Gaming machine
Patent Information
- Application Number
- JP2026123700
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2026-07-01
- Publication Date
- 2026-09-03
AI Technical Summary
【0006】 本発明にかかる遊技機は、特定演出を利用して遊技の趣向性を向上させることが可能である。
Smart Images

Figure 2026141027000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background Art]
[0002] There is known a gaming machine in which, after a condition indicating that a certain event occurs, such as "a jackpot if XX", is displayed, an effect indicating whether or not the condition is satisfied (hereinafter referred to as a specific effect) is executed (see, for example, paragraph 1790 of Patent Document 1 below). [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2022-128952 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] A problem to be solved by the present invention is to provide a gaming machine capable of improving the entertainment of a game by using a specific effect. [Means for Solving the Problem]
[0005] The gaming machine according to the present invention, which has been made to solve the above problem, is a gaming machine capable of executing a specific effect in which a post-event occurs after the effect ends when a predetermined result is reached, characterized in that, as the specific effect, after a confirmation display indicating that the post-event occurs because the predetermined result is reached is provided, a special pattern leading to the predetermined result can occur. [Advantageous Effects of the Invention]
[0006] The gaming machine according to the present invention can improve the entertainment of a game by using a specific effect. [Brief Description of the Drawings]
[0007] [Figure 1] This is a front view of the gaming machine according to this embodiment. [Figure 2] This diagram shows the decorative and reserved patterns displayed in the display area. [Figure 3] This is a diagram to explain the game state (transitions between game states). [Figure 4] This is a diagram to explain specific performance effects. [Figure 5] This is a diagram to explain specific example 1-1. [Figure 6] This is a diagram to explain specific example 1-2. [Figure 7] This is a diagram to explain specific examples 1-3. [Figure 8] This diagram illustrates red-themed effects (target effects) and basic red effects (non-target effects). [Figure 9] This diagram illustrates the customization screen during a non-changing state (operations during customization) and the customization screen during a changing state (operations during customization). [Figure 10] This is a diagram to explain the change waiting period. [Figure 11] This is a diagram to explain the effective notification effect. [Figure 12] This diagram illustrates that if the target effect occurs during the change waiting period after a request to change from high-reliability mode to normal mode has been received, a valid notification effect will be triggered. [Figure 13] This diagram illustrates that if the target effect occurs during the change waiting period after a request to change from normal mode to high reliability mode has been received, the effective notification effect will not occur. [Figure 14] This is a diagram to explain specific example 2-2. [Figure 15] This is a diagram to explain specific example 2-3-1. [Figure 16] This is a diagram to explain specific example 2-3-2. [Figure 17] This is a diagram (part one) to explain specific example 2-4. [Figure 18]It is a diagram for explaining Specific Example 2-4 (Part 2). [Figure 19] It is a diagram for explaining a specific ready-to-win effect including an operation effect. [Figure 20] It is a diagram for explaining a normal post-image (normal operation effect) and a special post-image (special operation effect). [Figure 21] It is a diagram for explaining Specific Example 3-1. [Figure 22] It is a diagram for explaining Specific Example 3-2. [Figure 23] It is a diagram for explaining Specific Example 3-3. [Figure 24] It is a diagram for explaining Specific Example 3-5. [Figure 25] It is a diagram for explaining step images. [Figure 26] It is a diagram for explaining a step-up in a normal mode and a step-up in a special mode. [Figure 27] It is a diagram for explaining Specific Example 4-2. [Figure 28] It is a diagram for explaining Specific Example 4-4. [Figure 29] It is a diagram for explaining Specific Example 4-5. DETAILED DESCRIPTION OF EMBODIMENTS
[0008] 1) Basic Configuration of Gaming Machine Hereinafter, one embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images.
[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding a game ball launched by an operation of a launching device 908 (launching handle) to a game area 902 is provided in a substantially arc shape.
[0010] The game area 902 includes a main display device 91, a starting area 904, a big prize area 906, and an out-out area. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. In addition, the game area 902 is provided with multiple game pins, which act as obstacles that change the way the game balls flow when they collide with them. The game balls flowing down the game area 902 change into various forms depending on the conditions when they collide with the game pins.
[0011] In this type of gaming machine 1, game balls are launched toward the game area 902 by operating the launching device 908. When a game ball flowing down the game area 902 enters a prize area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are dispensed by the payout device.
[0012] Note that the frame of the gaming machine 1, the lower tray and upper tray for storing game balls, and other components of the gaming machine 1 that are not related to the present invention will not be described. These components can be those with the same structure as those of known gaming machines.
[0013] The jackpot lottery is performed by a win / fail lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, the starting area 904 is provided as a first starting area 904a (the so-called "Special Figure 1" starting area) and a second starting area 904b (the so-called "Special Figure 2" starting area). When a game ball enters the starting area 904, a numerical value (win / fail lottery information) is obtained from a random number source. If this numerical value is the same as a predetermined jackpot value, it is a jackpot; otherwise, it is a loss. In this embodiment, notification of the win / fail lottery result begins in the order in which the numerical values are obtained. However, if there is still win / fail lottery information for which notification of the win / fail lottery result has not yet been completed, the newly obtained win / fail lottery information is stored as reserved information (more precisely, pre-change reserved information, which will be described later) in a storage means provided on a control board (not shown).
[0014] In this embodiment, the reserved symbols 70 include a reserved symbol 71 (a symbol indicating the existence of the so-called "reserved symbol") corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result (the performance from the start of the variation of the decorative symbols 80 (decorative symbol group 80g) until it completely stops with a combination indicating the winning / losing lottery result, so-called performance for one variation; hereinafter sometimes simply referred to as "variation" or "rotation") has started, but the notification of the winning / losing lottery result has not been completed, and a reserved symbol 72 before variation that corresponds to a reserved symbol 72 corresponding to a winning / losing lottery information (hereinafter sometimes referred to as "reserved symbol during variation") for which the in-variation performance that notifies the winning / losing lottery result has not started (hereinafter sometimes referred to as "reserved symbol before variation") (see Figure 2). In this embodiment, the reserved symbol 71 during variation is displayed larger than the reserved symbol 72 before variation, but the basic form of both is the same. The basic forms of the reserved symbol 71 during variation and the reserved symbol 72 before variation may be completely different. Alternatively, the system may be configured so that the reserve symbol 71 is not displayed during the reel spin. Note that the order in which the notification of the win / loss lottery result corresponding to the reserve symbol 72 before the reel spin is completed (the so-called "reserve consumption order") is faster for symbols located to the right.
[0015] The maximum number of pre-reserve information items that can be stored is limited. In this embodiment, the maximum number of first pre-reserve information items (special symbol 1 reserve) obtained by entering the first starting area 904a is four, and the maximum number of second pre-reserve information items (special symbol 2 reserve) obtained by entering the second starting area 904b is also four. Therefore, with respect to a reserve symbol 70 corresponding to either special symbol 1 or special symbol 2, one in-reserve symbol 71 and up to four pre-reserve symbols 72 may be displayed (see Figure 2). The pre-reserve symbols 72 are set so that if the game ball should be launched aiming at the first starting area 904a (normal game state described later), the first pre-reserve information (special symbol 1 reserve) is displayed as the pre-reserve symbol 72, and if the game ball should be launched aiming at the second starting area 904b (special game state described later), the second pre-reserve information (special symbol 2 reserve) is displayed as the pre-reserve symbol 72. Regardless of the game state, the system may be configured to display pre-reserve symbols 72 that correspond to either the first pre-reserve information or the second pre-reserve information stored in the memory means (up to eight pre-reserve symbols 72 may be displayed).
[0016] In this embodiment, similar to known gaming machines, the player is notified of the winning or losing result by a combination of decorative symbols 80 (see Figure 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begins to change, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stops. If a jackpot is won, the combination of decorative symbols 80 selected and stopped from each decorative symbol group 80g (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R arranged from left to right) will be a predetermined combination (in this embodiment, three of the same type of decorative symbol 80). If it is a loss, it will be a combination other than the combination that results in a jackpot. The decorative symbols 80 may be a combination of numbers and characters, etc.
[0017] Furthermore, images showing various information (so-called "small symbols," etc.) may be displayed inconspicuously near the outer edge of the display area 911 (the illustration of such images is omitted in each figure). Players can enjoy the game without being aware of these types of images. In other words, it is basically possible to understand the result of the draw by looking at the decorative symbols 80.
[0018] In this embodiment, two game states are set: a normal game state and a special game state (see Figure 3). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low-probability game state in which the probability of winning a jackpot is low, and it is also a low-base state (low probability, no time reduction) in which it is difficult for the game ball to enter the starting area 904. The special game state is a high-probability game state in which the probability of winning a jackpot is high, and it is also a high-base state (high probability, with time reduction) in which it is easy for the game ball to enter the starting area 904. In the normal game state, the player aims to launch the game ball at the first starting area 904a. In this embodiment, so-called "left-handed shooting" is performed. In the special game state, the player aims to launch the game ball at the second starting area 904b. In this embodiment, so-called "right-handed shooting" is performed. The special game state is a state in which it is easier to win the lottery for opening the second starting area 904b, which is triggered when a game ball enters the normal starting area 905, so it is relatively easy for a game ball to enter the second starting area 904b.
[0019] In this embodiment, the game transitions to a special game state after all jackpot games have finished. The special game state ends when the winning / losing lottery result is a loss for a predetermined number of times (for example, 100 times). When the special game state ends, the game transitions to the normal game state. If a jackpot is won before the predetermined number of consecutive losses occur after transitioning to the special game state, the game transitions to the special game state again (the predetermined number count is reset). In other words, the game machine 1 according to this embodiment is a so-called ST machine in which the condition for a winning streak is winning a jackpot before the predetermined number of consecutive losses occur after transitioning to the special game state. Note that unless otherwise specifically stated in the following description, this gameplay (specification) is merely an example. For example, it may be a so-called probability variation loop machine. It may also be a V probability variation machine. It may also be a game machine (Type 1 / Type 2 mixed machine) equipped with so-called minor wins, in which a jackpot can be won when the game ball enters a predetermined area when a minor win is achieved. Furthermore, the game may be configured to have a game state different from the normal game state or special game state described above, for example, a low-probability game state in which the probability of winning a jackpot is low, and a high-base state (low probability, with time reduction) in which game balls are more likely to enter the starting area 904.
[0020] When the draw result is a jackpot, the jackpot game is executed. The jackpot game consists of repeating a unit game one or more times in which the big prize area 906 (see Figure 1; the big prize area 906 is normally closed) is opened until a predetermined closing condition is met. The closing condition is met when either a predetermined number of game balls (for example, 10) enter the big prize area 906 after it is opened (winning condition) or a predetermined amount of time has elapsed since the big prize area 906 was opened (time condition) is met. In this embodiment, if game balls are continuously launched toward the big prize area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, 10 game balls enter the big prize area 906 in one unit game. A unit game is also called a round (game), etc. The number of unit games (number of rounds) included in the jackpot game can be set as appropriate. In this embodiment, all jackpots are defined as 10-round jackpots.
[0021] 2) The following describes the effects and other features (content and control of the effects) that the gaming machine 1 according to this embodiment can perform. Note that the configuration may be such that only some of the effects and other features described below can be performed. In addition, in some of the drawings describing the effects and other features, the illustration of the reserved symbols 70 and decorative symbols 80 may be omitted.
[0022] 2-1) Specific production The gaming machine 1 according to this embodiment is capable of executing specific effects as effects that constitute the effects during the reel spin. In the following description of specific effects, the reel spin effect including the specific effect will be referred to as the target reel spin effect (target spin), and the win / loss lottery result corresponding to the target spin (the win / loss lottery result announced by the target spin) will be referred to as the target win / loss lottery result.
[0023] A specific performance is a performance that determines whether or not a predetermined result is reached (see Figure 4(c-2)) (see Figure 4(c-1)). If the specific performance reaches the predetermined result (see Figure 4(c-2)), a predetermined event (hereinafter referred to as a post-event) occurs after the specific performance ends in the target variation (see Figure 4(d-2)). Conversely, if the specific performance does not reach the predetermined result (see Figure 4(c-1)), the post-event does not occur (see Figure 4(d-1)). The occurrence of the post-event is considered more advantageous to the player than its non-occurrence. Therefore, it can be said that the specific performance reaching the predetermined result is more advantageous to the player than not reaching the predetermined result (the predetermined result is a "positive result" for the player).
[0024] In this embodiment, the specific animation is one in which one character (the player's character) fights another character (the opponent's character) (in the drawings, the player's character is indicated by X and the opponent's character by E). The predetermined outcome is that the player's character wins (the opponent's character loses) (see Figure 4(c-2)). In other words, if the player's character wins, a subsequent event occurs in the target variation (see Figure 4(d-2)). On the other hand, if the player's character loses (see Figure 4(c-1)), no subsequent event occurs in the target variation (see Figure 4(d-1)).
[0025] In this embodiment, the subsequent event is a transition to a predetermined super reach animation (see Figure 4(d-2)). The specific form of the super reach animation may be anything, but the outcome of the super reach animation will inform the player of the target win / loss result. If the specific animation does not result in the predetermined outcome, the super reach animation will not occur, and the player will be informed that the target win / loss result is a loss. In other words, the occurrence of the subsequent event (occurrence of the super reach animation) is more advantageous to the player than the non-occurrence of the subsequent event (non-occurrence of the super reach animation) because the probability of the target win / loss result being a jackpot remains. In the technical field of this invention, such a transition to a super reach animation is sometimes referred to as "development," etc. That is, the occurrence of the subsequent event is "development" (to the super reach animation) (the non-occurrence of the subsequent event is "non-development" (to the super reach animation)).
[0026] There are two patterns (forms) of specific performances: a normal pattern and a special pattern. In the following explanation, the specific performance of the normal pattern may be referred to as the normal specific performance, and the specific performance of the special pattern may be referred to as the special specific performance.
[0027] Normally, in a specific performance, a condition display 11 is displayed in the display area 911 at the beginning of the performance (when it is not yet known whether a predetermined result will be reached). The condition display 11 is a display that indicates (explains to the player) that if a predetermined result (in this embodiment, the player's character wins) is reached, a subsequent event (transition to a super reach performance) will occur. Conversely, it can also be said that it is a display that indicates that if the predetermined result is not reached, no subsequent event will occur. In this embodiment, the condition display 11 is "develop if X wins" (see Figure 4(b-1)). Hereinafter, X is the name of the player's character. Thus, the condition display 11 indicates to the player that if the condition "X wins" is met, then "development" will occur (a subsequent event will occur), and it can also be said that it indicates to the player that the condition "X wins" may be met, or that the condition may not be met (X may lose).
[0028] Typically, specific events can result in the player's character winning (see Figure 4(c-2)) or losing (see Figure 4(c-1)). In other words, there is a possibility of reaching a predetermined outcome, and there is also a possibility of not reaching a predetermined outcome. As mentioned above, "development" is conventionally used to indicate an event that is advantageous to the player, so a player who sees the condition display 11 "development if X wins" will expect X to win.
[0029] In a special specific performance, the confirmation display 12 is displayed in the display area 911 at the beginning of the performance instead of the condition display 11 (see Figure 4(b-2)). It is not possible to determine whether the specific performance is a normal specific performance or a special specific performance until a predetermined point in time is reached (in this embodiment, a few seconds after the start of the performance) (the performance pattern is the same regardless of whether it is a normal specific performance or a special specific performance). When the predetermined point in time is reached, the condition display 11 is displayed in a normal specific performance (normal pattern), and the confirmation display 12 is displayed in a special specific performance (special pattern).
[0030] The confirmation display 12 is a display that indicates (explains to the player) that a subsequent event (transition to a super reach performance) will occur because a predetermined result (in this embodiment, the player's character wins) has been reached. The major difference from the condition display 11 is that it definitively indicates (determines) that a predetermined result will be reached (condition display 11 is a "hypothetical" expression, "if the predetermined result is reached"). In this embodiment, the condition display 11 is "development will occur because X wins" (see Figure 4(b-2)). In other words, it definitively indicates that X, the player's character, will win. In this embodiment, the special specific performance is designed to be the same as the normal specific performance if the confirmation display 12 is replaced by the condition display 11. In other words, the difference between the normal specific performance and the special specific performance before the result is known is whether the condition display 11 or the confirmation display 12 is displayed (however, this does not include differences in performance elements other than the performance elements that constitute the normal specific performance or the special specific performance, such as differences in the appearance of the decorative symbols 80 and the reserved symbols 70).
[0031] The special specific animation results in the player's character winning (see Figure 4(c-2)), and never results in the player's character losing. In other words, it always results in a predetermined outcome, and there is no possibility of it not resulting in that outcome. When the predetermined outcome is reached, it "develops" (a subsequent event occurs) (see Figure 4(d-2)), so the special specific animation can be said to be an animation that guarantees "development" (a subsequent event occurs). However, in the special specific animation of this embodiment, an image showing the player's character and the opponent's character fighting is displayed, just like in the normal specific animation. In other words, even in the special specific animation, the player's character and the opponent's character fight, and the result is that the player's character wins (a predetermined outcome).
[0032] As mentioned above, "development" is conventionally used to indicate an event that is advantageous to the player, so when a player sees the confirmation display 12 that says "X will win, so development will occur," they will understand that it is predetermined that X will win and development will occur. Since development is an event that is more advantageous to the player than not developing, it can be said that a special specific performance (where the specific performance becomes a special pattern) is an event that is more advantageous to the player than a normal specific performance (where the specific performance becomes a normal pattern). In other words, the normal pattern is the so-called "default," and the special pattern is the so-called "chance up." In this embodiment, it is set so that more than 90% of the specific performances that occur will be the normal pattern. However, even if a special specific performance occurs, it is possible that the result of the target win / loss lottery will be announced as a loss after the subsequent super reach performance. In other words, the special specific performance in this embodiment is not an event that guarantees a big win.
[0033] Thus, in this embodiment, the specific presentation usually displays a condition indicator 11 that shows that a subsequent event occurs on the premise that a predetermined result is reached. However, a confirmation indicator 12 may also be displayed that shows that the subsequent event is certain to occur because the predetermined result is already determined. The confirmation indicator 12 can be said to be unexpected for the player (for players who are accustomed to the conventionally used condition indicator 11), and therefore, such a confirmation indicator 12 can surprise the player.
[0034] It should be noted that the conditional expression 11 and the confirmation expression 12 in this embodiment are merely examples. The conditional expression 11 only needs to indicate that if a predetermined result is reached (assuming that a predetermined result is reached), then a subsequent event will occur. If the predetermined result is "○○" and the subsequent event is "××", then possible expressions could be "If ○○ happens, then ××," "If ○○ happens, then ××," or "○○ results in ××." The confirmation expression 12 only needs to indicate that it is determined that a predetermined result will be reached. For example, possible expressions could be "Because ○○, then ××," "Because ○○ happens, then ××," or "Because ○○ is the only option, then ××."
[0035] Furthermore, since the specific performance in this embodiment is a battle performance, the condition display 11 and the confirmation display 12 include the element of "win" ("if you win," "because you win") (an element that represents a predetermined result), and this element changes depending on the specific form of the specific performance. For example, if the specific performance is one in which the player's character challenges some kind of mission, then the condition display 11 could be set to "progress if successful," and the confirmation display 12 could be set to "progress because you will succeed."
[0036] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned specific performance aspects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0037] 〇Specific Example 1-1 The above embodiment explains that when a special specific effect occurs, it is confirmed that a predetermined result will be reached and a subsequent event will occur. However, it is also possible to have a setting where, even if a special specific effect occurs (see Figure 5(a)), the predetermined result is not reached (see Figure 5(b-2)) and the subsequent event does not occur. However, if the special specific effect does not reach the predetermined result, it is set that a jackpot is confirmed (see Figure 5(c-2)). In other words, the confirmation display 12 (see Figure 5(a)) definitively indicates that the predetermined result will be reached, so if the predetermined result is not reached contrary to that (see Figure 5(b-2)), the announcement by the confirmation display 12 and the result will be "contradictory". This "contradiction" can occur as a so-called premium effect.
[0038] If the subsequent event is a transition to a super reach sequence as in the embodiment described above (and there is a possibility that the super reach sequence will announce that it is a miss), then if the special specific sequence reaches a predetermined result (if it proceeds as shown in Figure 5(a) → (b-1) → (c-1)), a jackpot is not guaranteed, but if the special specific sequence does not reach a predetermined result (if a "contradiction" occurs), a jackpot is guaranteed (if it proceeds as shown in Figure 5(a) → (b-2) → (c-2)).
[0039] 〇Specific Examples 1-2 Post-events are defined as events that only occur when the target lottery result is a jackpot. Specifically, the execution of premium effects that only occur when a jackpot is confirmed, or the display of images that indicate a jackpot (see Figure 6(d-2)) are set as post-events. In this way, when a special specific effect occurs (see Figure 6(b-2)), it is determined that a predetermined result will be reached (see Figure 6(c-2)), thus confirming a jackpot (see Figure 6(d-2)). In other words, the special specific effect functions as an effect that confirms a jackpot.
[0040] In the case of this example, the subsequent events represented by conditional indication 11 and confirmation indication 12 could be worded to directly or indirectly indicate a big win (a hit). For example, to indicate it directly, conditional indication 11 could be "If X wins, you win," and confirmation indication 12 could be "Because X wins, you win" (see Figures 6(b-1) and (b-2)), or it could be "If X wins, you get a bonus," and confirmation indication 12 could be "Because X wins, you get a bonus" (not shown). To indicate it indirectly, conditional indication 11 could be "If X wins, you're super lucky," and confirmation indication 12 could be "Because X wins, you're super lucky" (not shown), or conditional indication 11 could be "If X wins, you win," and confirmation indication 12 could be "Because X wins, you win" (not shown).
[0041] Specific Examples 1-3 The display of confirmation display 12 should be emphasized. For example, this could be achieved by using different text colors, different text sizes, or different fonts for condition display 11 and confirmation display 12.
[0042] Furthermore, the part of the confirmation display 12 that differs from the condition display 11 is emphasized. In other words, since the confirmation display 12 definitively indicates (declares) that a predetermined result will be reached, that part is emphasized. For example, in the embodiment described above, where the condition display 11 is "If X wins, it will develop" and the confirmation display 12 is "Because X wins, it will develop", all the characters in the condition display 11 are black, while in the confirmation display 12, the part "because X wins" (hereinafter referred to as the emphasized part) is red and the rest (hereinafter referred to as the unemphasized part) is black (see Figure 7; the word "red" is shown with hatching). In other words, although the unemphasized part, which is part of the confirmation display 12, is the same color as the condition display 11, the emphasized part, which is at least a part of the part that definitively indicates that a predetermined result will be reached, is a different color from the condition display 11. Furthermore, the font of the emphasized text may differ from the font of the unemphasized text and the text of the conditional display 11, and the size of the emphasized text may differ from the size of the text of the unemphasized text and the text of the conditional display 11. Doing so reduces the risk of overlooking the fact that the confirmation display 12 is being displayed (that a special specific effect has occurred).
[0043] 〇Specific Examples 1-4 In this embodiment, it has been explained that the specific effect may be a normal pattern (normal specific effect) or a special pattern (special specific effect). However, it is also possible to have a configuration in which there is no normal pattern. In other words, the specific effect is the display of the confirmation display 12 described in the above embodiment, and the condition display 11 is not displayed.
[0044] Conditional displays 11 such as "If ○○ happens, then ××" are a form of expression that has been used conventionally. Therefore, players expect that a conditional display 11 corresponding to the performance in progress will be displayed (for example, if a battle performance like the one in the above embodiment occurs, players expect that a conditional display 11 such as "If you win, then ××" will be displayed). In other words, since players expect that a conditional display 11 corresponding to the performance in progress will be displayed, even if such a conditional display 11 is not actually displayed (even if the normal pattern does not actually occur), the confirmation display 12 can surprise the player.
[0045] 2-2) Effective notification presentation The gaming machine 1 according to this embodiment is equipped with a customization function. Since this type of customization function itself is publicly known, a detailed explanation will be omitted, but the customization function allows the player to change the probability of occurrence of one or more target effects that may occur as part of the in-game effects. Since the target effects occur to indicate the reliability (probability of winning the jackpot) of a certain win / loss lottery result (target win / loss lottery result), changing the probability of occurrence of the target effects leads to a change in the reliability of the target effects. Specifically, increasing the reliability when a certain target effect occurs means decreasing the probability of occurrence of that target effect. The types and number of effects set as target effects can be changed as appropriate.
[0046] In this embodiment, multiple types of target effects can be customized. These multiple types of target effects include two types: "pre-announcement effects" and "red-themed effects." Since these effects themselves are publicly known, a detailed explanation will be omitted. The pre-announcement effect indicates that the reliability of the target win / failure lottery result has increased, in a variation (previous variation) before the variation regarding the target win / failure lottery result begins. Examples of pre-announcement effects include displaying a predetermined pre-announcement image during the previous variation, or designating a combination of decorative symbols 80 that indicates that the win / failure lottery result corresponding to the previous variation (previous win / failure lottery result) is a loss (a losing combination) as a so-called chance symbol. Changing the appearance of the pre-variation reserved symbols 72 may also be included in the pre-announcement effect.
[0047] Red-themed effects are well-known chance-up effects that suggest an increased reliability of the target win / loss result by making a predetermined effect image red. Examples of red-themed effects include making a character's clothes, which are normally white, red, or making text (text) that is normally black red. In other words, the default effect is when a predetermined effect image (an image with a certain shape) is displayed in its normal color (standard color) (see Figure 8(a-1)), and the chance-up effect (see Figure 8(a-2)) is set when the predetermined effect image is red, which is different from the normal color (standard color), and this chance-up effect is the target effect (red-themed effect). The standard effect is not the target effect (red-themed effect).
[0048] However, assuming the existence of a standard color (reference color) for the standard animation, a red animation is defined as one in which a predetermined animation image is red, and not all animations that display a red image are red animations (it is only when red is displayed as a chance-up that it is considered a red animation). In other words, an animation in which an image whose standard color (default color) is red (a red image that does not indicate a chance-up) is displayed (an animation like Figure 8(b)). For example, an animation in which an image with a certain shape is displayed and that image is always red (never displayed in any other color) is not a red animation. Hereafter, animations in which such red images are displayed but are not red animations (animations in which the display of a red image is not a chance-up) will be referred to as "basic red animations".
[0049] The gaming machine 1 according to this embodiment is capable of executing two or more pre-announcement effects and two or more red-themed effects. If the pre-announcement effects are customized, all of the two or more pre-announcement effects will be included, and if the red-themed effects are customized, all of the two or more red-themed effects will be included. However, this does not preclude setting the machine to have only one of these effects.
[0050] In this embodiment, "Normal Mode" and "High Reliability Mode" are provided as modes that govern the reliability (probability of occurrence) of the pre-reading effect and the red-colored effect, respectively. Normal Mode is the default mode (the standard mode). When predetermined reset conditions are met (when the power is turned off, when the player performs a reset operation, etc.), the system is set to Normal Mode. High Reliability Mode is a mode in which the reliability of the target effect is higher (i.e., the probability of the target effect occurring is lower) than when Normal Mode is set. In other words, the probability that the target win / loss lottery result when the target effect occurs is higher when High Reliability Mode is set than when Normal Mode is set. Each of the target effects can be customized independently, for example, by setting the pre-reading effect to "Normal Mode" and the red-colored effect to "High Reliability Mode".
[0051] In this embodiment, customization can be performed by operating the control means (push buttons 61 and directional pad 62) while viewing the customization images displayed in the display area 911. The directional pad 62 allows for cursor movement (moving the cursor) to the preferred mode. The push button 61 allows for a confirmation operation, determining the selection of the mode the cursor is currently positioned in. A change from the currently set mode to another mode is accepted (a change request is accepted) through this confirmation operation. The specific details of the movement and confirmation operations (the customization method itself) can be modified as appropriate. Any configuration that reflects the player's intentions is acceptable.
[0052] In this embodiment, players can request a change to their preferred mode (the request for a change will be accepted) whether the game is in a non-revolving state (see Figure 9(a)) or in a revolving state (see Figure 9(b)) where a revolving animation is being performed. During a revolving state, operating the directional pad 62 will display images for customization. Although not shown, in this embodiment, an image indicating that customization is possible is displayed during a revolving state.
[0053] However, in this embodiment, even if a change request is received, the mode change (transition to the mode targeted by the decision operation) may not be performed immediately. Specifically, a change waiting period is provided during which the mode change is not performed until predetermined conditions are met (until the mode transition prohibition condition is lifted), and the mode change may not be performed until the end of the change waiting period.
[0054] If a change request is received during a non-changing state, there is no waiting period for the change. In other words, as soon as the decision operation is made, the transition to the mode targeted by that decision operation (the mode requested by the player) is executed.
[0055] On the other hand, as shown in Figure 10, if a change request is received during a change, a change waiting period is provided. In other words, the transition to the mode targeted by the decision operation (the mode requested by the player) is not performed at the same time as the decision operation is performed. This change waiting period is not of a fixed length. In this embodiment, the change waiting period is defined as the period until all notification of the win / loss lottery results based on one or more win / loss lottery information acquired at the time the change request is received is completed (new win / loss lottery information acquired after the change request is made but before the mode transition is performed is irrelevant). In other words, the completion of all notification of the win / loss lottery results based on one or more win / loss lottery information acquired at the time the change request is received is considered to satisfy a predetermined condition (release of the mode transition prohibition condition). From the player's perspective, the change waiting period is until all the notification of the win / loss lottery results corresponding to the 70 reserved symbols (71 reserved symbols during the spin, 72 reserved symbols before the spin) that exist at the time the change request is accepted has been completed (from Figure 10(b) to (c)). In other words, the change waiting period is until the notification of the win / loss lottery result corresponding to the reserved symbol 70 (indicated by "L" in Figure 10) that is slowest to be processed among the 70 reserved symbols that exist at the time the change request is accepted has been completed, and the spin after the notification of the win / loss lottery result corresponding to that reserved symbol 70 has been completed (see Figure 10(c)) is considered the mode to which the change request was made. However, if any of the one or more win / loss lottery information acquired at the time the change request is accepted results in a jackpot, the change waiting period may be terminated as a result. In other words, the first spin after a jackpot game ends may be set to the mode requested by the player. At the very least, if all of the win / loss lottery results corresponding to one or more win / loss lottery information acquired at the time the change request is received are losses, the mode transition will not be performed until all of those losses have been reported.
[0056] In this embodiment, the player is not shown that they are in a change waiting period (no image indicating that they are in a change waiting period is displayed). However, this does not preclude the idea of displaying an image indicating that they are in a change waiting period (for example, an image such as "Customization Change Waiting" being displayed).
[0057] The effective notification effect is an effect that is executed when the target effect occurs in a state designated as high-reliability mode. The effective notification effect itself is not the target effect. The effective notification effect is not executed when the target effect occurs in normal mode. The occurrence of the target effect in high-reliability mode is a more favorable event for the player than when it occurs in normal mode, and therefore the effective notification effect is executed to notify the player that the event has occurred (see Figure 11). In this embodiment, the effective notification effect is executed by outputting a predetermined sound effect, which is a notification sound, from speaker 65. This notification sound is a sound that is never output as an effect other than the effective notification effect (the effective notification effect is a "dedicated effect" for notifying the player that the target effect has occurred in high-reliability mode). Therefore, there is little risk that the player will mistakenly think that the notification sound was output as an effect other than the effective notification effect.
[0058] The effective notification effect is also executed when the target effect occurs during the change waiting period when a request to change from high-reliability mode to normal mode is made. In other words, even during the change waiting period when a request to change from high-reliability mode to normal mode is made (see Figure 12(b)), high-reliability mode is still set, so if the target effect occurs during the change waiting period to normal mode, the effective notification effect is executed (see Figure 12(c)).
[0059] On the other hand, when a request to change from normal mode to high reliability mode is made (see Figure 13(b)), if the target effect occurs during the change waiting period, the effective notification effect will not be executed (see Figure 13(c)). Even if a request to change from normal mode to high reliability mode is made, the normal mode is still set during the change waiting period, so even if the target effect occurs, the effective notification effect will not be executed.
[0060] Thus, in this embodiment, when the target animation occurs in high-reliability mode, an effective notification animation is generated to inform the player that it is an animation that is subject to high-reliability mode (that the target animation occurred while high-reliability mode was enabled). This reduces the risk that the player may not notice that high-reliability mode has been set and that the target animation has occurred.
[0061] In particular, when a target effect is one that is difficult to determine whether it is a target effect, such as the red-based effect in this embodiment (it is difficult to determine whether it is a target red-based effect or a basic red effect that is not a target effect), this is effective in that it clearly determines whether a target effect has occurred based on whether or not an effective notification effect is executed (the risk of players mistaking the occurrence of a basic red effect (not a specific effect) in high-reliability mode for the occurrence of a target effect in high-reliability mode is reduced).
[0062] Furthermore, in a configuration like this embodiment, where a mode change is accepted by the player but not executed during the change waiting period, it is difficult for the player to know whether the mode change has already been executed (whether or not they are in the change waiting period). Therefore, if a target performance occurs soon after the player performs a mode change operation (decision operation), it is difficult for the player to determine in which mode the performance occurred (especially if the player is not shown that they are in the change waiting period, as in this embodiment). In this embodiment, even during the change waiting period, if the target performance occurs in the high-reliability mode, the effective notification performance is executed, and even during the change waiting period, if the target performance occurs in the normal mode, the effective notification performance is not executed, so it is possible to clearly determine in which mode the target performance occurred.
[0063] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned effective notification effects. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0064] 〇Specific Example 2-1 In the above embodiment, the effective notification effect was described as an effect in which a notification sound is output from the speaker 65, but any effect that can be recognized by the player's senses is acceptable. For example, it is conceivable that the display of a predetermined image (notification image) could be performed as the effective notification effect. Alternatively, for example, it is conceivable that the vibration of a device equipped with a vibration function (for example, it is known that such a function can be provided on the push button 61) could be performed as the effective notification effect.
[0065] Specific Example 2-2 When in high-reliability mode, an image that is not displayed in normal mode (hereinafter referred to as the setting image) is displayed in the display area 911. Alternatively, the system may have a display device (sub-display device) other than the main display device 91 on which the decorative symbols 80 are displayed, and the setting image may be displayed on the sub-display device. The display of the setting image is controlled for each target performance. The setting image is designed to allow the player to understand the target performance. When a pre-read performance is in high-reliability mode, for example, a setting image containing the words "Pre-read Chance" (pre-read setting image 21) is displayed (see Figure 14(a)). However, when the pre-read performance is in normal mode, the pre-read setting image 21 is not displayed. When a red-themed performance is in high-reliability mode, for example, a setting image containing the words "Red Chance" (red-themed setting image 22) is displayed (see Figure 14(a)). However, when the red-themed performance is in normal mode, the red-themed setting image 22 is not displayed. Other types of target effects are available, and when a target effect is set to a high-reliability mode, a setting image indicating that target effect (see "○○ Chance" in Figure 14(a)) may be displayed.
[0066] Assuming this configuration, if the target effect occurs in high-reliability mode, the configuration is such that the appearance of the setting image changes to a different appearance from the normal state (effective notification appearance) as an effective notification effect. The effective notification appearance only needs to be one that the player can recognize as being different from the normal state. For example, it is conceivable that the effective notification appearance (see Figure 14(b)) could be a state that is brighter than the normal state (see Figure 14(a)) (a state with increased brightness).
[0067] When a pre-announcement effect occurs while the pre-announcement effect is set to high reliability mode, the pre-announcement setting image 21 will change from its normal state to an effective notification state (see Figure 14(b)). Note that this change does not occur when a pre-announcement effect occurs while the system is in normal mode (the pre-announcement setting image 21 is not displayed in the first place). Although not shown in the diagram, when a red-colored effect occurs while the system is set to high reliability mode, the red-colored setting image 22 will change from its normal state to an effective notification state. Note that this change does not occur when a red-colored effect occurs while the system is in normal mode (the red-colored setting image 22 is not displayed in the first place). Naturally, when one type of target effect occurs, the setting image indicating a different type of target effect will not change to an effective notification state. For example, when a pre-announcement effect occurs, the red-colored setting image 22 will not change to an effective notification state, and the red-colored setting image 22 will remain in its normal state (see Figure 14(b)).
[0068] In high-reliability mode, the duration for which the setting image is considered an effective notification mode when the target effect occurs can be set as appropriate. However, if the target effect occurs more than once in a single spin, and the second and subsequent occurrences are to be notified, it is best to set the setting image to return to its normal state after a relatively short period (around 2-3 seconds).
[0069] In this example, the target notification effect is one in which the setting image indicating the target effect is considered an effective notification mode, making it easy to understand when the target effect occurs in high-reliability mode (preventing situations where players do not understand what the occurrence of the target notification effect signifies). Another advantage is that it is easy to understand which of the multiple target effects occurred when the effect occurred in high-reliability mode.
[0070] Specific Examples 2-3 In the above embodiment, it was explained that a high-reliability mode is provided that controls the reliability (probability of occurrence) of the target effect, and can increase the reliability of the target effect (lower the probability of occurrence) compared to the normal mode. However, a configuration in which a low-reliability mode is provided that lowers the reliability of the target effect (increases the probability of occurrence) compared to the normal mode is also possible. A configuration in which only some of the multiple types of target effects are provided with a low-reliability mode is also possible. In such a configuration in which a low-reliability mode is provided, it is conceivable to control the effective notification effect as follows.
[0071] (i) Specific example 2-3-1 If the target animation occurs while the low-reliability mode is set, the effective notification animation will be executed as a trigger (see Figure 15(b)). This makes it easy to see that the target animation occurred while the low-reliability mode was active. If the effective notification animation is to also occur in the high-reliability mode as in the above embodiment, then the effective notification animation will occur when the target animation occurs in a special mode other than the normal mode (default mode) where the reliability of the target animation is normal (low-reliability mode (see Figure 15(b)), high-reliability mode (see Figure 15(a))).
[0072] The manner of the effective notification effect in high-reliability mode may differ from that in low-reliability mode. For example, the manner of the sound output from speaker 65 when the target effect occurs in high-reliability mode (see Figure 15(a)) may differ from that output from speaker 65 when the target effect occurs in low-reliability mode (see Figure 15(b)). By doing so, it is possible to clearly indicate whether the target effect occurred when the reliability was higher than normal or when the reliability was lower than normal.
[0073] (b) Specific example 2-3-2 If the target animation occurs while the low-reliability mode is set, the effective notification animation will not be executed as a result. In other words, if the target animation occurs while the high-reliability mode is set, the effective notification animation will be executed (see Figure 16(a)), but if the target animation occurs while the low-reliability mode is set, the effective notification animation will not be executed (see Figure 16(b)).
[0074] In low-reliability mode, the probability of the target animation occurring is higher than in normal mode. In other words, the target animation is more likely to occur than in normal mode, and the "value" of the animation occurring is lower than usual. In such cases, notification of the target animation occurring is deemed unnecessary, and therefore, in low-reliability mode, the occurrence of the target animation is not notified by the effective notification animation. Conversely, in high-reliability mode, where the target animation is less likely to occur than usual and the "value" of the animation occurring is higher than usual, the effective notification animation is triggered to emphasize the occurrence of the target animation.
[0075] 〇Specific Example 2-4 The change waiting period may vary depending on the type of effect being targeted. For example, for pre-read effects, the change waiting period is until all notifications of the win / loss lottery results based on one or more win / loss lottery information acquired at the time the change request is received have been completed, as in the above embodiment (see Figure 17). On the other hand, for red-themed effects, the change waiting period is until the in-spin effect being executed at the time the change request is received has finished (until the end of the first spin after the change request is received) (see Figure 18). Since pre-read effects can occur across two or more spins, the mode change is executed after waiting for all pending spins that exist at the time the change request is received to be consumed. Since red-themed effects occur as part of a single in-spin effect, the mode change is executed after waiting for the spin being executed at the time the change request is received to finish.
[0076] In this example, the period (conditions) between when the change request is received (when the player makes a decision) and when the mode change is actually executed will differ, making it difficult for the player to grasp when the mode change will actually be executed. However, even in such cases, during the change waiting period before the mode change is executed, whether or not to execute the effective notification animation when the target animation occurs is determined according to the currently set mode, so it is easy to determine whether the target animation occurred in normal mode or high-reliability mode.
[0077] 2-3) Operation effects (normal operation effects, special operation effects) The gaming machine 1 according to this embodiment is capable of performing operation prompts for the player to operate the operating means. In the following description, an operation prompt for the operation of a push button 61, which is a type of operating means, will be described.
[0078] The period during which the operation animation is performed includes the operation validity period (see Figure 19(b)) and the post-event period (see Figures 19(d) and 20). The operation validity period is the period during which the operation of the push button 61 is reflected. The operation validity period ends and the post-event period begins when the operation of the push button 61 during the operation validity period satisfies a predetermined condition. During the post-event period, one of the post-event images 32 (normal post-event image 32n, special post-event image 32s), which will be described later, is displayed. In this embodiment, the predetermined condition is met when the push button 61 is operated once during the operation validity period (see Figure 19(c)). In other words, the player is required to perform a "single operation" of the push button 61. In this embodiment, if the operation of the push button 61 does not satisfy the predetermined condition during the operation validity period (if the operation does not satisfy the predetermined condition and time runs out), the post-event period begins when the operation validity period ends. However, if the operation of the push button 61 does not meet the predetermined conditions during the operation validity period, the system may be configured so that the transition to the post-event period does not occur (the post-event image 32 is not displayed).
[0079] During the operation valid period (see Figure 19(b)), an operation image 37 representing the push button 61 (the operating means for the target to be operated) is displayed to indicate to the player that it is time to operate the push button 61. The operation image 37 should be in a manner that the player can recognize as representing the push button 61. Also during the operation valid period, an image (instruction image 38) representing the required operation of the push button 61 is displayed to the player. As described above, in this embodiment, a single operation is required, so an instruction image 38 including the word "Press" is displayed so that the player can understand that a single operation is required. Also during the operation valid period, a time image 39 showing the remaining time (elapsed time) until the operation valid period (until time runs out) is displayed. In this embodiment, a "meter" that changes over time is displayed as the time image 39. Alternatively, a time image 39 that shows the time until time runs out in numbers (including numbers that count down) may be displayed.
[0080] In the operation animation of this embodiment, a suggestive image 30 is displayed during the operation validity period (see Figure 19(b)). This suggestive image 30 hints at the normal post-event image 32n (details described later) that will be displayed during the post-event period if the operation animation is normal. The suggestive image 30 represents a predetermined animation element. In this embodiment, the suggestive image 30 represents the word "Chance" as an animation element. Specifically, an image shaped like the word "Chance" with a transparent background (an image without "color") is displayed as the suggestive image 30.
[0081] In this embodiment, the operation presentation in which the suggestive image 30 is displayed during the operation validity period is divided into normal operation presentations and special operation presentations. During the operation validity period, it is not clear whether it is a normal operation presentation or a special operation presentation, and this is determined in the subsequent period. In other words, the end of the operation validity period (the point at which the operation of the push button 61 satisfies predetermined conditions) can be said to be a branching point where it is determined whether it is a normal operation presentation or a special operation presentation.
[0082] In this embodiment, the operation animation (normal operation animation, special operation animation) may occur as part of a specific reach animation (super reach animation) that notifies the winner / loser lottery result (target winner / loser lottery result) depending on the outcome (see Figure 19). The specific reach animation leads to either a favorable outcome (see Figure 19(e-1)) indicating that the player has reached a favorable situation, or an unfavorable outcome (see Figure 19(e-2)) which is the outcome if the favorable outcome is not reached (however, the favorable outcome includes a so-called reversal pattern in which it appears to have reached an unfavorable outcome but is then reversed). If the target winner / loser lottery result is a jackpot, the game leads to a favorable outcome; if it is a loss, it leads to an unfavorable outcome. The operation animation (normal operation animation, special operation animation) is performed before the outcome of the specific reach animation is known, and the post-event image 32 displayed in the operation animation suggests the probability that the specific reach animation will reach a favorable outcome (i.e., the reliability of the target winner / loser lottery result (jackpot)).
[0083] The normal operation animation is one in which the normal post-event image 32n is displayed during the post-event period (see Figures 20(a-1) to (a-3)). The normal post-event image 32n represents the word "Chance". As mentioned above, the suggestion image 30 represents the word "Chance", and can therefore be said to represent the same animation element as the normal post-event image 32n. Furthermore, the normal post-event image 32n is an image that has been suggested in advance by the suggestion image 30 to be displayed.
[0084] During the post-event period of a normal operation animation, one of several types of normal post-event images 32n is displayed. In this embodiment, one of the first normal post-event image 321n (see Figure 20(a-1)), the second normal post-event image 322n (see Figure 20(a-2)), or the third normal post-event image 323n (see Figure 20(a-3)) is displayed during the post-event period of a normal operation animation. If we define the animation in which the first normal post-event image 321n is displayed as the first normal operation animation, the animation in which the second normal post-event image 322n is displayed as the second normal operation animation, and the animation in which the third normal post-event image 323n is displayed as the third normal operation animation, then any of the first to third normal operation animations can occur as a normal operation animation. All three types of normal post-event images 32n share the common feature of representing the word "Chance," but their colors differ. In other words, while the external shape (the external shape of the word "Chance") is the same, the internal colors differ. In this embodiment, the first normal post-event image 321n is "green", the second normal post-event image 322n is "purple", and the third normal post-event image 323n is "red". Comparing the first to third normal operation sequences, the first normal operation sequence has the lowest reliability, and the third normal operation sequence has the highest reliability. In other words, the likelihood of a specific reach sequence resulting in a successful outcome (the target win / loss lottery result being a jackpot) increases in the order of first normal operation sequence < second normal operation sequence < third normal operation sequence.
[0085] During the post-event period of the special operation animation, a special post-event image 32s, which is different from the normal post-event image 32n, is displayed (see Figure 20(b)). As described above, the normal post-event images 32n (first normal post-event images 321n to third normal post-event images 323n) include an animation element representing the word "Chance," but the special post-event image 32s does not include this animation element and is completely different in form. In this embodiment, the special post-event image 32s includes an animation element representing the word "Super Hot." Also, the color (text color) of the special post-event image 32s is "gold." In other words, the color of the text (Super Hot) in the special post-event image 32s is different from any of the colors (green, purple, red) of the text (Chance) in the first normal post-event images 321n to third normal post-event images 323n.
[0086] When a special operation sequence occurs, the probability of a specific reach sequence resulting in a successful outcome is higher than when a normal operation sequence occurs. In other words, the reliability of the target win / loss lottery result is higher when a special operation sequence occurs than when a normal operation sequence occurs. If we categorize the normal operation sequences by type, the expectation of a specific reach sequence resulting in a successful outcome (the target win / loss lottery result being a jackpot) increases in the order of first normal operation sequence < second normal operation sequence < third normal operation sequence < special operation sequence (see Figure 20).
[0087] When an operation animation occurs, it is set so that most of them are normal operation animations (first normal operation animation to third normal operation animation). In this embodiment, it is set so that more than 90% of operation animations (including both cases where the target win / loss lottery result is a loss and a win) are normal operation animations.
[0088] After a normal or special operation animation occurs, the specific reach animation transitions to its conclusion. If the target win / loss result is a jackpot, it transitions to a successful conclusion (see Figure 19(e-1)); if it is a loss, it transitions to a failure conclusion (see Figure 19(e-2)), thus determining whether the target win / loss result is a jackpot or a loss. Note that operation of an operating means (push button 61, etc.) may be required as a trigger for the specific reach animation to transition to its conclusion (this operation request is separate from the operation request for the operation animation (normal operation animation, special operation animation)). In other words, the configuration may be such that the target win / loss result is determined by the operation of the operating means.
[0089] The operation sequence (specific reach sequence) configured in this way will appear as follows from the player's perspective. During the operation validity period, the player is prompted to press button 61, and suggestive image 30 is displayed (see Figure 19(b-1)). Players who see this (players encountering the operation sequence for the first time or players who have already encountered the normal operation sequence) will feel that the image suggested by suggestive image 30 will be displayed as a result of the operation. If what actually occurs is the normal operation sequence, the operation of button 61 during the operation validity period (see Figure 19(c-1)) will trigger a transition to the post-sequence period, and a normal post-sequence image 32n (one of the first normal post-sequence images 321n to the third normal post-sequence image 323n) will be displayed, which appears as if suggestive image 30 has been given a color (either green, purple, or red) (see Figure 19(d), Figures 20(a-1) to (a-3)). In other words, the suggestive image 30 and the normal post-sequence image 32n that is displayed afterward are linked in this sequence. The color of the post-event image 32n is a color commonly used in the present art to represent the level of reliability, so players who are familiar with this will perceive the level of reliability (high or low reliability) based on the color of the post-event image 32n.
[0090] If a special operation animation actually occurs, the operation of the push button 61 during the operation validity period (see Figure 19(c-1)) triggers a transition to the post-event period, and the special post-event image 32s is displayed (see Figures 19(d) and 20(b)). Since the special post-event image 32s (the word "Super Hot") is a completely different image from the suggestive image 30 (the word "Chance"), the display of the special post-event image 32s is an event that defies the player's expectations (an event that surprises the player). In particular, if the player has already experienced a normal operation animation, they would expect the word "Chance" to be colored (a change from suggestive image 30 to normal post-event image 32n) when the push button 61 is operated, so the animation is a form of presentation where an image contrary to that expectation is displayed.
[0091] In this embodiment, the display of the special post-event image 32s (occurrence of a special operation effect) is more reliable than the display of the normal post-event image 32n (occurrence of a normal operation effect). Therefore, the occurrence of an event that defies the player's prediction is presented as an event that is advantageous to the player.
[0092] In particular, the special post-event image 32s in this embodiment is "gold," which is a different color from any of the normal post-event images 32n (first normal post-event image 321n "green", second normal post-event image 322n "purple", third normal post-event image 323n "red") (see Figures 20(a-1) to (a-3)). Therefore, even players who are encountering the special post-event image 32s (special operation effect) for the first time can sense that the display of the special post-event image 32s (occurrence of the special operation effect) indicates a situation where they can expect a big win.
[0093] The following describes specific examples of improvements, concretizations, and modifications to the above-mentioned operation and presentation (normal operation and special operation and presentation). Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0094] 〇Specific Example 3-1 In the above embodiment, the suggestive image 30 represents text (the word "Chance"), but it may represent something other than text. For example, the suggestive image 30 may include a performance element representing a predetermined character (see Figure 21(a)). In this case, the normal post-event image 32n displayed during the post-event period of the normal operation performance should include a performance element representing the predetermined character (see Figure 21(b-1)). In other words, the normal operation performance should display the predetermined character shown during the operation validity period during the post-event period as well (changes are permitted as long as the player recognizes it as the same type of character). If the reliability is suggested by the color of the normal post-event image 32n as in the above embodiment, the reliability should be suggested by the color of the predetermined character itself or the image (background) displayed around the predetermined character. In other words, the suggested image 30 is configured to be one of several types of normal post-event images 32n, with the colored version being one of them (Figure 21(b-1) shows one type of normal post-event image 32n, but one of several types of normal post-event images 32n will be displayed). In this way, the normal operation presentation will be a presentation form in which the object suggested by the suggested image 30 will remain displayed even during the post-event period.
[0095] On the other hand, the special post-event image 32s does not include a performance element representing the predetermined character (the character represented by the suggestive image 30) (see Figure 21(a)). For example, it may represent a character different from the predetermined character (a character that the player recognizes as a different type of character) (see Figure 21(b-2)). In this way, the performance is designed to surprise the player who expects the character represented by the suggestive image 30 (the predetermined character) to be displayed. The special post-event image 32s may also have a configuration that does not represent a character. For example, it may include a performance element representing the words "Super Hot" as in the embodiment described above. In this case, while the normal operation performance follows the flow of character (operation valid period) → character (post-event period), the special operation performance follows the flow of character (operation valid period) → words (post-event period), thus surprising the player's expectations.
[0096] Furthermore, while suggestion image 30 and normal post-event image 32n include the same character (chance) as in the above embodiment, the special post-event image 32s may represent a certain character. In this case, the normal operation animation follows the flow of character (operation valid period) → character (post-event period), whereas the special operation animation follows the flow of character (operation valid period) → character (post-event period), resulting in an animation style that defies the player's expectations.
[0097] Specific Example 3-2 Although it has been explained that the suggestive image 30 suggests the normal post-event image 32n that will be displayed when the normal operation sequence is executed, the manner of suggestion (method of suggestion) will differ from that of the above embodiment. For example, the object represented by the suggestive image 30 and the object represented by the normal post-event image 32n may be the same, but the representation may be different.
[0098] The suggestive image 30 is assumed to contain the characters "〇△□" (see Figure 22(a)). These characters "〇△□" are assumed to be the name of a certain character (hereinafter referred to as the specific character). The normal post-event image 32n is assumed to be an image representing the specific character (see Figure 22(b-1)). In this way, the normal operation animation will display the suggestive image 30 containing the characters "〇△□" during the operation validity period, and the normal post-event image 32n representing the specific character during the post-event period. Therefore, players (players who know the name of the specific character) can recognize that the suggestive image 30 displayed during the operation validity period and the normal post-event image 32n displayed during the post-event period represent the same subject. If multiple types of normal post-event images 32n with different levels of reliability are to be provided, the level of reliability can be suggested by the specific character itself or by the color of the image (background) displayed around the specific character.
[0099] The special post-event image 32s does not need to be a visual element representing a specific character, but rather should include a different visual element. For example, the special post-event image 32s may be an image representing a character other than the specific character (hereinafter referred to as a non-specific character) (see Figure 22(b-2)). In this way, the special operation visual effect will be a visual effect that defies the player's expectations, as even though "〇△□" (the name of the specific character) is displayed as the suggestive image 30, an image of a non-specific character will be displayed in the post-event period.
[0100] Specific Example 3-3 It is possible to have two or more special effects that can occur as special operation effects. In other words, there may be two or more images that can be displayed as special post-event images 32s. For example, two types of special post-event images 32s are provided, namely the first special post-event image 321s (see Figure 23 (b-2-1)) and the second special post-event image 322s (see Figure 23 (b-2-2)), and when a special operation effect occurs, one of these will be displayed during the post-event period. Each of the special post-event images 32s represents an effect element that is different from either the suggestive image 30 or the various normal post-event images 32n. If, as in the embodiment described above, the suggestive image 30 and various normal post-event images 32n include the word "Chance" (see Figure 23(a)), then, for example, the first special post-event image 321s includes the word "Super Hot" (see Figure 23(b-2-1)), and the second special post-event image 322s includes the word "Super Super Hot" (see Figure 23(b-2-2)). In this way, regardless of whether the first special operation sequence that displays the first special post-event image 321s or the second special operation sequence that displays the second special post-event image 322s occurs, the sequence will be such that a post-event image 32 that defies the player's expectations (different from the suggestive image 30) is displayed.
[0101] In this example, it is advisable to set multiple special operation animations to have a higher reliability than any of the normal operation animations, and to set different reliability levels for each type of special operation animation. For example, if a first special operation animation and a second special operation animation are provided as described above, the reliability of the target win / loss lottery result should be set to be higher when the second special operation animation occurs (when the second special post-event image 322s is displayed) than when the first special operation animation occurs (when the first special post-event image 321s is displayed).
[0102] Specific Examples 3-4 In the above embodiment, the suggestive image 30 was described as having a transparent background image, but it can be changed as appropriate as long as it represents the same visual elements as the normal post-event image 32n but in a different form. For example, the suggestive image 30 could be one in which the word "Chance" is written in a color (e.g., white) that is different from any of the multiple types of normal post-event images 32n. Alternatively, the suggestive image 30 could be one in which the word "Chance" is written in a font that is different from any of the multiple types of normal post-event images 32n.
[0103] Specific Examples 3-5 The operation performance is set up so that the required operation mode can differ. That is, during the operation validity period, the operation may be required in the first operation mode or in the second operation mode. For example, the first operation mode (see Figure 24(b-1)) may be when an operation request is made to the first operation means (e.g., push button 61), and the second operation mode (see Figure 24(b-2)) may be when an operation request is made to the second operation means (e.g., an operation unit 63 provided separately from the push button 61 (see Figure 1)). Alternatively, for an operation means that can change its mode (state), the operation may be set up so that the first operation mode is when the operation means is in a certain mode, and the second operation mode is when the operation means is in a different mode.
[0104] Based on this premise, the system is set so that the probability of the special post-event image 32s being displayed as the post-event image 32 is higher when an operation request is made in the second operation mode than when an operation request is made in the first operation mode (i.e., the probability of it being a special operation effect is higher) (see Figures 24(b-1), (b-2)). In this way, the operation mode requested during the operation validity period becomes an effect that suggests the probability of the special post-event image 32s being displayed. It is also possible to set it so that when an operation request is made in the second operation mode, it is confirmed that the special post-event image 32s will be displayed (it is confirmed that it is a special operation effect). Alternatively, it is also possible to set it so that when an operation request is made in the first operation mode, it is confirmed that the normal post-event image 32n will be displayed (it is confirmed that it is a normal operation effect).
[0105] 2-4) Image displacement effect during step-up effect The gaming machine 1 according to this embodiment is capable of executing a step-up effect as an effect that constitutes the effect during reel spinning. The step-up effect is an effect in which the effect progresses in stages (steps up). A stage image 40 corresponding to each stage is provided, and during the execution of the step-up effect, the stage image 40 indicating the current stage is displayed in the display area 911. In the following description, the stage image 40 corresponding to a certain stage will be referred to as the "○th stage image". Since the step-up effect in this embodiment can progress up to a maximum of 5 stages, five types are provided: 1st stage image 41 (image corresponding to step 1), 2nd stage image 42 (image corresponding to step 2), 3rd stage image 43 (image corresponding to step 3), 4th stage image 44 (image corresponding to step 4), and 5th stage image 45 (image corresponding to step 5) (see Figure 25). Note that the maximum of 5 stages means that the maximum number of step-ups that can occur in a series of step-up effects is 4. Furthermore, it is possible to set it so that a step-up from stage 1 to stage 2 always occurs (in this case, the maximum number of step-ups that can occur in a series of step-up sequences will be 3). Two or more stage images 40 corresponding to a certain stage may be provided. When the step-up progresses, the state transitions from the state where the Nth stage image (stage image 40 corresponding to a certain stage) is displayed to the state where the N+1th stage image (next stage image 40 corresponding to the next stage after a certain stage) is displayed. In this embodiment, the stage image 40 includes a number representing the number of stages. However, it is also possible to have a stage image 40 that does not include such a number. The basic structure of the step-up sequence is that the more step-ups there are, the higher the probability of a jackpot in the target win / loss lottery result (win / loss lottery result corresponding to the in-spin sequence including the step-up sequence). Hereinafter, the stage at which the step-up sequence ends may be referred to as the final stage. The basic structure of the step-up sequence is that the larger the final stage, the higher the probability of a jackpot.
[0106] In such a step-up animation, an image displacement animation may occur when the step-up occurs (when progressing from N stages to N+1 stages). The image displacement animation is an animation in which the image displayed in the display area 911 appears to be temporarily shifted relative to the display area 911, and is also called a shake animation (this type of shake animation itself is publicly known). If the image to which the image displacement animation is applied is called the target image, the state changes from a state in which the target image is displayed across the entire display area 911 (reference state) (see Figure 26(c)) to a state in which the target image appears to be shifted relative to the display area 911 (displacement state) (see Figure 26(d-2)). When transitioning from the reference state to the displacement state, the state in which the player can recognize that the target image represents the same thing is maintained (the animation form is such that images that are perceived as identical by the player appear to be shifted relative to the display area 911). In this embodiment, the outer edge of the target image is displayed in the displacement state. In other words, in the standard state, the outer edge of the target image, which was not visible because the target image was displayed across the entire display area 911, appears to be exposed when it enters the displacement state. In this embodiment, in the displacement state, the outer edge of the target image is displayed in a roughly parallelogram shape. This creates an effect where the target image appears to be displaced three-dimensionally relative to the display area 911. Alternatively, the effect may be such that the target image appears to be displaced two-dimensionally relative to the display area 911.
[0107] In the step-up effect of this embodiment, the effects when a step-up occurs (when progress occurs from one stage to the next) are divided into a normal effect without the image displacement effect (normal step-up) (see Figure 26(a)→(c)→(d-1)) and a special effect with the image displacement effect (special step-up) (see Figure 26(a)→(c)→(d-2)).
[0108] In the normal mode, the display transitions from a state where the Nth stage image is displayed across the entire display area 911 (see Figure 26(a)) to a state where the N+1th stage image is displayed across the entire display area 911 (see Figures 26(c), (d-1)). Subsequently, (if the N+1th stage is not the 5th stage (the highest stage)) it is indicated whether or not a further step up to the next stage will occur.
[0109] In the special mode, immediately after the state in which the Nth stage image is displayed across the entire display area 911 (see Figure 26(a)) and the N+1th stage image is displayed across the entire display area 911 (see Figure 26(c)), an image displacement effect is performed with the N+1th stage image as the target image (see Figure 26(d-2)). In other words, the N+1th stage image is displayed as if it has shifted relative to the display area 911. This special mode emphasizes (makes more noticeable) the occurrence of a step-up than the normal mode. In this embodiment, the period during which the image displacement effect is performed is extremely short, and the display area quickly returns to the state in which the N+1th stage image is displayed across the entire display area 911. Then, (if the N+1th stage is not the 5th stage (the highest stage)) it is indicated whether or not a step-up to the next stage will occur.
[0110] In this embodiment, in special cases (when an image displacement effect occurs), the decorative symbols 80 and the reserved symbols 70 are excluded from the image subject to the image displacement effect (see Figure 26(d-2)). That is, even when an image displacement effect occurs, the display positions of these symbols are maintained. Since the decorative symbols 80 and the reserved symbols 70 indicate the current state of the spinning effect (these are elements that can change depending on the game situation), their display positions are kept unchanged. However, the portion including the decorative symbols 80 and the reserved symbols 70 may also be displayed as if it were shifted relative to the display area 911. In this case, the shifting of the image relative to the display area 911 can be represented more realistically.
[0111] In both the normal and special modes, the hype sequence occurs when the Nth stage image is displayed across the entire display area 911 (see Figure 26(a)). By generating such a hype sequence, the possibility of stepping up to the next stage is suggested to the player. In this embodiment, the hype sequence is performed by outputting a specific sound effect (hype sound) from the speaker 65. The hype sequence may also be performed by the image displayed in the display area 911. The hype sequence may also be performed by setting the Nth stage image to a predetermined state (for example, temporarily freezing it).
[0112] Any method can be used to indicate the end of the step-up sequence. In this embodiment, the step-up sequence is considered to have ended when the N+1th stage image (next stage image) is not displayed after the above-mentioned build-up sequence has been executed (see Figure 26(b)). In this case, the stage corresponding to the Nth stage image is the final stage. Since the step-up sequence in this embodiment has a maximum of 5 stages, the step-up sequence ends when the 5th stage image 45 is displayed (the step-up sequence ends without the build-up sequence occurring). In addition to this, a configuration may be provided in which a dedicated image (end image) is provided to indicate the end of the step-up sequence. A configuration may also be provided in which an end image is displayed when each of the 1st to 4th stages is completed.
[0113] In this embodiment, when the step-up animation is performed in a special manner, the probability of a favorable event occurring for the player is higher than when it is performed in a normal manner. In this embodiment, when progressing from N stages (a certain stage) to N+1 stages (the next stage), when it is performed in a special manner, the probability of progressing from N+1 stages (the next stage) to N+2 stages (the stage after the next) is higher than when it is performed in a normal manner (the probability of a further step-up occurring is higher). In other words, the occurrence of a step-up after the current step-up is considered a "favorable event for the player." (It is not certain whether a step-up will occur in the normal manner), but it is also possible to configure it so that the occurrence of a step-up is guaranteed when it is performed in a special manner. The larger the final stage of the step-up animation, the higher the reliability of the target win / loss lottery result. Therefore, when the step-up animation is performed in a special manner, the reliability of a win is higher than when it is performed in a normal manner. Note that when progressing to the 5th stage (the largest stage), no further step-ups will occur, so the image displacement animation (special manner) will not occur. However, in order to emphasize that the game has progressed to the fifth stage (the highest stage), it may be necessary to ensure that image displacement effects occur for all fifth-stage images when the game reaches the fifth stage.
[0114] Thus, in this embodiment, the step-up effect is not simply about whether or not a step-up occurs, but rather whether or not an image displacement effect occurs when the step-up occurs, which affects the probability of a favorable event occurring for the player afterward. Therefore, it is a more interesting and noteworthy type of effect compared to conventional (simple step-up effects).
[0115] The following describes specific examples of improvements, concretizations, and modifications to the image displacement effects during the above-mentioned step-up effect. Furthermore, whenever possible, a configuration may be created by combining multiple techniques described using the following examples.
[0116] 〇Specific Example 4-1 In the above embodiment, it was explained that when a step-up occurs, it may be in a normal mode or a special mode. However, it is also possible to configure it so that when a step-up occurs, it is always in a special mode. In other words, the image displacement effect does not occur when a step-up does not occur, but the image displacement effect occurs when a step-up occurs. To put it another way, the image displacement effect occurs only when a step-up occurs, through the step-up effect. In this case, the occurrence or non-occurrence of a step-up is completely linked to the presence or absence of the image displacement effect, making it easy to understand whether or not a step-up has occurred.
[0117] However, in the case of this example, the occurrence of a step-up is always linked to the occurrence of an image displacement effect, so it is not possible to set it up as in the above embodiment where "the probability of an event favorable to the player occurring afterward is higher when the effect mode when a step-up occurs is set to a special mode than when it is set to a normal mode."
[0118] 〇Specific Example 4-2 The content of the implications implied by the occurrence of the image displacement effect will be configured differently from the above embodiment. For example, the more times the image displacement effect occurs throughout the series of step-up effects, the higher the reliability of the target win / loss lottery result (see Figure 27). As mentioned above, the basic principle of step-up effects is that the more times the step-up occurs (the larger the final stage), the higher the reliability of the target win / loss lottery result. In addition to this, the number of times the image displacement effect occurs will also function as an element that indicates the reliability of the win / loss. This means that when comparing step-up effects that have progressed to the same stage (the same final stage), the more times the image displacement effect occurs, the higher the reliability of the win / loss. For example, in a step-up effect with four final stages (a step-up effect with three step-up occurrences), a maximum of three image displacement effects (special forms) can occur. The setting is that the reliability of the target win / loss lottery result is higher when the number of occurrences of the image displacement effect is 1 compared to 0, when it is 2 compared to 1, and when it is 3 compared to 2.
[0119] However, regardless of the number of image displacement effects that occur, it is preferable to set the reliability so that the larger the final stage, the higher the reliability. If the final stage has 4 stages, the reliability is higher than any of the cases where the final stage has 3 stages, regardless of the number of image displacement effects that occur, and if the final stage has 3 stages, the reliability is higher than any of the cases where the final stage has 2 stages, regardless of the number of image displacement effects that occur. In this way, the basic principle of step-up effects, where the more stages progressed, the higher the reliability, is maintained.
[0120] As in this example, the presentation style is such that the player not only hopes that a step-up will occur, but also hopes that when a step-up occurs, it will be accompanied by an image displacement effect (a special type of effect).
[0121] Specific Example 4-3 The timing (stage) at which the image displacement effect may occur is limited. As in the above embodiment, if the step-up effect has a maximum of 5 stages, then a maximum of 4 step-ups (progression from N stages to N+1 stages) can occur. However, the image displacement effect may occur only in a portion of these 4 step-ups (it may be a special form). For example, the image displacement effect may occur when progression from stage 2 to stage 3 occurs (it may be a special form), but it will not occur at any other time. Furthermore, the probability of winning the target lottery is set to be higher when the image displacement effect occurs at that timing than when it does not occur. In this case, one only needs to pay attention to whether or not the image displacement effect occurs when progressing from stage 2 to stage 3 (whether it is a normal form or a special form), and there is no need to worry about whether or not the image displacement effect occurs at any other timing, resulting in an easy-to-understand effect.
[0122] Specific Example 4-4 In the above embodiment, it was explained that when progressing from stage N to stage N+1, an image displacement effect may occur with the N+1th stage image (next stage image) as the target image (i.e., an image displacement effect may occur when a step-up occurs). However, it is also possible to configure the system so that an image displacement effect may occur with the Nth stage image (current stage image) as the target image when it is not yet known whether or not the system will progress from stage N to stage N+1 (when the N+1th stage image is not displayed). When an image displacement effect occurs with respect to the Nth stage image (current stage image) (see Figure 28(a)) (see Figure 28(b-2)), it is assumed that progress to stage N+1 (occurrence of a step-up) (see Figure 28(c-2)) is confirmed. In this case, the occurrence of the image displacement effect functions as a warning of the occurrence of a step-up. Furthermore, the system may be configured in such a way that a step-up can occur even if no image displacement effect occurs for the Nth stage image (current stage image) (not shown), or it may be configured in such a way that a step-up does not occur if no image displacement effect occurs for the Nth stage image (current stage image) (see Figures 28(b-1) and (c-1)). In the former case, the system can be configured in such a way that a step-up can be expected even if no image displacement effect occurs. In the latter case, the system can be configured in such a way that whether or not an image displacement effect occurs for the Nth stage image (current stage image) directly correlates to the success or failure of the step-up.
[0123] Furthermore, even if an image displacement effect occurs for the Nth stage image (current stage image), the configuration may not necessarily mean that a step-up will occur. In other words, the occurrence of an image displacement effect for the Nth stage image (current stage image) merely suggests that the probability of a step-up to the N+1th stage has increased (compared to the case where no image displacement effect occurs), and there is still a possibility that the step-up will not occur.
[0124] Specific Examples 4-5 The system is configured to allow for two or more step-ups at once (step-ups that skip some steps). For example, a step-up from stage N (see Figure 29(a)) to stage N+2 (see Figure 29(b-2)) may occur (a direct transition from the state where the Nth stage image is displayed to the state where the N+2th stage image is displayed).
[0125] A single step-up (from stage N to stage N+1) is considered a normal step-up, and a two-step step-up (from stage N to stage N+2) is considered a special step-up. When a normal step-up occurs, no image displacement effect occurs (see Figures 29(a), (b-1), (c-1)), but when a special step-up occurs, an image displacement effect occurs (an image displacement effect occurs with the N+2th stage image as the target image) (see Figures 29(a), (b-2), (c-2)). In this way, the image displacement effect functions to emphasize that a special step-up has occurred. Considering that the larger the final stage of the step-up effect, the higher the reliability of the target win / loss lottery result, the occurrence of a special step-up can be said to be an event that dramatically increases the reliability compared to a normal step-up, and the image displacement effect can be said to emphasize the occurrence of this event.
[0126] 3) Although embodiments of the present invention have been described in detail above, the present invention is not limited in any way to the above embodiments, and various modifications are possible without departing from the spirit of the present invention.
[0127] The matters described in the above embodiment can also be applied to other gaming machines such as revolving-type gaming machines, except for the fact that they utilize a configuration specific to pachinko gaming machines.
[0128] In the above embodiment, the winning / losing results are set to be either a big win or a loss, and a big win is obtained when the result is a big win (a big win game is executed). However, it is also possible to obtain a big win via a so-called small win. As it is well known that there are games that have the gameplay of obtaining a big win via a small win (the gameplay of a so-called "Type 2 game machine"), a detailed explanation will be omitted. However, if, for example, a small win is set to lead to obtaining a big win (except in the case of irregular events such as a malfunction of the game machine or the player not playing as instructed), then the winning of a big win as described in the above embodiment shall include winning a small win.
[0129] The specific means (gaming machine) obtained from the above embodiment are listed below.
[0130] ·Means 1-1 A gaming machine capable of executing a specific performance in which a subsequent event occurs after the performance ends if a predetermined result is reached, characterized in that the specific performance has patterns including a normal pattern in which a condition is displayed indicating that the subsequent event occurs if the predetermined result is reached, and whether or not the predetermined result is reached, and a special pattern in which a confirmation is displayed indicating that the subsequent event occurs because the predetermined result is reached, and the predetermined result is reached. The interesting aspect of the above-mentioned gaming machine is that certain effects sometimes display a confirmation that a subsequent event will occur once a predetermined result is reached.
[0131] ·Means 1-2 The gaming machine according to means 1-1, characterized in that the aforementioned specific performance is a performance in which the player's character fights against the opponent's character, and the predetermined result is that the player's character wins, the condition display is a display indicating that the subsequent event will occur if the player's character wins, and the confirmation display is a display indicating that the subsequent event will occur because the player's character wins. If a specific animation occurs as part of a battle sequence, the confirmation display should definitively indicate that "the player's character wins."
[0132] ·Means 2-1 A gaming machine comprising: an effect execution means capable of executing a target effect as an effect that constitutes the effect during the variation from when the decorative pattern starts to change until it stops in a manner corresponding to the result of the win or loss lottery; and a customization function that makes it possible to set the reliability, which is the probability that the result of the win or loss lottery when the target effect occurs, to a high reliability mode that is higher than the normal mode, wherein when the target effect occurs in the high reliability mode, an effective notification effect that is not executed when the target effect occurs in the normal mode is executed. According to the above-mentioned gaming machine, it is easy to determine whether the target animation occurred in a high-reliability mode.
[0133] ·Means 2-2 The gaming machine according to means 2-1, characterized in that even if a player requests a change from one of the normal mode and the high-reliability mode to the other, a change waiting period may be provided during which the mode change is not executed until predetermined conditions are met, and even during the change waiting period when a request to change to the normal mode has been received, if the target performance occurs in the high-reliability mode, the effective notification performance is executed. During the waiting period for a change, it is difficult for players to tell whether they are in high-reliability mode or not, so it is highly significant to have a system that notifies players when the target animation occurs in high-reliability mode.
[0134] ·Means 2-3 The gaming machine according to means 2-1 or means 2-2, characterized in that in the high-reliability mode, a setting image that is not displayed in the normal mode is displayed, and the effective notification effect is an effect in which the appearance of the setting image becomes the effective notification appearance when the target effect in the high-reliability mode occurs. This makes it easier to understand when the target animation occurs in high-reliability mode.
[0135] ·Means 3-1 A gaming machine comprising: an operating means that can be operated by a player; and an effect execution means that executes an operation effect that prompts the player to operate the operating means, and which transitions to a post-effect period when the operation of the operating means during the operation valid period satisfies predetermined conditions, wherein the operation effect is characterized in that a suggestive image is displayed during the operation valid period and a post-effect image is displayed during the post-effect period, and the operation effect may include a normal operation effect in which a normal post-effect image suggested by the suggestive image is displayed as the post-effect image, and a special operation effect in which a special post-effect image different from the normal post-effect image is displayed as the post-effect image. The above-mentioned gaming machine is capable of performing an interesting (unexpected) operational presentation in which a special post-event image may be displayed instead of the normal post-event image suggested by the suggestive image.
[0136] ·Means 3-2 The gaming machine according to means 3-1, characterized in that the suggestive image is an image representing a predetermined performance element, and the normal operation performance is characterized in that one of the multiple types of normal post-event images, each with different colors attached to the performance element, is displayed. In this way, the normal operation animation (the basic animation, not the special operation animation) takes the form of an animation in which a certain image (a suggestive image) is colored in response to an operation (the colored image is then displayed as the normal post-operation image). Players who have experienced the normal operation animation will likely expect that the suggestive image will be colored in response to an operation, so they are expected to be greatly surprised when a special operation animation occurs.
[0137] ·Means 3-3 The aforementioned operation animation may occur as part of a specific reach animation that notifies the outcome of the draw depending on the manner of the ending, and the probability of the draw being a win is higher when the special operation animation occurs than when the normal operation animation occurs, as described in means 3-1 or means 3-2 of the gaming machine. Thus, special operation sequences (sequences that are unexpected, such as the display of a special post-event image that contradicts the suggestion made by the suggestive image) can be considered to occur as a so-called chance-up.
[0138] ·Means 4-1 A gaming machine comprising a display means having a display area and an effect execution means capable of executing a step-up effect in which the effect progresses in stages, characterized in that when the step-up effect progresses from one stage to the next, an image displacement effect can occur in which the image of the next stage, which indicates that the transition to the next stage has occurred, is displayed as if it has shifted relative to the display area. The above-mentioned gaming machine is capable of performing an interesting step-up animation in which an image displacement animation also occurs when the game progresses to the next stage (when a step-up occurs).
[0139] ·Means 4-2 The gaming machine according to claim 1, characterized in that when the step-up effect progresses from one stage to the next, the probability of an event favorable to the player occurring afterward is higher when the image displacement effect occurs than when the image displacement effect does not occur. This approach not only ensures that the game progresses to the next stage (step-up), but also draws the player's attention to whether or not an image displacement effect occurs during that progression.
[0140] ·Means 4-3 The gaming machine according to claim 2, characterized in that when the step-up effect progresses from one stage to the next, the probability of progressing from the next stage to the next stage is higher when the image displacement effect occurs than when the image displacement effect does not occur. In this way, the occurrence of image displacement effects functions as an indication that there is a higher probability of further advancements occurring. [Explanation of symbols]
[0141] 1. Gaming machine 11 Condition display 12 Confirmation display 21 Pre-read settings image 22 Red-themed setting image 30 suggestive images 32 Post-event images 32n Normal Post-Event Image 32s Special Post-Event Images 40-step images (41-45: Stage 1 images to Stage 5 images) 61 Push button (operating means) 65 speakers 70 Reserved symbols (71 Reserved symbols during reel spin, 72 Reserved symbols before reel spin) 80 Decorative patterns 91 Display device 911 Display area
Claims
[Claim 1] A win / loss lottery means that performs a win / loss lottery based on win / loss lottery information obtained when a game ball enters the starting area, A storage means for storing the aforementioned lottery information for which the notification of the corresponding lottery result has not yet been completed as pending information, A display means that displays the existence of the reserved information stored in the storage means as a reserved symbol, A means of operation that can be operated by the player, An effect execution means that performs an effect that prompts the player to operate the aforementioned operating means, and which transitions to an operation effect during the post-operation period when the operation of the aforementioned operating means satisfies predetermined conditions, Equipped with, The aforementioned operation presentation includes an operation image representing the operation means, along with a suggestive image that is separate from the operation image and was not displayed before the operation validity period, which is displayed during the operation validity period, and a post-operation image is displayed during the post-operation period. As for the aforementioned operation and presentation, As the aforementioned post-event image, a normal operation sequence is performed in which the normal post-event image suggested by the aforementioned suggestive image is displayed, A special operation sequence is performed in which a special post-event image, different from the normal post-event image, is displayed as the aforementioned post-event image. This is something that can happen, As for the aforementioned normal operation animation, The first normal operation sequence displays the first normal post-event image as the aforementioned normal post-event image, As the aforementioned normal post-event image, a second normal post-event image is displayed, which has the same external shape as the first normal post-event image but a different color; This may occur A gaming machine characterized by the following features. However, the aforementioned suggestive image and the aforementioned post-event image shall not be the aforementioned reserved symbols.
Citation Information
Patent Citations
Game machine
JP2022128952A