constituent element A) as the performance constituent element (common constituent element) (see FIG. 52(b)). On this premise, the non-specific configuration performance A is assumed to be able to occur regardless of which performance mode is set (not only in variable performances in which the specific performance mode A and the specific performance mode X are set, but also in variable performances in which neither the specific performance mode A nor the specific performance mode X is set). If the performance using the performance constituent element A occurs only in a limited state (some performance modes), the effect of making the existence of the performance constituent element A (character A in the above example) known to many players is low. For example, if the performance constituent element A is output only when the specific configuration performance A occurs, players cannot come into contact with the performance constituent element A unless some performance modes (specific performance mode A or specific performance mode X) are set. By doing so as in this example, since the performance constituent element A is also output in the non-specific configuration performance A that occurs regardless of the performance mode, the effect of making the existence of the performance constituent element A known to players is enhanced. As shown in FIG. 52, the non-specific configuration performance A (see FIG. 52(b)) is a performance that can occur when a reach is established. When the win / loss lottery result is a win, it reaches a favorable ending (see FIG. 52(c-1)), and when it is a loss, it reaches an unfavorable ending (see FIG. 52(c-2)). It is preferably assumed to be able to occur during a predetermined reach performance (super reach performance). Since the reach performance is something that players particularly pay attention to, if the non-specific configuration performance A occurs during the reach performance, the effect of making the existence of the performance constituent element A known to players is enhanced.
[0187] Based on a similar idea, a configuration may be made in which an effect (hereinafter referred to as "non-specific configuration effect B") can be executed, even though it is a different effect from specific configuration effect B, but which includes the same effect components (common components) as specific configuration effect B (a configuration in which both non-specific configuration effect A and non-specific configuration effect B can occur, or a configuration in which only one can occur). For example, as in the embodiment described above, if specific configuration effect B is an effect in which an image (special image B(20)) containing character B as effect component B is displayed, then non-specific configuration effect B is also an effect that contains character B (effect component B) as an effect component (common component) (see Figure 53(b)). Based on this premise, non-specific configuration effect B can occur regardless of the type of effect mode set (not only in variable effects in which specific effect mode B and specific effect mode X are set, but also in variable effects in which neither specific effect mode B nor specific effect mode X is set). As shown in Figure 53, it is preferable that the non-specific component animation B (see Figure 53(b)) is an animation that can occur when a reach is established, and if the result of the win / loss lottery is a win, it leads to a favorable outcome (see Figure 53(c-1)), and if it is a loss, it leads to an unfavorable outcome (see Figure 53(c-2)). Since the reach animation is something that players pay particular attention to, if the non-specific component animation B occurs during the reach animation, the effect of making the existence of the animation component B known to the player will be enhanced.
[0188] If the configuration allows both non-specific configuration effect A and non-specific configuration effect B to occur, it is also possible to set the reach effect in which non-specific configuration effect A can occur and the reach effect in which non-specific configuration effect B can occur as different types of reach effects (reach effects with different reliability). This has the advantage that the situations in which non-specific configuration effect A and non-specific configuration effect B can occur (types of reach effects) are different, making the distinction between the two clear.
[0189] <Specific covering function> The gaming machine 1 according to this embodiment is equipped with a specific covering function as a function that can be activated during a variation performance. In the following description of the specific covering function, the variation performance in which the specific covering function is activated may be referred to as the target variation performance (target variation), and the win / loss lottery result announced in the target variation performance may be referred to as the target win / loss lottery result. In this embodiment, the state in which the specific covering function can be activated may occur during a variation performance in the normal game state. However, it may also be configured so that it may occur during a variation performance in the specific game state.
[0190] The specific covering function is based on the premise of the presence of a wireless communication-enabled external device T, such as a smartphone or tablet terminal, held by the player. The control board (control unit) of the gaming machine 1 is equipped with a receiving unit 22 (signal receiving means) that receives signals (wireless signals) transmitted from the external device T. If the signal transmitted from the external device T and received by the receiving unit 22 is a specific signal (see Figure 54), the control unit controls the display to show a specific covering image 24 in a predetermined area (the area covering the specific reliability suggestion image 23, described later) which is part of the display area 911 of the display device 91 (the area covering the specific reliability suggestion image 23, described later) for a predetermined specific period (at least the period during which the specific reliability suggestion image 23, described later, is displayed) (the display of the specific covering image 24 is the activation of the specific covering function).
[0191] The specific covering image 24 covers the specific reliability suggestion image 23, which is a type of reliability suggestion image that indicates the probability (reliability) that the win / loss lottery result announced in the variation performance, which is displayed during the variation performance, is a win (hereinafter, in the explanation of the specific covering function, the variation in which the specific covering image 24 is displayed will be called the target variation (target variation performance), and the win / loss lottery result announced in the target variation will be called the target win / loss lottery result). In this embodiment, the specific reliability suggestion image 23 is an image (specific title image) that represents the title of a predetermined reach performance (specific reach performance). The specific reach performance (see Figure 55) is a type of super reach performance, and if the target win / loss lottery result is a win, it leads to a favorable ending that indicates a favorable situation for the player, and if it is a loss, it leads to an unfavorable ending that indicates an unfavorable situation for the player (as a favorable ending, it may be possible to have a so-called reversal pattern favorable ending where it appears to lead to an unfavorable ending but is then reversed), and the specific title image is displayed at the beginning of the specific reach performance. The specific title image is displayed before the target lottery result is finalized, and the color of its text is one of several candidate colors, with the color indicating the reliability of the target lottery result (the probability of a prize being awarded). In this embodiment, the color of the text in the specific title image is one of "black" (default), "red," or "gold," and the reliability increases in the order of "black" < "red" < "gold" (see Figure 55(a)). If the specific covering function is not activated (the specific covering image 24 is not displayed in the display area 911), the player can determine the color of the text in the specific title image, and the reliability indication effect of the specific title image will be realized (see Figures 55(a) and 56(b-1)).
[0192] When the specific covering function is activated, a specific covering image 24 is displayed that covers the specific title image, which is the specific confidence level suggestion image 23 (see Figure 56(b-2)). Specifically, the image layer representing the specific covering image 24 is placed in front of the image layer representing the specific confidence level suggestion image 23, so that the specific confidence level suggestion image 23 is not visible. As a result, the player is unable to distinguish the text color of the specific title image. In this embodiment, the position, size, and range in which the specific confidence level suggestion image 23 is displayed in the display area 911 are predetermined (constant). Similarly, the position, size, and range in which the specific covering image 24 is displayed in the display area 911 are predetermined (constant).
[0193] Whether or not to activate the specific covering function can be arbitrarily selected by the player using an external device T. In this embodiment, the specific covering function can be activated in the following way: The player can use the external device T to operate a pre-prepared player-participation application (a linked service such as a smartphone). For example, by scanning a predetermined two-dimensional code in a standby state (non-changing state), the player can operate a dedicated application via a website. Alternatively, the dedicated application may be downloaded to the external device T in advance, and the player can use that application.
[0194] The UI (user interface) of the application displayed on the display screen Tm (touch panel) of the external device T includes an icon (specific icon Ti) for the player to decide whether or not to activate the specific covering function (see Figure 54). As described above, the specific covering function displays a specific covering image 24 that covers a certain type of confidence image (specific confidence suggestion image 23), and prevents confidence suggestions from being made by the confidence image. Therefore, it is preferable that the icon be named in a way that makes this clear. In this embodiment, a specific icon Ti containing the words "Specific Confidence Image Covering" is displayed. Although not shown, it is preferable that an image explaining the content of the specific covering function activated by operating the specific icon Ti (for example, an image containing the words "Some confidence images will be hidden") is also displayed.
[0195] When a specific icon Ti is operated, a specific signal is sent to the gaming machine 1 (receiving unit 22). When the gaming machine 1 receives the specific signal, the covering preparation state (the state in which the specific covering function is enabled) is set (see Figure 54). When the effect of displaying the specific reliability suggestion image 23 is executed in the covering preparation state, the specific covering image 24 will be displayed to cover the specific reliability suggestion image 23 (specific title image), so the reliability suggestion effect of the specific reliability suggestion image 23 will not be activated (see Figure 56(b-2)). Although not shown, the specific covering function can be disabled by operating an external device T while the specific covering function is enabled (covering preparation state) (when the specific covering function is enabled, an icon to disable the specific covering function is provided in the UI of the dedicated application). In other words, the player can arbitrarily switch the specific covering function on or off using the external device T.
[0196] The specific covering image 24 is displayed until at least the specific reliability indicator image 23 (specific title image), which would have been displayed in a way that was visible to the player if the specific covering function had not been activated (if the specific covering function had not been enabled), is no longer displayed. In other words, if period P is the period during which the specific reliability indicator image 23 is displayed when the specific covering function is not activated, then the specific covering image 24 is displayed during that period P. After the specific covering image 24 is erased, the game proceeds as if the specific covering image 24 had not been displayed (see Figure 56(c)). In other words, a specific reach performance that is decided to be executed under the same conditions will differ only in the presence or absence of the specific covering image 24 between the case where the specific covering function is not activated (when it becomes a normal specific reach performance) and the case where the specific covering function is activated.
[0197] Thus, in this embodiment, the gaming machine 1 allows the player to arbitrarily choose whether or not to activate the specific coverage function (whether or not to activate the specific coverage function) by which the reliability indication effect of the specific reliability indication image 23 is activated. Players who want to eliminate reliability indications as much as possible until the target win / loss lottery result is determined (who want to enjoy the game by eliminating as many elements as possible that help predict the target win / loss lottery result) can activate the specific coverage function. The activation of the specific coverage function is not done by operating the operating means 60 provided by the gaming machine 1, but by operating an external device T (operating a dedicated application using the external device T), so players will not unintentionally activate the specific coverage function.
[0198] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific coating functions. Furthermore, whenever possible, a configuration may be created by combining multiple technologies described using the following examples.
[0199] 〇Specific Example 6-1 When it is decided that the specific confidence level suggestion image 23 will be displayed, the game is configured to ask the player whether or not to allow the specific covering image 24 to be displayed (activating the specific covering function) via the external device T. The game machine 1 is equipped with a transmitting unit (signal transmitting means) (not shown) that transmits a signal to the external device T. The player plays the game using a dedicated application to enable the external device T to receive signals from the game machine 1 (active state). The game machine 1 can determine whether the external device T is in the active state by periodically receiving signals from the external device T via the receiving unit 22. When it is decided that the specific confidence level suggestion image 23 will be displayed while the external device T is in the active state, the transmitting unit sends a predetermined signal (confirmation signal) to the external device T before the timing when the specific confidence level suggestion image 23 is displayed (for example, the confirmation signal is sent 10 seconds before the timing when the specific confidence level suggestion image 23 is displayed). Upon receiving the confirmation signal, the external device T displays an image on the display screen Tm of the external device T via a dedicated application, asking the player whether or not to display the specific covering image 24 that covers the specific confidence level suggestion image 23 (the external device T may also emit a ringtone or vibrate to notify the player that the confirmation signal has been received). For example, as in the above embodiment, if the specific title image displayed in the specific reach animation is the specific confidence level suggestion image 23, then the display will show "Do you want to hide the title?" along with the options "Yes" or "No" (see Figure 57(a)). A selection period (e.g., 8 seconds) is set for making this selection. Preferably, the end of the selection period is just before the specific confidence level suggestion image 23 is displayed. If the player selects "Yes", the specific covering image 24 is displayed, and the specific confidence level suggestion image 23 (specific title image) becomes invisible (see Figure 57(b-2)). If the player selects "No," the specific cover image 24 will not be displayed (the confidence suggestion effect of the specific confidence suggestion image 23 will be activated) (see Figure 57(b-1)).
[0200] As in this example, when it is determined that a specific confidence suggestion image 23 will be displayed, the player can arbitrarily choose whether or not to cover the specific confidence suggestion image 23 with the specific covering image 24 each time (whether or not to allow the confidence suggestion effect of the specific confidence suggestion image 23 to be activated). Another advantage is that the specific covering image 24 is displayed immediately upon operation of the external device T.
[0201] 〇Specific Example 6-2 The specific reliability suggestion image 23 that is covered by the specific covering image 24 is not limited to the title of the reach effect as described in the above embodiment. It can be any image displayed during the target variation that notifies the target win / fail lottery result and that suggests the reliability of the target win / fail lottery result (the probability of a bonus being awarded). For example, the variation display 71 (the so-called "variation hold") may be configured to be the specific reliability suggestion image 23. In this case, the player can arbitrarily choose to play in a state where the reliability suggestion effect of the variation display 71, which is continuously displayed during the variation effect (the reliability suggestion effect of the so-called hold change effect), is not manifested.
[0202] Specific Example 6-3 The specific covering image 24 is assumed to be a semi-transparent image that makes a portion of the specific confidence indication image 23 visible. If the specific confidence indication image 23 indicates confidence by its color, then when the specific confidence indication image 23 is covered by the specific covering image 24, the color (confidence indication element) of the specific confidence indication image 23 will not be displayed as is, making it impossible or difficult to distinguish the actual color. However, the external shape (external components) of the specific confidence indication image 23 will be made visible and distinguishable. If, as in the above embodiment, the specific confidence indication image 23 is text and indicates confidence by the color of the text, then, as shown in Figure 58, when covered by the specific covering image 24, the color (confidence indication element) of the text will be impossible or difficult to distinguish, but the content of the text will be distinguishable (the text will be readable).
[0203] By doing so as in this example, when the specific reliability suggestion image 23 is covered by the specific covering image 24, the outer shape of the specific reliability suggestion image 23 can be grasped, but it becomes an effect form in which it is impossible or difficult to discriminate the reliability suggestion elements by the specific reliability suggestion image 23.
[0204] 〇Specific Example 6-4 The specific covering image 24 may be an image that covers a part of the specific reliability suggestion image 23. For example, as shown in Fig. 59(a), it is assumed that it is possible to execute an effect (an effect in which the reliability varies depending on the type of character displayed as the selected character) in which one of a plurality of types of candidate characters is actually displayed as the selected character, and the selected character displayed in the effect is set as the specific reliability suggestion image 23. Then, the specific covering image 24 displayed when the specific covering function is valid shall cover a part of the selected character (for example, only the head) (see Fig. 59(b)). In this way, when the specific covering image 24 is displayed, a part of the selected character is covered by the specific covering image 24 and cannot be visually recognized, but the other parts are not covered by the specific covering image 24 and are exposed, so they can be visually recognized. The exposed parts shall have different forms depending on the type of character. If the type of the selected character can be discriminated from the exposed parts, the reliability suggestion effect can be enjoyed, but if the type of the selected character cannot be discriminated from the exposed parts, the reliability suggestion effect cannot be enjoyed (also, there is a possibility that the player may misidentify (misestimate) the type of the selected character and misrecognize the reliability). For example, in a gaming machine based on the motif of a comic or the like, when a character appearing in the original work is displayed as an effect, if the type of the character can be discriminated even if a part of the character is hidden, the reliability suggestion effect can be enjoyed.
[0205] Furthermore, if the position where the specific confidence level suggestion image 23 is displayed in the display area 911 is approximately the same regardless of the type of specific confidence level suggestion image 23 displayed, then it is possible to set it so that there is no difference in the position, size, and range of the specific covering image 24 displayed in the display area 911 regardless of the type of specific confidence level suggestion image 23 displayed (the examples shown in Figures 59(b-1) to (b-4) show that there is no difference in the position, size, and range of the specific covering image 24 displayed in the display area 911). By doing so, it becomes easier to control because it is only necessary to display the same type of specific covering image 24 each time, regardless of the type of specific confidence level suggestion image 23.
[0206] By doing as in this example, activating the specific covering function creates a novel and interesting gameplay experience where the type of specific confidence indicator image 23 is determined while a portion of the image is covered.
[0207] Specific Example 6-5 The extent to which the specific covering image 24 covers the specific confidence suggestion image 23 is not constant and may change over time. For example, as shown in the example of Specific Example 6-4, it is possible to perform an effect in which one of several candidate characters is actually displayed as the selected character (an effect in which the confidence level differs depending on the type of character displayed as the selected character), and the selected character displayed in this effect is the specific confidence suggestion image 23. Furthermore, when the specific covering image 24 is displayed, the extent to which the specific covering image 24 covers the selected character is not constant and may change over time (see Figure 60. Figure 60 shows an example in which character 2 shown in Figure 59 is the selected character (specific confidence suggestion image 23)). In this case, the size of the portion of the selected character that is not covered by the specific covering image 24 will change over time. If the type of selected character can be determined while the exposed portion is changing over time, the confidence suggestion effect can be enjoyed (it can be said that because the exposed portion changes, it is easier to determine the type of specific confidence suggestion image 23 compared to a configuration in which it does not change).
[0208] In the example shown, when the specific covering image 24 is displayed, it may be possible to temporarily expose the entire specific confidence level suggestion image 23 without it being covered by the specific covering image 24. With this configuration, even when the specific covering image 24 is displayed, as long as the moment when the entire specific confidence level suggestion image 23 is exposed is not missed, it becomes possible to grasp the entire specific confidence level suggestion image 23, making it easier to identify the type of specific confidence level suggestion image 23.
[0209] Specific Example 6-6 The gaming machine 1 may be provided with a connection port (regardless of the connection type) for connecting a cable to communicate with an external device T. That is, it may be possible for the external device T to transmit a specific signal to the gaming machine 1 via a cable (wired), and when the receiving unit 22 receives the specific signal, a specific covering image 24 that covers the specific reliability suggestion image 23 may be displayed.
[0210] Specific Examples 6-7 The system is configured to have multiple specific confidence level suggestion images 23 that are covered by a specific covering image 24. There is a first specific confidence level suggestion image 231 (see Figure 61(a)) which can be displayed when the first display condition is met and suggests confidence by being one of several types of forms, and a second specific confidence level suggestion image 232 (see Figure 61(b)) which can be displayed when the second display condition (different from the first display condition) is met and suggests confidence by being one of several types of forms. None of the multiple types of forms that the first specific confidence level suggestion image 231 can be is a match for any of the multiple types of forms that the second specific confidence level suggestion image 232 can be. For example, the first specific title image displayed in the first specific reach animation is the first specific confidence level suggestion image 231, and the second specific title image displayed in the second specific reach animation (a reach animation different from the first specific reach animation) is the second specific confidence level suggestion image 232.
[0211] In this example, the first specific confidence suggestion image 231 and the second specific confidence suggestion image 232 may be separated, and the player may be able to choose whether or not to cover them with the specific covering image 24. For example, as shown in Figure 62(a), the UI displayed on the external device T may have separate icons for selecting whether or not to cover the first specific confidence suggestion image 231 with the specific covering image 24, and for selecting whether or not to cover the second specific confidence suggestion image 232 with the specific covering image 24.
[0212] However, alternatively, a configuration may be used in which the specific confidence suggestion image 23 is comprehensively covered by the specific covering image 24. That is, if the specific covering function is enabled using an external device T, both the first specific confidence suggestion image 231 and the second specific confidence suggestion image 232 will be covered by the specific covering image 24, and if the specific covering function is disabled, neither the first specific confidence suggestion image 231 nor the second specific confidence suggestion image 232 will be covered by the specific covering image 24 (see Figure 62(b)). Since players who want to avoid confidence suggestions as much as possible are highly likely to want all specific confidence suggestion images 23 (confidence suggestion images displayed in any scene) to be covered by the specific covering image 24, it may be possible to select whether or not to activate the specific covering function all at once.
[0213] Specific Examples 6-8 The specific covering image 24 is configured to be displayed not only during fluctuation effects but also during jackpot games. In other words, the specific covering image 24 can be displayed over a predetermined suggestion image (hereinafter referred to as the specific jackpot suggestion image 25) that is displayed during jackpot games and suggests the probability of an event favorable to the player occurring. Various favorable events can be considered as suggested by the specific jackpot suggestion image 25. For example, the specific jackpot suggestion image 25 may suggest that the game state after the jackpot game ends is a game state favorable to the player (second specific game state) (if the specific covering function is not activated, the reliability suggestion effect of the specific jackpot suggestion image 25 will be expressed) (see Figure 63(a)). In such a configuration, if the specific covering function is enabled using an external device T, the specific jackpot suggestion image 25 displayed during jackpot games will be covered by the specific covering image 24 (see Figure 63(b)).
[0214] In the example shown, the player may separately select whether or not the specific reliability indicator image 23 displayed during the variation animation is covered by the specific covering image 24, and whether or not the specific winning indicator image 25 displayed during the jackpot game is covered by the specific covering image 24. For example, as shown in Figure 64(a), the UI displayed on the external device T may be provided with separate icons for selecting whether or not the specific reliability indicator image 23 displayed during the variation animation is covered by the specific covering image 24, and for selecting whether or not the specific winning indicator image 25 displayed during the jackpot game is covered by the specific covering image 24.
[0215] However, alternatively, the system may also allow the player to choose whether to cover the specific reliability suggestion image 23 displayed during the variation animation and the specific winning suggestion image 25 displayed during the jackpot game with the specific covering image 24 (see Figure 64(b)). In other words, if the specific covering function is enabled using an external device T, both the specific reliability suggestion image 23 displayed during the variation animation and the specific winning suggestion image 25 displayed during the jackpot game will be covered with the specific covering image 24. Conversely, if the specific covering function is disabled, neither the specific reliability suggestion image 23 displayed during the variation animation nor the specific winning suggestion image 25 displayed during the jackpot game will be covered with the specific covering image 24. A player who wants to avoid reliability suggestions as much as possible would want images suggesting the probability of an event favorable to the player occurring to be covered, regardless of whether it is during a variation animation or a jackpot game. Therefore, it may be possible to select whether or not to activate the specific covering function collectively, regardless of the situation.
[0216] <Specific Pre-announcement Effect> The gaming machine 1 according to this embodiment is capable of executing a specific pre-announcement effect as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the specific pre-announcement effect may occur in the normal game state, but it may also occur in other game states.
[0217] The specific pre-announcement effect can occur as a type of known pre-announcement effect (an effect that suggests the probability of a certain win / loss lottery result being a win before the corresponding spin begins). In the following explanation of the specific pre-announcement effect, the spin in which the specific pre-announcement effect occurs will be referred to as the previous spin (previous spin), and the spin in the spin following that previous spin will be referred to as the target spin (target spin). The win / loss lottery result announced in the target spin (the win / loss lottery result of the target suggested by the specific pre-announcement effect) will be referred to as the target win / loss lottery result. In the diagrams explaining the specific pre-announcement effect, the hold (pre-spin display 72, spin-in display 71) corresponding to the target win / loss lottery result will be indicated with a "T".
[0218] In this embodiment, the specific pre-announcement effect is characterized by the display of a predetermined image (hereinafter referred to as specific image X(26)) in the display area 911 (see Figure 65(b)). The specific form of specific image X(26) may be anything. Preferably, specific image X(26) is an image that is only displayed when the specific pre-announcement effect occurs (an image dedicated to the specific pre-announcement effect). Furthermore, it is preferable that specific image X(26) is in a form that suggests an undesirable situation for the player. In this embodiment, specific image X(26) includes a portion representing a predetermined character (hereinafter referred to as character X (indicated by the letter X in the drawings) for explanatory purposes). Since character X is an enemy character that appears in the original manga or other work that served as the motif for the gaming machine 1, a player who is familiar with it will understand that the display of this enemy character is not a desirable situation.
[0219] In this embodiment, the specific pre-reading effect is an effect in which a specific image X(26) is displayed (in a different position from the decorative pattern 80) (see Figure 65(b)) after a predetermined time has elapsed since the start of the previous variation (see Figure 65(a)), and the specific image X(26) may continue to be displayed until the end of the previous variation (hereinafter sometimes referred to as the residual result (residual pattern)) (see Figure 65(c-2)), or the specific image X(26) may be erased in the middle of the previous variation (hereinafter sometimes referred to as the erased result (erased pattern)) (see Figure 65(c-1)). In other words, in the residual result, the specific image X(26) is displayed even at the end of the previous variation, and in the erased result, the specific image X(26) is not displayed at the end of the previous variation. Assuming this configuration, the probability (reliability of the target win / loss result) that the target win / loss result will be announced as a win in the target variation that starts after the end of the previous variation is higher when the result is erased compared to when the result remains (see Figure 66). In other words, for the player, the specific pre-announcement effect is an effect in which it is relatively more advantageous when the specific image X(26) is erased in the middle of the previous variation (see Figure 65(c-1)) rather than when the specific image X(26) continues to be generated until the end of the previous variation (see Figure 65(c-2)). However, in this embodiment, even when the result is erased, it is not certain that the target win / loss result is a win (there is still a possibility that the target win / loss result is a loss even when the result is erased). Also, even when the result remains, it is not certain that the target win / loss result is a loss (there is still a possibility that the target win / loss result is a win even when the result remains). In this embodiment, if the specific image X(26) includes a portion representing a predetermined character (enemy character), then it is considered more advantageous for the character to be erased midway through rather than remaining until the end of the variation.
[0220] When the result is deletion, the timing of the deletion of the specific image X(26) is not fixed. That is, the time from when the specific image X(26) is displayed until it is deleted is indefinite. In this embodiment, when the result is deletion, the specific image X(26) is deleted at one of the following times: 3 seconds, 5 seconds, 8 seconds, 11 seconds, 15 seconds, 17 seconds, or 21 seconds after it is displayed. Furthermore, in this embodiment, there are no effects that suggest that the specific image X(26) will be deleted (effects that suggest an increased probability of deletion) or any warning effects are performed (other than the display of the specific image X(26), the game proceeds in the same manner as normal fluctuations). Therefore, the timing of the deletion of the specific image X(26) is unpredictable to the player, and the deletion of the specific image X(26) occurs suddenly.
[0221] In this embodiment, the behavior of the target change differs depending on whether the specific pre-announcement effect results in a remaining result or an elimination result. Specifically, since an elimination result is considered more advantageous for the player than a remaining result, when an elimination result occurs in the target change, an image containing elements that suggest a chance (hereinafter referred to as the specific chance image 27) is displayed (see Figure 66(a)). The specific chance image 27 is not displayed when the result is a remaining result (see Figure 66(b)). In this embodiment, an image containing the words "Chance Zone" is displayed as the specific chance image 27.
[0222] In this embodiment, even when the result is residual, the specific image X(26) is not displayed (it is erased) at the start of the target variation (see Figure 66(b)). That is, the specific image X(26) is displayed only until the end of the previous variation. Naturally, when the result is erased, the specific image X(26) is erased during the previous variation and is no longer displayed at the end of the previous variation, so the specific image X(26) is not displayed at the start of the target variation (see Figure 66(a)). In other words, whether the result is residual or erased, the specific image X(26) is not displayed at the start of the target variation.
[0223] As explained above, in this embodiment, the specific pre-announcement effect is designed to be advantageous if the displayed specific image X(26) does not remain displayed until the end of the previous variation but is erased midway through. Therefore, it is a novel and interesting effect in which the player hopes that the specific image X(26) will be erased.
[0224] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific pre-reading effect (specific image X). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0225] 〇Specific Example 7-1 When a specific image X(26) is displayed, an explanatory image 28 explaining the characteristics of the specific image X(26) (specific pre-announcement effect) is displayed separately from the specific image X(26). As mentioned above, the system is configured so that the reliability of the target win / loss result is higher when the specific image X(26) is erased than when it remains. Therefore, an explanatory image 28 is displayed that explains that the disappearance of the specific image X(26) is a desirable event for the player. For example, as shown in Figure 67, an explanatory image 28 containing the words "If XX disappears, it's a chance" (XX refers to the specific image X(26)) could be displayed. Although not shown in the figure, instead of such a direct explanation, an explanatory image 28 that suggests that the specific image X(26) may disappear in the future, such as "If XX disappears..." (XX refers to the specific image X(26)), could also be used. By displaying explanatory image 28, the characteristics of the specific pre-announcement effect (the effect in which a specific image X(26) is displayed) are shown to the player (what they should expect), making the effect easier to understand.
[0226] However, some believe that it is more fun to play while imagining the characteristics of the effects that occur (it is more fun to make the player imagine the characteristics of a specific pre-announcement effect where the disappearance of a certain image indicates a chance of winning). If one is to adopt this viewpoint, then the explanatory image 28 of the specific image X(26) should not be displayed, as in the embodiment described above.
[0227] 〇Specific Example 7-2 In the above embodiment, it was explained that even when the result is deletion, there is still a possibility that the target win / loss lottery result is a loss (the target fluctuation may be a losing fluctuation). However, in this configuration, when the result is deletion, it is confirmed that the target fluctuation is a win. In this case, the deletion of the specific image X(26) in the previous fluctuation functions as a pre-announcement effect that confirms that the target win / loss lottery result is a win. However, given that the deletion result is a simple effect of the specific image X(26) being deleted, it is preferable to set it as in the above embodiment, where it remains a chance-up (there is still a possibility that the target win / loss lottery result is a loss).
[0228] Specific Example 7-3 In the above embodiment, it was explained that even if the result is a remaining result, there is still a possibility that the target win / loss lottery result is a win (the target fluctuation may be a winning fluctuation). However, in this embodiment, the setting is such that when the result is a remaining result, it is confirmed that the target fluctuation is a loss. In this case, the remaining of the specific image X(26) in the previous fluctuation functions as a pre-announcement effect that confirms the target win / loss lottery result is a loss. However, given that the remaining result is a simple effect in which the specific image X(26) remains until the end of the previous fluctuation, it is preferable to leave the possibility of the target win / loss lottery result being a win, as in the above embodiment.
[0229] 〇Specific Example 7-4 When a specific image X(26) is displayed during a certain fluctuation, the probability that the specific image X(26) will continue to be displayed until the end of that fluctuation will be higher than the probability that the specific image X(26) will be removed during that fluctuation. In other words, the probability of the specific pre-announcement effect remaining is higher than the probability of it being removed. As mentioned above, since the removal result is a chance-up, it is preferable to set it so that the remaining result is more likely to occur (the "default") and the removal result is less likely to occur.
[0230] Specific Example 7-5 It is assumed that when the result of a specific pre-announcement effect is unknown, an effect that suggests that result (a pre-suggestion effect) may occur. For example, when a specific image X(26) is displayed, a first pre-suggestion effect (see Figure 68(a)) may occur in which a first pre-suggestion image 291 is displayed, or a second pre-suggestion effect (see Figure 68(b)) may occur in which a second pre-suggestion image 292 (which differs in appearance from the first pre-suggestion image 291) is displayed. Furthermore, it is assumed that the probability of reaching the elimination result is higher when the second pre-suggestion effect occurs than when the first pre-suggestion effect occurs (the specific appearance of each pre-suggestion image may be anything). Since reaching the elimination result is more advantageous for the player than reaching the remaining result, it can be said that the occurrence of the second pre-suggestion effect is a more pleasing event for the player than when the first pre-suggestion effect occurs. By doing as in this example, when a specific image X(26) is displayed, the type of pre-suggestion effect that is executed along with it will also be an effect that the player will pay attention to.
[0231] In the case of this example, it is possible to include a pre-hint presentation that guarantees an elimination result (at least one type of pre-hint presentation, if it occurs, guarantees an elimination result). For example, a first pre-hint presentation (the display of the first pre-hint image 291) and a second pre-hint presentation (the display of the second pre-hint image 292) may occur, and if the first pre-hint presentation occurs, an elimination result is not guaranteed, but if the second pre-hint presentation occurs, an elimination result is guaranteed.
[0232] In the example shown, the configuration may be such that none of the multiple types of pre-hint effects occur (no pre-hint images are displayed) when a specific image X(26) is displayed. In this case, it is preferable to set the system so that the probability of reaching the deletion result is higher when a pre-hint effect occurs than when it does not. For example, if the system is configured so that the first pre-hint effect (display of the first pre-hint image 291) and the second pre-hint effect (display of the second pre-hint image 292) can occur as described above, the probability of reaching the deletion result is higher when the first pre-hint effect occurs than when it does not occur, and the probability of reaching the deletion result is higher when the second pre-hint effect occurs than when the first pre-hint effect occurs.
[0233] Specific Example 7-6 When a specific image X(26) is erased in the previous fluctuation (when it is erased) (see Figure 69(b)), an effect that suggests the result of the target lottery (hereinafter referred to as the post-erasure suggestion effect) (see Figure 69(c-1)(c-2)) may occur after the erasure of the specific image X(26) but before the target fluctuation begins (the post-erasure suggestion effect can be said to be a type of pre-announcement effect as it occurs before the start of the target fluctuation). The post-erasure suggestion effect can occur when the specific image X(26) is erased, so it will not occur if the specific image X(26) remains displayed (it will not occur if the result is a remaining result). For example, as a post-erasure suggestion effect, a first post-erasure suggestion effect may occur in which a first post-erasure suggestion image 301 is displayed (see Figure 69(c-1)), or a second post-erasure suggestion effect may occur in which a second post-erasure suggestion image 302 (different from the first post-erasure suggestion image 301) is displayed (see Figure 69(c-2)) (the specific form of each post-erasure suggestion image may be anything), and the probability (reliability) of the target win / loss lottery result being a win is higher when the second post-erasure suggestion effect occurs than when the first post-erasure suggestion effect occurs (the probability of the win / loss lottery result announced in the target fluctuation (see Figure 69(d)) being a win is higher). The timing of the display of the post-erasure suggestion image may be at the same time as the specific image X(26) is erased, or it may be after a predetermined time has elapsed after the specific image X(26) is erased (if the former configuration is used, the effect will appear as if the post-erasure suggestion image is displayed in place of the specific image X(26) (specific image X(26) has changed to the post-erasure suggestion image)). By doing as in this example, the effects (the images displayed) that are executed after the specific image X(26) is deleted become a form of effects that players will pay attention to.
[0234] In the example shown, a post-erasure suggestion animation may occur that confirms the target lottery result is a win (the confidence level of the target lottery result is 100%) (at least one type of post-erasure suggestion animation, if it occurs, confirms that the target lottery result is a win). For example, a first post-erasure suggestion animation (the first post-erasure suggestion image 301 is displayed) and a second post-erasure suggestion animation (the second post-erasure suggestion image 302 is displayed) may occur as described above, and if the first post-erasure suggestion animation occurs, it is not confirmed that the target lottery result is a win (confidence level is less than 100%), but if the second post-erasure suggestion animation occurs, it is confirmed that the target lottery result is a win (confidence level is 100%).
[0235] In the example shown, it is also possible to have a configuration where, after a specific image X(26) is deleted, none of the multiple post-deletion suggestion effects occur (no post-deletion suggestion image is displayed). In this case, it is preferable to set the probability (reliability) of the target winning lottery result to be higher when a post-deletion suggestion effect occurs than when no post-deletion suggestion effect occurs. For example, if the first post-deletion suggestion effect (display of the first post-deletion suggestion image 301) and the second post-deletion suggestion effect (display of the second post-deletion suggestion image 302) can occur as described above, the reliability of the target winning lottery result should be higher when the first post-deletion suggestion effect occurs than when no post-deletion suggestion effect occurs, and the reliability of the target winning lottery result should be higher when the second post-deletion suggestion effect occurs than when the first post-deletion suggestion effect occurs.
[0236] Specific Example 7-7 If a specific image X(26) is displayed in the previous variation (the variation immediately preceding the target variation), it is possible that the specific image X(26) may already be displayed at the start of that previous variation. Since the time required for the variation animation (the so-called variation time) differs each time, if the display of specific image X(26) begins in the middle of the previous variation, there is a risk that the time from the start of the display of specific image X(26) to the end of the previous variation will be shortened. Also, if specific image X(26) is displayed in the middle of the previous variation, there is a risk that the display of specific image X(26) may give a strong impression that it was displayed as a hint to the win / loss lottery result announced in the previous variation (the win / loss lottery result announced immediately before the target win / loss lottery result). Therefore, it may be possible to allow a specific pre-announcement animation to occur where specific image X(26) is already displayed at the start of the previous variation. In all cases where a specific pre-announcement effect occurs, the specific image X(26) may be displayed from the start of the previous spin. Alternatively, the specific image X(26) may be displayed from the start of the previous spin, or it may be displayed from the middle of the previous spin (as appropriate depending on the spin time, etc.).
[0237] Specific Examples 7-8 In a given spin, if a specific image X(26) is displayed and then disappears before the spin ends, there is a possibility that the spin will be announced as a win (the disappearance of the specific image X(26) can occur not only in losing spins but also in winning spins). In other words, the disappearance of a specific image X(26) displayed in a given spin during that spin creates anticipation for the next spin (the win / loss result announced in the next spin (target spin)), but it is also a characteristic of the presentation that allows for anticipation for the win / loss result announced earlier, i.e., in the spin in which the specific image was displayed. In this way, when a specific image X(26) is displayed, it is no longer certain that the spin in which the specific image X(26) was displayed is a losing spin, so the spin in which the specific image X(26) was displayed becomes a presentation that players should pay attention to.
[0238] Specific Examples 7-9 The configuration includes multiple types of images that can be displayed as specific image X(26). For example, specific image X1(261) may be displayed as specific image X(26) (see Figure 70(b-1)), or specific image X2(262) which is different from specific image X1(261) may be displayed (see Figure 70(b-2)). If, as in the above embodiment, specific image X(26) includes a portion representing a certain type of character, then specific image X1(261) may include a portion representing character X1 (indicated by the letters "X1" in the drawing), and specific image X2(262) may include a portion representing character X2 (a different character from character X1; indicated by the letters "X2" in the drawing).
[0239] In the example shown, the probability of an elimination result differs depending on whether a specific image X1(261) or a specific image X2(262) is displayed (for example, the probability of an elimination result is higher when specific image X2(262) is displayed (see Figure 70(b-2)) than when specific image X1(261) is displayed (see Figure 70(b-1))). Alternatively, the probability of an elimination result is the same regardless of whether specific image X1(261) or specific image X2(262) is displayed (there is no difference in the probability of an elimination result between the cases of Figure 70(b-1) and (b-2)). With the former setting, the reliability of the target success / failure lottery result will differ depending on the type of specific image X(26) displayed, so the type of specific image X(26) displayed will be a way for players to pay attention to the presentation. With the latter setting, the reliability of the target success / failure lottery result will be the same regardless of the type of specific image X(26) displayed, making it easier to control the presentation (the latter setting is suitable when you want to add variety to the presentation while suppressing complexity in control).
[0240] Specific Examples 7-10 Unlike the above embodiment, if the result is deletion, the timing at which the specific image X(26) is deleted is predetermined to be a specific timing. For example, if the specific image X(26) is to be deleted, the configuration is such that it is deleted at the timing when a predetermined event (hereinafter referred to as the specific event) occurs. The specific event is an event that may occur during the variation performance, but is not limited to occurring in all variation performances. In this case, if the specific event does not occur in the variation in which the specific image X(26) is displayed (the previous variation), there is no possibility of deletion, but if the specific event occurs, deletion is possible. The specific event can be any event that occurs during the variation, but does not necessarily occur in all variations. For example, the achievement of a reach can be considered as the specific event (there is a possibility that the specific image X(26) will be deleted when a reach is achieved) (see Figure 71). In this case, if the reach is not achieved in the variation in which the specific image X(26) is displayed (the previous variation), there is no possibility of deletion, but if a reach is achieved, deletion is possible.
[0241] However, in the case of this example, the timing at which the specific image X(26) is erased is fixed to the timing at which a specific event occurs, which has the disadvantage of making the effect easily predictable. To avoid this disadvantage, it is better to configure the effect so that the timing at which the specific image X(26) is erased is not fixed, as in the embodiment described above.
[0242] 〇Specific Example 7-11 When a residual result occurs in which the specific image X(26) remains displayed until the end of the previous fluctuation (see Figures 72(a) and 72(b)), it is possible that the specific image X(26) will remain even after the target fluctuation begins (see Figure 72(c)). In other words, the specific image X(26) may be continuously displayed from the previous fluctuation to the target fluctuation. The specific image X(26) may be displayed until the end of the target fluctuation, or it may be displayed only up to a certain point in the target fluctuation (at least the specific image X(26) will be displayed for a predetermined period including the start of the target fluctuation). In this case, when a residual result occurs, the specific image X(26) will be displayed even after the target fluctuation begins, thus emphasizing that a residual result has occurred (making it clear that a residual result has occurred).
[0243] Whenever a residual result occurs, the specific image X(26) may be displayed in the target variation without fail. Alternatively, even if a residual result occurs, the specific image X(26) may not be displayed in the target variation if certain conditions are met (after a residual result occurs, the specific image X(26) may or may not be displayed in the target variation). (For example, if one or more predetermined effects are performed in the target variation, the specific image X(26) may not be displayed because its continued display would interfere with those effects. On the other hand, if none of the predetermined effects are performed, the specific image X(26) may be displayed.)
[0244] 〇Specific Example 7-12 When the result is elimination, the background image displayed in the target variation (which is both the background of decorative pattern 80 and the background of specific image X(26). Note that in diagrams where this type of background image is not relevant, the illustration of the background image is omitted) may be a special one different from the normal background image N(31) (the standard (default) background image that does not have a chance-up effect) (hereinafter, this special background image will be referred to as background image S(32)). In other words, when specific image X(26) is eliminated in the variation after background image N(31) is displayed (see Figures 73(a)~(c)), it may occur that the target variation will display background image S(32) (see Figure 73(d-2)). Background image S(32) suggests that the reliability of the target win / loss lottery result is higher than when the normal background image N(31) is displayed. In this way, the elimination result appears as if it has caused a background change to background image S(32).
[0245] In this example, if the result is elimination, it is possible to ensure that a change to background image S(32) always occurs. However, it is preferable to have a setting where, if the result is elimination, background image S(32) may be displayed during the target change (a background change to background image S(32) occurs) (see Figure 73(d-2)), or background image S(32) may not be displayed during the target change (a background change to background image S(32) does not occur) (see Figure 73(d-1)). In other words, the reliability of the target success / failure lottery result is higher when background image S(32) is displayed during the target change (a background change to background image S(32) occurs) than when background image S(32) is not displayed during the target change after the result is elimination. In this way, the player will pay attention to whether or not a background change to background image S(32) occurs after the result is elimination.
[0246] Furthermore, in the case of this example, multiple types of images may be provided as background image S(32). For example, the background image S(32) may be set so that background image S1(321) (see Figure 74(a)) or background image S2(322) (see Figure 74(b)) may be displayed. After the elimination result, the background image S1(321) may be displayed during the target change (a background change to background image S1(321) may occur), or the background image S2(322) may be displayed during the target change (a background change to background image S2(322) may occur). The reliability of the target success / failure lottery result is set to be higher when background image S2(322) is displayed during the target change (a background change to background image S2(322) occurs) than when background image S1(321) is displayed during the target change (a background change to background image S1(321) occurs) after the elimination result. In this way, when a change to a special background image (background image S(32)) occurs, the type of background image also becomes a form of presentation that the player should pay attention to.
[0247] <Specific Selection Effect> The gaming machine 1 according to this embodiment is capable of executing a specific selection effect as an effect that may occur during a variation effect (an effect that constitutes a part of the variation effect). In this embodiment, the specific selection effect may occur in the second specific game state (ST state), but it may also occur in other game states. In the following description of the specific selection effect, the variation effect (variation) that includes the specific selection effect may be referred to as the specific variation effect (specific variation). Also, the win / loss lottery result announced in the specific variation effect may be referred to as the specific win / loss lottery result.
[0248] A specific selection effect is an effect in which a plurality of selection images are presented to the player as options (see Fig. 75(b)), and a result is reached where one of them is selected (see Fig. 75(c-1) / (c-2)). Note that the specific selection effect is not an effect in which the player can select an arbitrary option (selection image). At the time when the specific selection effect is started, the option that will finally be selected (internally determined) is predetermined based on the specific win / loss lottery result, etc. (it is an effect that is made to result in a predetermined result).
[0249] In the specific selection effect in this embodiment, the first selection image 331 and the second selection image 332 are displayed as options (images indicating candidates that can be selected) (see Fig. 75(b)). Therefore, it may reach a result where the first selection image 331 is selected (hereinafter referred to as the first selection result) (see Fig. 75(c-1)), or it may reach a result where the second selection image 332 is selected (hereinafter referred to as the second selection result) (see Fig. 75(c-2)). Any method for indicating which selection image has been selected may be used (a method similar to a known selection effect can be used). In this embodiment, a cursor that moves back and forth between each option image is displayed in a state before the result is known, and when the cursor stops, it is shown that the selection image where the cursor has stopped has been selected.
[0250] In this embodiment, the probability (reliability) of the specific winning lottery result being a win is higher when the second selection result is obtained than when the first selection result is obtained (reliability is "first selection result < second selection result"). Therefore, in terms of the specific winning lottery result being a win (winning a prize), the second selection result is a more favorable result for the player than the first selection result (see Figure 75(c-1)(c-2)). However, in this embodiment, even if the first selection result is obtained, there is still a possibility that the specific winning lottery result will be a win (of course, there is also a possibility that it will be a loss). Also, in this embodiment, even if the second selection result is obtained, there is still a possibility that the specific winning lottery result will be a loss (of course, there is also a possibility that it will be a win). In other words, neither the first selection result nor the second selection result has a reliability of 0%, nor does it have a reliability of 100%.
[0251] In this embodiment, each selected image contains a different type of character. That is, the difference in reliability when selected is represented by the type of character. In this embodiment, the first selected image 331 is an image containing character P, and the second selected image 332 is an image containing character Q, which is different from character P. Therefore, the specific selection animation is more advantageous for the player when character Q is selected than when character P is selected.
[0252] After a specific selection animation is performed, a post-animation animation is performed according to the result of that specific selection animation. In this embodiment, the specific selection animation is a selection of a character that will appear in a predetermined reach animation (super reach animation) that may occur when a reach is achieved (hereinafter, this reach animation may also be referred to as the post-specific selection reach animation). In other words, the post-specific selection reach animation is performed as a post-animation animation of the specific selection animation. When it is decided that the post-specific selection reach animation will be performed, the specific selection animation is performed, and when character P (first selection image 331) is selected in the specific selection animation (when it becomes the first selection result), the post-specific selection reach animation (hereinafter, sometimes referred to as the post-specific selection reach animation P) (see Figure 76) featuring character P is performed, and when character Q (second selection image 332) is selected in the specific selection animation (when it becomes the second selection result), the post-specific selection reach animation (hereinafter, sometimes referred to as the post-specific selection reach animation Q) featuring character Q is performed (see Figure 77).
[0253] In this embodiment, in the post-selection reach sequence, the character selected in the selection sequence appears as the player's character and fights against the enemy character (see Figures 76 and 77). A victory for the player's character is considered a favorable outcome for the player, while a defeat for the player's character is considered an unfavorable outcome for the player (it is also possible that an unfavorable outcome may occur where a favorable outcome is initially seen but then reversed). The post-selection reach sequence leads to a favorable outcome if the specific win / loss lottery result is a win (see Figures 76(c-1) and 77(c-1)), and to an unfavorable outcome if it is a loss (see Figures 76(c-2) and 77(c-2)). In this embodiment, the character not selected in the selection sequence is not displayed in subsequent post-selection reach sequences. That is, character Q is not displayed in post-selection reach sequence P, and character P is not displayed in post-selection reach sequence Q. As mentioned above, the reliability of the specific selection sequence is higher when the second selection result is obtained than when the first selection result is obtained. Therefore, the specific selection post-reach sequence Q is more reliable than the specific selection post-reach sequence P, meaning that the probability of a favorable outcome is higher.
[0254] As mentioned above, in terms of the reliability of the specific selection process, the second selection result is more favorable to the player than the first selection result. However, in the following respects, the first selection result is considered more favorable to the player than the second selection result.
[0255] When the draw result is a win, the bonus game (the jackpot game mentioned above) is played (see Figure 78). During the win game, there is a possibility that a special bonus animation (see Figure 78(b-1)) will occur, which suggests that an event advantageous to the player (hereinafter sometimes referred to as a special advantageous event) will occur after the win game ends (confirming the occurrence of the special advantageous event). In this embodiment, however, even if the special bonus animation does not occur (see Figure 78(b-2)), there is still a possibility that the special advantageous event will occur. Furthermore, the special bonus animation may occur even if the win game is not one that has gone through a specific sequence of spins.
[0256] In this embodiment, so-called consecutive wins within the reserve are considered a specially advantageous event, and a special performance during a win may occur to suggest that such consecutive wins within the reserve will occur. As consecutive wins within the reserve are well known, a brief explanation will be given. At the time when a winning spin ends (when a winning game begins), there may be pre-spin win / fail lottery information that has already been acquired and stored in the memory means. If the win / fail lottery result corresponding to any of the pre-spin win / fail lottery information already acquired is a win, and the game ends with another win, this is called a consecutive win within the reserve. The pre-spin win / fail lottery information that is the subject of consecutive wins within the reserve, as used here, is the information that is preferentially announced in the game state after the end of a winning game. In this embodiment, in the normal game state, the win / loss lottery result corresponding to the first win / loss lottery information (Special Figure 1 Reserve) is reported with priority (compared to the win / loss lottery result corresponding to the second win / loss lottery information (Special Figure 2 Reserve)), and in the specific game state, the win / loss lottery result corresponding to the second win / loss lottery information (Special Figure 2 Reserve) is reported with priority (compared to the win / loss lottery result corresponding to the first win / loss lottery information (Special Figure 1 Reserve)). As described above, the specific selection performance in this embodiment can occur in the second specific game state, and in the winning game executed after a specific variation becomes a winning variation, the pre-variation win / loss lottery information that is subject to consecutive wins within the reserve is the second pre-variation win / loss lottery information (Special Figure 2 Reserve). In other words, the condition for consecutive wins within the reserve is that there is a winning result among the second pre-variation win / loss lottery information stored in the storage means at the time the winning game starts.
[0257] The specific form of the special performance during a win can be anything that suggests the occurrence of a winning streak within the remaining spins. In this embodiment, the special performance during a win is defined as the display of a special performance image 34 that includes the letter "V" (in the present technical field, the letter "V" is conventionally used to indicate a win (prize)).
[0258] When a spin in which a specific selection animation occurs (specific spin) becomes a winning spin (the specific win / loss lottery result is a win), and a winning game is executed, the probability of a special animation occurring during the winning game is set to be higher when the specific selection animation results in the first selection than when the second selection (see the frame in Figure 78(b-1)). As mentioned above, the probability that the specific win / loss lottery result announced in a spin in which a specific selection animation occurs (specific spin) is a win is higher when the second selection is chosen than when the first selection is chosen (see Figure 75(c-1)(c-2)). However, if the specific win / loss lottery result is a win (the specific spin is a winning spin), the probability of a special animation occurring during the winning game executed after the specific spin (the probability of a winning streak occurring within the reserve) is set to be higher when the first selection is chosen than when the second selection is chosen. In other words, in terms of the expectation of the specific winning / losing lottery result, the second choice result (see Figure 75(c-2)) is more advantageous for the player, but if the specific winning / losing lottery result is a win, then the first choice result (see Figure 75(c-1)) is more advantageous for the player—a "reverse" setting. That is, from the player's perspective, the specific selection presentation is preferable if the player prioritizes the specific winning / losing lottery result being a win, but preferable if the player prioritizes what happens after the specific winning / losing lottery result is a win (it can be said that this "dilemma" in the presentation characteristics is what makes it interesting).
[0259] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific selection effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0260] Specific Example 8-1 Before a special bonus animation occurs, a pre-bonus animation may occur that suggests the possibility of a special bonus animation occurring (see Figure 79). The pre-bonus animation leads to either a favorable or unfavorable outcome for the player. When the favorable outcome occurs, the special bonus animation occurs; when the unfavorable outcome occurs, the special bonus animation does not occur. In other words, the pre-bonus animation occurs as an animation that suggests a "branching" occurs, where the special bonus animation may occur (see Figure 79(b-1)) or not (see Figure 79(b-2)). It is also possible for such pre-bonus animations to occur two or more times in a single winning game. That is, after a pre-bonus animation occurs and leads to an unfavorable outcome (no special bonus animation), the pre-bonus animation may occur again, leading to either a favorable outcome (special bonus animation occurs) or an unfavorable outcome (no special bonus animation).
[0261] As in the embodiment described above, in the case of a winning game that is executed after a specific variation in which a specific selection effect is performed becomes a winning variation, the probability of a special effect occurring during the win is set to be higher when the first selection result is obtained than when the second selection result is obtained. Therefore, when a pre-win indication effect is started during a winning game, the probability of a favorable outcome for the player (a special effect occurring during the win) after the above branching is higher when the game was announced by a specific variation including a specific selection effect that resulted in the second selection result than when the game was announced by a specific variation including a specific selection effect that resulted in the second selection result. Thus, when a pre-win indication effect occurs during the win, if the first selection result has been obtained, the player will likely expect a special effect to occur during the win (more so than when the second selection result has been obtained).
[0262] 〇Specific Example 8-2 The special animation for winning only indicates that the probability of a specially advantageous event occurring has increased, and does not guarantee that a specially advantageous event will occur. In other words, the probability of a specially advantageous event occurring is higher when the special animation for winning occurs during a winning game than when the special animation does not occur, but this probability is not 100%. Furthermore, in the case of a winning game that is executed after a specific spin in which a specific selection animation is performed becomes a winning spin, the probability of the special animation occurring during the win is higher when the first selection result is obtained than when the second selection result is obtained. Even if the special animation during the win occurs, it does not guarantee that a specially advantageous event will occur, but the probability of a specially advantageous event occurring increases, so even in the case of this example, the probability of a specially advantageous event occurring is higher when the first selection result is obtained than when the second selection result is obtained.
[0263] Specific example 8-3 In a specific selection sequence, an animation suggesting the second selection result may occur before the result is determined (a second selection result suggestion animation). (The second selection result suggestion animation does not occur in all specific selection sequences.) In other words, the probability of the second selection result is higher when the second selection result suggestion animation does not occur (see Figure 80(a)) than when it does occur (see Figure 80(b)). The specific form of the second selection result suggestion animation can be anything, but it is preferable that it does not include elements indicating the first selection image 331 and includes elements indicating the second selection image 332 (Figure 80(b) shows an example where a suggestion image containing the text "XX is coming!" (XX refers to the second selection image 332 (character Q)) is displayed as a second selection result suggestion animation). Since the second selection result in a specific selection sequence is an animation that increases the reliability of the specific win / loss lottery result, the occurrence of a second selection result suggestion animation can also be seen as an animation that increases the reliability of the specific win / loss lottery result.
[0264] If a second-choice result suggestion animation occurs, it may be assumed that the second-choice result is confirmed. With this configuration, if a second-choice result suggestion animation does not occur in a particular selection animation, the result may be either the first-choice result or the second-choice result, but if a second-choice result suggestion animation occurs, the result is confirmed to be the second-choice result, resulting in a clear and easy-to-understand animation format.
[0265] 〇Specific Example 8-4 In a specific selection sequence, it is possible for a sequence to occur that suggests the first selection result will be the outcome before the result is revealed (a sequence suggesting the first selection result will occur in all specific selection sequences). In other words, the probability of the first selection result being the outcome is higher when the sequence suggesting the first selection result does not occur (see Figure 81(b)) than when the sequence suggesting the first selection result occurs (see Figure 81(a)). The specific form of the first selection result suggestion animation can be anything, but it is preferable that it does not include an element indicating the second selection image 332, but includes an element indicating the first selection image 331 (Figure 81(a) shows "□□ is coming!" (□□ refers to the first selection image 331 (character P)). Since the reliability of the specific win / loss lottery result is lower when the specific selection animation becomes the first selection result than when it becomes the second selection result, from that perspective, the occurrence of the first selection result suggestion animation is an undesirable event for the player (it can be said that it is an unusual animation in that the probability of getting the less reliable result increases). However, since the occurrence of the first selection result means that if the specific win / loss lottery result is a win (the specific variation is a winning variation), the probability of a special animation occurring during a subsequent win game increases, from that perspective (assuming the specific win / loss lottery result is a win), the occurrence of the first selection result suggestion animation is a welcome event for the player.
[0266] Furthermore, if the configuration allows for the occurrence of a second-choice result indication as described in Specific Example 8-3, the first-choice result indication and the second-choice result indication should be of different types. It is also preferable to ensure that both the first-choice result indication and the second-choice result indication do not occur in the same fluctuation.
[0267] If a first-choice result suggestion animation occurs, it may be assumed that the first choice result is confirmed. With this configuration, if the first-choice result suggestion animation does not occur in a specific selection animation, the result may be either the first choice or the second choice, but if the first-choice result suggestion animation occurs, the result is confirmed to be the first choice, resulting in a clear and easy-to-understand animation format.
[0268] Specific Example 8-5 If the second selection result is obtained, the configuration is such that it is confirmed that the specific win / loss lottery result is a win (that the specific variation is a winning variation). In other words, if the specific selection performance is obtained as the first selection result, the specific win / loss lottery result is not necessarily a win (it may be a loss or it may be a win), but if the second selection result is obtained, it is confirmed that the specific win / loss lottery result is a win. Furthermore, the probability of a special performance occurring during a winning game after the specific win / loss lottery result is a win is higher when the game is played after the first selection result (the specific selection performance is played after the specific variation is played after the first selection result) than when the game is played after the second selection result is obtained (the specific selection performance is played after the specific variation is played after the second selection result).
[0269] In this example, while the fact that the specific selection animation results in the second selection outcome provides a sense of security (more so than the first selection outcome) because it guarantees that the specific win / loss lottery result will be a win, if we consider the situation after the specific win / loss lottery result is a win (assuming that it will be a win), the animation characteristics make the first selection outcome more advantageous for the player than the second selection outcome.
[0270] 〇Specific Example 8-6 In the above embodiment, it has been explained that the special advantageous event whose occurrence is suggested by the winning special effect is the so-called reserved consecutive wins. However, events that can occur after the winning special effect (events that can occur during or after the winning game), as long as they are events that are more pleasing (advantageous) to the player to occur than not to occur, are not limited to reserved consecutive wins. For example, it is conceivable to make the occurrence of a so-called "round extension" a special advantageous event (since the "round extension" itself is well-known, it will be briefly explained). When winning a win per N rounds (a winning game including N unit games (round games)), the winning game may be started as if winning a win per M rounds (M < N) (even though it is actually N rounds), and there may be a notification during the game that it was actually a win per N rounds (there may be an extension up to N rounds). It is conceivable to configure such that when the winning special effect occurs, a round extension occurs with such a round extension as a special advantageous event. Also, it is conceivable to make it a special advantageous event that the game state after the winning game becomes an advantageous game state for the player. For example, after setting that the game state after the winning game can shift to either a normal game state (for example, a low probability state) or an advantageous game state (for example, a high probability state) more advantageous than the normal game state, it is configured such that the selected win (winning game) appears to shift to the normal game state after the winning game ends, but actually shifts to the advantageous game state after the winning game ends as a special advantageous event (configured to shift to the advantageous game state when the winning special effect occurs).
[0271] 〇Specific Example 8-7 Regarding the specific selection effect in the above embodiment, it has been explained that it is to select a character displayed by a predetermined reach effect (reach effect after specific selection) (which can occur when reach is established), but it may also be executed in a state where reach has not been established.
[0272] Furthermore, the images presented as options in a specific selection sequence (selection images) do not necessarily have to contain elements representing characters. In other words, the difference in the types of selection images does not necessarily have to be represented by the difference in the types of characters.
[0273] Specific Example 8-8 If a specific selection animation results in a first selection result (first selection image 331 is selected) (see Figure 82(a)), and a post-animation sequence corresponding to that first selection result is initiated (see Figure 82(b)), then the post-animation sequence may change to one that is executed when a second selection result (second selection image 332 is selected) (post-animation sequence change) (see Figure 82(c-2)). As in the embodiment described above, if the system is configured such that when the specific selection performance results in the first selection outcome, the specific selection post-reach performance P (post-performance P) is executed as a post-performance, and when the result is the second selection outcome, the specific selection post-reach performance Q (post-performance Q) is executed as a post-performance, then after the specific selection performance results in the first selection outcome (see Figure 82(a)) and the specific selection post-reach performance P is started (see Figure 82(b)), a post-performance change (see Figure 82(c-2)) may occur in which the specific selection post-reach performance P (a performance in which the character included in the first selection image 331 (character P) is displayed) changes to the specific selection post-reach performance Q (a performance in which the character included in the second selection image 332 (character Q) is displayed). When such a post-performance change occurs (see Figure 82(c-2)), the reliability of the specific win / loss lottery result is increased compared to when it does not occur (see Figure 82(c-1)) (the post-performance change is considered a so-called chance-up). In other words, the reliability of the specific win / fail lottery result is set to be higher when a change occurs from the specific win / fail lottery result P to the specific win / fail lottery result Q (see Figure 82(c-2)) than when the specific win / fail lottery result P continues to be executed as is (no change to the specific win / fail lottery result Q occurs) (see Figure 82(c-1)). Note that even if a change in the post-event performance occurs, the specific win / fail lottery result is not guaranteed to be a win (the reliability is not 100%), or when a change in the post-event performance occurs, the win / fail lottery result is guaranteed to be a win (the reliability is 100%).
[0274] Furthermore, since it is the default that no change in the post-event performance occurs after the start of the specific selection-based reach performance P (post-event performance P), it is preferable that the probability of no change in the post-event performance occurring after the start of the specific selection-based reach performance P (post-event performance P) be greater than 50% (the probability of a change in the post-event performance being less than 50%). Also, since this would result in a change that lowers the reliability, it is preferable that the change from the specific selection-based reach performance Q (post-event performance Q) to the specific selection-based reach performance P (post-event performance P) not occur.
[0275] In the case shown in this example, if a specific selection animation becomes the first selection result and the specific win / loss lottery result is a win, and the winning game is executed, if a post-event animation change (change from post-event animation P to post-event animation Q) occurs (see Figure 82(c-2)), the probability of a special animation occurring during the win should be lower compared to the case where it does not occur (if the post-event animation remains P) (see Figure 82(c-1)). To illustrate with the above example, if the specific selection animation becomes the first selection result (see Figure 82(a)) and the post-specific selection reach animation P is started (see Figure 82(b)), and then the post-specific selection reach animation P continues to run (without changing to the post-specific selection reach animation Q) (see Figure 82(c-1)) and the specific win / loss lottery result is a win, then it is preferable to set the probability of a special animation occurring during the subsequent win to be lower when the change from the post-specific selection reach animation P to the post-specific selection reach animation Q occurs (see Figure 82(c-2)) and the specific win / loss lottery result is a win. In this case, the occurrence of a post-animation change is advantageous for the player in that it increases the reliability of the specific win / loss lottery result, but it is disadvantageous for the player in that the probability of a special animation (specially advantageous event) occurring during the win when the specific win / loss lottery result is a win is lower, resulting in an interesting animation format.
[0276] Specific Examples 8-9 Even if no special animation occurs during a winning game, there is still a possibility of a specially advantageous event occurring. This creates a gameplay experience where players can expect a specially advantageous event to occur even if no special animation occurs during a winning game. However, even in this case, in the case of a winning game where the specific win / loss lottery result is a win, the probability of a special animation occurring during a winning game is higher when the specific selection animation is the first choice result than when it is the second choice result.
[0277] Specific examples 8-10 In winning games where a specific spin results in a specific selection animation being the second choice, and the specific win / loss lottery result is announced as a win, the setting is such that there is no possibility (0%) of...
Claims
1. A means for determining whether a winner or loser is determined when a predetermined condition is met, An effect execution means that performs a variation effect from the time the decorative pattern displayed in the display area starts to change until it stops in a manner corresponding to the result of the win / fail lottery by the win / fail lottery means, Equipped with, As a component of the aforementioned variation effect, it is possible to execute a specific reach effect, As the aforementioned specific reach animation, it is possible to execute a specific reach animation Y in which the probability of the winning or losing result being a win is different from that of the specific reach animation X. The aforementioned specific reach animation X is an animation in which a character image X is displayed, and the aforementioned specific reach animation Y is an animation in which a character image Y different from the character image X is displayed. As a feature that constitutes the aforementioned variation feature, it is possible to execute a special reach feature. The aforementioned special reach animation is an animation in which a special change occurs, from a state in which the character image X is displayed to a state in which the character image Y is displayed. A gaming machine characterized by the following features.
2. The gaming machine according to claim 1, characterized in that the reliability of the specific reach animation Y is higher than that of the specific reach animation X.