Gaming Machines

The gaming machine addresses the lack of engaging mode transitions by using lotteries to shift between high and low opening/closing modes, enhancing player satisfaction through dynamic gameplay and strategic advantages.

JP7618214B2Active Publication Date: 2025-01-21SANSEI R&D KK
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Patent Information

Application Number
JP2021026776
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-22
Publication Date
2025-01-21
Estimated Expiration
2041-02-22

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Patent Text Reader

Abstract

To improve an amusement of a game machine having means to execute a mode shift lottery in which a shift is made to a high opening-closing mode.SOLUTION: A game machine 1 having following features is provided. As a first game state which is a game state in which game balls are to be shot aiming a first start area 904a and in which a probability of a winning-losing lottery is the same, a normal first game state and a special first game state are set. In the normal first game state, a low opening-closing mode is set. In the special first game state, although that is a state in which a high opening-closing mode is set, an opening time of a second start area 904b is short and therefore shooting game balls aiming the second start area 904b is disadvantageous to a player. The normal first game state in which a mode shift lottery is executed is more advantageous to the player than the special first game state in which the mode shift lottery is not executed.SELECTED DRAWING: Figure 5
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Description

[Technical field]

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

[0002] There is known a gaming machine that executes a lottery (mode transition lottery) for transitioning to a so-called time-saving state (high opening / closing mode) in addition to the jackpot lottery (win / lose lottery). [Prior art documents] [Patent documents]

[0003] [Non-Patent Document 1] Prediction News: Suddenly, a pachinko machine with a time-saving function is predicted with explanation! Will a usable machine actually appear? (https: / / sakiyomi-tsushin.jp / featured_topics / change-with-over-games / helpful-machine / ) Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to improve the entertainment value of a gaming machine equipped with a means for executing a mode transition lottery that transitions to a high opening / closing mode when a win is won. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, comprises a win / lose lottery means for executing a win / lose lottery based on win / lose determination information obtained when a gaming ball enters a first starting area or a second starting area, an opening / closing mode setting means for switching between a low opening / closing mode and a high opening / closing mode in which the second starting area is more likely to be opened than the low opening / closing mode, and a mode transition lottery that is not executed when the high opening / closing mode is set but is executed when the low opening / closing mode is set, and which transitions from the low opening / closing mode to the high opening / closing mode if a win is obtained. and a mode transition lottery means for executing a mode transition lottery, and as first game states in which the game ball should be fired aiming at the first starting area and in which the probability of the win / lose lottery is the same, a normal first game state in which the low opening / closing mode is set and a special first game state in which the high opening / closing mode is set but the opening time of the second starting area is short so that firing the game ball aiming at the second starting area is disadvantageous to the player are set, and the normal first game state in which the mode transition lottery is executed is more advantageous to the player than the special first game state in which the mode transition lottery is not executed. Effect of the Invention

[0006] According to the present invention, it is possible to improve the entertainment value of a gaming machine equipped with a means for executing a mode transition lottery. [Brief description of the drawings]

[0007] [Figure 1] 1 is an external perspective view of a gaming machine according to an embodiment of the present invention; [Diagram 2] FIG. 2 is a diagram showing a game board and a display device fixed behind it. [Diagram 3] (a) is a schematic diagram showing the state within the large prize area in a unit game (a unit game that constitutes a large prize game) in which the specific area is in a closed state, and (b) is a schematic diagram showing the state within the large prize area in a unit game (a small prize game) in which the specific area is in an open state. [Figure 4]A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 5] 1 is a diagram for explaining the gameplay (transition of game states) of the gaming machine according to the present embodiment. FIG. [Figure 6] FIG. 13 is a diagram for explaining specific example 1-2 (explicit setting, non-explicit setting). [Figure 7] A figure for explaining specific example 1-2 (suggestion of game state in case of non-explicit setting). [Figure 8] FIG. 11 is a diagram for explaining specific example 1-4. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-5. [Figure 10] 1A and 1B are schematic diagrams showing a special device ((a) in the original position, (b) in the advanced position). [Figure 11] 13 is a diagram for explaining composite operation presentation. FIG. [Figure 12] FIG. 11 is a diagram for explaining the composite operation presentation. [Figure 13] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 14] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 15] FIG. 11 is a diagram for explaining specific example 2-3. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 17] FIG. 13 is a diagram for explaining an overview of image change effects. [Figure 18] 11 is a diagram for explaining control of displacement (change) of a target image in an image change presentation. FIG. [Figure 19] FIG. 13 is a diagram for explaining specific example 3-1-1. [Figure 20] FIG. 13 is a diagram for explaining specific example 3-1-2. [Figure 21] FIG. 11 is a diagram for explaining specific example 3-1-3. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-2. [Figure 23] A diagram to explain the successive operation performance and the subsequent post-performance. [Figure 24] A diagram for explaining the limit mode (limit value) in continuous operation presentation. [Diagram 25] FIG. 13 is a diagram for explaining specific example 4-1. [Figure 26] FIG. 13 is a diagram for explaining specific example 4-1 (a configuration in which a scenario is set regarding the magnitude of an expected value of an added value). [Figure 27] FIG. 13 is a diagram for explaining specific example 4-2. [Figure 28] FIG. 13 is a diagram for explaining specific example 4-3. [Figure 29] FIG. 13 is a diagram for explaining specific example 4-4. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of the gaming machine Hereinafter, an embodiment of a pachinko game machine 1 (hereinafter simply referred to as a game machine) according to the present invention will be described in detail with reference to the drawings. Unless otherwise specified, the various images in the following description include not only still images but also moving images. Furthermore, when it is said that "a game ball enters XX (wins)", strictly speaking, it means that a sensor installed in the XX has detected the game ball that has entered.

[0009] First, the overall configuration of the gaming machine 1 will be briefly described with reference to Figures 1 and 2. The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square piece of plywood, and a guide rail 903 is provided in a substantially arcuate shape, which constitutes a passageway for guiding gaming balls launched by operating a launching device 908 (launching handle) to a gaming area 902. The gaming area 902 includes a starting area 904, a big winning area 906, an outlet 907, and the like.

[0010] A display area 911 of the display device 91 is visible through an opening 901 formed in the game board 90. In some drawings, the shape of the display area 911 that is exposed and not covered by the game board 90 is shown in a simplified form (shown as a square), but the size and shape of this part can be changed as appropriate.

[0011] In addition, a plurality of game pegs are provided in the game area 902 as obstacles that change the flowing behavior of the game balls when the game balls collide with the game pegs. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.

[0012] In such a gaming machine 1, gaming balls are launched toward the gaming area 902 by operating the launching device 908. When a gaming ball flowing down the gaming area 902 enters a winning area such as the starting area 904 or the big winning area 906, a predetermined number of winning balls are paid out by the payout device.

[0013] 2) Playability (game quality) 2-1) Win / Loss Lottery (Big Win and Small Win) When the game ball enters the starting area 904, a numerical value (hereinafter, sometimes referred to as winning / losing lottery information) is obtained from the random number source. A winning / losing lottery is executed using the numerical value. If the numerical value is the same as a predetermined winning value, it is a winning, and if it is different, it is a losing. In this embodiment, two types of winning modes (types), a big win and a small win, are set. That is, if the numerical value obtained from the random number source is the same as the big win value, it is a big win, and if it is the same as the small win value (a numerical value different from the big win value), it is a small win. If it is neither the big win value nor the small win value, it is a losing. In this embodiment, regardless of the game state (opening / closing mode) described later, the probability of winning a big win is about 1 / 319, and the probability of winning a small win is about 1 / 10.

[0014] In this embodiment, a first starting area 904a and a second starting area 904b located at a different position from the first starting area 904a are provided as the starting area 904. When a game ball enters the first starting area 904a, first winning / losing lottery information is acquired, and a first winning / losing lottery (special drawing 1 lottery) is executed based on the first winning / losing lottery information. When a game ball enters the second starting area 904b, second winning / losing lottery information is acquired, and a second winning / losing lottery (special drawing 2 lottery) is executed based on the second winning / losing lottery information. The first starting area 904a is an area into which a game ball enters by launching a game ball so that it flows down the left side of the game area 902 (the left side of the display area 911) (a so-called "left hit" is performed). The second starting area 904b is an area into which a game ball enters by launching a game ball so that it flows down the right side of the game area 902 (the right side of the display area 911) (a so-called "right hit" is performed). In this embodiment, the game ball is set so that when a "right hit" is performed, the game ball will not enter the first starting area 904a, and when a "left hit" is performed, the game ball will not enter the second starting area 904b.

[0015] When a jackpot is won, a jackpot game is executed. In order to distinguish a jackpot (game) that has been won through a small win, the details of which will be described later, a jackpot is sometimes called a "direct win". In a jackpot game, a unit game (referring to a game for one "round". In the following description, it may be called a "round") in which the jackpot area 906 (normally closed) is opened until a predetermined condition is met is repeated one or more times. In this embodiment, the unit game ends (the jackpot area 906 is closed) when either the winning condition that 10 game balls enter the jackpot area 906 or the time condition that a predetermined time has passed is met. The more unit games (number of rounds) included in a jackpot game, the greater the player's profit (expected profit value) that can be obtained in the jackpot game. In this embodiment, the big prize area 906 is provided on the right side of the play area 902, and the player plays the game so that the game ball enters the right side of the play area 902 (so-called "right hit").

[0016] When a small prize is won, a small prize game is executed. In the small prize game, the large prize area 906 is opened and the specific area 50 provided in the large prize area 906 is opened (see FIG. 3(b)). The letter "V" is written near the specific area 50, and the "V" is used as a phrase to indicate the specific area 50 to the player. The specific area 50 is normally closed, but is temporarily opened when a small prize is won. The large prize area 906 has two exit areas, and a game ball that enters the large prize area 906 passes through one of the two exit areas. One of the two exit areas is the specific area 50. A sensor is provided in each of the exit areas, and a game ball that passes through one of the exit areas is treated as having won the large prize area 906. In other words, a game ball that enters the specific area 50 also enters the large prize area 906.

[0017] When a gaming ball enters the specific area 50 (see FIG. 3(b)), a big win game is executed. In other words, not only can a big win be won by lottery, but a big win can also be won via a small win (it is enough for one gaming ball to enter the specific area 50 to win a big win). Note that the specific area 50 may be provided outside the big prize area 906.

[0018] The small win game can be regarded as a unit game of one round of the big win game acquired through the small win game. For example, a 10-round big win (a big win in which 10 unit games are executed) through the small win game is a game in which the small win game (a game in which the big win area 906 is opened and the specific area 50 is opened) is executed as the first round game, and the opening of the big win area 906 executed as the big win game is executed as the second to ninth round game (if the game ball does not enter the specific area 50, the second to ninth round games are not executed and the game ends with only the small win game). The small win game ends when at least one of the time condition and the winning condition (10 balls are won in this embodiment) is satisfied, as in the unit games constituting the big win game. If the game balls are continuously shot, the winning condition will be satisfied first, so in the small win game, the player can obtain the same prize balls as in one unit game. In addition, the number of unit games (number of rounds) included in each type of big win game may be any number, so the explanation will be omitted.

[0019] In this embodiment, when a small win is won, the specific area 50 is opened together with the big prize area 906 (see FIG. 3(b)), but the time is secured to be long enough for the game ball to enter the specific area 50. The specific area 50 is provided on the right side of the game area 902, and the player hits the right side to make the game ball enter the specific area 50. If the player continues to hit the right side, the game ball will almost certainly enter the specific area 50. When a small win is won, an instruction to hit the right side is displayed in the display area 911, so the player only needs to follow the instruction. Even if the player starts hitting the right side 10 or so seconds after the instruction is issued, the game ball is set to almost certainly enter the specific area 50. In this way, in this embodiment, the setting is such that "winning a small win = winning a big win" (winning a small win leads to winning a big win). In this embodiment, the specific area 50 is in a closed state (see FIG. 3(a)) in the unit game that constitutes the big win game.

[0020] In addition, gaming machines such as the gaming machine 1 of this embodiment, which have the possibility of winning a jackpot not only when a jackpot is won but also when a small jackpot is won, are called "type one / type two mixed machines" (winning a jackpot via a small jackpot is a "type two" game).

[0021] The winning / losing lottery result is notified by the decorative pattern 80 (see FIG. 4) displayed in the display area 911. In this embodiment, three decorative pattern groups 80g, each of which includes a plurality of types of decorative pattern 80, are set. Specifically, there are three decorative pattern groups: a left decorative pattern group 80gL displayed on the left side of the display area 911, a right decorative pattern group 80gR displayed on the right side, and a middle decorative pattern group 80gC displayed between the left decorative pattern group 80gL and the right decorative pattern group 80gR. The lottery result is notified by a combination of three decorative patterns 80 selected and displayed from each decorative pattern group 80g. The performance from when the three decorative pattern groups 80g start to change until the change stops and a combination showing the lottery result is displayed is the performance during change (performance for one change). Note that in some drawings, the decorative pattern 80 is omitted from illustration.

[0022] In addition, a pattern (another pattern; not shown) other than the decorative pattern 80 may be displayed. For example, in this embodiment, when a small win and a big win are both won, the same type of three decorative patterns 80 are displayed (depending on the combination of decorative patterns 80, it may be impossible to distinguish between a small win and a big win), but when a big win is won and when a small win is won, the appearance of the other pattern may be different (it is possible to distinguish whether a big win or a small win is won by the other pattern). The other pattern may be displayed in the display area 911 or outside the display area 911 (lighting pattern of a lamp or the like displayed outside the display area 911).

[0023] 2-2) Game status The game state in which the player plays to win a jackpot is roughly divided into a first game state and a second game state. The first game state is a game state in which the player should aim at the first starting area 904a and shoot the game ball (so-called "left hit" should be performed). If the player "hits right" in the first game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to the case of "left hit"), so if it is detected that the player is "hitting right", the player is urged to "hit left". On the other hand, the second game state is a game state in which the player should aim at the second starting area 904b and shoot the game ball (so-called "hits right" should be performed). If the player "hits left" in the second game state, the player will not be able to enjoy the intended profit (the profit that can be enjoyed will be significantly reduced compared to the case of "right hit"), so if it is detected that the player is "hitting left", the player is urged to "hit right".

[0024] The first gaming state is divided into a normal first gaming state and a special first gaming state. The normal first gaming state is a state in which a low opening / closing mode (described in detail below) is set. The special first gaming state is a state in which a high opening / closing mode (described in detail below) is set. The second gaming state is a state in which the high opening / closing mode is set.

[0025] 2-3) Opening and closing mode The opening and closing modes include a low opening and closing mode and a high opening and closing mode. The low opening and closing mode and the high opening and closing mode differ in the ease with which the second starting area 904b is opened. The second starting area 904b is an area that is normally closed (when closed, the game ball cannot enter), and is an area that is opened by winning the normal lottery (a so-called "electric chute (area)"). The normal lottery is executed when the game ball enters the normal starting area 905. The normal starting area 905 is provided on the right side of the game area 902 (see FIG. 2). In other words, it is provided at a position where the game ball can enter when a "right hit" is performed. When the second starting area 904b is in an open state, the game ball can enter the second starting area 904b relatively easily by performing a "right hit".

[0026] The probability of winning the normal lottery when the high opening / closing mode is set is higher than the probability of winning the normal lottery when the low opening / closing mode is set. The probability of winning the normal lottery when the low opening / closing mode is set may be 0%. Therefore, basically, it is easier for the game ball to enter the second starting area 904b (starting area 904) when the high opening / closing mode is set than when the low opening / closing mode is set, which is advantageous for the player. However, as will be described in detail later, there is no such relationship between the normal first game state and the special first game state.

[0027] When the low opening / closing mode is set, a mode transition lottery is executed. If the mode transition lottery is won, a transition to the high opening / closing mode occurs. This mode transition lottery is different from the above-mentioned winning / losing lottery (lottery for winning a jackpot). In other words, if the mode transition lottery is won, a transition from the low opening / closing mode to the high opening / closing mode occurs without playing a jackpot. In this embodiment, the result of the mode transition lottery is not clearly indicated by the decorative pattern 80, unlike the winning / losing lottery result. However, this does not deny the possibility of indicating the result by the decorative pattern 80 or other patterns. Note that when the high opening / closing mode is set, the mode transition lottery is not executed. In other words, while the mode transition lottery is executed when the game is in the normal first game state, the mode transition lottery is not executed when the game is in the special first game state or the second game state (even if it is executed, the winning probability is set to 0%).

[0028] The mode transition lottery is executed based on a numerical value (hereinafter, sometimes referred to as transition lottery information) obtained from a random number source when a gaming ball enters the starting area 904. If the numerical value is the same as a predetermined winning value, a transition to the high opening / closing mode is executed, and if it is different, the low opening / closing mode is maintained. Note that, like the above-mentioned winning / losing lottery, the mode transition lottery is executed on the condition that a gaming ball enters the starting area 904, so it may be set so that "transition lottery information = winning / losing judgment information". However, it is set so that a single gaming ball entering the starting area 904 does not win both the winning / losing lottery and the mode transition lottery (if it is set so that both can be won, the winning / losing lottery is configured to be prioritized). In the following description, the transition lottery information and the winning / losing judgment information are sometimes collectively referred to as "lottery information". That is, the numerical value acquired upon entering the first starting area 904a is the first lottery information (first win / lose determination information, first transition lottery information), and the numerical value acquired upon entering the second starting area 904b is the second lottery information (second win / lose determination information, second transition lottery information). After all, from the player's point of view, three modes of "win (big win, small win)", "mode transition win", and "lose" (four modes if big win and small win are considered separately) are set as the result of the lottery executed based on the lottery information acquired upon the game ball entering the starting area 904.

[0029] In this embodiment, the winning probability of the mode transition lottery is different between a lottery (first transition lottery) that is executed when the gaming ball enters the first starting area 904a and a lottery (second transition lottery) that is executed when the gaming ball enters the second starting area 904b. The winning probability of the first transition lottery is about 1 / 100, and the winning probability of the second transition lottery is about 1 / 4. In other words, the winning probability of the second transition lottery is higher than the winning probability of the first transition lottery.

[0030] If the mode transition lottery is won, the transition to the high opening / closing mode is executed after the variation performance ends. In other words, if the win / loss lottery based on the lottery information acquired when a game ball enters the starting area 904 is a "no win" but the mode transition lottery based on that is won, a transition to the high opening / closing mode occurs after the variation performance of the "no win" ends (i.e., the high opening / closing mode is activated from the "next variation").

[0031] 2-4) On hold When the game ball enters the starting area 904 and new lottery information is acquired, if the performance during change corresponding to the lottery information acquired earlier is being executed (if the decorative pattern 80 is changing), the new lottery information is stored in a storage means (not shown) as reserved information (reserved). In this embodiment, the maximum number of first reserved information (special pattern 1 reserved) acquired as the first lottery information and the maximum number of second reserved information acquired as the second lottery information (special pattern 2 reserved) are both four.

[0032] The reserved information stored in the memory means may be displayed as a reserved pattern 70 (see FIG. 4). The first reserved information is displayed as a first reserved pattern, and the second reserved information is displayed as a second reserved pattern. In a first game state in which the game ball should be launched aiming at the first starting area 904a, the first reserved pattern is displayed (the second reserved pattern does not have to be displayed in the first game state). In a second game state in which the game ball should be launched aiming at the second starting area 904b, the second reserved pattern is displayed (the first reserved pattern does not have to be displayed in the second game state). Note that the reserved pattern 70 is omitted from illustration in some drawings.

[0033] Also, although not shown, a reserved pattern corresponding to the currently executing variable performance (the reserved pattern for the so-called "variation in question") may be displayed.

[0034] When both the first reserved information and the second reserved information exist in the storage means, the lottery (win / lose lottery, mode transition lottery) based on the second reserved information (second lottery information) is executed preferentially. In other words, the gaming machine 1 according to this embodiment is a so-called special chart 2 priority consumption.

[0035] 2-5) Game state transition When the power is turned on (when reset), the game is in the normal first game state (see FIG. 5). In the normal first game state, the player plays a left-handed game. When the game ball enters the first starting area 904a, the first lottery information is acquired. If the win / lose lottery (special drawing 1 lottery) based on the first lottery information (first win / lose lottery information) results in a jackpot, a jackpot game is executed. After the jackpot game ends, the game will transition to the second game state (FIG. 5 "R1"). However, it may be set so that only a portion of the jackpots won by the special drawing 1 lottery are jackpots that transition to the second game state after the jackpot game ends, and the remaining portion are jackpots that return to the normal first game state after the jackpot game ends.

[0036] When a small prize is won in the special drawing 1 lottery in the normal first game state, a small prize game will be played, but the opening time of the specific area 50 (large prize winning area 906) in the small prize game after the special drawing 1 lottery is extremely short. In other words, it is virtually impossible to enter the specific area 50 in the small prize game. In other words, in the normal first game state, it is virtually impossible to win a big prize after winning a small prize. It may be set so that a small prize cannot be won in the special drawing 1 lottery (all prizes other than the big prize are losers).

[0037] In the normal first gaming state, a mode transition lottery based on first lottery information (first transition lottery information) acquired when a gaming ball enters the first starting area 904a may be won. If the mode transition lottery (first transition lottery; winning probability of about 1 / 100) is won, the game state transitions to the high opening / closing mode, that is, the second gaming state (FIG. 5 "R2").

[0038] In the second game state (see FIG. 5), the player plays a right-hand hit game. Since the second game state is a state in which it is easy to win the normal lottery, the second start area 904b is opened relatively easily, and the second lottery information is acquired when the game ball enters the second start area 904b. In other words, the second game state is a "high base state" in which the game ball frequently enters the second start area 904b. If the win / lose lottery (special chart 2 lottery) based on the second lottery information (second win / lose lottery information) results in a jackpot (direct win), a jackpot game is executed.

[0039] Also, if the special drawing 2 results in a small win, a small win game is played. The opening time of the specific area 50 (large prize area 906) in the small win game after the special drawing 2 is extremely long, and if the player continuously shoots the game ball aiming at the specific area 50, the game ball will enter the specific area 50 with almost 100% probability (see FIG. 2(b)). In other words, winning a small win leads to winning a big win with almost 100% probability, and is essentially equivalent to winning a big win.

[0040] In addition, since the second gaming state is in the high opening / closing mode, a mode transition lottery based on the second lottery information is not executed.

[0041] After the big win game (including via a small win) acquired in the second game state ends, the game transitions to the second game state again (FIG. 5 "R3"). On the other hand, the second game state ends when the winning / losing lottery result is a loss for a specified number of consecutive times (so-called ST type gameplay). In this embodiment, the specified number is set to 10 times. In other words, the second game state ends when neither a big win (approximately 1 / 319) nor a small win (approximately 1 / 10) is won for 10 consecutive times. When the second game state ends, the game transitions to the normal first game state (FIG. 5 "R4").

[0042] As described above, the maximum number of second lottery information (special drawing 2 reservation) stored in this embodiment is four. Therefore, even when the second game state ends and transitions to the normal first game state, a maximum of four second lottery information (special drawing 2 reservation) will remain. In this embodiment, in the last variable performance in the second game state (the 10th variable performance after transition to the second game state), an instruction is issued to encourage the player to continue hitting the right to accumulate special drawing 2 reservations. If the instruction is followed, four second lottery information (special drawing 2 reservation) will be stored in the storage means at the time of transition to the normal first game state (hereinafter, the reservation (lottery information) may be referred to as "remaining reservation").

[0043] As described above, in this embodiment, since the "special chart 2 priority consumption" is performed, immediately after the transition to the normal first game state, a lottery for the remaining reserved portion, that is, a lottery (win / lose lottery, mode transition lottery) based on the second lottery information (special chart 2 reserved) stored in the storage means is executed. If a big win or small win is won by the lottery based on the second lottery information, a big win game is executed, and after the big win game ends, the game transitions to the second game state again (FIG. 5 "R1").

[0044] On the other hand, even if a player does not win a big win or a small win, there is a possibility that the player may win a mode transition lottery (second transition lottery; winning probability is about 1 / 4) based on the second lottery information (special chart 2 reserved). If the player wins the mode transition lottery, the game will transition to the special first game state (high opening / closing mode). In other words, in this embodiment, if any of the remaining reserved mode transition lotteries are won, the game will transition to the special first game state, which is a type of high opening / closing mode (FIG. 5 "R5"), and if neither of the lotteries are won, the game will transition to (remain in) the normal first game state (FIG. 5 "R6"). In summary, if the player wins the lottery for the remaining reserved portion (big or small win), the game will transition (re-enter) to the second game state (after the big win game ends) (Figure 5 "R1"); if the player wins the lottery for the mode shift in the lottery for the remaining reserved portion, the game will transition to the special first game state (Figure 5 "R5"); if the player does not win either the lottery for the remaining reserved portion or the mode shift lottery in the lottery for the remaining reserved portion, the game will return to the normal first game state (the status quo will be maintained) (Figure 5 "R6"). As will be described later, the normal first game state is a more advantageous state for the player than the special first game state, so if the player does not win the lottery for the remaining reserved portion (does not win the big or small win), the player will be more pleased if he does not win the lottery for the remaining reserved portion (second shift lottery; probability of winning is about 1 / 4).

[0045] Although the special first gaming state is a high opening / closing mode, the opening time of the second starting area 904b when the normal lottery is won is extremely short (shorter than the opening time when the normal lottery is won in the second gaming state). In other words, the special first gaming state is a "low base state" unlike the second gaming state (high base state) which is the same high opening / closing mode. Therefore, even if a right hit is performed in the special first gaming state, the gaming ball hardly enters the second starting area 904b (the probability that the gaming ball enters the second starting area 904b is lower than when a right hit is performed in the second gaming state). Specifically, the setting is made such that a right hit in the special first gaming state is more disadvantageous to the player than a left hit (because of this setting, the special first gaming state is a gaming state in which a left hit should be performed). Therefore, in the special first gaming state, the player plays with the aim of winning a jackpot by hitting the ball left and entering the first starting area 904a.

[0046] The differences between the normal first gaming state and the special first gaming state (differences in player benefits) are as follows. As described above, since the normal first gaming state is the low opening / closing mode, a mode transition lottery (first transition lottery) based on the first lottery information (first transition lottery information) may be won, resulting in a transition to the second gaming state (FIG. 5 "R2"). On the other hand, since the special first gaming state is the high opening / closing mode, a mode transition lottery is not executed. In other words, although the benefit of being in the high opening / closing mode cannot be enjoyed because the opening time of the second starting area 904b at the time of winning the normal lottery is extremely short, the fact remains that the high opening / closing mode is set, so a mode transition lottery (first transition lottery) is not executed (the transition of the route shown by "R7" in FIG. 5 does not occur).

[0047] In this way, the normal first gaming state can be said to be a state in which even if you lose the winning / losing lottery, you can still acquire the right to move to the second gaming state (a state in which you can acquire the right with a probability of about 1 / 100), but the special first gaming state can be said to be a state in which you cannot acquire the right to move to the second gaming state. In other words, although the normal first gaming state and the special first gaming state have the same probability of winning the winning / losing lottery (about 1 / 319), the former also has the possibility of winning the lottery to move to the second gaming state (about 1 / 100), whereas the latter has no such possibility, so the former is more advantageous than the latter.

[0048] In addition, if there are no remaining reserves at the end of the second game state, the second transition lottery for the remaining reserves will not be executed, and the transition to the special first game state will not occur. In other words, the player will not transition to the special first game state, which is disadvantageous to the player, but will transition to the advantageous normal first game state. Therefore, from that point of view, it would be sufficient not to accumulate the special chart 2 reserves in the final variable performance of the second game state (so that the remaining reserves become 0), but if there is no special chart 2 reserve, the 1 / 10 small prize lottery (and the 1 / 319 big prize lottery) cannot be received, and the big prize via the small prize lottery, which is expected to be won sufficiently by the lottery for the remaining reserves (maximum four times), cannot be won (there is no possibility of winning the big prize with the remaining reserves). In this embodiment, the player is set to enjoy a larger expected value (expected payout) when the remaining reserves are accumulated (four special chart 2 reserves are accumulated) than when the remaining reserves are not accumulated (enjoying the possibility of "winning a big win" by the remaining reserves is more beneficial to the player than eliminating the possibility of transitioning to the "special first game state"). As described above, in the last variation performance in the second game state (the 10th variation performance after transitioning to the second game state), an instruction is given to the player to continue hitting the right to accumulate special chart 2 reserves, and it is more advantageous for the player to play in accordance with that instruction.

[0049] The high opening / closing mode in the special first gaming state ends when the winning / losing lottery result is a miss for a predetermined number of times (X times) in succession, and the state transitions to the normal first gaming state (FIG. 5 "R8"). In other words, the special first gaming state is a gaming state in which a left-handed player plays and aims to win a jackpot (about 1 / 319) by the first winning / losing lottery, and if the first winning / losing lottery is a miss for X consecutive times, the state transitions to the normal first gaming state, which is more advantageous than the current state. After transitioning to the normal first gaming state, in addition to the winning / losing lottery, a mode transition lottery is executed. In this embodiment, X=800 (X can be changed as appropriate). The special first gaming state may be set to continue until the next jackpot. In other words, the state may be set so that transition from the special first gaming state to the normal first gaming state does not occur.

[0050] As described above, in the gaming machine 1 according to this embodiment, the normal first gaming state (low opening / closing mode) and the special first gaming state (high opening / closing mode) are set as the first gaming state in which the left-hand play is performed (the first lottery information is acquired and a lottery is received), and by making the special first gaming state a state in which the benefits of the high opening / closing mode cannot be enjoyed, the normal first gaming state in which the mode transition lottery is executed is made a more advantageous state for the player than the special first gaming state in which the mode transition lottery is not executed. In other words, by taking advantage of the fact that the lottery for transition to the high opening / closing mode is not executed during the high opening / closing mode, a relationship is created in which the low opening / closing mode is more advantageous for the player, and this is an interesting feature in that two states with different degrees of advantage are provided as states in which the left hand is played.

[0051] Furthermore, the playability of the gaming machine 1 in this embodiment is innovative in that the probability of winning the second transition lottery based on the second lottery information (approximately 1 / 4) is higher than the probability of winning the first transition lottery based on the first lottery information (approximately 1 / 100), and whether or not to transition to the special first gaming state is determined by whether or not to win the second transition lottery for the "remaining reserved" amount when transitioning from the second gaming state to the normal first gaming state (it is said that the player is more pleased if he or she does not win the second transition lottery for the remaining reserved amount).

[0052] Below, specific examples of improvements, modifications, and specific embodiments of the above gameplay (particularly the normal first game state and the special first game state) will be described. Note that, to the extent possible, a configuration may be made in which multiple items described using each of the following specific examples are applied.

[0053] ○Specific example 1-1 In the above embodiment, whether the normal first game state or the special first game state is set is determined according to the result of the mode transition lottery for the remaining reserved portion, but this is merely an example. As a state in which the player should aim for the first starting area 904a and play (a state in which the player should hit from the left), a state in which the player can win the mode transition lottery because the low opening / closing mode is set, and a state in which the player does not win the mode transition lottery because the high opening / closing mode is set (a state in which the player cannot enjoy the benefits of the high opening / closing mode) may be provided.

[0054] ○Example 1-2 When the second gaming state ends and a lottery is held for the remaining reserved portions, the state into which the normal first gaming state or the special first gaming state has been entered may be clearly indicated to the player (explicit setting), or may not be clearly indicated to the player (non-explicit setting). In the case of explicit setting, any method may be used to indicate whether the state is the normal first gaming state or the special first gaming state. For example, if the result of a lottery for mode transition for the remaining reserved portions is displayed, the player can know which first gaming state has been entered.

[0055] Also, in at least one of the normal first gaming state and the special first gaming state, it is possible to have a unique display indicating the gaming state, for example, "XX mode" in the normal first gaming state and "XX mode" in the special first gaming state (indicating that XX mode is the normal first gaming state and XX mode is the special first gaming state) displayed in the display area 911 (see FIG. 6(a)). In the non-disclosure setting, such a display is not made, and the player cannot clearly distinguish which state it is (see FIG. 6(b)).

[0056] The explicit setting has the advantage that the player can easily understand the game because the player can distinguish whether the game has been switched to the normal first game state or the special first game state. Also, since the normal first game state is more advantageous to the player than the special first game state, it is possible to prevent the player from quitting the game without realizing that the game is in the normal first game state (even a player who would continue playing if he or she knew that the game had been switched to the normal first game state may quit the game).

[0057] If the setting is non-disclosure, it is not clear which first game state has been entered after the lottery for the remaining reserved portions is completed, so the player can enjoy playing the game while imagining it. If the setting is non-disclosure, a suggestive effect may be generated during the variation effect, which suggests whether the normal first game state or the special first game state has been set. In this way, the player can enjoy playing the game while predicting whether the normal first game state or the special first game state has been set, depending on the type and content of the suggestive effect that is generated.

[0058] There are various examples of suggestive effects. For example, when a predetermined condition is satisfied, a suggestive effect X (e.g., character X is displayed) or a different type of suggestive effect Y (e.g., character y is displayed) may occur, and when the normal first game state is set, the suggestive effect X has a higher probability of occurrence than the suggestive effect Y, and when the special first game state is set, the suggestive effect Y has a higher probability of occurrence than the suggestive effect X (FIG. 7 shows an example in which the predetermined condition is when a reach is established) (see FIG. 7). Also, a suggestive effect may be provided in which the occurrence of the suggestive effect confirms that either the normal first game state or the special first game state is set.

[0059] The probability of the suggestive performance occurring may be variable. For example, after the lottery for the remaining reserved portion is completed, the probability of the suggestive performance occurring is set to be higher until the results of 100 winning / losing lotteries are executed (up to 100 spins) than after that. This helps reduce the number of players who stop playing immediately after the lottery for the remaining reserved portion is completed.

[0060] ○Example 1-3 In the above embodiment, the normal first gaming state is set when the power is turned on. However, in a different configuration, the special first gaming state is set when the power is turned on. When the power is turned on, it is a so-called early morning state (the state when the gaming establishment opens), and if it is considered that the gaming state at that time is the least valuable gaming state for the player, the special first gaming state that is more disadvantageous to the player than the normal first gaming state is set. Alternatively, the special first gaming state may be set by operating a predetermined button or the like provided inside the gaming machine 1 (an operation that is possible for the gaming establishment but not possible for the player).

[0061] However, if the configuration is such that the normal first gaming state is set when the power is turned on, as in the above embodiment, the most unfavorable special first gaming state is not set in the so-called first thing in the morning state (probability of it not being set is high), which has the advantage that an increase in the number of players playing in the first thing in the morning state can be expected.

[0062] ○Example 1-4 As shown in FIG. 8, when a specified number of times (Y times) of consecutive losses occur in the first gaming state (including both the normal first gaming state and the special first gaming state), the state is set to transition to the second gaming state (a state advantageous to the player, which is equipped with a so-called "ceiling" function) (Y=ceiling number of times) (FIG. 8 "R9"). Note that the number of times that the gaming state continues when the state transitions to the second gaming state as the "ceiling" should be set to a value that leads to the acquisition of a jackpot (winning a jackpot or a small jackpot) in most cases (for example, 98% or more). The second gaming state may be set to continue without ending until the next jackpot. In the gaming machine 1 according to the above embodiment, even if the second gaming state (ST) ends, it is expected that the number of players who want to continue playing will increase when the state transitions to the normal first gaming state through a lottery for the remaining reserved balls (so-called "immediate quitting" is reduced), so it can be said that it is easy to increase the value of Y (it is easy to set the ceiling to be "far away").

[0063] In this example, the specified number of times Y is set to be greater than the number of times (predetermined number of times X) that the high opening / closing mode in the special first game state continues (Y>X). In other words, the high opening / closing mode in the special first game state is always terminated before the specified number of times Y is reached (reaching the "ceiling"). The high opening / closing mode in the special first game state is a "low base state" in which the opening time of the second starting area 904b is extremely short when the normal lottery is won, and the benefit of the high opening / closing mode cannot be obtained. On the other hand, the second game state to which the transition occurs when the "ceiling" function is manifested is a "high base state" in which the opening time of the second starting area 904b is long. In other words, even if they are the same high opening / closing mode, the high opening / closing mode in the special first game state and the high opening / closing mode in the second game state are completely different modes. Therefore, it is necessary to once terminate the high opening / closing mode in the special first game state (after once transitioning to the normal first game state (low opening / closing mode)), and then transition to the high opening / closing mode as the second game state upon reaching the specified number of times Y. To achieve this, Y>X, and the high opening / closing mode in the special first game state is always terminated before the "ceiling" is reached.

[0064] ○Example 1-5 In the variation effect showing the lottery result of the remaining reserved portion, the result of the win / loss lottery (indication of winning a big win or a small win) is suggested, and the result of the mode transition lottery (mode transition suggestion effect) is also suggested. As described above, since not winning the mode transition lottery is a joy for the player, the mode transition suggestion effect is intended to suggest the probability of not winning the mode transition lottery (not winning).

[0065] For example, a combination of decorative patterns 80 indicating a winning or losing lottery result (a losing combination is a mode transition suggestive effect) suggests whether or not the mode transition lottery has been won (a losing combination is a mode transition suggestive effect). As described above, when the winning or losing lottery result is a winning (big win or small win), it takes precedence (it is not possible to win both the winning or losing lottery and the mode transition lottery), and when it is a losing result, a mode transition may occur, so a combination of decorative patterns 80 indicating a losing combination suggests whether or not a mode transition will occur. The rules for the combinations can be set appropriately. For example, it is possible to set a higher probability of winning the mode transition lottery when all numbers are even than when all numbers are odd (i.e., a situation that is not pleasing to the player) (see FIG. 9). A configuration may be set in which a combination (rule) is set that, when displayed, confirms that the mode transition lottery has been won.

[0066] As a mode transition suggestion effect, a predetermined suggestion image may be displayed during the change effect, and the color of the suggestion image (blue, green, or red) may suggest the result of the mode transition lottery. In general effects suggesting the result of the win / lose lottery are set so that green is more likely to result in a win than blue, and red is more likely to result in a win than green. In contrast, in mode transition suggestion effects, green is more likely to result in a "no win" in the mode transition lottery than blue, and red is more likely to result in a "no win" in the mode transition lottery. In other words, since it is preferable for players to "no win" the mode transition lottery, the style of the effect (color of the image) is set in the reverse order of the effect suggesting the result of the win / lose lottery.

[0067] 3) Various performances The gaming machine 1 according to the present embodiment is capable of executing the following effects as effects constituting the effect during the change executed in the first gaming state. It should be noted that only some of the effects described below may be executable. The gameplay described in 2) above is not a necessary condition for executing the effect described below. The effects described below may occur during the change effect in a general variable loop machine or ST machine. The effects described below may occur during a jackpot game. For example, the effects described below are executed to suggest or notify the result of the winning / losing lottery (jackpot), but it is also possible to replace them with a suggestion or notification of the gaming state after the jackpot game is over and apply them.

[0068] 3-1) Composite operation performance 3-1-1) Special Devices The composite operation presentation is a presentation using a special device 11 (see FIG. 1 and FIG. 10), which is a type of operation means 10 that can be operated by a player. The special device 11 is a structure that can move along a predetermined direction. In this embodiment, the special device 11 is a structure that resembles a "sword." The special device 11 can move between an original position (see FIG. 10(a)) and an advanced position (see FIG. 10(b)), which is a position above the original position ("above" means upward from the horizontal direction. Also, "below" means downward from the horizontal direction. The same applies below). The special device 11 is in a state of being inserted into a storage space formed in the housing of the gaming machine 1. Specifically, a storage space with an opening formed in the housing that opens upward is formed, and a part of the special device 11 (the "blade" part of the sword) is inserted into the space, and another part (the "tsuba" and "handle" parts of the sword) is located outside the storage space (above the storage space). When the special device 11 is displaced (displaced upward) from the original position to the advanced position, a part of the special device 11 (the "blade" part of the sword) that was inserted into the accommodation space is exposed outside the accommodation space.

[0069] The original position is a position where the special device 11 cannot move downward any further. The advanced position is a position where the special device 11 cannot move upward any further. The special device 11 is detected by a sensor (not shown) as being located at the original position (or within a range where it can be considered to be located at approximately the original position) and at the advanced position (or within a range where it can be considered to be located at approximately the advanced position). The special device 11 is configured to be able to transmit the power of an electric drive source. The drive source in this embodiment is a motor 111 (see FIG. 10). The configuration of the power transmission mechanism from the motor 111 to the special device 11 may be any, so the description will be omitted. By rotating the motor 111 in one direction, the special device 11 is displaced from the original position to the advanced position. By rotating the motor 111 in the other direction, the special device 11 is displaced from the advanced position to the original position. In other words, the special device 11 in this embodiment can also operate automatically without the operation of the player. When the timing is not right for the player to operate the special device 11 (when the player is not able to operate the special device 11), the special device 11 is locked. Any type of locking mechanism may be used. In this embodiment, the detinning torque of the excited motor 111 prevents the special device 11 from being easily displaced from the original position to the advanced position. When a composite operation presentation is performed, the lock is released, and the special device 11 can be operated.

[0070] In this embodiment, a vibration device 112 capable of vibrating the special device 11 is provided (see FIG. 10). When a player vibrates the special device 11 while operating (touching) the special device 11, the vibration is transmitted to the player. This type of vibration device 112 (structure for vibrating the operating means 10) is well known, so a description thereof will be omitted.

[0071] 3-1-2) Composition of complex operation performance The composite operation presentation in this embodiment is a presentation imposed on the player with the goal of annihilating 100 enemies. The "100" numerical value (presentation numerical value) finally reaching "0" (annihilating) is set as a successful ending advantageous to the player, and not reaching "0" is set as a failed ending. When the successful ending is reached, an event advantageous to the player occurs, and when the failed ending is reached, the event does not occur. In other words, the presentation numerical value reaching a specified value (target value) of "0" is set as a favorable ending, and not reaching the target value is set as an unfavorable ending. As will be described in detail later, the presentation numerical value changes as the composite operation presentation progresses, and the ending of the composite operation presentation is suggested by the manner of change, so the presentation numerical value can also be regarded as a "suggestion element" suggesting the ending of the composite operation presentation. In this embodiment, the "favorable event" is set as a notification of a jackpot (a confirmed jackpot). In other words, if the winning / losing lottery result (target winning / losing lottery result) corresponding to the variable performance in which the composite operation performance occurs is a big win, the result is a successful conclusion, and if it is a loss, the result is a failure conclusion. The composite operation performance can also be considered as a kind of reach performance in which the winning / losing lottery result is announced by its conclusion.

[0072] The composite operation presentation includes a first stage and a second stage. The first stage is a stage in which the player is required to displace the special device 11 from the original position to the advanced position. The second stage is a stage in which the player is required to displace the special device 11, which is located at the advanced position, to the original position by the operation in the first stage. In other words, the first stage can be said to be the first half of the composite operation presentation, and the second stage can be said to be the second half of the composite operation presentation. An operation effective period (a period during which the operation of the special device 11 is reflected in the presentation) is set in each of the first stage and the second stage.

[0073] Specifically, the presentation of the first stage is as follows: After the player is informed that the goal is to annihilate 100 enemies (see FIG. 11(a)), the lock of the special device 11 is released and the player is prompted to move the special device 11 from its original position to its advanced position. In this embodiment, the words "Draw your sword" are displayed in the display area 911 (see FIG. 11(b)). If the player does not operate the special device 11 within a predetermined time, the motor 111 is driven and the special device 11 is automatically positioned at the advanced position.

[0074] When the special device 11 is in the advanced position, a maintenance operation is prompted to maintain the special device 11 in the advanced position (see FIG. 11(c)). In this embodiment, the word "KEEP" is displayed in the display area 911. When the player sees this, he or she is expected to continue holding the special device 11 in the advanced position. Even if the player releases the special device 11, the special device 11 is maintained in the advanced position (the detinning torque of the motor 111 prevents the special device 11 from falling downward). In other words, in this embodiment, the instruction to maintain the special device 11 in the advanced position is merely for presentation purposes, and even if the instruction is neglected, the special device 11 is automatically maintained in the advanced position.

[0075] While the maintenance operation is being requested, the performance value of "100" representing the number of enemies decreases. That is, a change occurs in which the performance value approaches the specified value of "0" over time (see FIG. 11(c)(d)). The change may be a decrease in the value by "1" or a decrease by "2" or more. The manner of decrease may be different each time. In this embodiment, when the maintenance operation is requested and the performance value decreases over time, the vibration device 112 is driven and the special device 11 vibrates. Since the first stage is a performance manner indicating that the number of enemies is decreasing (enemies are being defeated) by the operation of the special device 11, the special device 11 is vibrated so that the decrease of the enemies is conveyed as a physical sensation. Also, as described above, in this embodiment, even if the maintenance operation is neglected, the special device 11 is maintained at the advance position. Doing this could lead to an increase in the number of players who think that there is no point in performing maintenance operations (an increase in the number of players who do not touch the special device 11), so in this embodiment, the special device 11 is set to vibrate (generating an effect that cannot be experienced unless the special device 11 is touched), thereby encouraging players to actively participate in maintenance operations.

[0076] The change of the performance value ends when the request for the maintenance operation ends, that is, when the first stage ends. In this embodiment, this also serves as a trigger to stop the vibration of the special device 11. If the performance value at the time when the first stage ends is the "intermediate value", the ending of the first stage corresponds to the intermediate ending indicating the "intermediate value" (see FIG. 11(e) and FIG. 12(a)). In this embodiment, the smaller the value of the "intermediate value" (i.e., the closer it is to the specified value "0"), the higher the probability that the end of the final composite operation performance (final ending) will be a successful ending. In other words, the aspect of the intermediate ending suggests the probability that the final ending will be advantageous to the player. In this embodiment, multiple values ​​are set as candidates for the intermediate value, and the performance value is reduced so as to reach one of the candidate values ​​at the intermediate ending. The smaller the value (the closer it is to the specified value), the higher the probability that the ending will be a successful ending.

[0077] In this embodiment, the intermediate value shown at the intermediate conclusion will never be "0". In other words, the performance value will never reach a specified value at the intermediate conclusion stage. However, the intermediate value may be "0" at the intermediate conclusion, in which case the setting may be made so that the final conclusion of the composite operation performance is determined to be a successful conclusion.

[0078] After the intermediate conclusion is reached (after the intermediate value is displayed), the game moves to the second stage. In the second stage, the game prompts the player to displace the special device 11, which was positioned at the advanced position by passing through the first stage, to the original position. Since the displacement is a downward displacement, in this embodiment, the text "Push the sword" is displayed in the display area 911 (see FIG. 12(b)). The game reaches the end of the composite operation performance (final conclusion) when it is detected that the special device 11 has reached the original position during the effective operation period. That is, the game reaches a successful conclusion or a failed conclusion. If the special device 11 does not reach the original position within the effective operation period, the game reaches the final conclusion when the effective operation period ends. In this case, after the effective operation period ends, the motor 111 is driven and the special device 11 automatically returns to the original position.

[0079] In the case of a successful ending, it is shown that the number of enemies, i.e., the performance value, has reached "0" (predetermined value) (see FIG. 12(c-1)). It is not necessary for the predetermined value itself to be displayed in the display area 911. For example, if the word "annihilation" is displayed, the player can understand that the number of enemies has reached "0", so it is not necessary for the predetermined value itself to be displayed. In other words, "reaching the predetermined value" (indicating that the predetermined value has been reached) includes not only the display of the predetermined value itself, but also the display of something that is essentially the same as having reached the predetermined value. In this embodiment, in the case of a successful ending, the special device 11 vibrates.

[0080] In the case of a failed ending, it is shown that the number of enemies did not reach the specified value. In this embodiment, a numerical value for effect other than "0" is shown (see FIG. 12(c-2)). Since it is clear that the specified value ("0") was not reached by displaying a character such as "remaining", it is not necessary to display the numerical value for effect itself. In other words, "(indicating) that the specified value was not reached" includes not only the display of a numerical value other than the specified value itself, but also the display of something that is essentially the same as the specified value not being reached. In the case of a failed ending, unlike a successful ending, the special device 11 does not vibrate.

[0081] In this way, the gaming machine 1 of this embodiment is capable of executing an interesting composite operation presentation that includes a first stage in which the special device 11 is displaced from the original position to the advanced position, and a second stage in which the special device 11 is displaced from the advanced position to the original position, in which the intermediate outcome (intermediate numerical value) after the first stage suggests the final outcome after the second stage.

[0082] In the first stage, the special device 11 is maintained at the advanced position, and during that time, the performance value (suggestive element) changes over time toward the target specified value, and the value (intermediate value) shown as the intermediate result suggests the final result. In other words, since the first stage maintenance operation is a performance form that aims to get as close as possible to the final goal, the flow of the performance is easy to understand.

[0083] Hereinafter, specific examples of improvements, modifications, and embodiments of the above-mentioned composite operation performance will be described. Note that, to the extent possible, a configuration may be made in which a plurality of the items described using the following specific examples are applied.

[0084] ○Example 2-1 In the above embodiment, it was explained that in the first stage, the special device 11 is maintained in the advanced position even if it is not touched, and the performance value (suggestive element) changes during that time, but it is also possible that the performance value does not change if no maintenance operation is performed.

[0085] There are various methods for determining whether or not a maintaining operation is being performed (whether or not a player is touching the special device 11). For example, a sensor may be provided in the special device 11 so that it can be determined whether or not a player is touching the special device 11. That is, if the sensor detects the player's touch, it is determined that a maintaining operation is being performed, and if the sensor does not detect the touch, it is determined that a maintaining operation is not being performed.

[0086] As another example, it is possible to configure the special device 11 so that it is displaced to its original position if it is not touched (if no force is applied to prevent it from descending). In this case, if no maintenance operation is performed, the special device 11 will not be located at the advanced position, so whether or not the maintenance operation is performed can be determined based on whether or not the special device 11 is located at the advanced position.

[0087] In addition, when the change in the performance value in the first stage is caused by the maintenance operation of the special device 11, the setting can be made such that the suggestive effect of the final outcome due to the intermediate value (mode of the intermediate outcome) cannot be enjoyed unless sufficient maintenance operation is performed in the first stage. For example, as shown in FIG. 13, it is determined in advance that if the special device 11 is sufficiently maintained in the first stage, the intermediate value will be set to "30" (the limit value of the intermediate value will be set to "30"), taking into account the final outcome (successful outcome or failure outcome). However, suppose that the time of the maintenance operation of the special device 11 during the effective operation period in the first stage is not sufficient, and the performance value does not reach "30" (exceeds "30") at the end of the effective operation period. In this case, the performance value being "30" is not indicated as the intermediate outcome. In other words, the presentation value "30" that would normally be displayed as an intermediate ending is a "hint at the final ending" due to the intermediate ending (see Figure 13(a)), but if no maintenance operation is performed to reach that point, the hint is not made (for example, the presentation value at the end of the effective operation period (a number greater than "30") is displayed as is) (see Figure 13(b)). By doing this, if you want to enjoy the hint of the final ending due to the intermediate ending, you will need to actively operate the game in the first stage, which will help increase your motivation to operate the game.

[0088] ○Example 2-2 The composite operation presentation in the above embodiment is a two-stage presentation (first stage, second stage), but may be a three-stage presentation or more. However, the position of the special device 11 at the end of a certain stage (the previous stage) is reflected in the operation of the special device 11 in the next stage (the position of the special device 11 before the operation in the next stage corresponds to the position of the special device 11 at the end of the previous stage).

[0089] For example, it is assumed that a pre-stage performance occurs before the first stage described in the above embodiment. In other words, the composite operation performance proceeds in the order of pre-stage → first stage → second stage. Since the first stage encourages the special device 11 to move from the original position to the advanced position, the special device 11 is positioned in the original position at the end of the pre-stage.

[0090] There are various possible modes of the performance of the preliminary stage. For example, a mode that requires the special device 11 to be pushed further than the original position (in reality, the special device 11 does not move further downward than the original position and remains at the original position) (see FIG. 14(a)). Also, although not shown, a mode that requires the special device 11 to remain at the original position is also considered. Also, although not shown, a mode that requires the special device 11 to be automatically positioned at the advanced position in advance (popped up) by driving the motor 111 and to be operated from the advanced position toward the original position is also considered. In any mode, at the end of the preliminary stage (see FIG. 14(b)), the special device 11 is in the original position, so that the performance naturally transitions to the first stage (performance requiring operation from the original position to the advanced position) (see FIG. 14(c)(d)).

[0091] Furthermore, if such a preliminary stage is executed, it is advisable that the final outcome is suggested by the outcome of the preliminary stage (hereinafter referred to as the preliminary outcome). In other words, the final outcome of the composite operation presentation (the result of the winning / losing lottery in the above embodiment) is suggested by the preliminary outcome, which is the outcome of the preliminary stage, and the intermediate outcome, which is the outcome of the first stage. The form of the preliminary outcome may be any. For example, it is possible to suggest the final outcome by the form (color, etc.) of the presentation image displayed as a result of the operation of the special device 11 required in the preliminary stage (see FIG. 14(b)).

[0092] ○Example 2-3 In the above embodiment, it has been described that the special device 11 vibrates while the maintenance operation in the first stage is required and the performance value is changing, but the setting is such that it may or may not vibrate. The setting is such that the probability that the midway ending will be advantageous to the player (in accordance with the above embodiment, the (expected) midway value will be smaller (closer to the specified value)) is higher when the special device 11 vibrates than when it does not vibrate (see FIG. 15). Since the midway ending suggests the final ending, the probability that the final ending will be a successful ending is higher when the special device 11 vibrates than when it does not vibrate.

[0093] By doing so, it is possible to create a presentation form in which the player pays attention to the presence or absence of vibration of the special device 11 in the first stage.

[0094] ○Example 2-4 In the above embodiment, the composite operation presentation is described as being requested to the player to displace the special device 11 from the original position to the presentation position in the first stage. However, it is assumed that such a request is not made in the first stage, and the special device 11 is automatically (by the motor 111) displaced from the original position to the presentation position. In other words, it is assumed that the first stage can be performed in two ways: "the player displaces the special device 11" (normal mode) (see FIG. 16(b-1)) and "the special device 11 is automatically displaced" (special mode) (see FIG. 16(b-2)). If the composite operation presentation is set to "defeat an enemy" as in the above embodiment, it can be said that the normal mode gives the impression that the player is defeating the enemy, whereas the special mode does not give such an impression.

[0095] The occurrence of either the normal mode or the special mode suggests the intermediate ending. In other words, the occurrence of either the normal mode or the special mode suggests the probability that the final ending will be a successful ending. For example, if the normal mode is set to have a higher probability of being a successful ending than the special mode, the occurrence of the mode in which the player himself defeats the enemy will be the performance form that increases the chances.

[0096] In the second stage (displacing the special device 11 from the advanced position to the original position), "the mode in which the player displaces the special device 11 himself" and "the mode in which the special device 11 is displaced automatically" can occur, but since the second stage is the stage immediately before the final conclusion, it is preferable to have "the mode in which the player displaces the special device 11 himself" (not to have "the mode in which the special device 11 is displaced automatically" occur). In other words, since the intermediate conclusion is merely a hint of the final conclusion, and it is important that the final conclusion is a successful conclusion, it is preferable to have a presentation form in which the final conclusion is revealed by the player's own operation as a trigger.

[0097] 3-2) Image change effects The image change presentation is a presentation that uses the presentation button 12 (push button), which is one type of operation means 10. In the image change presentation, the player is prompted to continuously operate (hit repeatedly) the presentation button 12. The operation of the presentation button 12 during the effective operation period set in the image change presentation is reflected in the "change in the target image 20", which will be explained in detail below.

[0098] The target image 20 is an image displayed in the entire display area 911 in a reference state (at the time when the operation effective period starts) before the image change performance is started (see FIG. 17(b)). When the performance button 12 is operated during the operation effective period (hereinafter, the operation of the performance button 12 during the operation effective period may be referred to as the target operation), the target image 20 is displayed as if it has "shifted" with respect to the display area 911. In this embodiment, the target operation is used as a trigger to display the target image 20 as if it has been displaced to the left or right (see FIG. 17(c-1)(c-2)). Since the target image 20 was displayed in the entire display area 911 in the reference state, the shift of the target image 20 causes the part corresponding to the outer edge of the display area 911 in the reference state to appear as a "frame" (hereinafter, may be referred to as the frame image 20w). In this embodiment, the target image 20 includes the decorative pattern 80 and the reserved pattern 70. By doing so, it is possible to enhance the impression that the target image 20 is "displaced" from the display area 911. Even when the target image 20 is "displaced" from the display area 911, the decorative pattern group 80g continues to change (continuity of change is maintained). However, this does not deny the configuration in which the decorative pattern 80 and the reserved pattern 70 are not included in the target image 20.

[0099] After the valid operation period starts, odd-numbered (1st, 3rd, 5th, etc.) target operations are triggered to displace the target image 20 (frame image 20w) to the left (see FIG. 17(c-1)), and even-numbered (2nd, 4th, 6th, etc.) target operations are triggered to displace the target image 20 (frame image 20w) to the right (see FIG. 17(c-2)). In other words, by continuously operating (hitting) the performance button 12 during the valid operation period, the target image 20 appears to vibrate from side to side.

[0100] The image change effect in this embodiment is an effect of "defeating an enemy" (see FIG. 17(a)). The target image 20 includes a portion representing an "enemy", and by continuously operating the effect button 12, the target image 20 swings from side to side, giving the impression that damage is being inflicted on the enemy. In other words, the impact caused by an attack on the enemy is expressed by the vibration from side to side.

[0101] During the operation valid period, an instruction image 251 is displayed to encourage the player to operate (hit repeatedly) the effect button 12. The instruction image 251 includes characters indicating the operation mode (hit repeatedly) and an image representing the effect button 12 (the image may be deformed to the extent that it is clear that it represents the effect button 12). The player who sees this understands that it is a situation where the effect button 12 should be operated. The instruction image 251 is not included in the target image 20. In other words, even when the target image 20 is displaced, the instruction image 251 is not displaced (the displayed position does not change) (see FIG. 17(c-1)(c-2)). If the instruction image 251 is displaced with the target image 20, the instruction content becomes difficult to understand, so the instruction image 251 continues to be displayed at a predetermined position regardless of the displacement of the target image 20. In this embodiment, a meter image 252 indicating the passage of the operation valid period is displayed together with the instruction image 251. The meter image 252 is also not included in the target image 20.

[0102] Hereinafter, the control of the displacement (change) of the target image 20 in the image change performance will be described with reference to Fig. 18. In addition, in the drawings for explaining the image change performance below, the target image 20 (the range of the target image 20) may be shown by hatching in order to make the explanation easier to understand.

[0103] The target operation is used as a trigger to determine how much the target image 20 is to be displaced to the left or right (amount of change). The amount of change may be fixed, or may be determined by lottery from among a number of amounts of change. In this embodiment, the amount of change is set to one of "10 mm", "25 mm", "40 mm", and "50 mm" (determined by lottery). Note that, as will be described later, the target image 20 does not necessarily change by the amount of change determined here.

[0104] Assume that the amount of change is determined to be "50 mm" with the first target operation as a trigger after the start of the operation valid period (see FIG. 18(a)). In this case, the target operation triggers the target image 20 to start displacing to the left. If the next target operation (second target operation) is not performed before the target image 20 is displaced "50 mm" to the left, the displacement (change) of the target image 20 stops with the target image 20 displaced "50 mm" to the left (the distance between the right edge of the target image 20 and the right edge of the display area 911 becomes 50 mm) (see FIG. 18(b)). After that, if the second target operation (hereinafter, such a target operation may be referred to as a post-change operation) is performed (see FIG. 18(c-2)), the target image 20 starts displacing to the right from the state where it has been displaced "50 mm" to the left with the target operation triggered. The speed of the displacement of the target image 20 may be any. The speed may be constant from the start to the end of the displacement, or the speed may change midway.

[0105] On the other hand, if the next target operation (second target operation) is performed between the start of the effective operation period and the time when the target image 20, which began to move as a result of the first target operation, is displaced to the left by "50 mm" (see FIG. 18(c-1)), the target image 20 starts to move to the right with the position of the target image 20 at the time the target operation was performed as the reference state (reference position). For example, if the second operation of the performance button 12 is performed at a position where the target image 20 has been displaced "30 mm" to the left, the target image 20 starts to move to the right from a state where it has shifted "30 mm" to the left.

[0106] The same applies to the third and subsequent operations. That is, the displacement (change) of the target image 20 in the left-right direction is maximized by the displacement (change) of the amount of change determined when the target operation is performed, and if the next target operation is performed while the displacement of the amount of change is in progress (hereinafter, such a target operation may be referred to as a pre-change completion operation), the displacement of the amount of change determined by the next target operation is started based on the in-progress state. On the other hand, if the next target operation is not performed before the displacement of the amount of change determined by a certain target operation is completed, the target image 20 remains at the position where the displacement of the amount of change is completed, and waits for the next target operation (post-change completion operation) to start the displacement.

[0107] In this way, in the image change presentation in this embodiment, when the next target operation after a certain target operation is a pre-change completion operation, the displacement (change) of the target image 20 triggered by the pre-change completion operation is started without waiting for the completion of the displacement (change) of the target image 20 by the predetermined change amount based on the certain target operation, with the target image 20 at the time of the pre-change completion operation as the reference state. If the displacement (change) of the target image 20 triggered by the next target operation is started after waiting for the completion of the displacement (change) of the target image 20 by the predetermined change amount, the "gap" (time lag) between the time when the next target operation is performed and the time when the displacement (change) of the target image 20 starts becomes large, and there is a risk that the player may feel that the operation and the change of the target image 20 are not synchronized. Therefore, in this embodiment, when a pre-change completion operation is performed, the displacement (change) of the target image 20 triggered by the pre-change completion operation is started without waiting for the completion of the displacement (change) of the target image 20 by the predetermined change amount.

[0108] On the other hand, in the case of an operation after completion of change, after the displacement (change) of the target image 20 by a predetermined amount of change is completed, the displacement (change) of the target image 20 triggered by the next target operation will begin.

[0109] Hereinafter, specific examples of improvements, modifications, and embodiments of the above-mentioned image change presentation will be described. Note that, to the extent possible, a configuration may be made in which a plurality of the items described using the following specific examples are applied.

[0110] ○Example 3-1 In the above embodiment, the image change performance is described as an image displayed in the entire display area 911 before the performance starts as the target image 20, but it may be displayed in a part of the display area 911. Also, it has been described that the target image 20 is displaced left and right (vibrates left and right) in response to a target operation, but the change manner of the target image 20 is merely an example. For example, the following change manners are conceivable.

[0111] Example 3-1-1 In the above embodiment, the target image 20 in the image change performance is displaced one-dimensionally (left-right) with respect to the display area 911, but may be displaced two-dimensionally. That is, the target image 20 may be displaced in the up-down and left-right directions. For example, the amount of change in the target image 20 is determined in response to a target operation (Nth operation), and a coordinate position (coordinates (Xt, Yt) (the left-right direction is the X-axis and the up-down direction is the Y-axis)) targeted by a reference point (for example, a center point where diagonal lines intersect) of the target image 20 is determined from the amount of change (see FIG. 19(a)), and the target image 20 starts to displace so that the reference point moves toward the coordinate position. If the next target operation (N+1th operation; pre-change completion operation) is performed before the reference point reaches the coordinate position (see FIG. 19(b)) (before the displacement of the target image 20 is completed), the displacement of the target image 20 triggered by the next target operation is started based on the position of the target image 20 at the time the next target operation is performed (coordinates of the reference point (Xb, Yb); see FIG. 19(c-1)). If the next target operation (N+1th operation) is a post-change completion operation, the displacement of the target image 20 triggered by the next target operation is started based on the position of the target image 20 after the change is completed (coordinates of the reference point (Xt, Yt); see FIG. 19(c-2)).

[0112] Example 3-1-2 The target image 20 appears to be displaced three-dimensionally with respect to the display area 911 (applied to a so-called "shake" effect). For example, the outer edge (frame) of the target image 20 is displayed in an approximately parallelogram shape, so that the player sees the target image 20 displaced not only in the left-right and up-down directions but also in the front-back direction. The target operation (Nth operation) (see FIG. 20(a)) triggers the determination of the target coordinate positions (the "coordinates" are based on the same idea as in the specific example 3-1-1 and are therefore omitted from the illustration) of the four corners (four reference points at the upper left, upper right, lower left and lower right corners) of the target image 20, which is approximately a parallelogram shape, and the target image 20 starts to displace (change) so that the four reference points move toward the coordinate positions. Note that the four reference points do not necessarily have to be located in the display area 911 (the target image 20 may be in a state where it "protrudes" outside the display area 911). If the next target operation (N+1th operation; pre-change completion operation) is performed (see FIG. 20(c-1)) before all of the four reference points reach the coordinate positions (before the displacement of the target image 20 is completed), the displacement of the target image 20 triggered by the next target operation is started based on the position of the target image 20 at the time the next target operation is performed. If the next target operation (N+1th operation) is a post-change completion operation (see FIG. 20(c-2)), the displacement of the target image 20 triggered by the next target operation is started based on the position of the target image 20 after the change is completed (see FIG. 20(b)).

[0113] It is advisable to determine the coordinate positions so that an odd-numbered target operation results in a parallelogram-shaped target image 20 whose upper left corner is located higher than the upper right corner, and an even-numbered target operation results in a parallelogram-shaped target image 20 whose upper right corner is located higher than the upper left corner. In this way, an image change effect can be achieved in which the target image 20 appears to be shaking significantly.

[0114] Example 3-1-3 The image change performance is assumed to be a change in size of the target image 20 triggered by a target operation (for example, the target image 20 becomes smaller triggered by an odd-numbered target operation, and the target image 20 becomes larger triggered by an even-numbered target operation). For example, the size of the target image 20 as a target is determined triggered by a target operation (Nth operation) (see FIG. 21(a)), and the target image 20 starts to change toward that size. If the next target operation (N+1th operation; operation before completion of change) is performed before the target image 20 reaches that size (before the change of the target image 20 is completed) (see FIG. 21(c-1)), a change in the target image 20 triggered by the next target operation (a change toward the determined size triggered by the next target operation) is started based on the size of the target image 20 at the time the next target operation is performed. If the next target operation (the N+1th operation) is a post-change completion operation (see FIG. 21(c-2)), the change of the target image 20 is triggered by the next target operation being performed, based on the size of the target image 20 after the change is completed (see FIG. 21(b)).

[0115] Example 3-1-4 The target image 20 includes a numerical value (number). The image change performance is a change in the numerical value of the target image 20 triggered by a target operation. For example, a target increase (amount of change) of the numerical value is determined as a trigger of the target operation, and the numerical value of the target image 20 starts to change toward that numerical value. If the next target operation (operation before completion of change) is performed before the change of the target amount is completed, the increase in the numerical value of the target image 20 triggered by the next target operation (change toward the increase of the determined amount of increase triggered by the next target operation) is started based on the numerical value of the target image 20 at the time of the next target operation. If the next target operation is a post-change completion operation, the increase in the numerical value of the target image 20 triggered by the next target operation is started based on the numerical value of the target image 20 after the change is completed.

[0116] Example 3-1-5 The target image 20 includes image elements. The image change performance is such that one or more image elements are displayed in response to a target operation. For example, when the image change performance is a battle performance, an image element showing an enemy being shocked in response to a target operation is displayed as the target image 20. The number of image elements to be displayed in response to a target operation is determined, and the determined number of image elements are displayed over time. Each image element is erased after a predetermined time has elapsed since it was displayed. If a next target operation (pre-change completion operation) is performed before a determined number of image elements are displayed in response to a certain target operation, the determined number of image elements are displayed in response to the next target operation before all the image elements are displayed. If the next target operation is a post-change completion operation, after all the determined number of image elements are displayed in response to the previous target operation, the determined number of image elements are displayed in response to the next target operation.

[0117] Example 3-1-6 The image change performance is assumed to be a change in color of the target image 20 triggered by a target operation. For example, an odd-numbered target operation triggers the target image 20 to gradually become bluish (the "blue" element becomes stronger), and an even-numbered target operation triggers the target image 20 to gradually become reddish (the "red" element becomes stronger). A target color of the target image 20 is determined by the target operation, and the target image 20 starts to change toward that color. If the next target operation (operation before completion of change) is performed before the color is reached (before the change of the target image 20 is completed), the change of the target image 20 triggered by the next target operation (a change toward the determined color triggered by the next target operation) is started based on the color of the target image 20 at the time of the next target operation. If the next target operation is a post-change completion operation, the previous target operation triggers the target image 20 to become a fixed color, and then the next target operation triggers the start of a change toward the fixed color.

[0118] ○Example 3-2 The image change effect is an effect that encourages the player to repeatedly tap the effect button 12 (operation means 10). A function is well known in which, when the effect button 12 (operation means 10) is pressed and held during an effect that encourages repeated tapping, this is replaced with repeated tapping and reflected in the effect. That is, a function is well known in which a long press of the effect button 12 during the effective operation period is replaced with a virtual continuous operation (repeated tapping) and reflected in the effect. Also well known is a function that causes a virtual continuous operation to occur even if the player does not operate the effect button 12 (operation means 10) at all. Hereinafter, such functions are collectively referred to as an automatic operation function.

[0119] The automatic operation function can be realized during the operation effective period of the image change effect. That is, virtual consecutive operations are performed. However, the virtual consecutive operations are set to occur at intervals that do not correspond to pre-change completion operations under any circumstances (corresponding to post-change completion operations) (see FIG. 22). In other words, the effect is set to proceed as if the next virtual operation (the next target operation after the certain target operation) has occurred after the change of the target image 20 by the amount of change determined by the virtual operation (certain target operation) has been completed. In other words, a pre-change completion operation can occur only when the player actually hits the effect button 12 repeatedly.

[0120] The image change presentation is controlled as described in the above embodiment solely for the purpose of reducing the "time lag between the target operation and the change in the target image 20." When using the automatic operation function, since the player is not actually performing successive operations, there is no need to reduce this "time lag between the target operation and the change in the target image 20," and the target image 20 changes by an amount of change determined for each virtual operation (the change by the determined amount of change is completed each time).

[0121] 3-3) Continuous operation performance The continuous operation effect (see Figs. 23(a), (b-1), (b-2)) is an effect that encourages continuous operation (repeated tapping) of the effect button 12, which is one type of the operating means 10 (however, it is a different effect from the image change effect described above). In the continuous operation effect, a valid operation period is set, and operations (valid operations) during the valid operation period are reflected in changes to the effect elements. In this embodiment, effect points (hereinafter sometimes simply referred to as points) are set as effect elements, and the basic aspect is that the points increase each time a valid operation is detected. There are various possible methods for expressing the points. In this embodiment, the points are expressed by displaying "numerical values" in the display area 911, but the size of the points may be replaced with visual elements such as a meter.

[0122] In this embodiment, after the continuous operation performance, a post-performance (see Figs. 23(c-1) and (c-2)), the details of which will be described later, occurs. As the ending of the post-performance, a favorable ending advantageous to the player (see Fig. 23(d-1)) and an unfavorable ending in the case where the successful ending is not reached (see Fig. 23(d-2)) are set. In other words, if an event advantageous to the player occurs, the advantageous ending is reached, and if the event does not occur, the unfavorable ending is reached. In this embodiment, the advantageous event is set to be the result of a win / lose lottery (target win / lose lottery result) corresponding to the variable performance including the continuous operation performance and the post-performance being a jackpot (announcement of a jackpot). In other words, the series of performances from the continuous operation performance to the post-performance is a type of reach performance that indicates the win / lose lottery result depending on its ending.

[0123] When it is decided to execute the continuous operation performance, the limit value (limit mode) of the above points (performance elements) is determined. The limit mode may be different (not fixed) for each occurrence of the continuous operation performance. In this embodiment, one of "20", "30", "40", "50", "60", "70", "80", "90", and "100" is set as the limit value. The limit value is more likely to be larger when the target winning / losing lottery result is a jackpot than when it is a miss (the expected value of the limit value is larger when it is a jackpot than when it is a miss) (see FIG. 24). The points at the start of the continuous operation performance are "0", and the points increase with the valid operation as a trigger. The limit condition is established when the points reach the limit value (see FIG. 23(b-2)). Note that "reaching the limit value" here includes not only the points becoming exactly the same as the limit value, but also the points exceeding the limit value. In this embodiment, multiple values ​​are set as the added value (increase) of the points triggered by one valid operation. Specifically, one of "+1", "+3", "+5", "+8", "+9", or "+10" is selected (determined by lottery). In this embodiment, the value added upon one valid operation is displayed (see FIG. 23(a)), but such a display may be suppressed.

[0124] As described above, in the consecutive operation presentation, a valid operation period is set during which operation of the presentation button 12 is valid. The passage of the valid operation period (i.e., "time's up") is regarded as the establishment of the time condition. In the consecutive operation presentation, a time image 30 indicating the valid operation period is displayed. In this embodiment, the time image 30 is a "meter" that decreases as time passes, but a number indicating the remaining time may also be displayed as the time image 30. When the time condition is established and the consecutive operation presentation occurs, the time image 30 will reach a state indicating "time's up" (end state) (see FIG. 23(b-1)).

[0125] The continuous operation presentation ends when either the time condition or the limit condition is met, even if the other is not met. In other words, the presentation ends when only one of the time condition and the limit condition is met, not when both are met. It may be said that it is normal to end the presentation when the operation valid period ends, but it is not normal to end the presentation while the operation valid period remains (end the presentation ahead of schedule) if the limit condition is met (if the points reach the limit value) even if the operation valid period has not ended (see FIG. 23(b-2)).

[0126] A post-performance occurs when the continuous operation performance ends, that is, when either the time condition or the limit condition is met. The earlier the continuous operation performance ends (the shorter the time required for the continuous operation performance), the earlier the post-performance will start. Since the time required for the continuous operation performance to end when the limit condition is met is shorter than the time condition to end the performance, it can be said that the post-performance will start earlier in the latter case than in the former case.

[0127] The post-performance in this embodiment is a performance that encourages the player to operate the performance button 12 once (single operation). The operation of the performance button 12 during the operation valid period set in the post-performance leads to an ending (advantageous ending or unfavorable ending). If the performance button 12 is not operated during the operation valid period, the ending is reached at the end of the operation valid period. The advantageous ending is one in which the points reach "100" (see FIG. 23(d-1)). The unfavorable ending is one in which the points do not reach "100" (see FIG. 23(d-2)). In other words, the series of performances that follow the continuous operation performance and the post-performance are performances that aim to reach "100" points. As described above, the limit value set in the continuous operation performance is more likely to be larger when the target winning / losing lottery result is a big win (i.e., a favorable ending) than when it is a loss (i.e., an unfavorable ending). In other words, this is an easy-to-understand presentation in which the closer the intermediate outcome shown in the continuous operation presentation is to the target "100," the higher the probability of the outcome being advantageous to the player.

[0128] As mentioned above, in this embodiment, the limit value may be "100" (see FIG. 24). In this case, it is confirmed that there will be a favorable ending (the target winning / losing lottery result is a jackpot) (because the points have reached the target value before the end of the post-performance). In other words, it is confirmed that there will be a favorable ending at the end of the continuous operation performance. However, even if the limit value is set to "100", if the time condition is met before the limit condition is met (if the operation valid period has elapsed before the points reach "100"), the post-performance will start when the points are less than "100", and therefore it will not be possible to know from the points that there will be a favorable ending.

[0129] If the limit condition is met before the time condition is met and the continuous operation presentation ends, the points will reach the limit value and the presentation will move to the post-presentation (see FIG. 23(c-2)). In other words, the situation will be one in which the limit value can provide a hint of the jackpot reliability. On the other hand, if the time condition is met before the limit condition is met and the continuous operation presentation ends, the points will not reach the limit value and the presentation will move to the post-presentation (see FIG. 23(c-1)). In other words, the hint of the jackpot reliability cannot be provided by the limit value (strictly speaking, it is possible to know that a limit value equal to or higher than the current points is set. However, since the exact limit value cannot be known, the hint of the reliability cannot be provided). In this way, in order to provide a hint of the jackpot reliability by the limit value, it is necessary to make the points reach the limit value, which can be said to contribute to improving the player's motivation to operate.

[0130] In this embodiment, the player is not informed clearly whether the transition to the post-event performance has occurred because the limit value has been reached (the limit condition has been satisfied). However, if the limit condition is satisfied before the time condition is satisfied and a continuous operation performance occurs, the time image 30 is erased and the performance transitions to the post-event performance before it reaches a state (end state) indicating "time up" (see FIG. 23(b-2)→(c-2)), so the player can understand that the transition to the post-event performance has occurred before "time up". In other words, it can be said that the player can understand that the points (points at the time of transition to the post-event performance) in such a situation indicate the limit value.

[0131] In this way, the continuous operation presentation in this embodiment ends when the points (presentation element) reach the limit value (limit mode) even if the operation valid period has not elapsed, and transitions to a post-event presentation. If the presentation were to continue until the operation valid period ended even if the points reached the limit value, there would be a problem that the points would not increase any more after reaching the limit value, and the remaining operation valid period would become meaningless time, but in this embodiment, the remaining operation valid period is cancelled (not consumed) and transitions to a post-event presentation, so this kind of problem can be said to be eliminated.

[0132] Hereinafter, specific examples of improvements, modifications, and embodiments of the above-mentioned continuous operation performance (post-performance) will be described. Note that, to the extent possible, a configuration may be made in which multiple items described using each of the following specific examples are applied.

[0133] ○Example 4-1 The method of determining the additional point value (in the above embodiment, one of "+1", "+3", "+5", "+8", "+9", and "+10" is selected) in the continuous operation presentation is as follows: The operation valid period is divided into a plurality of blocks (divided periods). For example, it is divided into a first divided period, a subsequent second divided period, and a subsequent third divided period (see FIG. 25). Note that the divided periods are not indicated to the player. The length of each divided period can be set appropriately, but it is preferable to make the difference as small as possible. For example, if the total length of the operation valid period is 15 seconds, it is preferable to set each of the first divided period to the third divided period to be 5 seconds (divided evenly).

[0134] In each divided period, the expected value of the points added in response to one valid operation is different. For example, the expected value is set to be larger in the second divided period than in the first divided period, and in the third divided period than in the second divided period (first divided period: expected value "small", second divided period: expected value "medium", third divided period: expected value "large"). In other words, the setting is made so that the added value per valid operation tends to increase as the valid operation period progresses (as the divided periods change) (see FIG. 25). In this way, it is possible to create a continuous operation presentation in which the speed at which points increase increases as the valid operation period elapses.

[0135] Conversely, if the expected value is set to "large" for the first division period, "medium" for the second division period, and "small" for the third division period, a continuous operation presentation can be achieved in which the rate at which points increase slows down as the effective operation period elapses.

[0136] A number of scenarios may be provided with a set allocation of the above-mentioned expected values ​​("large", "medium", "small") for each divided period (see FIG. 26), and one of the scenarios may be selected each time a continuous operation presentation occurs, with the presentation progressing according to the selected scenario.

[0137] In addition, when such a scenario is set, the limit value (limit state) can be suggested by the selected scenario (suggesting the limit value means indirectly suggesting the outcome of the post-event performance (win / lose lottery result)). For example, it is possible to set the limit value to be larger (higher jackpot reliability) in scenario 5, where the point increase rate is the highest (the expected value of the added value is "large") throughout the effective operation period, than in scenario 1, where the point increase rate is the lowest (the expected value of the added value is "small") throughout the effective operation period. Also, it is possible to set the limit value to be larger (higher jackpot reliability) in scenario 4, where the increase rate gradually increases (the expected value of the added value transitions from "small" to "medium" to "large") as the effective operation period passes, than in scenario 2, where the increase rate gradually decreases (the expected value of the added value transitions from "large" to "medium" to "small") as the effective operation period passes.

[0138] As explained in the above embodiment, the continuous operation presentation ends when the limit value is reached (when the limit condition is satisfied), so it may end without moving to the second or third divided period. However, the configuration of this example can also be applied to a continuous operation presentation different from the continuous operation presentation explained in the above embodiment, that is, a continuous operation presentation that does not end until the operation valid period has elapsed. Also, instead of a continuous operation presentation (a presentation in which "continuous tapping" is encouraged), it can also be applied to a maintenance operation presentation that requires a maintenance operation (long press, etc.) to maintain the operation state of the operation means 10 such as the presentation button 12. That is, in a case where points are added each time a detection time arrives at which a maintenance operation is performed for a predetermined time during the operation valid period, the expected value of the added value differs depending on which divided period the detection time belongs to. Also, although the above embodiment is one in which points are "added", it can also be applied to a configuration in which points are "decreased". That is, the expected value of the point reduction differs depending on the divided period.

[0139] ○Example 4-2 The player is informed clearly that the points have reached the limit value (that the limit condition has been established) in the continuous operation presentation. For example, when the limit value is reached, a limit image 35 is displayed in the display area 911 (see FIG. 27(b-2)). There are various possible specific forms of the limit image 35. For example, an image including the text "Ready" is possible. If the time condition is established before the limit condition is established, that is, if the operation valid period ends before the points reach the limit value, the limit image 35 is not displayed (see FIG. 27(b-1)). Thus, the player can determine whether the points have reached the limit value based on whether the limit image 35 has been displayed (whether the game has transitioned to the post-event presentation after the limit image 35 has been displayed).

[0140] This is particularly effective when the limit value indicates the outcome of the post-event performance (the jackpot reliability of the target winning / losing lottery result) as in the above embodiment. This is because it becomes easy to distinguish whether the points at the time of transition to the post-event performance indicate an accurate limit value or not, and it becomes easy to distinguish whether the points are a value that indicates the outcome or not.

[0141] ○Example 4-3 In the continuous operation presentation, the end of the operation valid period (the establishment of the time condition) is clearly indicated to the player. For example, when the operation valid period ends, an end image 37 is displayed in the display area 911 (see FIG. 28(b-1)). There are various possible specific forms of the end image 37. For example, an image including the text "time up" is considered. If the limit condition is established before the time condition is established, that is, if the points reach the limit value before the operation valid period ends, the end image 37 is not displayed (see FIG. 28(b-2)). Thus, the player can determine whether the points have reached the limit value based on whether the end image 37 has been displayed (whether the game has moved to the post-presentation after the end image 37 has been displayed).

[0142] This is particularly effective when the limit value indicates the outcome of the post-event performance (the jackpot reliability of the target winning / losing lottery result) as in the above embodiment. This is because it becomes easy to distinguish whether the points at the time of transition to the post-event performance indicate an accurate limit value or not, and it becomes easy to distinguish whether the points are a value that indicates the outcome or not.

[0143] ○Example 4-4 In the case where the limit condition is satisfied before the time condition is satisfied in the continuous operation performance and the performance transitions to the post-performance, the earlier the timing of the limit condition being satisfied, the longer the post-performance will be. For example, the operation effective period of the continuous operation performance is a maximum of 15 seconds (the time required from the start to the end when the time condition is satisfied), and the length of the post-performance executed after the time condition is satisfied is 10 seconds (see FIG. 29(a)). In this case, if the limit condition is satisfied 13 seconds after the start of the operation effective period, the length of the post-performance will be 12 seconds (see FIG. 29(b)). Although not shown, if the limit condition is satisfied 10 seconds after the start of the operation effective period, the length of the post-performance will be 15 seconds. In other words, the post-performance will be longer by the "longest operation effective period - the time from the start of the operation effective period to the time the limit condition is satisfied". In short, when the limit condition is satisfied, the consecutive operation performance is not executed until the operation effective period has elapsed, and the timing of the end of the consecutive operation performance is brought forward, so that the post-performance is lengthened accordingly. In this way, the total time required for the consecutive operation performance and the post-performance can be made the same every time, regardless of whether the time condition or the limit condition is satisfied, or the timing at which the limit condition is satisfied.

[0144] There are various methods for controlling the total time required for the post-performance (methods for absorbing time). For example, the total time can be controlled by adjusting the time for which the title image of the post-performance is displayed. Also, the total time can be controlled by adjusting the time for which an image showing the outcome of the post-performance (a favorable outcome or a failure outcome) is displayed.

[0145] The configuration of this example is particularly effective when a series of effects from a continuous operation effect to a post-effect is executed as part of a fluctuation effect. The time required for the fluctuation effect (fluctuation time) is determined by lottery, and the series of effects is executed during part of that fluctuation time, so if the time required for the series of effects is constant, control becomes easier. If the series of effects is executed as part of the effects executed during a jackpot game, there is no time constraint compared to when the series is executed as part of a fluctuation effect, so it can be said that there is no need to deliberately perform control such as this example (control that changes the length of the post-effect depending on the timing at which the limit condition is established).

[0146] Although the embodiment of the present invention has been described in detail above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the gist of the present invention.

[0147] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0148] ○Means 1-1 a normal first game state in which the low opening / closing mode is set, and a special first game state in which the high opening / closing mode is set but in which it is disadvantageous to a player to launch a game ball aiming at the second starting area; and a mode transition lottery means for executing a mode transition lottery that is not executed when the high opening / closing mode is set but is executed when the low opening / closing mode is set, and that, if won, results in a transition from the low opening / closing mode to the high opening / closing mode. According to the above gaming machine, an interesting gameplay is realized in which the normal first gaming state in which a mode transition lottery is executed because a low opening / closing mode is set is more advantageous than the special first gaming state in which a mode transition lottery is not executed because a high opening / closing mode is set.

[0149] ○Means 1-2 The gaming machine described in means 1-1 is characterized in that the high opening / closing mode is set as a gaming state in which a gaming ball should be launched aiming at the second starting area, and a second gaming state is set in which the opening time of the second starting area is longer than when the special first gaming state is set. In this way, a second game state can be set which has the same high opening / closing mode as the special first game state, but in which the opening time of the second starting area is longer.

[0150] ○Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that the probability of winning the mode transition lottery, which is executed based on second win / loss determination information obtained when a gaming ball enters the second starting area, is set to be higher than the probability of winning the mode transition lottery, which is executed based on first win / loss determination information obtained when a gaming ball enters the first starting area, and the gaming machine is provided with a memory means for storing a predetermined number of second win / loss determination information obtained when a gaming ball enters the second starting area, and when the second gaming state ends and transitions to the normal first gaming state, the mode transition lottery based on the second win / loss determination information stored in the memory means is executed, and if the mode transition lottery is won, a transition is made to the special first gaming state, and if the mode transition lottery is not won, the normal first gaming state is maintained. In this way, a gameplay can be realized in which a mode transition lottery based on the "remaining reservations" when the second game state ends determines whether the game state will enter a special first game state or a normal first game state.

[0151] ○Means 2-1 A gaming machine comprising: an operating means operable by a player and displaceable between an original position and an advanced position; and an effect execution means for executing a complex operation effect including a first stage in which the player is required to displace the operating means from the original position to the advanced position, and a second stage in which the player is required to displace the operating means from the advanced position to the original position after the first stage, wherein the complex operation effect leads to an intermediate conclusion after the first stage and to a final conclusion after the second stage, and the nature of the intermediate conclusion suggests the likelihood that the final conclusion will be advantageous to the player. The above-mentioned gaming machine is capable of executing an interesting composite operation presentation including a first stage in which the operating means is displaced from the original position to the advanced position and a second stage in which the operating means is displaced from the advanced position to the original position, in which an intermediate conclusion after the first stage suggests the final conclusion after the second stage.

[0152] ○Means 2-2 The gaming machine described in means 2-1 is characterized in that in the first stage, after the operating means is positioned at the advanced position, a maintenance operation is required to maintain the operating means in the advanced position, a suggestion element changes over time while the maintenance operation is required, and the state of the suggestion element at the end of the first stage becomes the intermediate conclusion. In this way, a presentation can be created in which the final outcome is hinted at as a result of the maintaining operation of maintaining the operating means in the advanced position.

[0153] ○Means 2-3 The gaming machine described in means 2-2 is characterized in that the final outcome is set as an outcome advantageous to the player when the performance value reaches a specified value, and the performance value changes over time as the suggestive element while the maintenance operation is being requested, and the closer the performance value shown as the intermediate outcome is to the specified value, the higher the probability that the final outcome will be an outcome advantageous to the player. In this way, a maintaining operation for maintaining the operating means in the advanced position can provide a performance form in which the player can feel that the performance numerical value is approaching a specified value (target).

[0154] ○Means 2-4 The gaming machine described in Means 2-2 or 2-3, characterized in that the operating means vibrates while the maintenance operation is requested and the suggestive element is changing over time. By doing so, it is possible to reduce the number of players who do not perform the maintenance operation.

[0155] ○Means 2-5 A gaming machine as described in means 2-2 or 2-3, characterized in that when the maintenance operation is requested and the operation means vibrates while the suggestive element is changing over time, the probability that the final outcome will be an outcome favorable to the player is higher than when the operation means does not vibrate. In this way, the presence or absence of vibration during the maintenance operation becomes the focus of attention. Also, if the player wants to enjoy the hint of the final outcome based on the presence or absence of vibration, it is necessary to touch the operating means, so it is possible to reduce the number of players who do not perform the maintenance operation.

[0156] ○Means 3-1 A gaming machine comprising: an operating means operable by a player; and an effect execution means for executing an image change effect in which the player is continuously prompted to operate the operating means, the image change effect changing a target image displayed on a display device in response to a target operation, which is an operation of the operating means during an effective operation period; wherein, in the image change effect, when a pre-change completion operation is performed in which a next target operation is performed while a change of the target image triggered by a certain target operation is in progress, the state of the target image at the time the next target operation is performed is used as a reference state, and the change of the target image triggered by the next target operation is initiated. According to the above gaming machine, it is possible to prevent a player from getting the impression that the target operation and the change in the target image are not synchronized (out of sync) (the player feeling uncomfortable) due to a large time lag between the time the target operation is performed and the time the change in the target image begins.

[0157] ○Means 3-2 The gaming machine described in means 3-1 is characterized in that, in the image change presentation, if the next target operation after a certain target operation is performed does not fall under the pre-change-completion operation, the change in the target image by the amount of change determined when the certain target operation is performed is completed, and then the change in the target image by the amount of change determined when the next target operation is performed begins, and, in the case where the next target operation after a certain target operation is performed falls under the pre-change-completion operation, the change in the target image by the amount of change determined when the certain target operation is performed begins before the change in the target image by the amount of change determined when the certain target operation is performed is completed. In this way, if a target operation (pre-change completion operation) is performed before a predetermined amount of change is completed, it is preferable to start changing the target image without waiting for that amount of change to be completed.

[0158] ○Means 3-3 The gaming machine described in Means 3-1 or 3-2, characterized in that the image change presentation is a presentation in which the target image, which was displayed in the entire display area of ​​the display device before the presentation began, is displayed as if it had shifted relative to the display area. An image change effect can be implemented in which a target image that was displayed over the entire display area is displayed as if it were shifted relative to the display area.

[0159] ○Means 4-1 A gaming machine comprising: an operating means operable by a player; and an effect execution means for executing a continuous operation effect which prompts the player to operate the operating means continuously, in which effect elements change in response to the operation of the operating means, and when the effect element reaches a limit state, the effect element does not change any further, wherein the limit state can be different each time the continuous operation effect occurs, and wherein the continuous operation effect ends when either one of a time condition in which a predetermined time has elapsed from the start of an operation effective period in which the operation of the operating means becomes effective, and a limit condition in which the effect element reaches the limit state, is met even if the other is not met. According to the above gaming machine, even if the time condition is not met, the continuous operation presentation ends when the limit condition is met, so that it is possible to prevent the occurrence of meaningless time.

[0160] ○Means 4-2 The gaming machine described in means 4-1 is characterized in that a post-effect occurs after the continuous operation effect, and if the limit condition is met before the time condition is met, the post-effect starts even before a specified time has elapsed from the start of the effective operation period. Even if the time condition is not met, if the limit condition is met, the continuous operation performance will end and the post-performance will begin, resulting in a smooth progression from the continuous operation performance to the post-performance (preventing meaningless "gaps" from occurring).

[0161] ○Means 4-3 A gaming machine as described in means 4-2, characterized in that if the time condition is met before the limit condition is met, the post-performance is started without the performance element reaching the limit state. By doing so, in order to grasp the limit state, it is necessary for the presentation element to reach the limit value before the time condition is met, which contributes to increasing the player's motivation to operate the game.

[0162] ○Means 4-4 A gaming machine according to means 4-2 or 4-3, characterized in that the limit mode is determined depending on whether the outcome of the post-performance is advantageous to the player. In this way, if the outcome of the post-performance is suggested by the limit mode, it is expected that a player who wishes to enjoy the suggestive effect will actively operate the operating means in the continuous operation performance to try to make the performance element reach the limit mode. [Explanation of symbols]

[0163] 1. Gaming machines 10 Operating means 11 Special Devices 12. Performance button 20 Target images 20w frame image 30 hour images 35 Marginal Image 37 End Image 904 starting area (904a first starting area 904b second starting area) 91 Display device 911 Display area

Claims

[Claim 1] A gaming machine in which a first starting area and a second starting area are provided as starting areas into which a gaming ball can enter within a gaming area formed in front of a gaming board, As states in which the ease of opening the second starting region is different, a low opening / closing state and a high opening / closing state in which the second starting region is more likely to be opened than the low opening / closing state are provided, As a first game state in which a game should be played by aiming at the first starting area, a low opening / closing first game state which is the low opening / closing state, and a high opening / closing first game state which is the high opening / closing state but in which it is disadvantageous for a player to launch a game ball by aiming at the second starting area are provided; A second game state is provided in which the player is to play the game by targeting the second starting area in the high opening / closing state, The first gaming state is a state in which a player can transition to the second gaming state by winning a jackpot through a first special lottery that is executed in response to a gaming ball entering the first starting area, The low opening / closing first gaming state and the high opening / closing first gaming state are states in which the likelihood of winning a jackpot is the same; The second gaming state is a state in which the player aims to win the jackpot through a second special lottery that is executed when the gaming ball enters the second starting area, and in which the player is more likely to win the jackpot than in the first gaming state; The low opening / closing first gaming state is a state in which a state transition right to transition to the second gaming state can be acquired even if the jackpot is not acquired, and is a state in which the state transition right is set to be acquired more easily than the jackpot, The high opening / closing first gaming state is a state in which the right to transition to the state cannot be acquired. A gaming machine characterized by:

Citation Information

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