Gaming Machines

JP7633674B2Active Publication Date: 2025-02-20SANSEI R&D KK
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2021177474
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-29
Publication Date
2025-02-20
Estimated Expiration
2041-10-29

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、好みの演出が優先的に発生するようにすることの利便性を向上させることが可能である。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007633674000001
    Figure 0007633674000001
  • Figure 0007633674000002
    Figure 0007633674000002
  • Figure 0007633674000003
    Figure 0007633674000003
Patent Text Reader

Abstract

To provide a game machine capable of increasing convenience in which a favorite performance occurs preferentially.SOLUTION: In a game machine for executing one of multiple kinds of object performances in satisfaction of a predetermined condition, a normal mode in which a type of the object performance executed in satisfaction of the predetermined condition is changeable and a fixed mode in which one of the multiple kinds of object performances is set to a fixed performance, the object performance set as the fixed performance is executed in satisfaction of the predetermined condition, and the other kinds of object performances are not fixed are provided as control modes of the object performance, and the mode is changed to the fixed mode in which the object performance in the middle of execution is set as the fixed performance when a mode change condition is satisfied in the middle of execution of one of the multiple kinds of object performances in a state in which the normal mode is set.SELECTED DRAWING: Figure 21
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Gaming machines that allow customization of the probability of occurrence of executed effects and the like are known (for example, see Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Special issue number 2021-062293 Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of improving the convenience of allowing a preferred effect to be preferentially generated. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above-mentioned problems, is a gaming machine in which one of a plurality of target effects is executed when a predetermined condition is met, and the control modes of the target effects are a normal mode in which the type of the target effect executed when the predetermined condition is met can change, and a fixed mode in which one of the plurality of target effects is set to a fixed effect, and the target effect set to the fixed effect is executed when the predetermined condition is met, and other types of target effects are not executed, and when the normal mode is set and a mode change condition is met while one of the plurality of target effects is being executed, the target effect being executed is changed to the fixed mode in which it is set to the fixed effect. Effect of the Invention

[0006] According to the present invention, it is possible to improve the convenience of allowing a preferred effect to be generated preferentially. [Brief description of the drawings]

[0007] [Figure 1] 1 is an overall view of a gaming machine according to an embodiment of the present invention. [Diagram 2] A diagram showing decorative patterns and reserved patterns displayed in the display area. [Diagram 3] (a) is a diagram to explain the game state and type of jackpot (transition of game state according to type of jackpot), and (b) is a diagram to explain the distribution of jackpots when the first win / lose lottery is won and when the second win / lose lottery is won. [Figure 4] A diagram to explain special effects (types of special effects). [Diagram 5] This is a diagram to explain that a specific type of presentation that occurs during a jackpot fluctuation in a reference special game state is considered to be a good model in a target special game state. [Figure 6] A diagram showing the standard reliability and opportunity reliability of various specific effects. [Figure 7] FIG. 1 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 13 is a diagram for explaining specific example 1-2. [Figure 9] FIG. 11 is a diagram for explaining specific example 1-3. [Figure 10] FIG. 13 is a diagram for explaining specific example 1-7. [Figure 11] FIG. 13 is a diagram for explaining specific example 1-8. [Figure 12] FIG. 13 is a diagram for explaining a performance image. [Figure 13] A diagram to explain the composite presentation of the basic aspect. [Figure 14] A diagram to explain a special type of composite presentation. [Figure 15] FIG. 13 is a diagram for explaining specific example 2-1. [Figure 16] FIG. 13 is a diagram for explaining specific example 2-2. [Figure 17] FIG. 1 is a diagram (part 1) for explaining specific example 2-3. [Figure 18] FIG. 2 is a second diagram for explaining specific example 2-3. [Figure 19] FIG. 13 is a diagram for explaining specific example 2-4. [Figure 20] FIG. 1 is a diagram for explaining the target period (a) and the target performance (b). [Figure 21] (a) is a diagram for explaining normal mode and fixed mode, (b) is a diagram for explaining that when the conditions for changing from normal mode to fixed mode are met, the target performance currently being executed becomes a fixed performance, and (c) is a diagram showing an example of an operation performance that occurs during the target period. [Figure 22] FIG. 13 is a diagram for explaining specific example 3-2. [Diagram 23] FIG. 13 is a diagram for explaining specific example 3-3. [Figure 24] FIG. 13 is a diagram for explaining specific example 3-5. [Diagram 25] FIG. 13 is a diagram (part 1) for explaining specific example 3-6. [Figure 26] FIG. 2 is a second diagram for explaining specific example 3-6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 1) Basic configuration of gaming machines Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to Fig. 1. In the following description, when referring to an image without detailed description, it includes not only a still image but also a moving image.

[0009] The gaming machine 1 includes a gaming board 90. The gaming board 90 is made of a substantially square plywood, and a guide rail 903 that constitutes a passage for guiding a gaming ball launched by operating a launching device 908 (launching handle) to a gaming area 902 is provided so as to have a substantially arc shape.

[0010] The game area 902 is provided with a display device 91, a starting area 904, a big prize area 906, an outlet, and the like. A display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the game board 90. The game area 902 is also provided with a plurality of game pegs as obstacles that change the flowing behavior of game balls when the game balls collide with them. The game balls flowing down the game area 902 change into various behaviors depending on the conditions when they collide with the game pegs.

[0011] 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.

[0012] In addition, explanations of components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1 and the lower and upper trays for storing gaming balls, will be omitted. For these, those with the same structure as known gaming machines can be applied.

[0013] The lottery for the big win is executed by a winning / losing lottery means provided on a control board (not shown) when a game ball enters the starting area 904. In this embodiment, a first starting area 904a (a starting area of ​​the so-called "special chart 1") and a second starting area 904b (a starting area of ​​the so-called "special chart 2") are provided as the starting area 904. When a game ball enters the starting area 904, a numerical value (winning / losing lottery information) is acquired from a random number source, and if the numerical value is the same as a predetermined winning numerical value, it is a big win, and if it is different, it is a loss. In this embodiment, the notification of the winning / losing lottery result is started in the order in which the numerical value is acquired (the during-variation performance described later is started), but if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not yet been completed, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, pre-variation reserved information described later) in a storage means provided on a control board (not shown). As with known gaming machines, the type of effect to be executed as part of the during-variation effect is determined by a lottery (a lottery that references one or more effect tables not shown) based on a random number obtained in accordance with the result of a win / lose lottery.

[0014] In this embodiment, as the reserved pattern 70, a reserved pattern 71 (a pattern indicating the existence of the so-called "reserved change") corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information during change) in which the during-change performance (from the start of the change of the decorative pattern 80 (decorative pattern group 80g) to the complete stop of the combination indicating the winning / losing lottery result, which is a performance during one change. Hereinafter, it may be simply referred to as "change" or "rotation") that notifies the winning / losing lottery result has started, but the notification of the winning / losing lottery result has not been completed, and a reserved pattern 72 before change corresponding to the winning / losing lottery information (hereinafter sometimes referred to as reserved information before change) in which the during-change performance that notifies the winning / losing lottery result has not started are displayed (see FIG. 2). In this embodiment, the reserved pattern 71 during change is displayed larger than the reserved pattern 72 before change, but the basic form of both is the same. The basic form of the reserved pattern 71 during change and the reserved pattern 72 before change may be completely different. In addition, the pending pattern 71 during the change may not be displayed. The order in which the winning / losing lottery results corresponding to the pending pattern 72 before the change are notified (the so-called pending "consumption order") is earlier on the right side.

[0015] The maximum number of pre-change reserved information is set to an upper limit. In this embodiment, the maximum number of first pre-change reserved information (special chart 1 reserved) obtained by winning the first starting area 904a is four, and the maximum number of second pre-change reserved information (special chart 2 reserved) obtained by winning the second starting area 904b is four. Therefore, with respect to the reserved pattern 70 corresponding to one of the special charts 1 and 2, one reserved pattern 71 during change and up to four pre-change reserved patterns 72 may be displayed (see FIG. 2). The pre-change reserved pattern 72 is set so that the first pre-change reserved information (special chart 1 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the first starting area 904a (normal game state to be described later), and the second pre-change reserved information (special chart 2 reserved) is displayed as the pre-change reserved pattern 72 if the state is such that the game ball should be launched aiming at the second starting area 904b (special game state to be described later). The configuration may be such that, regardless of the game status, a pre-change reserved pattern 72 corresponding to both the first pre-change reserved information and the second pre-change reserved information stored in the memory means is displayed (a maximum of eight pre-change reserved patterns 72 are displayed).

[0016] In this embodiment, as in known gaming machines, the winning / losing lottery result is notified to the player by a combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a decorative symbol group 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of kinds of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each decorative symbol group 80g and stopped. If a jackpot is won, the combination of decorative symbols 80 selected from each decorative symbol group 80g and stopped is a predetermined combination (for example, three of the same decorative symbols 80). If a loss occurs, the combination is other than the one (other than the combination that results in a jackpot). The decorative symbols 80 may be a combination of numbers and characters, etc.

[0017] In addition, images (so-called "small symbols" or the like) showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such images is omitted in each drawing). The player can enjoy the game without being aware of such images. In other words, the player can basically understand the lottery result by looking at the decorative symbols 80.

[0018] If the winning / losing lottery result is a jackpot, a jackpot game is executed in which the jackpot area 906 is opened (a "privilege" called a jackpot game is given to the player). The jackpot game includes one or more unit games (so-called "round" games. Hereinafter, the xth unit game after the jackpot game has started may be referred to as x rounds (games)). In the unit games, the jackpot area 906 is opened until a predetermined closing condition is met. In this embodiment, the closing condition is met when either C game balls win or a predetermined time has passed since the jackpot area 906 was opened. Basically, if game balls are continuously shot toward the jackpot area 906, C game balls will enter the jackpot area 906 before the predetermined time has passed. In other words, the player can enjoy the benefit of at least C game balls winning the jackpot area 906. In this embodiment, C=10. In addition, the number of prize balls paid out when one gaming ball enters the big prize area 906 is 10.

[0019] 2) Game status The game state in which the player plays to win a jackpot is roughly divided into a normal game state and a special game state (see FIG. 3(a)). The special game state is a game state that is more advantageous to the player than the normal game state. The normal game state is a low probability state in which the probability of winning a jackpot is low, and is a low base state (low probability, no time reduction) in which the game ball is unlikely to enter the starting area 904. As the special game state, a first special game state and a second special game state are set. The first special game state is a high probability state (probability variable state) in which the probability of winning a jackpot is high, and is a high base state (high probability, time reduction) in which the game ball is likely to enter the starting area 904. The second special game state is a low probability state in which the probability of winning a jackpot is low, and is a high base state (low probability, time reduction) in which the game ball is likely to enter the starting area 904.

[0020] In addition, the average length of time required for the performance during the fluctuation (fluctuation time) is shorter in the high base state than in the low base state. In other words, the winning / losing lottery results are announced more quickly in the high base state than in the low base state.

[0021] In the normal game state, the player launches the game ball aiming at the first starting area 904a (the so-called starting area of ​​special chart 1). In this embodiment, the so-called "left hit" is performed. Since the first winning / losing lottery information is acquired by the game ball entering the first starting area 904a, the normal game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the first winning / losing lottery information (the so-called special chart 1 lottery; hereinafter sometimes referred to as the first winning / losing lottery). On the other hand, in the special game state, the player launches the game ball aiming at the second starting area 904b (the so-called starting area of ​​special chart 2). In this embodiment, the so-called "right hit" is performed. Since the second winning / losing lottery information is acquired by the game ball entering the second starting area 904b, the special game state is a game state in which the player plays with the aim of winning the jackpot through a winning / losing lottery based on the second winning / losing lottery information (the so-called special chart 2 lottery; hereinafter sometimes referred to as the second winning / losing lottery). The special game state is a state in which it is easy to win the lottery to open the second starting area 904b triggered by the game ball entering the normal starting area 905, so the game ball enters the second starting area 904b relatively easily. Note that any setting regarding the transition of the game state may be used, so an explanation is omitted. Also, the game state set as described above is merely an example.

[0022] The gaming machine 1 in this embodiment is a so-called "ST machine" of the "V probability type". As the jackpot, a normal jackpot and a special jackpot are set. After winning a normal jackpot, the game moves to a second special game state (low probability, with time reduction) after the jackpot game ends. The second special game state continues a predetermined number of times in succession until the winning / losing lottery result is a loss (in the following description, the number of losses from the start of a certain game state until the game state ends without winning a jackpot may be referred to as the "continuation number"). The number of times the second special game state continues (the so-called time reduction number) in this embodiment is 100 times. After winning a special jackpot, the game moves to a first special game state (high probability, with time reduction) after the jackpot game ends. The number of times the first special game state continues (the so-called ST number (=M)) in this embodiment is 150 times.

[0023] The jackpot (jackpot allocation) won in the first winning / losing lottery (special chart 1 lottery) is 50% a normal jackpot and 50% a special jackpot (the so-called probability rate is 50%). The jackpot (jackpot allocation) won in the second winning / losing lottery (special chart 2) is 100% a special jackpot (the so-called probability rate is 100%) (see Figure 3(b)). If a special jackpot is won, the so-called V area (not shown) is opened in the jackpot game (if the game ball is shot aiming at the V area, it is opened for a time when the game ball will almost certainly enter), and the game state after the jackpot game ends becomes a special game state, provided that the game ball enters the V area. On the other hand, when a normal jackpot is won, the V area is not opened or is opened to such an extent that it is practically impossible for a game ball to enter, so that the game ball does not enter the V area and the game state after the jackpot game ends becomes the normal game state.

[0024] As described above, in this embodiment, of the jackpots (jackpot distribution) won in the first winning / losing lottery (special chart 1 lottery), 50% are normal jackpots and 50% are special jackpots (the so-called probability rate is 50%), but it is also possible to set it to 100% be special jackpots (no normal jackpot is set).

[0025] Note that the above-mentioned "ST machine of the V-type probability change" is merely one example. Unless otherwise specified in the following explanation, it is also acceptable to have a configuration in which the probability change rate of the first winning / losing lottery and the second winning / losing lottery are the same, rather than being a "V-type probability change" type. Also, it is acceptable to have a so-called "probability change loop machine" rather than an "ST" machine. It is also acceptable to have a gaming machine with so-called "two-type" functions (such as a "one-type two-type mixed machine"). Also, the gameplay characteristics, such as the distribution of jackpots, can be changed as appropriate.

[0026] In this embodiment, the probability of winning in a low probability state (normal game state, second special game state) of the winning / losing lottery probability is about 1 / 319, and the probability of winning in a high probability state (first special game state) is about 1 / 70. Note that the specific value of the winning probability can be changed as appropriate.

[0027] The number of unit games (number of rounds) constituting a jackpot game can be set appropriately. In this embodiment, the jackpot won by the first winning / losing lottery (special drawing 1 lottery) is 4 rounds regardless of whether it is a normal jackpot or a special jackpot, and 50% of the jackpots (special jackpots) won by the second winning / losing lottery (special drawing 2 lottery) are 4 rounds and 50% are 10 rounds (see FIG. 3(b)).

[0028] 3) Specific production The gaming machine 1 according to this embodiment is capable of executing a plurality of types of specific effects as effects constituting the effect during variation. The specific forms of the various specific effects may be any as long as the player can understand that they are different types of effects. In this embodiment, five types of specific effects, a first specific effect to a fifth specific effect, can occur (see FIG. 4). The first specific effect to the fifth specific effect are effects that respectively have different characters (characters A to E) as motifs. That is, the player can distinguish the type of specific effect by the type of the character (corresponding character) that appears (the type of character displayed as the main character in the display area 911). In short, it can be said that the various specific effects are different types of effect images 30 (characters in this embodiment) displayed during the effect. Note that the "character" includes not only people and animals, but also products (things sold as products). For example, the difference in the type of product, such as "car", "bicycle", "airplane", and "ship", may be set as an element for distinguishing the difference in the type of effect image 30. In addition, this includes not only imaginary characters and animals that appear in anime, novels, etc., but also real people and animals.

[0029] Although not shown, at the beginning of a specific performance, a title according to its type is displayed, so that the type of specific performance can also be determined by the title. In this embodiment, a specific performance does not occur more than once during one variable performance. In other words, various specific performances are positioned in the same hierarchy as components of a variable performance, and are not in a relationship in which a certain type of specific performance is executed and then developed into a different type of specific performance.

[0030] The various specific effects in this embodiment are so-called reach effects. Any type of specific effect will end in an advantageous end (see FIG. 4(b-1)) or a failure end (see FIG. 4(b-2)). When the result of the winning / losing lottery corresponding to the effect during the change including the specific effect is a big win, the specific effect will end in an advantageous end, and when the result is a loss, the specific effect will end in a failure. From this, it can be said that the various specific effects can occur as a part including the end of the effect during the change. The advantageous end includes a so-called reversal pattern (revival pattern) in which a failure end is once reached but is overturned. In the various specific effects in this embodiment, the corresponding character challenges a mission and clears (succeeds) it as an advantageous end, and failure is set as an unfavorable end. The mission may be different depending on the character (i.e., the basic configuration of the effect may be different depending on the character). The various specific effects may be so-called battle effects, and the corresponding character's victory is set as an advantageous end, and defeat is set as an unfavorable end.

[0031] In this embodiment, since a jackpot obtained in a special gaming state (first special gaming state or second special gaming state) is a special jackpot, after the jackpot game ends, the game will transition to the special gaming state (first special gaming state) again (see FIG. 3(a)). The special gaming state before a certain jackpot game starts is called the "reference special gaming state," and the special gaming state after the certain jackpot game ends is called the "target special gaming state" (there is one jackpot game between the "reference special gaming state" and the "target special gaming state") (see FIG. 5). The relationship between the "reference special gaming state" and the "target special gaming state" refers to the relationship between two consecutive special gaming states with a jackpot game in between (the period from the end of the special jackpot game to the winning of the special jackpot is considered to be one special gaming state). For example, if a special game state occurs three times in succession with a jackpot game in between, among the three special game states, in the relationship between the first special game state and the second special game state, the second special game state is a "target special game state," but in the relationship between the second special game state and the third special game state, the second special game state is a "reference special game state."

[0032] It is assumed that a jackpot is announced after one of a plurality of specific effects occurs in a standard special game state. In other words, it is assumed that one of a plurality of specific effects (hereinafter, also referred to as a standard specific effect) occurs in a certain variation effect (hereinafter, also referred to as a standard variation effect) in a standard special game state, and the standard specific effect reaches a favorable ending, and a jackpot is announced. For example, it is assumed that a second specific effect (character B's effect) occurs as the standard specific effect (see FIG. 5(a)).

[0033] The special game state after the end of the jackpot game notified in the standard variation effect is the target special game state. In the target special game state, the probability that the winning / losing lottery result will be a jackpot (jackpot reliability) is set to be higher when the type of specific effect that occurred as the above-mentioned standard specific effect occurs than when other types of specific effects occur. In other words, the jackpot reliability is higher (the probability of the event of "winning a jackpot", which is advantageous to the player, occurring is higher) when the type of specific effect (hereinafter sometimes referred to as the target specific effect) that occurred in the target special game state is a matching mode that is the same type as the standard specific effect that notified the jackpot in the standard special game state than when the type is a mismatch mode that is different from the standard specific effect. For example, as described above, when the second specific effect occurs as the reference specific effect, the reliability of a big win when the second specific effect occurs in the target special game state (when a matching pattern occurs) is higher than the reliability of a big win when any of the first specific effect or the third to fifth specific effects occurs in the target special game state (when a mismatch occurs) (see FIG. 5(b)). In other words, in the target special game state, the second specific effect becomes a "chance up" (hereinafter, the type that becomes the "chance up" may be referred to as a "good machine").

[0034] In addition, in the case of a mismatch mode, the jackpot reliability may be set to be different depending on the type of specific performance that occurs, or the jackpot reliability may be set to be constant regardless of the type of specific performance that occurs. The jackpot reliability in the case of "type of reference specific performance = type of target specific performance" (in the case of a match mode) may be set higher than either of the cases where "type of reference specific performance ≠ type of target specific performance" (in the case of a mismatch mode). In this embodiment, for each type of specific performance, a standard reliability, which is a default jackpot reliability, and a chance reliability, which is a jackpot reliability in the case of a good model, are set. That is, the reliability in the case of a certain type of specific performance occurring as a mismatch mode is the standard reliability, and the reliability in the case of a match mode is the chance reliability. Regardless of the type of specific performance, the chance reliability in the case of a match mode is higher than the standard reliability in the case of other types of specific performance occurring as a mismatch mode (see FIG. 6).

[0035] In this embodiment, the chance reliability of any type of specific performance is less than 100% (see FIG. 6). That is, even if a matching pattern occurs, there is a possibility of a big win when a matching pattern occurs. However, the jackpot reliability when a matching pattern occurs may be 100%. Also, the standard reliability of any type of specific performance is not 0% (see FIG. 6). That is, even if a mismatching pattern occurs, it is considered that there is a possibility of a big win (occurrence of a mismatching pattern is not considered to be a confirmed miss). Therefore, in a consecutive win state in which a big win game and a special game state alternate, the good model may change midway. That is, when a certain type of specific performance that is a mismatching pattern occurs and a big win is announced, that certain type of specific performance will be the good model in the next special game state (target special game state).

[0036] A specific effect of the same type as the standard specific effect that occurs in a winning fluctuation in the standard special game state is considered to be a good machine from the start to the end of the target special game state. The target special game state (first special game state) ends with the next big win (special big win) or 150 consecutive misses, and the occurrence of a specific effect of the same type as the good machine until the end of the target special game state is considered a matching pattern (chance up). If a big win is announced in a fluctuation that causes a matching pattern in the target special game state, the same type of specific effect will be considered to be a good machine in the next special game state. If there are 150 consecutive misses in the target special game state and the game returns to the normal game state, the good machine is reset.

[0037] Also, for example, if a jackpot is announced in a fluctuation in which none of the multiple types of specific effects occur in the target special game state, no type of specific effect will be considered a favored machine in the next special game state (all types of specific effects are controlled to occur with a "standard reliability").

[0038] In this way, the gaming machine 1 of this embodiment realizes an interesting gameplay in which a rule is set such that a specific effect of the same type as a specific effect (reference specific effect) that occurs during a variable effect that results in a jackpot in a standard special game state will result in a "chance up" in a target special game state.

[0039] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned specific performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0040] 〇Specific example 1-1 The specific effect that occurs first after the end of the jackpot game is the target specific effect. In other words, only for the specific effect that occurs first after the end of the jackpot game that is notified in the standard variable effect including the standard specific effect, whether it is the same type as the standard specific effect (good model) or not affects the reliability, and thereafter, whether it is the same type as the standard specific effect (good model) or not does not affect the reliability (the good model is erased when the first specific effect occurs after the end of the jackpot game). In other words, the chance increase caused by the occurrence of a specific effect of the same type as the standard specific effect is effective only for the specific effect that occurs first after the end of the jackpot game. For example, as shown in FIG. 7, if the standard specific effect (good model) is the third specific effect, if the first specific effect that occurs after the end of the jackpot game is the third specific effect, the reliability of the third specific effect will be the chance reliability, and if it is a specific effect of any other type, it will be the standard reliability. Any type of specific effect that occurs thereafter (even if it is the third specific effect) will be the standard reliability.

[0041] In this way, the key is whether the type of the special effect that occurred most recently before the big win game (occurred at the end of the reference special game state) and the type of the special effect that occurred most recently after the big win game (occurred at the beginning of the target special game state) match, thereby realizing gameplay that makes it easy to understand the target special effect to be compared.

[0042] If this example is used, then if no special effect occurs in the special game state after a jackpot game (a jackpot occurs without a special effect occurring), the setting may be such that the first special effect to occur in the special game state from the next time onwards becomes the target special effect (the setting may be such that a good machine is "carried over").

[0043] 〇Specific example 1-2 In the above embodiment, it was explained that the one special game state after the end of the jackpot game notified by the standard fluctuation performance is the target special game state, but the configuration may also be such that N special game states (N is a specified number of 2 or more) after the end of the jackpot game are the target special game states (see Figure 8).

[0044] By doing this, a state in which a certain specific performance is considered to be a good machine will not end with one special game state, but will continue over two or more special game states, so that frequent changes in the good machine can be prevented, making it difficult to understand the gameplay.

[0045] 〇Specific example 1-3 When a certain type of specific performance is determined to be a good model, the setting is made such that the certain type of specific performance will continue to be a good model until the specific performance determined to be a good model occurs and a jackpot is announced (see FIG. 9). In other words, as long as the specific performance determined to be a good model does not occur due to a winning fluctuation (the specific performance determined to be a good model does not lead to a favorable ending), the specific performance will continue to be a good model. In a state in which a certain type of specific performance is determined to be a good model, even if the specific performance of the certain type (good model) occurs due to a losing fluctuation (even if it leads to an unfavorable ending), the certain type of specific performance will continue to be a good model (see FIG. 9(b)). Also, although not shown, in a state in which a certain type of specific performance is determined to be a good model, even if a type of specific performance other than the certain type of specific performance occurs due to a winning fluctuation, the certain type of specific performance will continue to be a good model. Furthermore, if a specific effect determined to be a good model occurs due to a winning fluctuation, the good model is erased (see Figure 9(b)), and in the next special game state, none of the specific effects are determined to be good models (all specific effects occur with the standard reliability).

[0046] By doing as in this example, it is possible to prevent the state from ending without experiencing the jackpot that follows the special performance of the well-established model.

[0047] 〇Specific example 1-4 Various specific effects may occur even in the normal game state. If a certain type of specific effect occurs in a winning fluctuation in the normal game state and a special jackpot is announced, the certain type of specific effect is considered to be a good model in the special game state (first special game state or second special game state) after the jackpot game ends. In other words, the type of specific effect that occurs in the fluctuation that announces the special jackpot, which is the so-called "first win," is considered to be a good model in the special game state after the "first win." In this way, the rules of specific effects as described in the above embodiment can be set in the normal game state and the special game state that sandwich the first jackpot game.

[0048] 〇Specific example 1-5 The gaming machine 1 according to the above embodiment has been described as a so-called ST machine (a game in which the number of times (ST times) of winning / losing lotteries more advantageous than in a normal game state is predetermined, and the game ends when the number of consecutive losses is lost), but other game characteristics are also possible. For example, it is possible to apply the present invention to a gaming machine (e.g., a sure-win loop machine) in which a winning / losing lottery (high probability lottery) more advantageous than in a normal game state can be received until the next big win is obtained, and if the big win is a special big win, the game moves to a high probability state (special game state) again after the big win game ends, but if it is a normal big win, the game moves to a low probability state (normal game state) after the big win game ends (a consecutive win ends).

[0049] 〇Specific example 1-6 In the above embodiment, it has been explained that the reliability of a jackpot is suggested depending on whether a specific presentation is in a matching state (resulting in a good chance reliability) or in a non-matching state (resulting in a reference reliability), i.e., the event of "obtaining a jackpot" is the subject that is suggested; however, other events may also be suggested as long as their occurrence is an event that is advantageous to the player (an event related to the player's direct profit (balls won)).

[0050] For example, in the case of the probability variable loop machine described in the above specific example 1-5, since the next jackpot win in the high probability state (special game state) is already decided, it is possible to suggest the type of jackpot, not the win of the jackpot. In other words, it is possible to set it so that when a jackpot is announced in a variable performance including a specific performance of a matching mode, the probability of it being a special jackpot (a jackpot that transitions to a high probability state (special game state) after the jackpot game ends) is higher (the probability of it becoming a normal jackpot and ending the consecutive win is lower) than when a jackpot is announced in a variable performance including a specific performance of a non-matching mode.

[0051] In addition, in a configuration in which multiple types of jackpots with different numbers of rounds (unit number of plays) are set, it is possible to set the probability that the number of rounds of the jackpot game will be greater when a jackpot is announced in a varying performance including a specific performance of a matching mode than when a jackpot is announced in a varying performance including a specific performance of a non-matching mode. The jackpot announced in a varying performance including a specific performance of a matching mode may be set to have the maximum number of rounds (it is determined to be the jackpot with the greatest number of rounds among multiple types of jackpots with different numbers of rounds).

[0052] 〇Specific example 1-7 When a specific effect of a matching mode (target specific effect) occurs, the additional image 10 is displayed. A matching mode is when the target specific effect is the same type as a reference specific effect (favorable machine), and when each of the multiple types of specific effects occurs as a matching mode, the additional image 10 is displayed. The additional image 10 is not displayed when it does not occur as a matching mode (for example, when a certain type of specific effect occurs as a non-matching mode).

[0053] As an example, consider a case where the fourth specific effect is determined to be a standard specific effect (good model). In that case, when the fourth specific effect occurs as the target specific effect, an additional image 10 is displayed at the beginning of the fourth specific effect (for example, together with an image showing the title of the fourth specific effect) (see FIG. 10(b)). Since the matching mode is the same type of mode as the effect executed when the previous big win was obtained, the additional image 10 is considered to suggest this. For example, an image including the word "same" can be considered. On the other hand, when a specific effect other than the fourth specific effect (first to third, fifth specific effects) occurs as the target specific effect, such an additional image 10 is not displayed.

[0054] Moreover, since the additional image 10 is "added" to the basic performance image 30, the parts other than the additional image 10 are the same as the beginning of a normal fourth specific performance. In other words, the image displayed at the beginning of a fourth specific performance that occurs as a match mode (see FIG. 10(b)) and the image displayed at the beginning of a fourth specific performance that occurs when there is no match mode (normal fourth specific performance) (see FIG. 10(a)) differ in the presence or absence of the additional image 10 (excluding images that may change with each performance, such as decorative patterns 80 (reach patterns)). When the fourth specific performance occurs as a mismatch mode, the additional image 10 is not displayed (as in FIG. 10(a)).

[0055] By displaying such additional image 10, the player can easily understand that the matching state is a chance up. Also, even if a player does not know that the chance up occurs when the reference specific effect and the target specific effect are the same type (such a "rule"), the additional image 10 including the word "same" is displayed, it can be an opportunity for the player to know the existence (rule) of the chance up.

[0056] 〇Specific example 1-8 The type of specific performance (good machine) that is set as the reference specific performance is continuously displayed until a predetermined end condition is met even if the target specific performance is not occurring. More specifically, when the target specific performance becomes the same type as the reference specific performance (good machine) (when it becomes a matching pattern), the good machine is continuously displayed during the period when the rule of "chance up" is valid (see FIG. 11(d) (showing an example where the fifth specific performance is a good machine)). The image showing the good machine (hereinafter referred to as the good machine image 20) is in a different form for each type of specific performance, and includes characters that represent various specific performances and can be recognized by the player. For example, as in the above embodiment, if the various specific performances are based on different characters, it is considered to display an image that includes the name and face of each character as the good machine image 20. If the first specific performance is the good machine, an image such as the face of character A is displayed as the good machine image 20, if the second specific performance is the face of character B, if the fifth specific performance is the face of character E, etc. is displayed as the good machine image 20. The above "displayed continuously" means that the good machine image 20 is displayed over multiple variations, and also includes being temporarily erased. For example, while a specific performance is being performed as a performance during variation, the good machine image 20 may be temporarily erased in order to emphasize the performance (so that the good machine image 20 does not get in the way of the performance) (the good machine image 20 is displayed again when the performance ends).

[0057] The termination condition for erasing the good machine image 20 (not including the temporary erasure) is the end of the period in which the rule that the occurrence of a matching pattern results in "chance up" is valid. If the rule is set to be valid throughout the target special game state as in the above embodiment, the end of the target special game state (winning a jackpot or transitioning to a normal game state) is set as the termination condition. As explained in specific example 1-1, if the setting is such that the first specific effect that occurs after the end of a jackpot game is the target specific effect, the start or end of the first specific effect that occurs is set as the establishment of the termination condition. In any case, the good machine image 20 will be continuously displayed at least during the period from the end of the jackpot game (after the start of the target special game state) until the first specific effect occurs.

[0058] There are various possible timings for starting to display the good machine image 20. For example, it is preferable to display the good machine image 20 during the standard variation performance at the same time as or after the standard specific performance reaches a favorable ending (see FIG. 11(a)). The reason why the matching state becomes chance up is that the type of specific performance that becomes the standard specific performance is presumed to be decided, so if the good machine image 20 is displayed when it is decided (see FIG. 11(b)), it is easy for the player to understand (when a certain type of specific performance reaches a favorable ending, the good machine image 20 showing that type of specific performance is displayed, and it is displayed continuously, so it is easy to understand that the type of specific performance is "chance up"). In this case, it is preferable to display the good machine image 20 even in the big win game after the standard specific performance ends (the big win game before the target special game state starts) (see FIG. 11(c)).

[0059] By displaying such a good machine image 20, the player can easily understand that the occurrence of a specific effect of the same type as the reference specific effect (occurrence of a matching pattern) means that the player's chances are increased.

[0060] 4) Comprehensive Production The gaming machine 1 according to this embodiment is capable of executing a composite performance as a performance constituting a variable performance. The composite performance includes a plurality of unit performances that occur consecutively. Details will be described later, but the composite performance in this embodiment is three unit performances that occur consecutively without any gaps.

[0061] Each unit performance is output as one of a plurality of performance elements. In this embodiment, the performance element is an image (performance image 30) displayed in the display area 911 of the display device 91. Sound output from a speaker may also be used as a performance element. In this embodiment, a total of five types of performance images 30 (first performance image 31 to fifth performance image 35) are prepared (see FIG. 12).

[0062] Whether or not the performance images 30 are the same type (whether or not the types of performance images 30 are the same) is determined by whether or not the characters depicted by each image are the same. In this embodiment, the first performance image 31 represents character A, the second performance image 32 represents character B, the third performance image 33 represents character C, the fourth performance image 34 represents character D, and the fifth performance image 35 represents character E (characters A to E are different characters from one another) (see FIG. 12). Hereinafter, the characters depicted by the various performance images 30 may also be referred to as corresponding characters.

[0063] In addition, in this embodiment, three types of images that represent the same type of character but are different from each other are prepared as the various performance images 30. Three types of the first performance image x, the first performance image y, and the first performance image z are prepared as the first performance image 31, three types of the second performance image x, the second performance image y, and the second performance image z are prepared as the second performance image 32, and three types of the fifth performance image x, the fifth performance image y, and the fifth performance image z are prepared as the fifth performance image 35 (see FIG. 12). In the following description, performance images 30 of the same type (representing the same character) but with different aspects may be referred to as "same type but different aspects" (performance images 30). In other words, in this embodiment, three "same type but different aspects" performance images 30 are prepared for the various performance images 30.

[0064] In this embodiment, the first performance image x, the second performance image x, ..., the fifth performance image x (the performance images 30 with the symbol "x" in the left column of FIG. 12) are assumed to have corresponding characters in a pose representing "3". In other words, when comparing these performance images 30, although the types of characters are different, they have in common the point (concept of the image) that they are in a pose representing "3". Similarly, the first performance image y, the second performance image y, ..., the fifth performance image y (the performance images 30 with the symbol "y" in the middle column of FIG. 12) are assumed to have a common concept that the corresponding characters are in a pose representing "2". In addition, the first performance image z, the second performance image z, ..., the fifth performance image z (the performance images 30 with the symbol "z" in the right column of FIG. 12) are assumed to have a common concept that the corresponding characters are in a pose representing "1". The "same type but different aspects" performance images 30 can be said to be images with different concepts even though the characters (corresponding characters) displayed are the same. Also, each of the "first performance image x, second performance image x, ... fifth performance image x" (images in which various characters pose as "3"; hereafter sometimes referred to as "concept 3"), "first performance image y, second performance image y, ... fifth performance image y" (images in which various characters pose as "2"; hereafter sometimes referred to as "concept 2"), and "first performance image z, second performance image z, ... fifth performance image z" (images in which various characters pose as "1"; hereafter sometimes referred to as "concept 1") can be said to be images with the same concept even though the characters (corresponding characters) displayed are different from each other.

[0065] In this embodiment, each performance image 30 is given a number (sequence display N) represented by the pose of each character, in addition to each character. That is, the image of "concept 3" is given the number "3", the image of "concept 2" is given the number "2", and the image of "concept 1" is given the number "1" (see FIG. 12). As described later, the composite performance (both the basic mode and the special mode) is displayed in the order of the performance image 30 of "concept 3" → the performance image 30 of "concept 2" → the performance image 30 of "concept 1", and the above numbers (sequence display N) correspond to the order of occurrence of the unit performance (the sequence display N of "3" corresponds to the first performance, "2" corresponds to the second performance, and "1" corresponds to the third performance. In other words, the sequence display N is a unique display (letters, etc.) according to the order of occurrence, and the number of the sequence display N does not necessarily have to be equal to the order of occurrence). More specifically, the earlier the order of occurrence, the larger the sequence display N corresponds to, and the number decreases by one. It is also possible to adopt a configuration in which such a sequence indicator N is not attached. In particular, in this embodiment, the pose of the character is made according to the sequence, so even if the sequence indicator N is not displayed, the pose will change in the order of "3" → "2" → "1".

[0066] The composite effect modes in which any of the above effect images 30 is displayed in each unit effect can be roughly divided into basic modes (see FIG. 13) and special modes (see FIG. 14). Each mode will be explained below. The basic mode is the standard (default) mode. In this embodiment, when a composite effect occurs, the probability that it will be the basic mode is over 95%. Therefore, players who have been exposed to composite effects to a certain extent will take it for granted that composite effects will be the basic mode (even if they have been exposed to composite effects to a certain extent, they may not be aware of the existence of special modes).

[0067] The basic mode (see FIG. 13) is a mode in which the same type of performance image 30 is displayed in all unit performances (three unit performances in this embodiment) that make up the composite performance. If the unit performances are the first unit performance, the second unit performance, and the third unit performance in order of occurrence, the performance image 30 representing the same type of character is displayed in all of the first unit performance to the third unit performance. In addition, an image of "concept 3" is displayed in the first unit performance, an image of "concept 2" is displayed in the second unit performance, and an image of "concept 1" is displayed in the third unit performance. In other words, when it is decided to execute the composite performance of the basic mode, which of the first performance image 31 to the fifth performance image 35 is displayed, that is, the type of character is determined. For example, when it is decided to display the second performance image 32, an image of character B of "concept 3" (see FIG. 13(a)) is displayed in the first unit performance, an image of character B of "concept 2" (see FIG. 13(b)) is displayed in the second unit performance, and an image of character B of "concept 1" (see FIG. 13(c)) is displayed in the third unit performance. In this embodiment, there are five types of performance images 30 (types of characters), so there are also five types of composite performance patterns of the basic form that can occur. In this embodiment, when a composite performance of the basic form occurs, the probability that each pattern (character) is selected is the same (the probability that each is selected is 1 / 5). The composite performance of the basic form in which these performance images 30 are displayed in succession is a performance form in which one of the multiple types of characters (A to E) appears to be counting down "3," "2," and "1."

[0068] On the other hand, in the composite performance of the special mode (see FIG. 14), the unit performance is divided into a normal unit performance and a special unit performance. The number of normal unit performances included in one composite performance of the special mode is greater than the number of special unit performances (number of normal unit performances > number of special unit performances). In this embodiment, as with the composite performance of the basic mode, the composite performance of the special mode also includes three unit performances, so two of the three are normal unit performances and the remaining one is a special unit performance. In the composite performance of the special mode in this embodiment, the first unit performance (see FIG. 14(a)) and the second unit performance (see FIG. 14(b)) are normal unit performances, and the third unit performance (see FIG. 14(c)) is a special unit performance. In other words, the last unit performance that constitutes one composite performance is a special mode.

[0069] The type of the performance image 30 displayed in the normal unit performance is different from the type of the performance image 30 displayed in the special unit performance. In other words, in the special mode composite performance in this embodiment, when a certain type of performance image 30 (a certain type of character) is displayed in the first unit performance and the second unit performance, a different type of performance image 30 (a different type of character from the certain type of character) is displayed in the third unit performance. For example, a special mode composite performance may occur in which the second performance image 32 (character B) is displayed in the first unit performance and the second unit performance (normal unit performance) (see FIG. 14(a)(b)), and the fourth performance image 34 (character D) is displayed in the third unit performance (special unit performance) (see FIG. 14(c)).

[0070] However, even in the case of a composite performance of a special mode, as in the basic mode, an image of "concept 3" is displayed in the first unit performance, an image of "concept 2" in the second unit performance, and an image of "concept 1" in the third unit performance. In the above example, an image of character B of "concept 3" (see FIG. 14(a)) is displayed in the first unit performance, an image of character B of "concept 2" (see FIG. 14(b)) is displayed in the second unit performance, and an image of character D of "concept 1" (see FIG. 14(c)) is displayed in the third unit performance. Thus, even in the case of a composite performance of a special mode, as in the case of a composite performance of a basic mode, it is possible to maintain a performance form that appears as if a countdown of "3," "2," and "1" is occurring. Unlike the basic mode, the special mode is one in which the character performing the countdown changes midway.

[0071] In this embodiment, the composite performance may occur during a variation (win variation) that results in a jackpot. That is, a jackpot is confirmed at the time when the composite performance occurs. As described above, the composite performance in this embodiment is a performance that makes it look like a "countdown" is being performed in both the basic mode and the special mode, and the jackpot is notified after the countdown ends (see FIG. 13(d) and FIG. 14(d)). In other words, the composite performance can be said to be a performance that counts down to the time when the jackpot is notified (the time when the winning combination of the decorative patterns 80 is displayed). In this embodiment, the composite performance is set to occur in a win variation in the first special game state (high probability state), but the composite performance may also be set to occur in a win variation in the second special game state or the normal game state (low probability state). In addition, the composite performance does not necessarily occur in all win variations.

[0072] In this embodiment, the probability of a 10-round jackpot being announced by a jackpot fluctuation including a special mode composite performance is set to be higher than that of a jackpot announced by a jackpot fluctuation including a basic mode composite performance. Since a 10-round jackpot is more advantageous to a player than a 4-round jackpot, the occurrence (acquisition) of a 10-round jackpot can be said to be an "event advantageous to a player." In other words, the probability of an event advantageous to a player occurring is set to be higher when a special mode composite performance occurs than when a basic mode composite performance occurs. It may be set to determine that a 10-round jackpot is announced (determine that an advantageous event will occur) when a special mode composite performance occurs.

[0073] Incidentally, the events that are the subject of suggestion according to the form of the composite performance (basic form, special form) are not limited to the suggestion of the number of rounds as described above. Other events may be the subject of suggestion as long as they are advantageous events for the player (events related to the player's direct profit (balls)). For example, on the premise that the composite performance can occur not only with a winning fluctuation but also with a losing fluctuation, it is possible to set the probability of a jackpot being higher when a composite performance of a special form occurs than when a composite performance of a basic form occurs (setting in which "the result of the winning / losing lottery becomes a winning one" is the event that is the subject of suggestion). In addition, it is possible to set the probability of a special jackpot (not a normal jackpot) being higher when a composite performance of a special form occurs than when a composite performance of a basic form occurs (setting in which "special jackpot" is the event that is the subject of suggestion). In addition, it is possible to set so-called "consecutive wins in reserve" and the like as the subject of suggestion.

[0074] As explained above, the composite presentation in this embodiment is based (basic pattern) on the fact that the successively occurring unit presentations (first unit presentation to third unit presentation) are of the same type, however, a special pattern may occur in which some unit presentations (special unit presentations) have a different type of presentation image 30 from the other unit presentations (normal unit presentations), and when a special pattern occurs, the player may feel a "sense of discomfort" (sense of discomfort due to different characters), making it an interesting presentation form.

[0075] Furthermore, as in this embodiment, by setting the probability that an event advantageous to the player will occur is higher when the composite performance is in a special mode than when it is in a basic mode, gameplay is realized in which, when there is a "sense of discomfort" during the composite performance, the player can look forward to subsequent developments.

[0076] In addition, in this embodiment, in the composite performance of the special mode, the last of the multiple unit performances is the special unit performance. In other words, the same type of performance image 30 (the same type of character) is displayed in succession until the last unit performance is executed, so that a player who feels that it will continue until the end is likely to feel uncomfortable when a different type of performance image 30 is displayed at the end. Also, for a player who knows the existence of the special mode, it is impossible to tell whether the composite performance is a basic mode or a special mode until the last unit performance is executed, so it is a performance form that cannot be taken off the eye until the end.

[0077] In addition, if the presentation element output in the unit presentation is a "character image" as in this embodiment, the occurrence of a "change in character" during the presentation becomes a special mode, which makes the presentation easy to understand. Specifically, more players will notice (feel uncomfortable) that a special mode has occurred.

[0078] Moreover, the composite effect in this embodiment is set so that the effect images 30 are displayed in the order of "concept 3" -> "concept 2" -> "concept 1", regardless of whether it is a basic mode or a special mode. That is, whether it is a basic mode in which the type of the effect image 30 (character) is the same throughout the effect, or a special mode in which the type of the effect image 30 (character) changes midway, the display order based on the concept of the images does not change, so when a special mode occurs, it is difficult for the player to notice that the type of the effect image 30 (character) has changed midway. That is, it is possible to set a performance form in which not everyone easily notices the occurrence of a special mode.

[0079] In addition, by increasing the number of unit effects included in the composite effect and increasing the number of concepts (the number of sequential display N) accordingly, the number of countdowns can be increased or decreased as appropriate. Also, by reversing the display order from this embodiment, a composite effect in which a "count up" is performed can be created.

[0080] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned composite performance-related matters. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0081] 〇Specific example 2-1 In the above embodiment, the special mode of the composite performance is described as the last of the multiple unit performances being the special unit performance, but the unit performances (intermediate unit performances) other than the first and last unit performances may be the special unit performances. If the composite performance includes three unit performances (first unit performance to third unit performance) as in the above embodiment, for example, as shown in FIG. 15, the first unit performance (first) (see FIG. 15(a)) and the third unit performance (last) (see FIG. 15(b)) are normal unit performances, and the second unit performance (see FIG. 15(b)) is the special unit performance. By doing so, a performance form in which a unit performance that feels strange may occur in the middle of the composite performance is created, making it more difficult for the player to notice the occurrence of the special mode.

[0082] Also, as shown in FIG. 15, a special mode (special mode A) in which the second unit performance is a special unit performance may occur, and as shown in FIG. 14, a special mode (special mode B) in which the third unit performance is a special unit performance may occur, so that the order of occurrence of the special unit performance (the order in which the special unit performance occurs) may be changed each time. In such a configuration, the order of occurrence of the special unit performance may suggest the probability of an advantageous event occurring, such that the probability of an event advantageous to the player occurring is higher when the other of special mode A and special mode B occurs than when one of them occurs. This results in a performance form in which the player pays attention to the order of occurrence of the special unit performance.

[0083] In addition, regardless of the number of unit effects included in the composite effect, the timing of occurrence of the special unit effect, etc., it is not preferable to configure the first unit effect as a special unit effect. Since the first unit effect can be said to indicate the type of reference effect image 30 (type of character) (it is the "base" unit effect), it is preferable to make the first unit effect a normal unit effect.

[0084] 〇Specific example 2-2 When the composite effect becomes a special mode, the probability that an event advantageous to the player occurs (hereinafter, in the explanation of this example, referred to as the advantageous event probability) differs depending on the mode of the effect image 30 displayed in the special unit effect. In other words, even in a special mode, the advantageous event probability differs depending on the type of effect image 30 displayed in the special unit effect. For example, this is realized by the following configuration.

[0085] The first effect image 31 to the fifth effect image 35 are each associated with a probability of an advantageous event (see FIG. 16(a)). For example, the probability of an advantageous event increases in the order of the first effect image 31<the second effect image 32<the third effect image 33<the fourth effect image 34<the fifth effect image 35). As shown in FIG. 16(b), if a special mode composite effect occurs in which the third effect image 33 (character C) is displayed in the normal unit effect, an image other than the third effect image 33 (any of the first effect image 31 (character A), the second effect image 32 (character B), the fourth effect image 34 (character D), and the fifth effect image 35 (character E)) is displayed in the special unit effect, and an event advantageous to the player occurs with the advantageous event probability associated with the effect image 30 displayed in the special unit effect. In other words, in this example, the probability of an event advantageous to the player occurring is lowest when the first effect image 31 is displayed in the special unit effect, and highest when the fifth effect image 35 is displayed. Although not shown in the figure, in another case, for example, if a special type of composite performance occurs in which the first performance image 31 is displayed in a normal unit performance, an image other than the first performance image 31 (any of the first performance image 31 to the fifth performance image 35) will be displayed in the special unit performance, and the probability of an event advantageous to the player occurring will be lowest when the second performance image 32 is displayed in the special unit performance, and highest when the fifth performance image 35 is displayed.

[0086] By doing this, when a composite effect occurs, players (especially players who know of the existence of special modes) should pay attention not only to whether it will be a special mode, but also to the type of effect image 30 that will be displayed in the special unit effect when the special mode occurs.

[0087] 〇Specific example 2-3 In the various performance images 30, images with the same concept but different aspects are prepared in the number of unit performances included in the composite performance (three if the composite performance includes three unit performances as in the above embodiment). For example, as shown in FIG. 17, three aspects of the image of the character "running" (hereinafter referred to as "concept: running"), three aspects of the image of "jumping" (hereinafter referred to as "concept: jumping"), and three aspects of the image of "swimming" (hereinafter referred to as "concept: swimming") are provided. There are various methods for setting the "concept". It is sufficient if the player can easily distinguish whether the concept of the image is the same or different. In addition to the above example, for example, a configuration in which the difference in the style of clothing worn by the character is set as the difference in concept is considered.

[0088] In the basic composite performance, images of the same type (character) and concept are displayed in all unit performances. For example, if the composite performance of the fourth performance image 34 is "concept: jump", images of the character D jumping in different ways are displayed in each of the first unit performance to the third unit performance, as shown in FIG. 18(a).

[0089] In the composite presentation of the special mode, as explained in the above embodiment, the type of presentation image 30 (type of character) displayed in the normal unit presentation and the type of presentation image 30 (type of character) displayed in the special unit presentation are different. However, the concept is the same in the normal unit presentation and the special unit presentation. For example, if a composite presentation is made in which the fourth presentation image 34 "concept: jump" is displayed in the normal unit presentation and the first presentation image 31 "concept: jump" is displayed in the special unit presentation, as shown in FIG. 18(b), the type of character changes from character D to character A midway through, but the concept remains constant at "jump", so that the presentation form is such that the player is unlikely to notice the occurrence of the special mode (not everyone notices the occurrence of the special mode).

[0090] Incidentally, if the presentation format is to indicate that a "countdown" (or "count up") is taking place as described in the above embodiment, then each presentation image 30 can be provided with a sequence indicator N (see Figure 18), however, this is not to deny the possibility of a presentation format in which such a sequence indicator N is not displayed.

[0091] 〇Specific example 2-4 In the above embodiment, the composite performance is described as one in which the concept (aspect based on the concept) of the performance image 30 displayed in each unit performance changes, but such a change may not occur. For example, in a basic composite performance, the same performance image 30 is displayed in all unit performances (see FIG. 19(a)). In a special composite performance, the same performance image 30 is displayed in the normal unit performance, and a different type of performance image 30 (performance image 30 of a different character) from the normal unit performance is displayed in the special unit performance (see FIG. 19(b)).

[0092] If the presentation mode indicates that a "countdown" (or "countup") is being performed as described in the above embodiment, then each presentation image 30 may be provided with a sequence indicator N (see FIG. 19). This does not mean that a presentation mode in which such a sequence indicator N is not displayed is not permitted.

[0093] 5) Control of target performance (normal mode, fixed mode) The gaming machine 1 according to this embodiment is capable of executing a target performance (see FIG. 20(b)). There are multiple types of performances prepared to be executed as the target performance. When a predetermined condition (hereinafter sometimes referred to as the execution condition (of the target performance)) is met, one of the multiple types of target performances is executed. In other words, two or more types of target performances are not executed simultaneously. The target performance in this embodiment is executed as part of a performance during change (executed while the decorative pattern 80 is changing), but may also be executed in other states, such as when a jackpot game is being played.

[0094] In this embodiment, the execution condition is "150 consecutive misses (ST count) from the start of the first special game state" or "100 consecutive misses (time-saving count) from the start of the second special game state." In other words, the execution condition of the target performance is that the special game state ends and a transition to the normal game state is determined (see FIG. 20(a)). In addition, the target performance basically ends when 20 variable performances (20 spins) end after the special game state ends and the normal game state starts. However, if a jackpot is won before the end of the 20 variable performances, the performance ends with that. Hereinafter, the period during which the target performance is executed may be referred to as the target period.

[0095] In this embodiment, three types of target effects are prepared: a first target effect, a second target effect, and a third target effect (see FIG. 20(b)). The differences between the various target effects may be any that allow the player to distinguish the differences. In this embodiment, the first target effect is based on character X, the second target effect is based on character Y, and the third target effect is based on character Z. In other words, the various target effects are based on different types of characters.

[0096] In this embodiment, the various target performances correspond to so-called "stages" (sometimes referred to as "modes"). The performances during the target period are basic modes corresponding to the "stages". For example, the background image displayed as the background of the decorative pattern 80 differs depending on the "stage" (the display of the background image can be considered to correspond to the target performance). As described above, the various target performances are based on different characters, and it can be said that the first target performance is a stage based on the motif of character X, the second target performance is a stage based on the motif of character Y, and the third target performance is a stage based on the motif of character Z. In this embodiment, during the target period, the characters "X stage" are displayed as part of the background image while the first target performance is being executed, the characters "Y stage" are displayed as part of the background image while the second target performance is being executed, and the characters "Z stage" are displayed as part of the background image while the third target performance is being executed. That is, the background images displayed as the various target performances have at least differences in the characters (see FIG. 20(b)). In addition, the type of target performance (type of stage) that is executed only affects the content of the variable performance that is executed, and does not affect the player's direct benefits (related to the number of balls won), such as the reliability of a jackpot.

[0097] The control of the target performance (stage) depends on the currently set control mode (hereinafter, sometimes simply referred to as the mode). The mode is divided into a normal mode (see FIG. 21(a-1)) and a fixed mode (see FIG. 21(a-2)). When the power supply of the gaming machine 1 is ON, one of the normal mode and the fixed mode is set (in the following description, the currently set mode is referred to as the currently set mode), and this is stored in a storage means (not shown) (both modes are not set at the same time). When the mode is changed, the type of the currently set mode stored in the storage means is rewritten. It should be noted that immediately after the power supply of the gaming machine 1 is turned ON, the normal mode is set (initial setting mode=normal mode).

[0098] When the currently set mode is the normal mode, the type of target performance that is started when the execution condition is satisfied can change each time. That is, each time the special game state ends and the game state transitions to the normal game state, it is uncertain which of the multiple target performances (stages) will be executed. In this embodiment, when the mode is the normal mode, a lottery (a lottery in which any of the three target performances can be won) is held to determine the type of target performance that is executed when the execution condition is satisfied. The target performance that wins the lottery is executed (see FIG. 21(a-1)). In this embodiment, the probability that each of the target performances will win the lottery is equal (1 / 3).

[0099] When the currently set mode is a fixed mode, the target performance that is started when the execution conditions are satisfied is a fixed performance, which is one type of multiple types of target performance (see FIG. 21(a-2)). However, the type of target performance that will be set as the fixed performance is not predetermined. Once a fixed mode is set, if the fixed mode is released and a new fixed mode is set again, the type of target performance that is set as the fixed performance in the new fixed mode may be different from the type of target performance that was set as the fixed performance in the previous fixed mode. This means that unless the fixed mode that has been set is released, the type of target performance (fixed performance) that is started when the execution conditions are satisfied will not change.

[0100] The change from the normal mode to the fixed mode is realized as follows. The gaming machine 1 according to this embodiment includes an operation means 60 that can be operated by the player (see FIG. 1). The operation means 60 in this embodiment is a "push button". When the normal mode is set and one of the multiple types of target effects is being executed (during the target period), a predetermined operation (hereinafter, sometimes referred to as a prescribed operation) of the operation means 60 is performed, which triggers the establishment of a mode change condition, and the normal mode is switched to the fixed mode. Unless the prescribed operation is performed, the fixed mode is not switched to. For example, in the normal mode, if the prescribed operation of the operation means 60 is performed while the second target effect is being executed, the fixed mode is switched to in which the second target effect is set as the fixed effect (see FIG. 21(b)). Thereafter, unless the fixed mode is released, the type of target effect executed in response to the establishment of the execution condition becomes the second target effect. In other words, in this embodiment, the "currently executed target effect" can be "fixed".

[0101] It is well known that an image is displayed in the display area 911 to prompt the player to operate the operation means 60, and in this embodiment, the mode change condition is not satisfied while the operation effect is being executed. Specifically, in this embodiment, an operation effect (one example of which is shown in FIG. 21(c)) occurs even during the target period in the normal mode, but the operation of the operation means 60 during the operation effective period (the period during which the operation of the operation means 60 is reflected in the effect) of the operation effect does not contribute to the satisfaction of the mode change condition. On the other hand, setting the fixed mode is provided as a so-called "cheat" (secret button) function (not all players know the existence of the fixed mode).

[0102] The prescribed operation of the operation means 60 for which the mode change condition is satisfied is not a simple one-time operation (a single pressing operation). This is because if it is a simple one-time operation, there is a possibility that the operation of the operation means 60 performed unintentionally by the player will result in a transition to the fixed mode. In this embodiment, the mode change condition is satisfied when a long press operation in which the operation means 60 is maintained in an operated state for 5 seconds or more is detected during the target period of the normal mode. During the target period, a long press effect is generated as a type of operation effect to encourage the player to perform a long press operation (a maintenance operation in which the operation means 60 is maintained in an operated state). However, as described above, the mode change condition is not satisfied by an operation during the operation effect, and therefore the fixed mode is not set by an operation following the operation instructions in the long press effect.

[0103] In order to prevent an unintended change to a fixed mode, the mode change condition may be established only when two or more operating means provided at physically separate locations are operated. For example, the prescribed operation may be premised on the simultaneous operation of a push button and (any of) the cross key.

[0104] Any method of changing from the fixed mode to the normal mode may be used. For example, a setting may be made such that a transition to the normal mode is triggered by a predetermined operation of the operating means 60 (hereinafter, also referred to as a fixation release operation) being performed while the fixed mode is set and a fixed performance (any of the target performances) is being executed. The fixation release operation may be the same as the above-mentioned specified operation, or may be a different operation. Also, when changing from the fixed mode to the normal mode, an operation during the operation performance is not allowed to contribute to the fixation release operation.

[0105] Alternatively, the game machine 1 may be configured so that the player cannot change from the fixed mode to the normal mode. For example, the game machine 1 may not return to the normal mode unless the power supply is turned off. In this case, once the game machine 1 has been switched to the fixed mode, the target effects that are executed in response to the establishment of the execution condition throughout the business day are limited to the fixed effects.

[0106] As described above, in the gaming machine 1 according to this embodiment, in the normal mode (default mode), one of the multiple target effects is basically executed when the execution condition is satisfied, but by setting the fixed mode, one of the multiple target effects can be executed as a fixed effect (it is also possible to prevent the target effect from changing). When changing from the normal mode to the fixed mode, the target effect being executed when the mode change condition is satisfied is set as the fixed effect. In other words, if the currently executed target effect is to your liking, you can "fix" that effect while it is being executed.

[0107] Also, as in this embodiment, the currently executed target presentation does not transition to the fixed mode set as the fixed presentation unless a specified operation is performed on the operating means 60, so that the fixed mode is prevented from being set unintentionally by the player. In particular, in this embodiment, even if an operation is performed during an operation presentation, the mode change condition is not established, so that the fixed mode is not set unintentionally by the player due to the occurrence of an operation presentation.

[0108] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned matters related to the control of the target performance. Note that, to the extent possible, a configuration may be made in which a plurality of techniques described using the following specific examples are combined and applied.

[0109] 〇Specific example 3-1 Although the target performance in the above embodiment is executed (executed over multiple variations) when the special game state is ended and the game state is transitioned to the normal game state, the target performance may be one executed as a performance constituting one variation performance. For example, a reach performance (a performance in which the winning / losing lottery result is notified depending on the ending state) executed as a performance constituting one variation performance may be configured as the target performance. Specifically, when the execution condition is established, one of the multiple reach performances is executed. When the normal mode is set, it is indefinite which of the multiple reach performances occurs, and when the fixed mode is set, a fixed performance, which is one of the multiple reach performances, occurs. When the normal mode is set and a mode change condition is established while one type of reach performance is being executed, the reach performance being executed is shifted to the fixed mode in which the fixed performance is set. After that, when the execution condition is established, the reach performance that is the fixed performance occurs. It should be noted that there is no difference in the reliability of the big win for each of the multiple reach effects (however, the occurrence of any one of the multiple reach effects that are the target effects has a reliability of the big win). In other words, whether the normal mode or the fixed mode is set does not affect the player's direct profit (profit related to balls).

[0110] Also, the target effect may not occur during the variable effect, but may be an effect (a jackpot effect) executed during a jackpot game. At least a part of the period during which a jackpot game is executed is set as the target period, and the jackpot effect is executed during the target period. A plurality of types of effects are prepared as effects that can be executed as jackpot effects, and when the normal mode is set, it is undefined which of the plurality of types of jackpot effects will occur, and when the fixed mode is set, a fixed effect, which is one of the plurality of types of jackpot effects, will occur. When the normal mode is set and one type of jackpot effect is being executed (i.e., during a jackpot game), the mode change condition is met, and the jackpot effect being executed is shifted to the fixed mode in which it is set as a fixed effect. Note that which of the plurality of types of jackpot effects occurs (whether the normal mode or the fixed mode is set) does not affect the player's direct profit (profit related to balls).

[0111] 〇Specific example 3-2 In the above embodiment, when the normal mode is set, the target performance to be executed is determined by lottery (random lottery in which the probability of each target performance being selected is the same every time), but this embodiment is configured to generate each target performance evenly without relying on such random lottery. For example, an order is set for each target performance, and as long as the normal mode is set, the type of target performance to be executed is determined according to that order. In the case of the order of "first target performance → second target performance → third target performance → first target performance...", when the most recently executed target performance is the first target performance, the second target performance is executed when a new execution condition is established, when the most recently executed target performance is the second target performance, the third target performance is executed when a new execution condition is established, and when the most recently executed target performance is the third target performance, the first target performance is executed when a new execution condition is established (see FIG. 22(a)).

[0112] In addition, there are various other methods for eliminating bias when the normal mode is set, other than the method of determining the order of execution as described above. For example, the number of types of target effects is set to N (if there are three types of target effects, as in the above embodiment, N=3), and N consecutive target effects in the order of execution are treated as one effect group. In this one effect group, control is performed so that the same type of target effect does not occur more than twice. For example, in the first execution of a certain performance group, the target performance to be executed is determined by lottery from among all types of target performances (see FIG. 22(b-1)), in the second execution of a certain performance group, it is determined by lottery from among the target performances of the type already executed in the same performance group (for example, if the second target performance is executed in the first execution of the same performance group, it is determined by lottery from among the first and third target performances; see FIG. 22(b-2)), and in the third execution of a certain performance group, a target performance that has not yet been executed in the same performance group is necessarily executed (for example, if the second target performance is executed in the first execution of the same performance group and the third target performance is executed in the second execution, the first target performance is necessarily executed; see FIG. 22(b-3)). In the first execution of the next performance group, it is determined by lottery again from among all types of target performances (see FIG. 22(b-4)). In this way, various target performances are generated without bias.

[0113] When the normal mode is changed to the fixed mode, the currently executed target performance is set as the fixed performance, which means that the target performance that is not executed cannot be set as the fixed performance. If the target performance executed in the normal mode is determined by random lottery as in the above embodiment, a situation may occur in which a specific target performance does not occur (occurs at a low frequency) due to bias in the lottery results. In such a situation, it becomes difficult to set a fixed mode in which a target performance that does not occur (occurs at a low frequency) is set as a fixed performance, so it is preferable to execute various target performances in the normal mode without bias as in this example.

[0114] 〇Specific example 3-3 In the above embodiment, it has been described that the fixed mode is switched to by performing a specified operation of the operation means 60 during the normal mode, and that the fixed mode is switched to by performing a lock release operation of the operation means 60 during the fixed mode. In addition, it may be possible to switch from one of the normal mode and the fixed mode to the other by another method. For example, in a standby state in which no variable performance or big win game is being performed, a so-called customization function is known that allows the game characteristics (such as changing the probability of occurrence of various performances) and the game environment (such as changing the volume and light amount) to be changed by operating the operation means 60, etc., and it may be possible to switch from one of the normal mode and the fixed mode to the other as a kind of the customization function. When switching from the normal mode to the fixed mode, multiple candidate target performances (for example, names of various target performances) are displayed as options in the display area 911, and a desired target performance is selected by operating the operation means 60 (push button, cross key, etc.) (see FIG. 23; the "change mode" described in FIG. 23 refers to the normal mode, and "characters X to Z" refer to the first target performance to the third target performance, respectively). As a result, the selected target effect is switched to a fixed mode in which the fixed effect is selected. Regarding the transition from the fixed mode to the normal mode, the fixed mode can be released by operating the operation means 60 in the standby state.

[0115] However, when multiple types of target effects are displayed as options, there is a possibility that the player will not be able to grasp the specific content of the various target effects (will not be able to determine which effect is the "favorite"). Therefore, there is a risk that a target effect that is not preferred will be set as the fixed effect. The method of setting the fixed mode described in the above embodiment sets the currently executed target effect as the fixed effect, so there is little risk that a target effect that is not preferred will be set as the fixed effect. In addition, the method of setting the fixed mode described in the above embodiment also has the advantage that there is no need to take the trouble of using the customization function.

[0116] 〇Specific example 3-4 In the above embodiment, it has been explained that the operation method (contents of the prescribed operation) of the operating means 60 for realizing the transition from the normal mode to the fixed mode is not shown to the player (is not displayed in the display area 911) (it is a so-called "trick" (secret button) function), but the operation method (contents of the prescribed operation) may be displayed in the display area 911. In this case, it is preferable to also display that the currently executed target effect will be a fixed effect. For example, when the normal mode is set and a certain target effect is being executed, an image such as "Press and hold the button to fix the current effect" may be displayed.

[0117] 〇Specific example 3-5 Two or more of the multiple target effects are fixed effects (effects that can occur in fixed mode). For example, two target effects, X1 and X2, are prepared as target effects with a character X motif, two target effects, Y1 and Y2, are prepared as target effects with a character Y motif, and two target effects, Z1 and Z2, are prepared as target effects with a character Z motif (see FIG. 24(a)). In other words, a total of six types of effects are provided as target effects. When the normal mode is set, any of the six target effects (X1, X2, Y1, Y2, Z1, Z3) can occur. When the execution condition is established, the target effect to be executed is determined by a lottery in which any of the six target effects can be won (see FIG. 24(b-1)).

[0118] When a prescribed operation is performed in normal mode, the mode change condition is satisfied and the mode transitions to the fixed mode. Here, the fixed performance when the mode transitions to the fixed mode includes not only the target performance that was being executed when the mode change condition was satisfied, but also the target performance that belongs to the same performance group. The performance group is a preset concept. That is, each of the multiple target performances is divided into performance groups including two or more target performances in advance. As a way of dividing the performance groups, it is possible to consider that the performance elements that constitute the target performance are the same as the same performance group. For example, in the above example, the performances that have the same character as the motif are considered to be the same performance group (performance group X to Z) (see FIG. 24(a)). Therefore, for example, when the mode change condition is satisfied while the target performance Z2 is being executed in normal mode, not only the target performance Z2 but also the target performance Z1 that belongs to the same performance group is considered to be a fixed performance (see FIG. 24(b)). That is, the mode transitions to the fixed mode in which two or more target performances are fixed performances. Note that, among the multiple performance groups, some performance groups may include two or more target performances, while the others may include only one type of target performance. In other words, if at least some of the multiple performance groups contain two or more types of target performances, and the mode change condition to fixed mode is met while any of the target performances included in that performance group is being executed, all of the target performances included in that performance group will be set to fixed performances.

[0119] When the execution conditions are met in the fixed mode, a lottery is held in which two or more types of fixed effects are selected, and the fixed effect that is selected by the lottery is executed (see FIG. 24(b-2)). In other words, there is a possibility that any of the two or more types of fixed effects will be executed (this differs from the configuration in which it is determined that one type of fixed effect will be executed, as in the above embodiment). However, compared to the state in which the normal mode is set (where any of the six target effects is executed), the number of types of target effects that may be executed is smaller.

[0120] 〇Specific example 3-6 It is assumed that two or more fixed modes are provided. For example, it is assumed that six types of target performances are prepared: target performance Xm (see FIG. 25(b-1)) in which a background image of "morning" is displayed with character X as the motif, target performance Xn (see FIG. 25(b-2)) in which a background image of "night" is displayed with character X as the motif, target performance Ym (see FIG. 25(b-3)) in which a background image of "morning" is displayed with character Y as the motif, target performance Yn (see FIG. 25(b-4)) in which a background image of "night" is displayed with character Y as the motif, target performance Zm (see FIG. 25(b-5)) in which a background image of "morning" is displayed with character Z as the motif, and target performance Zn (see FIG. 25(b-6)) in which a background image of "night" is displayed with character Z as the motif. Various methods of expressing "morning" and "night" are conceivable. It is conceivable to make "night" relatively darker than "morning", or to display the sun in "morning" and the moon in "night".

[0121] The target performances are categorized by two types of performance elements: "character type" and "time (morning / night)". In other words, if categorized by "character type", two groups of performances, "target performance Xm" and "target performance X / night", two groups of performances, "target performance Ym" and "target performance Yn", and two groups of performances, "target performance Zm" and "target performance Zn", can be considered as performance groups that each contain a common character (see "Performance element (character type)" in Figure 25(a)). Also, if categorized by "time (morning / night), three groups of performances, "target performance Xm", "target performance Ym", and "target performance Zm", and three groups of performances, "target performance Xn", "target performance Yn", and "target performance Zn", can be considered as performance groups that each represent a common time (see "Performance element (time)" in Figure 25(a)).

[0122] When the normal mode is set, any of the six target effects (target effects Xm, Xn, Ym, Yn, Zm, and Zn) can occur. When the execution condition is met, the target effect to be executed is determined by a lottery in which any of the six target effects can be won (see FIG. 26(a)).

[0123] As the fixed modes, a first fixed mode (see FIG. 26(b)) and a second fixed mode (see FIG. 26(c)) are provided. The first fixed mode is a mode in which the "type of character" is fixed, and the second fixed mode is a mode in which the "time (morning / night)" is fixed. The method for transitioning from the normal mode to the first fixed mode is different from the method for transitioning to the second fixed mode. For example, when a first specified operation of the operating means 60 is performed while the normal mode is set, the first mode change condition is satisfied and transition is made to the first fixed mode, but when a second specified operation (which is an operation different from the first specified operation) is performed, the second mode change condition is satisfied and transition is made to the second fixed mode.

[0124] If the normal mode is set and the first mode change condition is met while the target effect Yn is being executed, the mode will transition to a first fixed mode in which the target effect Ym and the target effect Yn are fixed effects (see Figure 26 (b)). In other words, the mode will transition to the first fixed mode in which the effect element "character Y" is fixed. If the execution condition is met in the first fixed mode, a lottery is held in which the target effect Ym and the target effect Yn are the objects of the lottery, and the fixed effect that is won by the lottery is executed (the control is executed when two or more target effects are fixed effects as described in specific example 3-5).

[0125] On the other hand, when the normal mode is set and the target effect Yn is being executed, if the second mode change condition is met, the mode transitions to the second fixed mode in which the target effect Xn, the target effect Yn, and the target effect Zn are fixed effects (see FIG. 26(c)). In other words, the mode transitions to the second fixed mode in which the effect element "night" is fixed. If the execution condition is met in the second fixed mode, a lottery is held in which the target effect Xn, the target effect Yn, and the target effect Zn are the objects of the lottery, and the fixed effect that is won by the lottery is executed (the control is executed when two or more target effects are fixed effects as explained in specific example 3-5).

[0126] In the case of this example, it may be possible to transition from one fixed mode to another among two or more fixed modes. For example, when a second specified operation is performed in a state in which the first fixed mode is set, the mode transitions to the second fixed mode as a trigger. However, the performance elements fixed in the fixed mode before the change are released as a trigger of the transition to another fixed mode. For example, when a second specified operation is performed in a state in which the target performance Xm is being executed in the first fixed mode in which two types of target performance Xm and target performance Xn are fixed performances (the first fixed mode in which "character X" is the fixed performance element), the mode transitions to the second fixed mode in which three types of target performance Xm, target performance Ym, and target performance Zm are fixed performances (the second fixed mode in which "morning" is the fixed performance element), and therefore the state in which "character X" is fixed is released.

[0127] In this way, in cases where each of the target effects includes two or more types of effect elements, a configuration can be provided in which two or more fixed modes are provided in which the various effect elements are fixed.

[0128] 〇Specific example 3-7 In the above embodiment, it has been described that the normal mode is changed to the fixed mode (the mode change condition is satisfied) by the specified operation of the operating means 60, but other conditions may be set as the mode change condition as long as they can be satisfied due to the player's actions. In other words, it is sufficient that, at the point when it is determined that the currently executed target effect is to the player's liking, the player can, at his / her own will, change to the fixed mode in which the target effect is set as the fixed effect.

[0129] 6) Although the embodiments of the present invention have been described in detail above, the present invention is not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present invention.

[0130] The matters described in the above embodiment can be applied to other gaming machines such as slot machines, except for the fact that they utilize a configuration unique to pachinko gaming machines.

[0131] The performance that suggests the probability (jackpot reliability) of the winning / losing lottery result described in the above embodiment can also be used to suggest the probability of a so-called "small win." In addition, in the case of a gaming machine that has a gameplay in which the acquisition of a small win is essentially linked to the acquisition of a big win (so-called two-type gameplay), the "jackpot" described in the above embodiment can be replaced with a "small win."

[0132] Specific means (gaming machines) obtained from the above embodiment are listed below.

[0133] ·Means 1-1 A gaming machine capable of executing multiple types of specific performances as part of a variation-in-progress performance from when the decorative pattern indicating the result of a win / lose lottery starts to vary until it stops in a manner according to the result of the win / lose lottery, characterized in that when the result of the win / lose lottery is announced as a win in a standard variation-in-progress performance, which is a variation-in-progress performance that includes any of the multiple types of specific performances, there is a higher probability that an event advantageous to the player will occur if the specific performance, which is a target specific performance, that occurs after the end of a win game based on the win announced in the standard variation-in-progress performance, is in a matching mode that is the same type as the standard specific performance, which is the specific performance that occurred in the standard variation-in-progress performance, than if it is in a non-matching mode that is different from the standard specific performance. According to the above gaming machine, an interesting gameplay is realized in which a specific effect of the same type as the specific effect (standard specific effect) that occurs in the standard variable effect before a winning game becomes a specific effect that has a high probability of causing an event advantageous to the player after the winning game.

[0134] ·Means 1-2 The gaming machine described in means 1-1 is characterized in that a normal gaming state and a special gaming state which is more advantageous to the player than the normal gaming state are provided as gaming states in which the player plays with the aim of winning the lottery result, and the target specific performance is the specific performance that occurs before the special gaming state to which the player shifts after the winning game ends ends. In this way, a game property is realized in which a specific effect of the same type as the standard specific effect is likely to result in an event advantageous to the player through a special game state after a winning game.

[0135] ·Means 1-3 The gaming machine described in means 1-1, wherein the target specific effect is the specific effect that occurs first after the winning game ends. In this way, easy-to-understand gameplay is realized in which it is important whether or not the specific effect that occurs first after a winning game is the same type of specific effect as the reference specific effect.

[0136] ·Means 1-4 A gaming machine described in any one of means 1-1 to 1-3, characterized in that when a certain specific effect occurs as the matching pattern, an additional image is displayed that is not displayed when the effect does not occur as the matching pattern. By doing so, the risk of a situation occurring in which the player does not notice the occurrence of a matching pattern is reduced.

[0137] ·Means 1-5 A gaming machine described in any one of means 1-1 to 1-4, characterized in that the type of specific performance determined to be the reference specific performance is continuously displayed until a specified termination condition is met even if the target specific performance has not occurred. By doing this, it is easy for the player to notice that a specific effect of the same type as the reference specific effect is in a special state that is different from other types of specific effects.

[0138] ·Means 2-1 A gaming machine capable of executing a composite performance including a plurality of unit performances that occur successively, characterized in that the composite performance has the following configurations: a basic configuration in which the same type of performance element is output in all of the unit performances; a normal unit performance that is a part of the plurality of unit performances; and a special unit performance that is smaller than the normal unit performances, and the types of performance elements output in the normal unit performances and the special unit performances are different. According to the above gaming machine, when a special mode occurs, an interesting composite presentation can be created in which the player feels a "sense of discomfort" (a sense of discomfort caused by the special unit presentation outputting a different type of presentation element from the normal unit presentation).

[0139] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that the probability of an event advantageous to the player occurring is higher when the composite performance is in the special mode than when the composite performance is in the basic mode. By doing as described above, when a special mode occurs (when a player feels uncomfortable due to the occurrence of a special mode), a presentation form can be provided in which the player can expect an advantageous event to occur.

[0140] ·Means 2-3 The special mode is characterized in that the last unit performance is the special unit performance, and the other unit performances are the normal unit performances. In this way, it becomes possible to obtain a presentation form in which it is impossible to determine whether a composite presentation is a basic mode or a special mode until the final unit presentation contained in the composite presentation occurs.

[0141] ·Means 2-4 The gaming machine described in any one of means 2-1 to 2-3 is characterized in that the composite effects are displayed in order according to the order in which the unit effects occur as the unit effects occur. In this way, the composite effect can function as an effect in which a count-up or count-down is performed.

[0142] ·Means 2-5 A gaming machine described in any one of means 2-1 to 2-4, characterized in that the unit performance displays one of a plurality of types of character images in which the characters represented are different from one another, and the basic mode displays the same type of character image in all of the unit performances, while the special mode displays different types of character images in the normal unit performance and the special unit performance. By doing this, the composite presentation of the special mode is a presentation form in which the player may feel uncomfortable with the special unit presentation displaying a different type of character than that displayed in the normal unit presentation.

[0143] ·Means 2-6 The gaming machine described in means 2-5 is characterized in that each of the multiple types of character images displayed in the unit performance has the same character depicted but a different concept, and the special mode is characterized in that the character images displayed in the normal unit performance and the character images displayed in the special unit performance have different character types but the same concept. By doing this, even in the case of a special mode composite performance (where the character types are different between the normal unit performance and the special unit performance), the concept of each unit performance is the same, so it becomes a performance format in which it is difficult for the player to notice that a special mode composite performance is occurring (not everyone will notice the occurrence of a special mode).

[0144] ·Means 3-1 A gaming machine in which one of a plurality of target effects is executed when a predetermined condition is satisfied, the gaming machine having as control modes for the target effects a normal mode in which the type of the target effect executed when the predetermined condition is satisfied can be changed, and a fixed mode in which one of the plurality of target effects is set as a fixed effect, and the target effect set as the fixed effect is executed when the predetermined condition is satisfied, and other types of target effects are not executed, characterized in that if a mode change condition is satisfied while one of the plurality of target effects is being executed while the normal mode is set, the target effect being executed is changed to the fixed mode in which the fixed effect is set. The gaming machine described above is capable of fixing the currently executed target effect (setting it as a fixed effect), which is convenient for the player (contributes to the convenience of being able to select the effect as desired).

[0145] ·Means 3-2 The gaming machine described in means 3-1 is characterized in that it is equipped with an operating means that can be operated by a player, and the mode change condition is not met unless a specified operation of the operating means is performed. In this way, by performing a prescribed operation while a desired target effect is being executed, the target effect can be made a fixed effect.

[0146] ·Means 3-3 The gaming machine described in means 3-2 is characterized in that the mode change condition is not met during execution of an operation presentation in which the player is prompted to operate the operating means. In this way, the fixed mode is prevented from being unintentionally set. [Explanation of symbols]

[0147] 1. Gaming machines 10 Additional Images 20 Good Model Images 30 Production images (31-35 First production image to fifth production image) N order display 60 Operating means 70 Reserved Design 80 Decorative Designs 906 Big Winners Area 91 Display device 911 Display area

Claims

[Claim 1] A gaming machine in which one of a plurality of target effects is executed when a predetermined condition is satisfied, As a control mode of the target performance, A normal mode in which the type of the target performance executed when the predetermined condition is met can be changed; A fixed mode in which one of the plurality of types of target effects is set as a fixed effect, and the target effect set as the fixed effect is executed when the predetermined condition is satisfied, and the other types of target effects are not executed; There is a system in place, When a mode change condition is satisfied while one of the plurality of target effects is being executed in the normal mode, the target effect being executed is changed to the fixed mode set as the fixed effect, The game machine includes an operating means operable by a player, If the specified operation of the operation means is not performed, the mode change condition is not satisfied, During the execution of the operation presentation in which the player is prompted to operate the operation means, the mode change condition is not satisfied. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2011240069A

  • Game machines

    JP2021062293A

  • Game machine

    JP2021132927A

  • Game machine

    JP2021168795A